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Old Nov 14, 2006, 05:07 PM // 17:07   #1
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Default two skill ideas i would like to see implemented

two skills i thought of, probably would be used by mesmers and they would both be elite and most likley domination

skill 1--hex spell--the next time target foe casts a hex that targets an ally, that hex fails and is applied to the caster instead for its full duration. (sort of like the hex backfires)

skill 2--hex spell--the next time target foe casts an enchantment that targets an ally of that foe, that enchantment fails and is instead applied to you for its full duration. (the enchantment the foe casts is put on you)

comments?
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Old Nov 14, 2006, 06:22 PM // 18:22   #2
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I have to say that i love these ideas, but the first one would be hard to do, as there is a few hex spells that steals life from target foe and give health to you.

Also, i'm intrested in how you was thinking about maintain spells like mending.. would they only mean that the caster have to break it and just recast it or were you thinking something else??

Great idea
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Old Nov 14, 2006, 06:39 PM // 18:39   #3
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those sound pretty good, maybe something for the next chapter
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Old Nov 14, 2006, 07:47 PM // 19:47   #4
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I like
always hope for a Mirror Magic attribute too...
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Old Nov 14, 2006, 10:01 PM // 22:01   #5
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sounds like my concept class magician on the redirection line, check it out and give some feedbacks please, it might be a next buff to mesmer or even a new class.

Last edited by Saphrium; Nov 14, 2006 at 10:10 PM // 22:10..
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Old Nov 14, 2006, 11:24 PM // 23:24   #6
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Sounds cool. The enchantment one needs a minimum duration for maintained enchantments or something to make them useful. Of course the caster may not realize the spell ended up on the wrong person in the heat of battle.
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Old Nov 15, 2006, 06:23 AM // 06:23   #7
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The first one sounds good, except it would be a better stance or enchantment, that way instead when an enemy casts a hex on the enchanted allie, it will reverse and be applied on that enemy. The big difference is that if you apply it to the enemy and he has any sense at all, he will refrain from casting or remove the hex. If he doesn't realize the enchantment is on an enemy, he is much more likely to fall victim. Those hexes which apply life steal would benifit the target of the spell, so if Necromancer (red team) casts life siphon on Monk(blue team), the monk gains the benifit of life siphon against the necromancer.

Your example is definetly not an elite, it would have to be an enchantment to qualify as an elite, and have a pretty low recast as well.

The second idea is also very good, except it should apply to the foe receiving the enchantment not the foe casting it, again if the foe knows he has a hex on him he is likely to refrain, but if one of his allies has the hex, he may well cast the enchantment on that allie only aiding you. For simplicity, they can just exclude maintained enchantments. Again, for it to be elite it should probably have a short recast time.

Both your and my versions could be good spells, but your versions are definetly not elite, they are no more effective than backfire, to be elite it would need to be concealed so the enemy can accidentally cast a hex or enchantment without realizing your defensive advantage.

And lastly, since you got me thinking about the ability. They could make an elite Interrupt. Which causes offensive spells to be interrupt and reversed onto the foe who casted it, and causes benificial spells to be reverted to you instead of your foe. It would be a great way for talented players to intercept and return powerful skills against an enemy, and a damn good elite.

Last edited by BahamutKaiser; Nov 15, 2006 at 06:29 AM // 06:29..
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Old Nov 15, 2006, 06:30 AM // 06:30   #8
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Brings about some interesting ideas. Can just see a caster throwing out a hex, only to get hit by it instead. Adds a bit of a gamble to hex heavy teams. I rather like the idea. ^_^

/signed
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