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Old Jan 24, 2006, 01:47 PM // 13:47   #1
Ascalonian Squire
 
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Default new Skill suggestions

I have had some skill ideas lately, most of them to counter things that I think are too powerful as it is.

Mute (10 energy, 2 cast time, 10 recharge)
Domination Magic
Hex Spell. Target foe and nearby foes cannot use "shout" skills for 10-60 seconds.

Loss of Memory
Illusion Magic
Spell. Target foe stops maintaining all the enchantments he is maintaining.

Grasp of Nature
Wilderness Survival
Nature Ritual. Creates a spirit. Creatures within its range cannot teleport, and creatures outside its range cannot teleport into its range.

"taste my axe!" (10 energy, 45 recharge)
Axe Mastery
Shout. For 5-20 seconds, your axe mastery skills do not lose adrenaline as a result of adrenaline axe attack use, except for lose-all-adrenaline skills.

Agoraphobia
Curses
Hex Spell. For x seconds, target foe loses x health and x energy for every creature in the area.

Terror of Death (10, 3, 20)
Death Magic
Hex Spell. For x seconds, if target foe dies, all nearby foes will have their skills disabled for 2-8 seconds.

Hide Energy
Energy Storage
While you maintain this enchantment, your max energy is decreased by 3-30. When this spell ends, you gain 3-30 energy.

Tremor
Earth Magic
Spell. Causes a tremor at target foe´s location. All foes in the area take x earth damage and lose their preparation.

Helping Hand (elite) (10, 0, 10)
Divine Favor
Spell. Teleport to the location of the living party member with the lowest health.
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Old Jan 24, 2006, 08:55 PM // 20:55   #2
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no feedback?

:s

I was hoping to get some..
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Old Jan 25, 2006, 12:00 AM // 00:00   #3
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Since no one else has given you feed back, I will, and I'll make it mixed response.

Judgement and modifications to the skills in order from top to bottom:

Mute: Excessive length of effect, lower it.

Loss of Memory: Good Skill

Grasp of Nature: As a Ranger spirit to powerful, Ranger spirits work over a large range, a Ritualist spirit would be fairer, but then, Ritualists have enough spirits as is...A.Net's call.

"Taste my Axe": Good skill, might hear gripes about it being for Axes only, but good skill.

Agoraphobia: Keep those "x" variables low, and good skill

Terror of Death: lower casting time to 2, increase recharge time to 30sec of more. Very Creative.

Hide Energy: Good skill

Tremor: Good skill, I suppose, get a Ranger to rule on this one.

Helping Hand: Elite or not, I'd like to see only Assassins teleporting anywhere.

You have a good mind, keep using it. A.Net listens even if a lot of players don't wish to.
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Old Jan 25, 2006, 12:16 AM // 00:16   #4
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Quote:
Originally Posted by THEIvo
Grasp of Nature
Wilderness Survival
Nature Ritual. Creates a spirit. Creatures within its range cannot teleport, and creatures outside its range cannot teleport into its range.

Terror of Death (10, 3, 20)
Death Magic
Hex Spell. For x seconds, if target foe dies, all nearby foes will have their skills disabled for 2-8 seconds.

Tremor
Earth Magic
Spell. Causes a tremor at target foe´s location. All foes in the area take x earth damage and lose their preparation.
With the exception of these three, they're all overpowered, already existing, or useless. And Grasp of Nature needs a Ward Range ("In the Area") not a spirit range.
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Old Jan 25, 2006, 12:17 AM // 00:17   #5
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I based that Mute skill on Rust, which also has a very long effect. I decided to do it this way, because it will not be useful in most cases, but it will be an effective counter skill to IWAY mainly.

Grasp of Nature is just another counter spirit. It will be useful in GvG to stop assasin guild lord ganks, and it will be useful in HA, because Consume Corpse will not work as corpse removal.

Taste my axe is basically a template that can be used on all warrior weapon skills.

Terror of Death has a long casting time to make it less useful for spikers.

Tremor is something definitely earth related, and since there is no way to remove preparations I thought I'd combine it, to promote earth eles that do not ward, eq/as spike or Obsidian spike.

Helping Hand is something I came up with for monks, partially to give Grasp of Nature more potency and partially because it would offer interesting new possibilities. I do like having more than two professions that can teleport, although Assassins should be the main ones. I think all skill types should be available to most professions, incluiding glyphs and shouts.



To the new post: I think most of these skills are balanced(mostly because they are highly situational), or need balancing by putting in some good variables. The only one that might be concidered unbalanced IMHO is Grasp of Nature- the consume corpse negating effect might be unbalanced.

Taste my axe might be similar to For Great Justice, but the difference lies in the effect when your attack misses.

Last edited by THEIvo; Jan 25, 2006 at 12:25 AM // 00:25..
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