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Old Dec 10, 2008, 02:32 AM // 02:32   #381
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5/45

Stance. 30 second duration. While holding a non-dagger weapon, you have an additional 5..27..35% chance to land a critical hit. Whenever you land a critical hit, you do +1..5..10 damage.

[Malign Intervention]
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Old Dec 10, 2008, 04:20 AM // 04:20   #382
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10e/1c/15r

Elite Hex Spell. For 5...17...21 seconds, target foe receives 33% less benefit from healing. If target foes dies while hexed with Malign Intervention, a level 1...14....21 flesh golem is summoned. You may only control 3 golems at one time

next one...lets see:
[obsidian flesh]

Last edited by MisterT69; Dec 10, 2008 at 04:22 AM // 04:22..
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Old Dec 10, 2008, 05:18 AM // 05:18   #383
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Quote:
Originally Posted by MisterT69 View Post
10e/1c/15r

Elite Hex Spell. For 5...17...21 seconds, target foe receives 33% less benefit from healing. If target foes dies while hexed with Malign Intervention, a level 1...14....21 flesh golem is summoned. You may only control 3 golems at one time

next one...lets see:
[obsidian flesh]
Seems fine to me...energy cost to 15, recharge to 20, I guess...

[Flare]
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Old Dec 10, 2008, 05:22 AM // 05:22   #384
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5en 1/4c

Spell. Send out a flare that strikes target foe for 15..38..45 fire damage and sets them on fire for 0..7..9 seconds.

gogo [Elemental Flame]
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Old Dec 10, 2008, 08:46 AM // 08:46   #385
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3..10...15
Whenever a Hex ends on target foe, that foe is set on fire for 1..3..5 seconds. If that hex is not a Elemental hex, you lose 10..5 energy or Elemental Flame ends.

Next One: [Jaizhenju Strike]
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Old Dec 10, 2008, 12:43 PM // 12:43   #386
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5/8

deals 1..24..30 damage. Jaizhenju Strike deals +1..5..15 damage if you are not in a stance.

[Mark of Subversion]
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Old Dec 10, 2008, 02:00 PM // 14:00   #387
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10/1/15
3 seconds. Steals 5..60..80 Health.

Next One: [Persistence of Memory]
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Old Dec 10, 2008, 02:53 PM // 14:53   #388
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turn it into a stance

[griffon's sweep]/[leviathan's sweep]
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Old Dec 10, 2008, 02:55 PM // 14:55   #389
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both pretty good but lets say increase the recharge to 12 secs


[Skill] Dragon Slash [/skill]

Goooo go go

Last edited by Rothan Celt; Dec 10, 2008 at 02:58 PM // 14:58..
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Old Dec 11, 2008, 03:12 AM // 03:12   #390
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Decrease adrenaline to 5 for some constant ownage! And maybe increase the attack. Say... by double the original.

[Stoneflesh Aura]
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Old Dec 11, 2008, 04:50 AM // 04:50   #391
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Stoneflesh is fine imo, but for kickers

For 5....20....30 seconds, damage is reduced by 1...30...39, and you are immune to critical hits, this spell is easily interruptable

[keystone signet]
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Old Dec 11, 2008, 07:54 AM // 07:54   #392
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Reverse the effect of disabling skills by recharging them. It's a freaking key stone. How out of description of the name is that when it disables skills?

[Drunken Blow]
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Old Dec 11, 2008, 12:14 PM // 12:14   #393
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Incude daze for 15 secs move recharge to 15 secs

[Skill] Lava font [/skill]
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Old Dec 11, 2008, 10:42 PM // 22:42   #394
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10/1/5
Spell. For 5 seconds you unleash a lava font. In one second, all adjacent foes are hit for 20...40...80 fire damage, next second, nearby foes, and for 3 seconds all foes in the area. When this spell ends, all foes in the area are set on fire for 3..6...9 seconds.

Now lets try:
[panic]
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Old Dec 11, 2008, 10:57 PM // 22:57   #395
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10en 2c 15r

Elite Hex Spell. for 5...13..18 seconds, target foe and adjacent foes suffer -2 energy degeneration and take twice as long to cast spells.

[Belly Smash]

Last edited by FlamingMetroid; Dec 11, 2008 at 11:00 PM // 23:00..
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Old Dec 11, 2008, 11:52 PM // 23:52   #396
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reduce the recharge time to 15 and add +3..7..10 damage.

[blood drinker]
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Old Dec 12, 2008, 06:36 PM // 18:36   #397
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[Blood Drinker]
Spell: Steal 30..70 health if target foe is bleeding. Otherwise, you and target foe begin bleeding for 10 seconds.
5e/1c/8r

[Vampiric Gaze]
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Old Dec 12, 2008, 06:58 PM // 18:58   #398
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2c 5r

[Defile Enchantments]
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Old Dec 12, 2008, 07:56 PM // 19:56   #399
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10/1/15
6..52..70 Damage + 5..10..15 for each enchantment.

Next one: [Gaze from Beyond]
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Old Dec 14, 2008, 02:12 PM // 14:12   #400
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Gaze from Beyond

5/1/10

If a allied spirit is in earshot, target foe and one allied spirit in earshot each take 40..120 lightning damage.

Can't team spike with it because more than 2 uses will kill any one spirit.

[Archers Signet]
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