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Old Jul 13, 2006, 06:09 PM // 18:09   #281
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Please everyone make an effort and keep this serious. If you want to make skills that turn opponents into sausages pls make another thread. This is meant to have skills that are reasonable enough for consideration by NcSoft.

Recover {Elite E. Storage}
E - 5, C - 1/4, R - 45
Elite Enchantment Spell. You move 66% slower and gain 2-8 energy regeneration for 4...16 seconds.

Fiery Gaze {Fire Magic}
E - 10, C - 1, R - 20
Spell. Target foe takes 16...46 fire damage and is set on fire for 1...3 seconds.

Raise Body Heat {Fire Magic}
E - 15, C - 2, R - 30
Enchantment Spell. Target ally attacks 33% faster and gains 20% more adrenaline from attacks for 2...10 seconds.

Hibernation {Water Magic}
E - 10, C - 2, R - 45
Hex Spell. Target foe moves 50% slower and suffers -1 health degeneration for 5...11 seconds.

Reject {Curses}
E - 10, C - 1/2, R - 15
Spell. Target touched foe is teleported outside you agro range, knocked down, and suffers 10...55 dark damage.

Mantra of Energy Stealing {Inspiration Magic}
E - 25, R - 45
Stance. For 15...45 seconds, whenever you are hit by a spell, you steal 1 energy from that foe.
Might be overpowered

Tell me what you think!
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Old Jul 13, 2006, 06:16 PM // 18:16   #282
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If you was refering that to me, I think the skill I created is fine, Jaijenju strike is named after someone i bet. Quanzong Aura has a ok counter, and good benefits, not all skills have to have really good counter and really bad benefit.

EDIT:

Recover, mmm 2-8 is kinda OVERKILL, you have +4 mana regen and 8 makes it +12, dont think it can go that high.

Fiery Gaze, fine

Raise Body Heat, fine

Hibernation, kinda wierd, hibernating kinda means sleeping(not moving), and dont think it hurts to hibernate (suggesting new name, or edit skills), unless bears can die from hibernating.

Reject, that got to be a elite, because a lot of people would use that skill, think of it, your a caster, you dont want em nearby, you want em, barely outa range, down, and hurting. And when there down you can go over to them and cast more spells, so gotta be elite. 10 energy and 15 recharge is low for that kind of power, so gotta be an elite.

Mantra of Energy Stealing, I think its underpowered lol, 1 energy is no biggie, now the biggie is 25 energy to cast thats like 60% of mesmer mana, otherwise fine to me.

Last edited by quanzong; Jul 13, 2006 at 06:28 PM // 18:28..
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Old Jul 13, 2006, 06:19 PM // 18:19   #283
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Quote:
Originally Posted by Rainman
Aura Of Pain {elite necromancer death magic enchantment}

For 90 seconds any foe entering youre agro circle instantly dies and turns into a sausage.
energy: 25 recharge: 60 cast time: 2

this shall own teh noobs
I was referring to this. Fun but this isn't the place for it.
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Old Jul 13, 2006, 07:21 PM // 19:21   #284
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Sorry about that.....my "Ruthless Headbutt" was also (obviously) a joke
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Old Jul 13, 2006, 07:49 PM // 19:49   #285
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It's not that ridiculous you know. As you made it elite i think it wouldn't be that bad. Pity there is shove already.
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Old Jul 13, 2006, 08:02 PM // 20:02   #286
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Divine Healing

Disciplined Flesh
Stance. For 1.. 7 seconds you have +40 armor verse physical damage. This stance ends if you are knocked down.
Energy: 5 Recast: 15


Energy Storage

Restoration
Spell. You recieve 1.. 4 health for every point of energy you have. (max of 160)
Energy: 10 Cast: 2 Recast: 5

Fire Magic

Fire Blast
Spell. All foes in the area are hit for 15.. 90 Fire damage.
Energy: 15 Cast: 1 Recast: 1

Water Magic

Slipper Slope
Hex Spell. For 8-20 seconds, target foe will knock themselves down if they are moving faster than normal. This hex ends if target stands still for 3 seconds.
Energy: 10 Cast: 2 Recast: 10


Curses

Unyeilding Hex elite
Enchantment Spell. The next hex you cast will remove target foe of all hexes and this enchantment ends. This foe can not be targeted with any other hexes while that hex is on them. That hex can not be removed.
Energy: 10 Cast: 2 Recast: 20

Death (or Curses, not sure)

Order of Suffering
Enchantment Spell. Sacrifice 17% Health. For 5 seconds whenever a animate undead hits a foe they are hexed with Suffering which is -2 Health degen for 5.. 11 seconds
Energy: 15 Cast: 2

Last edited by Goonter; Jul 13, 2006 at 09:50 PM // 21:50..
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Old Jul 13, 2006, 08:50 PM // 20:50   #287
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Melandru's Haste: elite stance

energy: 15, recharge: 60
For 3-7 seconds you attack 25% faster and have a 75% chance to "evade" melee and projectile attacks. Whenever you evade an attack you gain 1 energy and whenever you take damage this stance refreshes.

nice one right
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Old Jul 13, 2006, 09:54 PM // 21:54   #288
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here's some i got:

-Necromancer or Ritualist:
Sacrifice spirit: spirit, energy:15, recharge:45 and casting:2.
same lv. as a rt spirit, whenever a target ally sacrifices nearby this spirit the spirit suffers 80% of the sacrificed damage instead and target ally suffers 20% of it. Communing or Soul Reaping.

-Warrior:
Burning Shield: stance, energy:5, recharge:30.
For 6-13 seconds your shield becomes burning, every time a melee foe attacks you they becomes burning for 1-3 seconds. Tactics.

-Necromancer:
Minion Feast: spell, energy:10, recharge:15.
All your animated undead allies deal 15-40 damage on their next attack and they gain the same amount as health for themself. death magic.

-Necromancer:
Bone Turtle: spell, energy:15, recharge:10.
Animate a lv.2-18 (with runes) bone turtle, the bone turtle deals very low damage (1-4 damage), but has 100 armor. Death Magic.

-Necromancer:
Bone Shield: Spell, energy:10, recharge:30.
Exploit the nearest corpse to make a bone shield on yourself for 6-16 sec, the bone shield gives you +15-30 armor against physical damage and +10-15 armor againt elemental damage. Death Magic.

-Necromancer:
Bone Bird: spell, energy:20 recharge: 10.
Animate a lv.2-18 (with runes) bone bird, the bone bird has low armor, deals low damage and the bone bird do not suffer from health degeneration as other minions. Death Magic.

Last edited by bulletsmile; Jul 13, 2006 at 10:16 PM // 22:16..
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Old Jul 13, 2006, 10:15 PM // 22:15   #289
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Quote:
Originally Posted by keysersoze
Melandru's Haste: elite stance

energy: 15, recharge: 60
For 3-7 seconds you attack 25% faster and have a 75% chance to "evade" melee and projectile attacks. Whenever you evade an attack you gain 1 energy and whenever you take damage this stance refreshes.

nice one right
um i would say kinda overpowered , instead of the skill refreshing it should last 2-5 sec longer each time you are attacked or something
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Old Jul 13, 2006, 10:31 PM // 22:31   #290
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Quote:
Originally Posted by prism2525
Please everyone make an effort and keep this serious. If you want to make skills that turn opponents into sausages pls make another thread. This is meant to have skills that are reasonable enough for consideration by NcSoft.

Recover {Elite E. Storage}
E - 5, C - 1/4, R - 45
Elite Enchantment Spell. You move 66% slower and gain 2-8 energy regeneration for 4...16 seconds.



Tell me what you think!
Kinda too powerful, if you archance ehco is you have around 32 or so seconds of +12 energy regeration, without exhuastion. Just imagine the +30 energy -2 energy regen items, you'll have 10 pips of energy regeneration thats like a lot...

So yeah crazy idea... but way to good

Here's an idea

Armor of Undead-(10 energy 3 cast time 30 second recharge)- Enchantment spell. Exploit the nearest corpse to gain you undead armor which boosts you armor level by 10-25 for 4-17 seconds.

i think that's at least pretty balanced, but it seems someone thought of a bone sheild, hmm o well lol maybe you could have um both :P.

Last edited by unholy guardian; Jul 13, 2006 at 10:36 PM // 22:36..
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Old Jul 13, 2006, 10:48 PM // 22:48   #291
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Quote:
Originally Posted by unholy guardian
Kinda too powerful, if you archance ehco is you have around 32 or so seconds of +12 energy regeration, without exhuastion. Just imagine the +30 energy -2 energy regen items, you'll have 10 pips of energy regeneration thats like a lot...
in case you didn't know, enchantements can't overlap each others, like you can't have 2 mendings on you at the same time, so arcane echo wouldn't work...
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Old Jul 13, 2006, 11:09 PM // 23:09   #292
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Been thinking of this spell... Not sure if it's overpowered :P

Dwayna's heal

Lose all Energy (minimum 20) All hexes on allies will be removed.

Recharge : 45
Casting time: 1 sec
type : spell
Was thinking of Divine Favor
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Old Jul 13, 2006, 11:16 PM // 23:16   #293
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Quote:
Originally Posted by Leos
Dwayna's heal

Lose all Energy (minimum 20) All hexes on allies will be removed.
sorry but would say overpowered, even a warrior could run around with this...rather have maximum 3-7 hexes can be removed or something
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Old Jul 14, 2006, 12:27 AM // 00:27   #294
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Ritualist Skills:
Ritual Ripper {Elite Skill}
Casting Time: 10 Energy: 15 recharge time: 30
Removes caster's helmet for duration of skill. Chosen ally's weapon become's Ritualist Ripper (Same weapon, wrapped in mummy cloth) for 8-12 seconds. All successful attacks from ally heal original caster by 50% damage dealt.
Raised Channeling increases percentage by 4% and duration by 2 seconds.
Also, Sneaky Ritual Ripper.(Same skill, but cast upon foe, I had meant this for necromancer, but I like it better for Ritualist)

Last edited by ZonerZ; Jul 14, 2006 at 12:56 AM // 00:56..
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Old Jul 14, 2006, 01:23 AM // 01:23   #295
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Ritualist Skills:
Zoner's Snap Sigil {Elite}
Casting time: 2 Energy: 15 Recharge time: 20
Select and destroy one spirit under your control. An opposing spirit is destroyed at random. (This one has a few bugs to work out)
Raised Communing lowers recharge time.
Necromancer Skills:
The 13th Gate {Elite}
Casting time: 4 Energy: 10 : Recharge time: 20
Caster creates an accursed gate one square in front of them for 13-16 seconds. Undead and spirits cannot pass the gate.
Raised Death Magic increases duration by 1 second.
Fog of Death
Casting time: 3 Energy: 15 Recharge time: 10
Undead minions within the caster's aggro radius gain 1-10 additional base damage and anything within radius is blinded except the caster for 10-20 seconds.
Raised Curses adds 1 to base damage max.
Anyone have any comments on mine?

Last edited by ZonerZ; Jul 14, 2006 at 01:27 AM // 01:27..
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Old Jul 14, 2006, 02:21 AM // 02:21   #296
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Illusion of Terror
Mesmer(Illusion)
Energy Cost: 10, Casting Time: 2, Recharge Time: 30.

If target foe is moving that foe is interrupted and cannot move for 4 - 9 seconds.

I've always thought the mesmer should have a skill like this.
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Old Jul 14, 2006, 02:27 AM // 02:27   #297
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I like the idea of having a new hold item for Rurik's Ashes.. i mean why didn't they think of that... or better yet remember the Athea's Ashes quest? They should totally be in there for Ritualists in my opinion... though calling Stupid Was Rurik probably not a good thing.. but wasn't Athea burned alive? so how about:

Charred Was Athea = fire dmg hold and/or blind (or Baked was Athea but i doubt that would happen.. maybe Flarred Was Athea.. but Charred could also be a slight reference to the Char )

Returned Was Rurik = fighting rurik spirit for 30 seconds (considering this i think gaining energy or something *might* make it a little too powerfull but not sure) I was think Returned HAS Rurik but considering all use was it would be that or maybe Reunited Was Rurik ... still i like that idea so
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Old Jul 14, 2006, 02:37 AM // 02:37   #298
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Quote:
Originally Posted by natuxatu
I like the idea of having a new hold item for Rurik's Ashes.. i mean why didn't they think of that... or better yet remember the Athea's Ashes quest? They should totally be in there for Ritualists in my opinion... though calling Stupid Was Rurik probably not a good thing.. but wasn't Athea burned alive? so how about:

Charred Was Athea = fire dmg hold and/or blind (or Baked was Athea but i doubt that would happen.. maybe Flarred Was Athea.. but Charred could also be a slight reference to the Char )

Returned Was Rurik = fighting rurik spirit for 30 seconds (considering this i think gaining energy or something *might* make it a little too powerfull but not sure) I was think Returned HAS Rurik but considering all use was it would be that or maybe Reunited Was Rurik ... still i like that idea so
/signed. that sounds like a perfect concept for the ritualist. or even another deceased hero of tyria/cantha. only 1 at a time though :P.
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Old Jul 14, 2006, 03:33 AM // 03:33   #299
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Ritualist:
Doppleganger
Casting time: 4 Energy:10 Recharge time: 10
The Ritualist makes a spirit in his likeness and becomes invisable for the duration of the skill (12 seconds) or until the spirit's health(1/10 of caster's) is depleted, to sneak out of a difficult battle
Raised Channeling raises Doppleganger's defense.
Note: Caster is invisible until doppleganger is destroyed.
Note: Doppleganger attacks as you would, yet misses every time.
Note: You may not attack until you are visible.
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Old Jul 14, 2006, 03:58 AM // 03:58   #300
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Quote:
Originally Posted by bulletsmile
in case you didn't know, enchantements can't overlap each others, like you can't have 2 mendings on you at the same time, so arcane echo wouldn't work...


Ok... you didn't get what i ment... so i went and spent some time to explain it without flaming

http://img106.imageshack.us/img106/4080/gw0241is.jpg

ok in this picture i am about to echo elemantal attunment

http://img134.imageshack.us/img134/2117/gw0258tl.jpg

There are now 2 enchants.. see 2 now simply wait around 17 seconds in your head because you can't tell very easly without a watch or something. Either way when it is about to end simply used the arcane echoed one, this is where you get to use it twice.

http://img134.imageshack.us/img134/3739/gw0260ok.jpg

And voila, arcane echo goes back to normal, you shot off two of them See now if you used that with that crazy energy managment, so how overly awesome it is. The spell idea was good in theory, but could be easly abused.
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