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Old Feb 02, 2007, 11:17 PM // 23:17   #1
Frost Gate Guardian
 
Join Date: Mar 2006
Profession: E/Me
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Default Seasonal Skills: Putting the Dynastic Reckoning to use

You may not know much of the Guild Wars time system, so I'll give you the very basics. In all the calendars existing in the game, they all share in common four seasons. All of these seasons are elemental in nature, and are associated with a mythical being. This got me thinking. If these are so tied to the elements, why don't we have any elementalist skills tied to this concept?

What I have in mind is a set of four elite skills. All are 10 second hexes, something that all but hydromancers scarcely see. Besides a powerful and debiliarating effect, they have a slight chance to produce one of the beings mentioned above. This will also answer the call of the people begging for elemental summoning.

By the way, the Mouvelian Calendar of Tyria and the Dynastic Reckoning of Elona differ slightly in the elemental allignment. I will be going by the Dynastic Reckoning as it is the most recent. Naturally, all spells are connected with their associated element.

Season of Zephyr
Energy-15 Cast-1 Recharge-20
Elite Hex Spell. For 10 seconds, target foe moves 50% faster. Every second, that enemy moves 10% slower, and takes 2-12 lightning damage, increased by an additional 2-12 lightning damage if that foe was moving. This spell has a 1-15% chance to summon a zephyr.

Season of Phoenix
Energy-15 Cast-1 Recharge-20
Elite Hex Spell. For 10 seconds, target foe takes 2-11 fire damage every second, and is set on fire for 2 seconds every 3 seconds. This spell has a 1-15% chance to summon a phoenix.

Season of Scion
Energy-15 Cast-1 Recharge-20
Elite Hex Spell. For 10 seconds, target foe suffers from weakness and takes 1-8 earth damage every second. Every five seconds, that foe is knocked down. This spell has a 1-15% chance to summon a scion.

Season of Colossus
Energy-15 Cast-1 Recharge-20
Elite Hex Spell. For 10 seconds, target foe moves 66% slower, and casts spells and attacks 33% slower. Also, that foe suffers 3-14 cold damage every 2 seconds. This spell has a 1-15% chance to summon a collosus.

Well, now you're thinking, "what do these summons do?" All of these summons share common aspects, and each one also some kind of special ability. Each summon has the following set of statistics:

-Can only control one
-Follow you like a necro minion, though not quite as stupid.
-Have 80 armor and are immune to damage of their element
-Have max health equal to 42 times your attribute level (as in 42-672)
-Attack with speed and damage equal to that of an elemental hammer
-Die after 30 seconds

They also have these unique statistics-

Zephyr-lowers nearby enemy armor by 10
Phoenix-adjacent foes are set on fire
Scion-attacks have a 75% chance to knock down
Collosus-nearby foes move 33% slower

Naturally, everything will need some serious balance. Please let me know what you think!

Last edited by Glitched; Feb 03, 2007 at 01:59 PM // 13:59..
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