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Old Sep 27, 2006, 05:13 AM // 05:13   #1
Ascalonian Squire
 
Join Date: Jun 2005
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Default Assorted Mesmer Skills

Although I am not an active member of Gurunet, I have long stretches of free time and consequently many ideas for skills; I figure I might as well put them up. There are no names because I do not think like that: these are skills I think would be mechanically interesting to have in the game, not flavorful. Scaling is given as 1 ... 12 because most of them are integers that way.

5 energy; 1/4 cast; 10 recharge
Spell. All skills recharging for target foe take an additional 1...5 seconds to recharge. (Domination Magic)

5 energy; 1/4 cast; 3 recharge
Elite Spell. All skills recharging for target ally take 1...5 seconds less to recharge. (Inspiration Magic)

**Remark: This reduces the recharge of currently recharging skills. That is to say, if I currently have a Divine Spirit with 30 seconds left on cooldown, it will now be ready in 29...25 seconds instead.

10 energy; 1 cast; 20 recharge
Hex. For 2...10 seconds, target foe has 6 energy regeneration. As long as that foe has full energy, they cannot use skills which require energy. (Domination Magic)

5 energy; 1/4 cast; 15 recharge
Spell. If target foe is casting a spell, they are interrupted and that spell is replaced by ~ for 30 seconds (No Attribute).

0 energy; 3/4 cast; 0 recharge
Elite Skill. For 15 seconds, ~ is replaced by the elite spell of target ally (No Attribute)

**Remark: This is not as pointless as it initially appears. For example, allowing a 3rd ele to bring both elite energy management and blinding surge. This is perhaps not a particularly powerful example, but there are many similar applications in that vein.

15 energy; 2 cast; 15 recharge
Hex. For 2...20 seconds, target foe suffers -2...8 health degeneration. If that foes dies while hexed with ~, you die. (Illusion Magic)

5 energy; 1 cast; 5 recharge
Hex. For 4...20 seconds, whenever target foe uses a skill that costs energy, that foe loses 1 energy and you gain 1 energy. Whenever you use a skill that costs energy, you lose 1 energy and the hexed foe gains 1 energy. (Fast Casting)

**Remark: This makes some amount of sense in fast casting to me because of the odd symmetry--Fast Casting tends to get odds and ends like Langour, etc. That said, mostly this just has to be in a primary attribute to stop warriors from keeping it up on all the opposing monks.

5 energy; 1 cast; 20 recharge
Hex. For 2...6 seconds, whenever target foe loses or gains health due to health regeneration, that foe loses or gains one sixth that much energy as well (Illusion Magic)

15 energy; 2 cast; 20 recharge
Elite Hex. For 2...16 seconds, whenever you cast a spell, if target foe is casting a spell that foe is interrupted. Whenever that foe casts a spell, ~ ends. (Domination Magic)

5 energy; 0 cast; 0 recharge
Stance. For 30 seconds, you have +2...14 maximum energy (Inspiration Magic)

Critique, attack the integrity of, etc.

Last edited by JimTheMighty; Sep 27, 2006 at 05:25 AM // 05:25..
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