Dec 16, 2008, 01:44 AM // 01:44
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#621
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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"Follow My Lead!" (anothe name) "I'm targeting xXx noob!"
No Attribute. Signet. (like res sig)
0 cast (this signet recharge when you kill a foes hahaha)
Redirecting all damage deal by all party members to the target you are targeting...
hehe
"CounterTenor"/"Soprano" (another name) "Sirens"
Paragon, Motivation
3 Adrenalin 0 Cast 0 recharge
Dazed everyone who hears this voice for 5 seconds.
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Dec 16, 2008, 08:28 AM // 08:28
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#622
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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Quote:
Originally Posted by mikechap
"SHUT UP!!!"
energy:10
Recharge: 60 seconds
casting time: 1/2 second
You slap target foe and silence (make it so he cant use shouts) him/her for 15-35 seconds.
havent figured out an attribute for this skill yet lol.
This is meant to be an IWAY killer by the way.
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So this is a touch skill? Ranger id imagine
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Dec 16, 2008, 08:54 AM // 08:54
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#623
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Wilds Pathfinder
Join Date: Oct 2006
Location: WTFPRIVACYDUDE
Guild: Endangered Feces [DoDo]
Profession: W/Mo
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Yes we definetly need new Elites. Especially retarded and OP ones. WAY AWESOME.
(If you didnt grasp the sarcasm, you should probably just stop (try to) read(ing) things.)
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Dec 16, 2008, 09:00 AM // 09:00
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#624
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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Quote:
Originally Posted by Dont Look At My
good to say that, because most of people posting in here are making a joke of this, where is the moderator, please?
Because I take it serious too, could someone please delete all that joke posts? Thank you.
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Lol, so would i be bad if i am skimming through these pages looking for the jokes? A few of them are pretty funny.
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Dec 16, 2008, 02:05 PM // 14:05
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#625
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Curse of the Dead
Ritualist, Communing
10e, 1c, 20r
Target foe and all adjacent foes are hexed with Curse of the Dead for 10...35...43 seconds. Whilst holding an item foes suffer from exhaustion when casting spells whilst under the effect of this hex.
Tone Deaf
Mesmer, Illusion Magic
10e, 2c, 10r
Target foe is hexed with Tone Deaf for 4...10...12 seconds. Shouts and chants used by target foe while under the effect of this hex have their durations reduced by 10...40...50% on all creatures they affect.
Explosive Signet
Ranger, Wilderness Survival Elite
0e, 1c, 7r
For 15 seconds the next attack skill you use explodes on impact dealing 5...20...23 Fire Damage each second, for 3 seconds, to foes nearby target foe.
Amnesia
Mesmer, Illusion Magic
10e, 3c, 10r
Hex Spell. Hex target foe with Amnesia for 3...9...11 seconds. All skills used by target foe while hexed with Amnesia have a 50% chance to fail.
Freezing Rain
Elementalist, Water Magic Elite
25e, 1c, 15r
Create a shower of freezing rain at target foe's location. Foes in the area take 10...25...30 cold damage every second, for 5 seconds and are hexed with Freezing Rain for 1...3...4 seconds. Moving foes hexed with Freezing Rain take 8...15...18 piercing damage each second.
Ghostly Swarm
Ritualist, Communing
10e, 2c, 6r
A Ghostly Swarm flies out slowly and strikes 30...78...94 shadow damage on up to 3 foes in the area.
Rending Haste
Dervish, Wind Prayers
5e, ¼c, 25r
Enchantment Spell. For 5...10...12 seconds you move 25% faster. Each time an enchantment ends on you this enchantment is re-applied.
Iron Grip
Warrior, Hammer Mastery Elite
10e, 0c, 30r
Skill. For 10...20...25 seconds your Hammer Attacks have a 20...50...60% chance to cause knockdown and deal +5...12...15 damage to knocked down foes.
Ether Assault
Assassin, Deadly Arts
10e, 1c, 10r
Hex Spell. Target Foe is hexed with Ether Assault for 5...15...20 seconds. While under this hex, dual attacks used against target foe cause that foe to lose 2...5...6 energy.
"And Stay Down!"
Paragon, Command
15e, 0c, 10r
Shout. For 3....8...10 seconds, if an ally within earshot knocks down a foe, that foe is knocked for for 4 seconds.
Befuddling Sweep
Dervish, Mysticism
5e, ¼c, 20r
If Befuddling Sweep hits, it interrupts target foe's action, but only deals 4...21 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Ghostly Wrath
Ritualist, Communing Elite
15e, 3c, 45r, -1upkeep
Enchantment Spell. Lose all enchantments on you, You create three level 1...7 spirits which each deal 5...20 damage with attacks. While the enchantment is active your Spawning and Communing attributes both increase by 1. When this enchantment is removed all spirits you control teleport to your location and all your binding rituals are disabled for 15...6...3 seconds.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
Last edited by Cebe; Dec 16, 2008 at 02:14 PM // 14:14..
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Dec 16, 2008, 02:30 PM // 14:30
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#626
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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Good names Beaver, but a lot of them were pretty op :P (Iron Grip and Amnesia in particular)
Mesmer elite.
15e 2c 30r
Psychic Burst: Interrupt all foes in the area. Those casting spells or chants take 8..80 damage, those using skills take 7..70 and those using skills take 6..60. You suffer exhaustion and lose 360..150 health.
basically the only targetless interrupt paired with massive damage, but a huge drawback.
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Dec 16, 2008, 05:56 PM // 17:56
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#627
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Academy Page
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Necromancer
Underworld Order:
Elite spell. For 6...28 you summon 2 level 22 Guardians of the Underworld, who have dismember, executioner's Strike and Plague Touch, they do not suffer from any degeneration.They Move , Attack and Activate skills 25% faster and Have +40 armor.
Last edited by Necrosh; Dec 17, 2008 at 02:28 AM // 02:28..
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Dec 16, 2008, 08:36 PM // 20:36
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#628
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Wilds Pathfinder
Join Date: Sep 2008
Guild: [YUM]
Profession: R/
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Self Sacrifice
Mesmer Skill (Domination Magic)
Hex Spell
Casting time-2 seconds
Recharge time-60 seconds
Energy Cost-20
Target foe and yourself both have attribute points set to 5-0 for the next 2-8 seconds
Distracting Arrows
Elite Ranger Skill (Wilderness Survival)
Elite Preperation
Casting time-2 second
Recharge time-45 seconds
Energy Cost-10
For the next 5-20 seconds your attacks deal +5-15 damage and interrupt target foes spells.
We Cannot Fail!
Warrior Skill (Tactics)
Stance
Casting time-1/4 second
Recharge time-30 seconds
Energy Cost-5
For the next 3-6 seconds your attacks deal +10-20 damage and you gain +5 adrenaline for each foe you kill.
To Victory!
Elite Warrior Skill (Strength)
Elite Shout
Casting time-1/4 second
Recharge time-45 seconds
Energy Cost-Uses 8 Adrenaline
Your next 1-6 attacks deal an additional 15-25 damage and cause a deep wound with each attack.
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Dec 16, 2008, 09:09 PM // 21:09
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#629
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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Mesmer skill-
15e
3c
60r
Elite-Domination
Bizarre Fate
For 40..10 seconds, all of your skills are disabled. Target foe and you switch skillbars for 4.. 20 seconds. This skill is disabled for 60 seconds afterwards.
Mesmer Skill-
(basically a ward)
15e
2c
30r
Illusion Magic
Ray of Confusion
Create a Ray of Confusion at your current location. For 3.. 12 seconds, all nearby foes have casting, moving, and attacking speed reduced by 25%, and cause 3.. 40 damage to all other foes for each skill they activate within the Ray.
Mesmer Skill-
10e
2c
45r
Elite- Fast Casting
Mental Retaliation
Enchantment. For 2.. 20 seconds, you focus your mind into meditation, and take normal damage. When this enchantment ends, all of the damage you took will be sent to the causes of the damage times 1..3.
Mesmer Skill-
10e
2c
45r
Elite- Fast Casting
Mental Recuperation
Enchantment. For 2.. 20 seconds, you focus your mind into meditation, and take normal damage. All of the damage you take during this time will count for 1..2 energy that will be given to your party per hit, except for you.
Mesmer Skill-
10e
2c
45r
Elite- Fast Casting
Mental Enhancement
Enchantment. For 2.. 20 seconds, you focus your mind into meditation, and take normal damage. When this enchantment ends, all of your skills are recharged, and will gain +1..5 in their respective attributes.
I've always liked the idea of cool meditation skills for mesmers :P
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Dec 26, 2008, 11:51 PM // 23:51
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#630
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Frost Gate Guardian
Join Date: Jul 2006
Location: earth
Guild: non at tho moment
Profession: R/Rt
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Quote:
Originally Posted by Cs Coldize
Okay, since I haven't seen one of these threads
Cycle of Pain - Elite Necromancer Enchantment(Blood Magic)
Energy Cost: 15 Casting Time: 2 Recharge Time: 60
For 45-60 seconds, anytime you would gain health using a blood magic skill, that health is negated and redirected to your opponenet in damage. Damage inflicted in this way is reduced by 80-50%
Okay everyone, lets see your imaginations at work!
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I really like the idea for lassitude but it should have a longer recharge since exhaustion is such a bitch.
For Cycle of pain could I suggest it be like this instead:
Aversion of blood elite enchantment spell (blood magic)
Energy cost: 15 Casting time: 2 Recharge time: 30
For the next 15-30 seconds the next time you would steal health from target foe the amount of health gained is reduced by 40-20% and target foe suffers an additional 20-40% damage. Everytime you sacrifice health while under the effects of this enchantment you sacrifice 100% more.
Now for a long time ive been wishing for an air magic spell that has an area affect and causes a lot of damage. Here is my proposal:
Thunderstorm Elite spell (air magic)
Energy cost: 25 Casting time: 5 Recharge time: 45
Create a thunderstorm at target foes location. Every 2 seconds for the next 10 seconds one foe in the target area is struck for 40-130 lightening damage, the same foe cannot be struck twice. This skill has 25% armour penetration and causes exhaustion.
Obviously thunderstorm sounds awesome
Last edited by 0 mesmerised 0; Dec 27, 2008 at 12:00 AM // 00:00..
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Dec 27, 2008, 05:01 AM // 05:01
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#631
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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Duplicate (no attribute)
Energy cost: 20 Casting time: 40 not rechargeable, until it dies
make a duplicate of yourself, uses same skill as you do.
if duplicate dies you die.
if you die duplicate becomes you.
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Feb 10, 2009, 11:15 AM // 11:15
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#632
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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Wrathful was Rhea(or whatever name you want)
5/2/30
Channeling
Elite Item Spell. Hold Rhea's ashes for 10..25..30 seconds. You gain +40 armor. When you drop her ashes, all nearby foes are struck for 30..60..100 damage and all allies in the area are healed for 30..40..50 health. This spell has 10% armor penetration.
Spirit of Wisdom
10/3/30
Spawning Power
Binding Ritual. Create a level 1..7..9 spirit. All spells cast by allies within its range cannot be interrupted. Every time this spirit prevents an interruption, it loses 50..40..30 health
Spirit Intervention
5/ 1/4/ 8
Restoration
Elite Enchantment Spell For 10..15..20 seconds, whenever target ally takes more than 60..50..40 damage from the next 5..7..8 attacks or spells, that ally is healed for 50..80..100 health. The closest spirit within earshot loses 50..40..30 health this way or enchantment fails.
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Feb 10, 2009, 11:53 PM // 23:53
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#633
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Academy Page
Join Date: Oct 2008
Location: Secret HQ of the Krytan Order...What do you mean where? If I told you it wouldn't be a secret!
Guild: The Green Branch [TGB]
Profession: W/Mo
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Hiya,
My last attempt to design a skill didn't go over so well, but hopefully this time I will get it right. I have a couple different ideas so I hope you all like them
Primal Assault: Assassin ; Dagger Mastery
10 energy
8 second recharge
Lead attack. This attack deals +15...20...24 damage. If target foe is above 50% health, target foe is knocked down and takes 10...13...15 damage.
Animate Venom Horrors: Necromancer ; Death Magic
20 energy
5 second recharge
3 second activation
Spell. Creates two level 1...10...12 venom horrors that inflict the poison condition with each of their attacks. Exploits a fresh corpse
Intimidating Whisper: Mesmer ; Domination Magic
15 energy
15 second recharge
2 second activation
Hex Spell. (3...12...14 seconds.) Effects all foes in the area. These foes are interupted whenever they take physical damage.
Winds of Change: Ritualist ; Channeling Magic
10 energy
15 second recharge
2 second activation
Enchantment spell. (2...5...6 seconds.) End effect: All adjacent foes take 1...2...3 lightning damage for every point of damage you have taken while under the effects of this enchantment.
Holy Intervention: Monk ; Protection Prayers
10 energy
8 second recharge
1 second activation
Enchantment spell. (3...7...8 seconds.) Target ally has +3...4 health regeneration and 50% chance to block.
Gift of Devine Insight: Monk ; Protection Prayers
15 energy
45 second recharge
1 second activation
Elite Enchantment spell. (5...9...11 seconds.) Target ally has 100 armor, +3...4...5 health regeneration and gains 10...15 health whenever they hit a foe. You are exhausted.
Pressure Jab: Assassin ; Critical Strikes
10 energy
10 second recharge
Off-hand attack. This attack deals +10...13...14 damage and causes knock-down (3 seconds.) You gain 7...8 energy if this attack lands a critical hit. Must follow a lead attack.
Well, those are all the skills I can come up with at the moment. Feel free to comment on them, critisizm is always appreaciated
Thanks,
~ ><> Fish
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Feb 11, 2009, 03:41 AM // 03:41
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#634
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Krytan Explorer
Join Date: Jan 2007
Profession: W/
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"Halt!"
warrior-tactics or i guess it could be paragon motivation
6 adrenaline
Shout. Lose all adrenaline. For X-XX seconds you(all allies if paragon) run XX% faster and all enemies within earshot run XX% slower.
Work Out
Warrior Elite-Strength
10 Energy.
Elite Stance. For XX seconds you work out. You can not attack and you have -1 energy regen. For every 4 seconds of working out u gain 2 adrenaline. Once Work out ends your strength attribute is increased by X for XX-XXX seconds. This stance can not be ended prematurely.
Fail
Monster Skill
Activation Time: 1,200 seconds.
Energy: 5
While activating this skill you seem like your doing something but your not.
Oh wait, Knock is already a skill.
Last edited by Spike Stritter; Feb 11, 2009 at 05:03 AM // 05:03..
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Feb 11, 2009, 04:43 PM // 16:43
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#635
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Pre-Searing Cadet
Join Date: Jul 2008
Guild: V I C E V E R S A
Profession: A/
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Sequence of Hexes
Mesmer, Elite Enchantment Spell, Domination.
For 2...4...7 seconds, hexes you cast spread for 1..2..4 foes (adjacent to target)..(within earshot of target)..(in the area of target). Duplicated hexes end 50%..25% sooner.
Last edited by Benihime; Feb 11, 2009 at 04:46 PM // 16:46..
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Feb 19, 2009, 11:33 PM // 23:33
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#636
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Ascalonian Squire
Join Date: Feb 2009
Location: Beavercreek, OH
Guild: Offhand Heroes
Profession: R/Mo
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Transparent Arrows
Ranger, Expertise
Energy: 15 - Cast: 2 - Cool-down: 20
Preparation. (24 seconds) Your arrows travel through obstacles and cannot be blocked. These arrows hit for only 1...20 damage.
Notes: Get rid of that pesky "Obstructed" message.
Jungle Fever
Ranger, Wilderness Survival
Energy: 20 - Cast: N/A - Cool-down: 180
Stance. You move 50% faster and have a 75...90% chance to block. Ends if you attack or fail to block. End effect: You are diseased for 15...5 seconds.
Notes: For a super speedy get-away... OR you can charge into a mob and attack, get the disease and share it with your friends!
Skill Roll
Warrior, Tactics
Energy: 10...5 - Cast: N/A - Cool-down: 20
Stance. For the next 3...15 seconds you cannot be knocked down. Every time you resist knock down, you gain a 25% speed boost for 3 seconds.
Notes: Seems pretty interesting. Perhaps not as a warrior skill, though.
Terrifying Blow
Warrior, Strength
Energy: 4 Strikes - Cast: 1/2 - Cool-down: 15
Melee attack. This attack deals+1...15 damage and removes 1...8 strikes of adrenaline from target foe. You lose your stance.
Notes: Great for denying Adrenaline. I could just picture two warriors spamming this on each other.
Fallen Hero
Warrior, Strength
Energy: 10 - Cast: N/A - Cool-down: 15
Stance. For 1...10 seconds you deal damage to all adjacent foes every time you are knocked down.
Notes: Die you stupid quarter knockers!
Destroy Hopes and Dreams (Elite)
Mesmer, Domination Magic
Energy: 20 - Cast: 4 - Cool-down: 60
Elite hex. For the next 10...45 seconds, target foe's spells cost 25% more energy and take 20% longer to cast. You are Exhausted
Notes: This might hurt the minion masters.
Firing for Effect! (Elite)
Paragon, Command
Energy: 10 - Cast: N/A - Cool-down: 30
Elite shout. All foes within earshot are struck for 25...60 fire damage and are knocked down for 2 seconds. Any spell you interrupt in this way is disabled for 30 seconds. You are crippled for 10...3 seconds.
Notes: Maaaybe a little OP but it's an elite.
This Spell Goes up to Eleven! (Elite)
Paragon, Leadership
Energy: 15 - Cast: N/A - Cool-down: 120...60
Elite shout. All allies within earshot deal 110...200% damage with their next spell. You lose 10...1 energy for each foe within earshot.
Notes: A nice buff for all those casters out there. Might not want to use it near lots of enemies, though.
Butterfly in the Sky
Elementalist, Air Magic
Energy: 10 - Cast: 1 - Cool-down: 20
Spell. For 3...10 seconds, target ally moves 33% faster and cannot be the target of any spells. End effect: Target ally is crippled for 3 seconds.
Notes: Be careful, this might make some friendlies very angry, especially those who are trying to flee.
You Must Die!
Warrior, Tactics
Energy: 10 - Cast: N/A - Cool-down: 30
Shout. For 5...15 seconds, all foes within earshot take +1...10 more damage from your attacks.
Notes: I can't really see why this shout wouldn't be fun.
Mah Boi! (Elite)
Common
Energy: 15 - Cast: N/A - Cool-down: 120
Elite shout. All male characters within earshot become drunk for 60 seconds. While drunk, attacks have a 50% chance to miss but deal +25 damage.
Notes: Okay, this skill would be stupid in every sense of the word. It's a stupid reference and the only thing it would be good for is the Drunkard title track.
Okay, enough skills! Time to go JQ.
Last edited by Ironballs; Feb 19, 2009 at 11:51 PM // 23:51..
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Feb 20, 2009, 09:39 AM // 09:39
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#637
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Vampiric Sweep
Dervish - Scythe Mastery
5e / 10r
Scythe Attack: If this attack hits you only deal 10 damage, but steal 10...35...40 health from each foe you hit.
Vigorous Anthem
Paragon - Command {Elite}
15e / 2c / 25r
Chant: For 10...15...17 seconds whenever a party member within earshot uses an attack skill, that attack skill activates 17...33...37% faster.
Angelic Endurance
Paragon - Motivation {Elite}
10e / 1c / 15r
Echo: For 5...17...20 seconds whenever target other party member is under the effect of a shout or chant that party member gains +1...4...5 health regeneration and hexes expire 30...50...56% faster on that member.
Wrathful was Togo
Ritualist - Communing {Elite}
10e / 3/4c / 25r
Item Spell: Hold Togo's ashes for 10...18...21 seconds. Whenever you take damage while holding this item 66% of that damage is dealt back to the source (maximum 5...41...50 damage).
Cautious Surprise
Assassin - Critical Strikes
10e / 1/4c / 15r
Spell: Shadowstep to target foe. The next time you receive damage you shadowstep back your original location.
Order of Shadow
Necromancer - Soul Reaping
10e / 1c / 5r
Enchantment Spell. For 5 seconds, whenever a party member hits a foe with physical damage, that party member deals shadow damage instead.
Wammo Charge
Warrior - No Attribute
5e / 5r
Attack Skill. For 10 seconds you move 33% faster and have +3 health regeneration. The next time you strike a foe you hit for +40 damage and shout "Rawr!".
Aqueous Hindrance
Elementalist - Water Magic {Elite}
15e / 1c / 15r
Hex Spell. For 5...12...15 seconds, target foe and all adjacent foes have a 50% chance to miss and move 66% slower. Any foe already under the effects of a Water Magic hex also take 10...27...31 Cold Damage for every Water Magic hex they suffer from.
Weapon of the Vampire
Ritualist - Spawning Power
10e / 1c / 10r
Weapon Spell. For 5...11...13 seconds target other ally has a Weapon of the Vampire and steals 5...7...8 health every time they attack a foe.
Mhenlo's Gift
Monk - Divine Favour
5e / 1c / 5r
Spell: Instant partywipe.
Shocking was Katsumi
Ritualist - Spawning Power
5e / 3/4c / 5r
Item Spell. For 10...20...22 seconds, whenever you receive elemental or physical damage, that damage is converted to Lightning Damage, and is reduced by 2.
Well of Transference
Necromancer - Blood Magic {Elite}
10e / 2c / 15r
Well Spell. For 20 seconds all foes standing within this ward suffer from 2 health degeneration and 1 energy degeneration. All allies standing within this ward gain 1 energy regeneration and 1...2...2 times the health regeneration of that lost by the total number of foes standing within the ward.
Malicious Wound
Assassin - No attribute
5e / 5r
Attack Skill. If you suffer from a hex and this attack hits, you strike for +10 damage for each hex you suffer from and inflict Cracked Armour for 10 seconds.
Infuriator's Reward
Mesmer - Fast Casting {Elite}
5e / 1c / 5r
Enchantment Spell. For 5...30...33 seconds whenever you successfully interrupt a foe you gain 5 energy.
Transcendance
Ritualist - Restoration {Elite}
15e / 5c / 45r
Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit allies within its range gain +1...5...6 Health Regeneration when under the effects of an enchantment. This Spirit dies after 15...39...45 seconds.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
Last edited by Cebe; Feb 20, 2009 at 09:41 AM // 09:41..
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Feb 20, 2009, 12:54 PM // 12:54
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#638
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Forge Runner
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Hammerhead Arrows
Ranger - Expertise {Elite Preperation}
25 energy - 3c - 18r
for 24 seconds your arrows have a 50% chance Knockdown Foes
> Would combine very well with [brambles]
Quote:
Originally Posted by Spike Stritter
Work Out
Warrior Elite-Strength
10 Energy.
Elite Stance. For XX seconds you work out. You can not attack and you have -1 energy regen. For every 4 seconds of working out u gain 2 adrenaline. Once Work out ends your strength attribute is increased by X for XX-XXX seconds. This stance can not be ended prematurely.
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I would totally love that skill xD /flex
Last edited by Kattar; Feb 20, 2009 at 01:03 PM // 13:03..
Reason: Do not double post
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Feb 20, 2009, 02:39 PM // 14:39
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#639
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by Lourens
Hammerhead Arrows
Ranger - Expertise {Elite Preperation}
25 energy - 3c - 18r
for 24 seconds your arrows have a 50% chance Knockdown Foes
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A bit overpowered I think
Perhaps something like:
For 24 seconds you deal Blunt Damage and your bow attacks have a 5...43..50% chance to knock down foes suffering from a condition.
(note: bow attacks, not regular auto-attacking)
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Feb 21, 2009, 04:59 PM // 16:59
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#640
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Krytan Explorer
Join Date: Jan 2007
Profession: W/
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Just thought of another rlly good idea
Mudkip
Binding Ritual- Spawning
energy 15 Cast: 4 seconds Recharge: 45 seconds
For XX-XX seconds i herd u leik mudkips.
/win
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