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Old Jul 14, 2006, 08:18 PM // 20:18   #321
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Encave Rocks {E}:

Trap. For three seconds, foes in the area take (10...70) damage, and are knocked down every second.


Supreme Absorbtion {E}

Skill. For (10...30) seconds, all Physical and Piercing Damage is reduced by (10...30). Supreme Absorbtion ends if you take Shadow Damage.


Conditioning Slash {E}

Attack. If it hits, target foe suffers from Bleeding and Blindness or Crippling for (5...25) seconds.
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Old Jul 14, 2006, 08:23 PM // 20:23   #322
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Quote:
Originally Posted by Undivine
That would go great with an earth ele tank build. But that would pretty much make warriors obsolete.
An Obsidian Spike team would blast this easy.

By no means I'm saying that this skill may not need a revision, but not a big one either.
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Old Jul 14, 2006, 08:40 PM // 20:40   #323
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Ranger:

Rough Terrain. Nature Ritual. Create a level x spirit. All non-spirit creatures within its range suffer -1 health regeneration. This spirit dies after x seconds.

Sacrifice. Nature Ritual. Create a level x spirit. For creatures within its range, all hexes and enchantments take 100..60% longer to cast but last 5..30% longer. This spirit dies after x seconds.

Balance. Nature Ritual. Create a level x spirit. For x seconds, non-spirit creatures in its range cannot be the target of the same spell, skill or attack twice within 3 seconds. This spirit dies after x seconds.
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Old Jul 14, 2006, 08:46 PM // 20:46   #324
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Not very original, oh well :>

Triple Shot [E]
Shoot three arrows simultaneously at target foe. These arrows deal 35% less damage than normal.
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Old Jul 14, 2006, 08:48 PM // 20:48   #325
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Quote:
Originally Posted by Kira Sassan
Ranger:

Rough Terrain. Nature Ritual. Create a level x spirit. All non-spirit creatures within its range suffer -1 health regeneration. This spirit dies after x seconds.

Sacrifice. Nature Ritual. Create a level x spirit. For creatures within its range, all hexes and enchantments take 100..60% longer to cast but last 5..30% longer. This spirit dies after x seconds.

Balance. Nature Ritual. Create a level x spirit. For x seconds, non-spirit creatures in its range cannot be the target of the same spell, skill or attack twice within 3 seconds. This spirit dies after x seconds.
your second skill becomes 'better' for your enemy's when you have more points in it?
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Old Jul 14, 2006, 09:00 PM // 21:00   #326
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Got another couple of elites, this time for Rangers.

Tirangle of Confusion {E}

Shoot three Arrows Simultaneously at Target Foe. One Arrow strikes for + (6..35) Damage, another causes Bleeding, and the Third Arrow causes Dazeness.


"Bow down to Me" {E}

Shout. Your Animal companion bows down to you, causing you to attack 25% faster and deal 10% more Damage. This ends if your Animal companions Health falls below (100...35)%.


Power Strike {E}

Bow Attack. if it hits, you deal (6...37) Damage and cause Bleeding on your Target Foe for (4...25) seconds.
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Old Jul 14, 2006, 09:02 PM // 21:02   #327
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Conjure Wall {earth}
E - 15, C - 1, R - 45
Spell. Conjure a wall around target ally. For 5...11 seconds, the next 2...8 attacks or projectile spells against that ally are obstruced.

Ice Sheath {water}
E - 10, C - 2, R - 45
Enchantment Spell. For 8...20 seconds, you have +10...40 armor against projectiles.

Cyclone {air}
E - 10, C - 1, R - 20
Enchantment Spell. For 4...11 seconds, you cannot be hit by arrows.
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Old Jul 15, 2006, 12:04 AM // 00:04   #328
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Warrior:
Deep Cut: skill, energy:5, recharge:5.
If this attack hits a foe suffering from deep wound that foe will suffer from weakness and bleeding for 4-11 sec, if this attack miss it will deal -10 damage.
Swordsmanship

Warrior:
Dark Slash elite skill, adreanalin:7
This attack deal +7-10 damage, if target for was suffering poison, bruning or bleeding it will deal 5-9 damage more and if that target was under any hex it will deal +3-8 damage and if target foe was under an enchantement it will deal additionally 1-7 damage. (This attack can max deal + 16-36 damage)
Axe Mastery

Warrior:
Knee Crush skill, energy:5, recharge:12.
If this attack hits it will deal + 5-10 damage and target foe will be knocked down in 10 sec after this attack hits.
Hammer Mastery

Warrior:
Blood Strike skill, energy:5, recharge:15.
If this attack hits target foe will suffer from both poison and bleeding for 4-8 sec. If it miss you will suffer from bleeding for 5 sec.
Strength.
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Old Jul 15, 2006, 12:31 AM // 00:31   #329
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Beast Mastery

Melandru's Blessing
-- Energy: 10 -- Recharge: 45
Elite shout. For 10-30 seconds, animals in the area gain +1-3 health regeneration, and you gain 3 energy for each animal affected by Melandru's Blessing.

Pounce of Death
-- Energy: 10 -- Cast: 1 Second -- Recharge: 30 Seconds
Elite pet attack. Your pet strikes target foe for +8-26 damage. If this attack hits, target foe becomes crippled and begins bleeding for 3-6 seconds.

Expertise

Dash of Power
-- Energy: 5 -- Recharge: 45 Seconds
Stance. For 5-10 seconds you move 33% faster and have a 30-65% to evade projectile attacks. When you evade a projectile this way, you gain 1-3 energy.

Stance of Melandru
-- Energy: 10 -- Recharge: 60
Stance. For 15-30 seconds, your Wilderness Survival skills recharge recharge 20-55% faster.

Marksmanship

Signet of accuracy
-- Cast: 1 Second -- Recharge: 30 Seconds
Signet. For 2-12 seconds, your next 4 bow attacks cannot be blocked or evaded.

Final Shot
-- Energy: 20 -- Cast: 1/2 Second -- Recharge: 25
Elite bow attack. Shoot an arrow that deals +4-28 damage at target foe. If target's health is below 50%, the damage is doubled.

Wilderness Survival

Achilles' Bane
-- Energy: 15 -- Cast: 2 Seconds -- Recharge: 18
Elite preperation. For 3-12 seconds, your arrows deal holy damage and cripple foes for 3-6 seconds.

Last edited by Bad Apache; Jul 15, 2006 at 12:35 AM // 00:35..
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Old Jul 15, 2006, 12:35 AM // 00:35   #330
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Quote:
Originally Posted by elavro
your second skill becomes 'better' for your enemy's when you have more points in it?
Nature rituals affect everyone. That ritual you're referring too would be useful to elementalists or other such enchantment reliant professions/builds, enough so that it would be worth providing your enemies with the same bonus (because a team like IWAY may not benefit as much).
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Old Jul 15, 2006, 04:33 AM // 04:33   #331
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Ritualist:
Unwanted Aura{Elite}
Casting time: 10 Energy: 25 Recharge time: 40
For 5-10 seconds, spirits may not enter your aggro range unless they are targeting an ally. This may only be used once per battle.
Raised Communing increases max. duration by 1 second.
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Old Jul 15, 2006, 06:35 AM // 06:35   #332
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Duplicity - Mesmer (Illusion)
15 energy
3 second cast
60 second recharge

Create 1-4 mirror images of yourself, each with 10-40 health, for 10-40 seconds. Mirror images do what the caster does, but cause no damage. When mirror image is destoryed by spell or physical damage, caster takes 40-10 damage.
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Old Jul 15, 2006, 07:40 AM // 07:40   #333
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Mirror image {Elite Illusion}
E - 10, C - 1/4, R - 45
Spell. Teleport to a random position in the area. 1...6 identical illusions of yourself are randomly scattered in the area for 10....45 seconds. If an illusion is hit in melee that foe is knocked down, suffers 20....80 damage and that illusion ends. If you are hit in melee all illusions end. (illusions copy all your actions but cause no damage)

>>The idea is to confuse your opponent with the illusions. Illusions have the same amount of HP as you have and 0 energy (If you cast spells they just do the animation and their projectiles have no effect, but opponents still won't know which one actually hit them as they would be all in sync. Illusions can either be killed like normal chars by spells or bows, disappear when hit in melee, or when time is up.
______________________________________

Mirror Image V2 {Elite Illusion}
E - 15, C - 1, R - 60
Spell. Create a copy of yourself which has 30...80% of your HP and energy. The copy does all you do and targets random foes. The copy lasts 6...12 seconds.
______________________________________

Final Flame {Elite Fire Magic}
E - 25, C - 1, R - 90
Elite Spell. Lose all energy, All foes in the area are dealt 1...3 fire damage for each energy point you lost. This spell causes exhaustion.

I wouldn't be surprised this is overpowered, but even if it is powered down slightly it would be cool.

Last edited by prism2525; Jul 15, 2006 at 07:56 AM // 07:56..
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Old Jul 15, 2006, 08:49 AM // 08:49   #334
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Cry of Intent
Energy cost 10 ,Cast 1, Recharge 30 seconds
Hex
For 8...18 seconds, whenever Target foe and all adjacent foes attacks or uses a skill, their action is Shouted out, and visualy seen by you and your allies
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Old Jul 15, 2006, 01:33 PM // 13:33   #335
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Guild: Heroes of Vizunah Square [VIZU]
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Assasain:

Musical Chairs {E}

Dance and attack around Target foe for (3...7) seconds. Each time your attack hits, you gain (1...4) energy and deal + (4..9) damage. When Musical Chairs ends, you sit down for (1..5) seconds and can't be attacked.

Energtic Slash

Attack. If it hits, you gain (1..4) energy and gain (1..3) energy regeneration. If evaded, you loose (7..3) energy.


Necromancer:

Deathly Touch {E}

Spell. Target Touched foe takes (11....50) Shadow Damage and cannot be the Target of an Enchantment for (1..9) seconds.

Shadow Blast:

Spell. Send a Shadow ball out to target foe. If it hits, target foe is knocked down and suffers (9....50) Shadow Damage.


Monk:

Call of Baltaazar {E}

Spell. For (7...20) seconds, Enchatments cast on target Ally last (10..30) % longer and target ally gains (30...90) Health. This spell ends if you recieve an Mesmer Hex lasting longer than (8...20) seconds or if it deals (35...90) Damage.


Warrior:

Slashing Strike

Attack. If it hits, Target foe suffers from Bleeding for (8..20) seconds, takes + (10..30) damage and cannot be the Target of any Condition Removal.
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Old Jul 15, 2006, 01:41 PM // 13:41   #336
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Mesmer

Shielded Mind
Skill. For (1...15) seconds, your used skills do not appear to other players, and monsters cannot attempt to interrupt your skills.

Attribute - Fast Casting


Well, its not any worse than rit lord
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Old Jul 15, 2006, 02:53 PM // 14:53   #337
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A Mesmer Skill I thought of...

Chained Shackles {E}

Spell. Target Foe is tied up in Shackles for (7...15) seconds causing the person to move (30...50) % slower, and cannot attack.

A nice little Elementalist skill.

Burning Rage {E}

Spell. Send out three Fireballs and flares in a angry rage each striking for (11...40) damage. These Fireball and flare rages have a (64...33) % chance to miss.
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Old Jul 15, 2006, 03:24 PM // 15:24   #338
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Warrior - Strength

Shield Tackle [E]

5e cost, instant activation, 20 sec recharge

Skill. While you wearing a shield, you 5-65 blunt damage to your target foe and Knocked down for 1-3 secondes. Lose 8-4 hits of Adrenaline when you use this skill.


Tactic

Taunt[E]

9 adrenalne

Skill. For 5-10 seconds, the target can only attack you and not other allies of your team. If the target attack you, the attack misses, loses all adrenaline, loses 10 energy and Taunt ends.


Assassins

Shadow Art

Shadow Ally [E]

25e cost, 5 seconds to cast, 90 sec recharge

Summon a lvl 6-20 Shadow Ally for 60 seconds. This ally will follow and attacks the same targets as yours with his deadly combination (Like Panaku). If Shadow Ally dies after 60 seconds it lasts, all your skills are recharged.

Last edited by Francis Demeules; Jul 15, 2006 at 03:32 PM // 15:32..
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Old Jul 15, 2006, 03:26 PM // 15:26   #339
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Energy Store {e. stroage elite}
E - 10, C - 2, R - 60, E Regen -1
Elite Enchantment Spell. Lose half of your current energy, While you mantain this enchantment, nothing happens. When you stop mantaining Energy Store or this enchantment is removed you gain energy equal to the amount you lost.
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Old Jul 15, 2006, 03:28 PM // 15:28   #340
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Quote:
Originally Posted by Francis Demeules

Assassins

Shadow Art

Shadow Ally [E]

25e cost, 5 seconds to cast, 90 sec recharge

Summon a lvl 6-20 Shadow Ally for 60 seconds. This ally will follow and attacks the same targets as yours with his deadly combination (Like Panaku). When Shadow Ally die, all your skills are recharged.
Why make the 90 second recharge if it recharges itself?
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