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Old Feb 25, 2007, 08:45 PM // 20:45   #521
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Chaos Blast Domination
5 energy, 1 cast, 8 recharge
Spell. You do 12...56 chaos damage to target foe

Blade of Illusions Illusions
10 energy, 1 cast, 5 recharge
Spell. You do 8...40 chaos damage to target foe, if the target is hexed with a spell that causes degeneration, you do an extra 8...40 damage.

[b]Energy Thief[b] Inspration
5 energy, 2 cast 10 recharge
Spell. Steal 3..8 energy from target foe. If you still have less energy than foe, steal another 3...8 energy.
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Old Feb 25, 2007, 11:23 PM // 23:23   #522
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Fire ele:

"Nuke 'em Down!"
Shout, 25/ 0/ 45
Target foe and all foes in the area are hit by a meteor, knocked down, and suffer x(meteor dmg range) fire dmg. If more than 2 foes are hit, you become exhausted.

"Freeze!" (water magic)
15/0/30
Shout. Target foe can't move for 1...4 seconds. The next time he is dealt damage he is struck for 12...68 cold dmg and "Freeze!" ends.

Thunderstorm (air magic)
25/3/30
Spell. Create a Thunderstorm at target foe's location. For 10 seconds, foes in the area are struck with (lightning strike dmg range) lightning dmg every 2 seconds. This spell has 25% armor penetration. If you are not under the effect of an enchantment, you are exhausted.

Last edited by prism2525; Feb 26, 2007 at 04:55 PM // 16:55..
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Old Feb 26, 2007, 02:15 AM // 02:15   #523
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Quote:
Originally Posted by Cataclysm
And now for a serious one:

Defiance of Nature [E]
E:25
C:5
R:60
Create a level 1...11 Spirit. For all non-spirit allies in range, Earth and fire damage are converted into blunt damage, and Lightning and Cold damage are converted into Piercing Damage. This spirit dies after 10...30 seconds.
Att: Winderness Survival
No comments on this one?

Jackrabbit Signet
For 8...18 seconds, you have -10...34 armor but your movement is increased by 75%.
Att: Strength

Ice Bond
E:15
C:2
R:30
Hex Spell. For 10...20 seconds you and target foe both move 90% slower but gain 20 armor.
Att: Water Magic

Vampiric was Vlad (E)
E:25
C:3
R:45
Item Spell. Hold the ashes of Vlad for 10...20 seconds. As long as you hold his ashes, 2...7 non-spirit foes in the area suffer -1 health regeneration which you gain as regeneration.
Att: Channeling Magic

Comments please!
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Old Feb 26, 2007, 05:43 AM // 05:43   #524
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Stroke [E]
E: 10
C:1/4
R: 5
Att: Illusion Magic
Elite Hex spell. Target foe and all adjacent foes suffer from -3...8 health degeneration, and suffer a deep wound for 10...20 seconds. When Stroke ends, all foes suffering from another hex suffer from Blind for 10...15 seconds.

Seizure [E]
E: 15
C: 1
R: 10
Att: Domination
Elite hex spell. For 10...35 seconds, target foe and all adjacent foes cannot "block", and have -5...20 armor against attacks. When seizure ends, all adjacent foes are knocked down.

Mind Rush
E: 15
C: 2
R: 3
Att: Inspiration
Enchantment Spell. For 3...5 seconds, You are no longer dazed and cast spells 33% faster. When Mind Rush ends, you are dazed for 15...5 seconds.

Animate Agony [E]
E: 15
C: 3
R: 10
Att: Death Magic
Spell. Exploit the nearest corpse to animate a level 5...20 Agony. Whenever an Agony hits with an attack, that foe suffers from poison for 4...30 seconds. Whenever an attack made by the agony misses or is blocked, the Agony dies, dealing 30...50 Cold Damage and causing Deep Wound to all adjacent foes. When an Agony dies, you sacrifice 33...10% max health. You can only control 2...4 Agony at a time.

Winds Of Chaos
E: 25
C: 1/4
R: 25
Att: Domination
Spell. Target foe and all nearby foes are interrupted, lose all enchantments, and suffer from 10..70 chaos damage each second. All your other skills are disabled for 10...5 seconds.

Defy Death
E: 30
C: 1/4
R: 60
Att: healing prayers
Spell. All allies in the area are cured of any conditions, and are healed for 10...50 for each condition they are suffering. If any team-mates die in the next 90 seconds, so do you.

Animate Swarm
E: 25
C: 2
R: 15
Att: Death Magic
Spell. Sacrifice 30% maximum health to exploit the nearest corpse to animate 3...7 level 1... 5 Swarm Minions. Whenever one of these minions strikes a foe, that foe suffers from weakness for 3...10 seconds. Whenever a Swarm Minion dies, all adjacent foes suffer from poison and cripple for 3...30 seconds. Swarm minions die after 20...40 seconds.

Last edited by Priest Of Sin; Feb 26, 2007 at 05:52 AM // 05:52..
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Old Feb 26, 2007, 05:57 AM // 05:57   #525
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Quote:
Mind Rush
E: 15
C: 2
R: 3
Att: Inspiration
Enchantment Spell. For 3...5 seconds, You are no longer dazed and cast spells 33% faster. When Mind Rush ends, you are dazed for 15...5 seconds.
Yes yes yes!!!
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Old Feb 26, 2007, 02:19 PM // 14:19   #526
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Conjour Major Demon:[ELITE] Death Magic, 30 Energy Recharge 60 Seconds Casting Time 4 Seconds

Summon a level 10...30...32 (31 and 32 for lvls 15 and 16)

You can only control 3 of these. These creatures cause burning for 3...6...9 seconds wich each of there attack.

(they use Pitchforks a weapon i hope to see used in the 4th campaign, Two Handed damage 35-70 or somming ridiculous)
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Old Feb 26, 2007, 02:23 PM // 14:23   #527
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Hwo about a WARRIOR HEX!?!?!?!

Weaken Muscles [ELITE] Cast 1 Recharge 10 Energy 10 (Attrib STRGH)

For 5...10...15 seconds target foe has weakned muscles. Any foe hexed with Weaken Muscles has a 50% chance to be crippled for 10...20...25 seconds every time he takes physical damage
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Old Feb 26, 2007, 04:57 PM // 16:57   #528
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dobermann, your skill are WAY overpowered, not to mention the pitchforks.
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Old Feb 26, 2007, 05:44 PM // 17:44   #529
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Gladiator's Strike
Strength 10e/10rech
Melee Attack
If this attack hits, you deal +1...14 damage. If you are currently wielding an axe, this attack also inflicts a Deep Wound for 3...14 seconds. If you are currently wielding a sword, this attack also inflicts bleeding for 3...14 seconds. If you are currently wielding a hammer, this attack also inflicts Weakness for 3...14 seconds.
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Old Feb 26, 2007, 09:27 PM // 21:27   #530
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Provoke
Adrenaline: 4; Recharge: 20.
Skill. All enemies within earshot change target to you. For 0...12 seconds, they won't be able to change target.
(Attribute: Strength)
Notes:
-This skill won't affect bosses and certain enemy types, such as undead and plants.
-There will be a random list of provocation quotes, the warrior will say one of them randomly.

Destroy traps
Skill. Energy: 25; Casting: 5; Recharge: 5
Nearest 0..2 traps in the area are triggered as if they where stepped on, thus being deactivated.
(Attribute: Expertise)
Note:
- This will destroy one trap from level 6 Expertise, 2 from level 12, and 3 at level 16.
- If any of the traps was set with a higher level of their attribute than the one user of the skill has in expertise, there is a 50% chance of this skill failing to destroy them. For example, if the user has 10 expertise and a trap in the are was set with 11 best mastery, there will be a 50% chance that that trap is not detected and destroyed.

First Aid
Casting: 1/2; Recharge: 10
Skill. Target touched ally is healed for 0..5% of target ally max health. If target ally is under 0..50% max health, this skill recharges instantly, but consumes 5..1 energy.
(Attribute: Divine Favor)

Soul Eating
Energy: 5 Casting: 1/4. Recharge: 10
Skill. If target foe dies while affected by this skill, you will be healed for 0...120 health, but you will lose 0..12 energy.
(Attribute: Soul Reaping)
Notes: This just 'exchanges' the +energy per death for a +health per death.

Mind Trap.
Energy: 10 Casting: 3/4 Recharge: 6
Skill. Next 0..12 seconds, anytime a foe uses a skill that would interrupt you, that foe is interrupted instead, when this happens, Mantra of Mind Trapping ends.
(Attribute: Fast casting)
Notes:
This stance will affect any direct action that would interrupt you.
This will only affect spells, signets, skills and melee range attacks.
Ranged attacks such as bows, spear or wand will be affected only if the enemy is in adjacent range to you.
Knockdow and AoE interruptions won't be affect by the skill.
For example:
- Cry of Frustration will trigger the effect only if you are the target of the spell.
- If you are under the effect of Spinal Shivers, and enemy attack (being it a normal attack or an attack skill) will be interrupted instead of you if it is in adjacent range to you.

Quick Nap
Casting:3; Recharge: 10
Skill. For 13..1 seconds, you gain have 0..10 energy regeneration, but you suffer -240..120 armor penalty. This skill ends if move or your energy hits your current maximum energy. This skill will be disabled for 120 seconds.
(Attributes: Energy Storage)
Notes:
Meant for quick energy recover out from battle after a complete emptying of energy.
The model will /sit (or /sleep if the emote where added).

Twin Blades
Energy: 10; Recharge: 30s.
Skill. For 0..5 seconds, anytime you perform a double strike both hits are also critical hits, and anytime you perform a critical hit it is also a double strike.
(Attribute: Critical strikes)
Notes:
- It was too much, so I made it last much less.

Spirit Awakening
Energy: 5; Casting: 1s; Recharge: 5s
Skill. For 0..24 seconds, all ally spirits in the area will be able to use Bloodsong with 0...6 Bloodsong level.
(Attribute: Spawning power)
Note:
- This will make Spirits of Blood Song deal two hits instead of one.

Song of Motivation.
E: 10 C:1 R:20
Skill. For 10 seconds, each ally within earshot gains a +0..10 morale bonus. When this skill ends, each ally will suffer a -0..10 morale penalty.
(Attribute: Leadership)
Notes:
- This skill won't set the MB over 10.
- Once the skill finishes, the morale is removed anyways, so a character who had already 10MB before listening the song will lose it.
Note:
All of this skills are PvE only.
All of this skills require at least one or more points in the profession's primary attribute in order to work, otherwise, they won't do nothing when used, not even animations, texts and effects.

Shield of Faith
E: 10 C:1 R:18
Skill. For 0..12 seconds, you have 1..3 armor for each enchantment you have, and any skill that would remove an enchantment from you will fail.
(Attribute)

Note:
- This won't affect attacks that remove enchantments, like the ones made by avatar of Grenth.
- Your own skills won't be affected too, so an skill that says 'you lose one enchantment' will make you lose one anyways.
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Old Feb 27, 2007, 09:24 PM // 21:24   #531
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Quote:
Originally Posted by MithranArkanere
Quick Nap
Casting:3; Recharge: 10
Skill. For 13..1 seconds, you gain have 0..10 energy regeneration, but you suffer -240..120 armor penalty. This skill ends if move or your energy hits your current maximum energy. This skill will be disabled for 120 seconds.
(Attributes: Energy Storage)
Notes:
Meant for quick energy recover out from battle after a complete emptying of energy.
The model will /sit (or /sleep if the emote where added).
That equates to 6...3x damage. That means Meteor will do 714...357 damage. Not to mention what would happen when combined with Frenzy and Healing signet.... 1,666 damage. Yowzers.
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Old Feb 27, 2007, 11:29 PM // 23:29   #532
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Quote:
Originally Posted by Undivine
I think the ele's Glyphs could be better, more varied, and more interesting. Notice that the Glyphs I'm suggesting will trigger on the next qualifying spell, not simply the next spell.
Glyph of Ethereal Magic
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 0
Reuse 30

Your next offensive element spell does double damage to spirits.


Glyph of Aquatic Binding
Elementalist - Water Magic
Energy 5
Glyph
Cast time: 0
Reuse 45

Your next water hex lasts 10%...50% longer.


Glyph of Ease
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 0
Reuse 60

The next spell you use that causes exhaustion costs no energy.


Glyph of Frost Fire
Elementalist - Fire Magic
Energy 5
Glyph
Cast time: 0
Reuse 15

Your next offensive fire spell does cold damage instead. 50% chance of failure with 4 fire magic or less.


Glyph of Girth
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 0
Reuse 45

The radius of your next area of effect spell is increased by 1 catagory.


Glyph of Static
Elementalist - Air Magic
Energy 5
Glyph
Cast time: 0
Reuse 15

Your next offensive air spell has an additional 5%...15% armor penetration.


Glyph of Stunning
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 0
Reuse 20

Your next offensive air spell interrupts target foe's action.


Glyph of Heat
Elementalist - Fire Magic
Energy 5
Glyph
Cast time: 0
Reuse 30

The next offensive fire spell causes another 3...20 fire damage on hit.


Glyph of Delay
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 0
Reuse 25

The next spell you cast takes effect 3 seconds later.


Glyph of Sturdiness
Elementalist - Earth Magic
Energy 5
Glyph
Cast time: 0
Reuse 60

Your next earth enchantment is reapplied once if it is removed. 50% chance of failure with 4 earth magic or less.
That's all I have for now.
Yeah its annoying when you want a glyph to work after arcane echo

Only beef I have with the above is glyph of delay. Lighnting hammer + .75 aftercast + 2 cast of lightning orb = maaaaaaaaaaaaaaaasssive unstoppable spike.

Anyways My skill is:

Mirror Spell (elite Unlinked (or illusion?) mes)
5 energy 1 cast 5 recharge
For (to be determined) seconds, the next Hex cast on you is cast on the caster instead.

If not elite then 25 energy 1 cast 5 recharge

Last edited by Not A Fifty Five; Feb 27, 2007 at 11:35 PM // 23:35..
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Old Mar 01, 2007, 05:05 PM // 17:05   #533
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Quote:
Originally Posted by Cataclysm
That equates to 6...3x damage. That means Meteor will do 714...357 damage. Not to mention what would happen when combined with Frenzy and Healing signet.... 1,666 damage. Yowzers.
I forgot to mention, they would be skill available only to primary professions, and only PvE.

That skill is an OUT OF BATTLE ONE. That is, use it while in battle and you are DEAD.
Who would be idiot enough to have a nap in the middle of a battle?

Sigh... read before posting!
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Old Mar 03, 2007, 02:10 AM // 02:10   #534
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Shared Pain [E]
E: 5, C: 1/4, R: 3
Linked to Illusion
Elite Hex Spell. For 3...15 seconds, target foe and all nearby foes suffer -3...7 health degeneration.

elite AoE phantasm
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Old Mar 03, 2007, 06:21 AM // 06:21   #535
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DEATH MAGIC--Death Wave [Elite] --25 energy--10second recharge-4 second cast--
Enchants ALL allies (minions+people) with a death wave for (20..45 seconds), alies who die under the effect of this enchant release a wave which causes nearby foes take (10...40 shadow dmg) and suffer 1 of these conditions (poison,weakness, disease)

Basically elite death nova which affects all allies, much like aegis.
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Old Mar 03, 2007, 09:08 PM // 21:08   #536
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A couple of beastmastery skills for rangers:

1. Legendary Beastmaster
Type: Shout
Attribute: Beastmastery
Cost: 25 energy(lower would be nice but unbalanced)
Recharge: 60seconds
Description: Increase level of animal companion by 2-5 for 10-30 seconds. all pet attacks are disabled while shout is in effect. Shout ends if animal companion dies.

Comment: This could potentially give you a skill-less level 25 pet on your side for 50% of the time. I'm not sure if this should be an elite or not...probably should cause it would be pretty powerful if combined with rampage as one. disabling pet attack skills makes it more balanced i think. It would be neat if the graphics of this skill could enlarge the size of your pet(like the bears when they level up) but that would probably be too complex graphically to be worth it...i dunno

2: Ice beast/Air beast/Earth beast/Fire beast
Type: Shout
Attribute: beastmastery
Cost: 10e
Recharge: 60seconds
Description: for 30-60 seconds your animal companions attacks deal ice/air/earth/fire damage. This shout ends if your pet dies.

Comments: this one i think would add some extra punch to your pet in places like the shiverpeaks or fire island chain where almost everyone is succeptable to elemental damage. thought about adding a +damage bit too...but thought that would be too powerful. maybe for an elite version?

3. Feral Spirit:
Type: Elite Skill
Attribute: Beastmastery
Cost: 25e
Recharge: 60seconds
Casting time: 2 seconds
Description:
you create a spirit double of your animal companion with 50-100% health 50-100% armor and 30-75% damage. this spirit double attacks the same target as your pet and executes all of the same skills[not sure if this is too overpowered but it would be cool]. unless killed this spirit double dies after 30-45 seconds.

Comments: come on...this would be totally cool. so much potential for awesome graphics on this one and it would be an easy way to address the desire of lots of beastmasters to have more than one pet(if only temporarily) and since rangers summon nature rituals this wouldn't be out of character for them.

thoughts?
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Old Mar 03, 2007, 10:04 PM // 22:04   #537
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Expand Musles (stance) warrior {E}:
15 energy
0 cast time
30 recharge
For 0..5..6 seconds, you attack 200..300..350% faster, take triple damage, and cause knockdown with every other hit. This skill is disabled for 120 seconds (att. Strength)

Hex Touch (skill) necromancer: 1,5,0
5 energy
1 cast time
0 recharge
Tansfer One Hex From you to target foe, the hex's duration is cut in half. (att. none)

My Blood for Your Blood (spell) necromancer:
15 energy
2 cast time
15 recharge
2,15,15 Target foe and all adjactent foes lose 200 heath, For each target affected, you lose 100..50..30 health. (att. Soul Reaping)

comments please

Last edited by BenO_Under; Mar 14, 2007 at 03:09 AM // 03:09..
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Old Mar 03, 2007, 10:23 PM // 22:23   #538
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Rushing Survival[Elite]

Melee attack.
for 5seconds u move 15-50% faster and cannot be knocked down
when this skill ends u perform a spinning strike knocking down all ajacent foes for 1-3 seconds and dealing 20-75damage(must be wielding a melee weapon)
req strength , 10energy 45seconds recharge

Bowmaster[Elite]
stance.
for 20seconds you attack 10-25% faster and your arrows shoot twice as far
but deal 18-10less damage

Veratas Falling

Skill. all foes in the area take 30-50 Fire damge , earth damage , water damage and air damage for and u lose 80%-50%health and have
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Old Mar 03, 2007, 11:34 PM // 23:34   #539
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Here's some i posted somwhere else thought id put them here too since theres a huge collection.

Spiritual Disposition ELITE
Energy Cost: 15
Casting Time: 1 Seconds
Recharge: 30 Seconds
Attribute:Channeling or Communing

Skill. Sacrifce 15% Health, all spirits in your area become unbound from their master. All unbound spirits provide benefits for all players within their range, and attack all players within their range.

Lau Xii's Ritual
Energy Cost: 10
Casting Time:3 Seconds
Recharge: 45 Seconds
Attribute: Channeling or Communing

Ritual. Target Spirit is unbound from its master. Unbound spirits provide benefits for all within their area and attack all within their area.

The next skill is based on the spirits in the Ritualist beginner quests. Where there are some summoned spirits that arent bound to a spot, but move around freely.

Spectral Tether
Energy Cost: 10
Casting time: 1 second
Recharge time: 45 Seconds
Attribute: Spawning Power

Spell.Target allied spirit becomes tethered to you for XX seconds. Whilst tethered to you that spirit follows you around. You may only have one spirit tether to you at a time.

Possesive was Shau ke
Energy Cost: 15
Cast Time: 2 Seconds
Recharge: 30 Seconds
Attribute: Channeling

Ritual. For XX Seconds target foe experiences (-2...-X) health degeneration. When Possessive was Shau Ke ends, target foe is struck for XX lightning damage.

Tender Was Jian Pa
Energy Cost: 10
Cast Time: 2 Seconds
Recharge: 20 Seconds
Attribute:Restoration

Ritual. For XX target non-spirit Ally experiences (+3...+X) Health regeneration. When tender was Jian Pa ends, that ally gains XX health and 3 Energy.

Spirit of Osmosis
Energy Cost: 10
Cast Time: 5 Seconds
Recharge: 45 seconds
Attribute Communing

Binding Ritual. Create a level XX spirit. This spirits attacks steals XX energy from foes.This spirit lasts for XX seconds, when this spirit dies all allies within its area gain 5 energy.

Haunting
Energy Cost:15
Cast Time: 1 Second
Recharge:15 seconds
Attribute: Communing

Target Foe is hexed with Haunting for XX Seconds. Whilst hexed, all allied spirits attack that foe.

Reincarnate (Maybe Elite status)
Energy Cost: 10
Cast Time: 1/4 Second
Recharge: 30 Seconds
Attribute: Spawning Power

Skill.The next spirit you summon will automatically be summoned again when it dies.

Opposing was Neng Kuu ELITE
Energy Cost: 10
Cast Time: 1 Seconds
Recharge: 20 Seconds
Attribute: Restoration

Hold up Neng Kuu's Ashes for XX seconds. Whilst holding Neng Kuu's ashes you take half damage from all sources. When you Drop Nengu Kuu's ashes or if Neng Kuu's ahses ends, you lose 25% of your current health but lose X hexes.

Weapon of Elements
ENergy Cost 10
Cast Time:1/4 Seconds
Recharge:20 Seconds
Attribute: Channeling

For XX seconds your attacks deal +7 Fire/Water/Earth/lightning Damage, and when you take elemental damage you gain XX health.

Spirit of the Damned ELITE
Energy Cost: 15
Cast Time: 5 Seconds
Recharge: 45 Seconds
Attribute: Communing

Binding Ritual. Create a level XX spirit that dies after XX seconds. When this spirit dies, all foes in the area suffer from poison,bleeding and blindness (OR Crippled?) for XX seconds. If any allies are in the area when this spirit dies they lose X conditions.

Essence of the Soul
Energy Cost: 10
Casting Time: 1 Second
Recharge: 20 Seconds
Attribute: Channeling

Destroy target Allied Spirit, all foes adjacent to that spirit suffer XX lightning damage, and all allied spirits in the area of that spirit gain XX health.
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Old Mar 14, 2007, 03:10 AM // 03:10   #540
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"Never Die Alone!" (shout):
25 energy
0 cast time
15 recharge
all dead allies outside of earshot are teleported to you with full health and energy. After 30 seconds all allies affected by this shout die and leave an exploted corpse.

comments please
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