Aug 06, 2010, 05:45 PM // 17:45
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#101
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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New Skill Concept: Double Enchantment
Double Enchantment:
-Activates when the first enchantment is removed prematurely.
-Does NOT activate if the first enchantment ends normally, unless otherwise stated.
-No creature can be under the effects of more then one Double Enchantment at any given time.
-Cannot have more then one double enchantment on a skill bar at any given time; furthermore, skill copying skills like Arcane Echo and Echo have no effect on Double Enchantments
-If a multiple enchantment removing skill is used (i.e. Strip Enchantment) the 2nd enchantment is removed immediately after the 1st one.
--**Example: Strip enchantment removes 2 enchantments, thus Shielding Aura then Shielding Hands would be removed, in that order.
NOTES: When creating a skill for this concept, the 2nd enchantment that is applied cannot be elite, cannot be more then 10 energy, and must be from the same profession and attribute line. See example below.
Example:
Monk - Protection Prayers
"Shielding Aura" (Elite or Non-Elite to be determined later)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Double Enchantment Spell: For 8 seconds, target other ally has +10 armor and a 25% chance to block melee attacks. If this enchantment ends prematurely, that ally is enchanted with "Shielding Hands".
This is a ROUGH DRAFT of the idea. Supportive criticism and helpful changes are welcome.
Last edited by Mia Clemons; Aug 09, 2010 at 07:53 PM // 19:53..
Reason: Edited concept for skill specific removals
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Aug 08, 2010, 02:00 PM // 14:00
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#102
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Pre-Searing Cadet
Join Date: Jun 2010
Guild: A Better Tommorow
Profession: Rt/
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EoTN PvP Skills!
Title: Norn Title Track
"I Fight Alone!"
Energy: 5
Recharge: 20 seconds
Shout: For 10....20 seconds, you gain +24 armor and conditions expires 50% faster.
Title: Norn Title Track
"Hot Blooded"
Energy: 10
Recharge: 30 seconds
Spell: (8....25 seconds) You have 30...60% damage resistance from Ice/Water damage/magic. Water Hexes also expires 30....60% earlier.
Title: Norn Title Track
"Beast Attunement"
Energy: 10
Casting Time: 2
Recharge: 60 seconds
Spell: Target Pet/Animal temporary becomes ally to the team. The Pet/Animal's level is 10.....20. This can only be used once per map.
Title: Asura Title Track
"G.O.L.E.M Artillery "
Energy: 15
Casting Time: 2
Recharge: 25 seconds
Spell: Target foe and foes adjacent takes 56....133 fire damage and are knocked down.
Title: Asura Title Track
"G.O.L.E.M Core Energy"
Energy: 5
Casting Time: 1
Recharge: 30 seconds
Enchantment Spell: For 36...62 seconds, you gain +10 maximum energy.
Title: Asura Title Track
"Intelligence Quotient 500"
Casting Time: 2
Recharge: 20 seconds
Elite Shout: For the next 1...4 spells you cast, casting time and recharge time is reduced by 20....50%.
Title: Ebon Vanguard Title Track
"Ambush Them!"
Energy: 15
Recharge: 20 seconds
Elite Shout: For 10...30 seconds, target foe and foes in the area suffers from -24 armor. If the target is a Charr, extra -10 armor is reduced.
Note: This skill must be used before the enemy is within your aggro range. This skill have a range of a longbow and thus can target an enemy group without engaging it in aggro circle.
Title: Ebon Vanguard Title Track
"The Great Massacre"
Energy: 10
Recharge: 60 seconds
Elite Skill: For 60 seconds, for every foe of the same species that is killed by you, gain 5...15% more damage in your physical damage to the same species. This skill ends if the species skilled is not of the same as the first kill.
Title: Deldrimor Title Track
"Thousand Hammers"
Energy: 15
Recharge: 45 seconds
Elite Skill: All foes adjacent.....nearby...in the area....earshot you are knocked down.
Sorry for the bad wording! but i'm trying my best to word them professionally
Hope you like them!
Last edited by Qcumber; Aug 09, 2010 at 07:04 AM // 07:04..
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Aug 09, 2010, 06:54 PM // 18:54
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#103
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Warrior - Strength
"For Glory!" (Elite)
Energy: 5
Recharge: 20 seconds
Elite Shout: If you are under 10%...18%...21% health, you gain +100 armor and 33% attack speed for 5 seconds.
Ranger - Wilderness Survival
"Ice Trap" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Trap: When triggered, every second for 5 seconds, all nearby foes take 5...10...12 cold damage and cannot attack while in this traps range. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Mud Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Trap: When triggered, every second for 5 seconds, all nearby foes take 5...20...24 earth damage and cannot move faster then normal. Stationary foes are knocked down. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Shadow Trap" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Trap: When triggered, all nearby foes are blinded for 2...8...9 seconds and take 5...26...30 shadow damage. Foes already suffering from blindness take an additional 5...32...36 shadow damage and are dazed for 1...4...5 seconds. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Clenching Iron" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Trap: When triggered, all nearby foes take 8...24...30 piercing damage and are crippled and bleeding for 5...12...14 seconds. Foes already suffering from cripple suffer a deep wound for 6...14...16 seconds. NOTE: you are NOT easily interrupted while using this skill.
Elementalist - Air Magic
"Repel" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 5...16...18 seconds, all damage from projectile attacks is reduced to 0. All damage from melee attacks is reduced by 5%...19%...25% and you cannot attack.
Ritualist - Communing
"Spirit Armor" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 15 seconds, for every spirit you control in earshot, you gain +10 armor. Every time you take damage, your spirits lose 30...14...10 health.
Assassin - Shadow Arts
"Shadow Mimic" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: For 2...12...14 seconds, all physical damage you receive is reduced to 0. This enchantment ends early if you hit with an attack or use a Non-Assassin skill.
Monk - Healing Prayers
"Soothing Breeze" (Non-Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Double Enchantment Spell: For 10 seconds, target other ally has +2...4...5 health regeneration. If this enchantment ends early, that ally is enchanted with Healing Breeze.
Keep em coming
Last edited by Mia Clemons; Aug 09, 2010 at 08:52 PM // 20:52..
Reason: Added new skills
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Aug 11, 2010, 01:34 PM // 13:34
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#104
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Yay more ideas!
The next few courtesy of an officer in my guild, posted on our website
Soul Assault
Scythe Mastery
5 Energy
12 Recharge
Elite Scythe Attack. If this attack hits, steal 20...50...80 health and 1...2...3 energy from each foe hit.
Mystic Wrath
Mysticism
10 Energy
1 Second Cast
15 Recharge
Elite Enchantment Spell. For each enchantment on you, you deal +1...10 (maximum 40) damage with attacks for 10 seconds.
Annnnnnnnnnnnnnnnnnnnnnnd a few non elites for Dervishes, still courtesy of my guildie on our website .
Aura of Enchanting
Mysticism
10 Energy
1 Second Cast
20 Recharge
Enchantment Spell. For 10 seconds your Mysticism attribute is set to 0. Whenever an enchantment ends on an ally in the area, you gain 0...2 energy and 0...12 health.
Avatar's Assault
Scythe Mastery
5 Energy
8 Recharge
Scythe Attack. If you are under the effects of an Elite Form, this attack cannot be blocked and all adjacent foes take 5...15...20 holy damage for each foe you hit.
Again, thanks to one of my officers for these ideas, there are others but these are the ones I found most interesting .
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Aug 11, 2010, 01:52 PM // 13:52
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#105
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Krytan Explorer
Join Date: Sep 2006
Profession: Mo/
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Quote:
Originally Posted by WarcryOfTruth
Why does a signet have an energy cost?
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Because I wanted it to. My skill my idea. Don't like to bad.
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Aug 11, 2010, 09:40 PM // 21:40
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#106
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Skill Concept: Armor Spell
Consider the fact that rits can use Weapon spells on themselves and allies. why cant they also use Armor Spells, that modify an allies armor to have special abilities? I'm sure people can have some fun with these
Armor Spell:
-Modifies an allies armor to have special abilities and/or additional effects
---Cannot be used on allies incapable of using armor (pets, minions, spirits, etc)
-Cannot be under more then 1 armor spell at any given time (just like weapon spells)
-Behaves like a Weapon Spell
Example:
Ritualist - Communing
"Equip Holy Armor" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Armor Spell: Target ally has a set of Holy Armor for 6...27...30 seconds. While affected by this spell, target ally takes 50% less holy damage and deals double damage with attacks to undead creatures.
Ritualist - Communing
"Equip Giant's Armor" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Armor Spell: Target other ally has a set Giant's Armor for 4...12...14 seconds. While affected by this spell, that ally has +80 armor and cannot be knocked-down but moves 50% slower.
Ritualist - Spawning Power
"Equip Elemental Armor" (Non-Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Armor Spell: You have a set of Elemental Armor for 3...17...20 seconds. While affected by this spell, you have +40 armor against Elemental damage and deal +0%...8%...10% more lightning damage with your skills.
Ritualist - Channeling Magic
"Equip Vorizun's Armor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Armor Spell: Target other ally has a set of Vorizun's Armor for 5...21...24 seconds. While affected by this spell, that ally has +20 armor and gains 1 energy every 2 seconds.
If you have some cool ideas about this concept, please feel free to make suggestions/create armor spells of your own!
Last edited by Mia Clemons; Aug 12, 2010 at 06:41 PM // 18:41..
Reason: Edited Specs for Armor spells
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Aug 12, 2010, 04:54 PM // 16:54
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#107
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Ascalonian Squire
Join Date: Jul 2010
Profession: R/
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Necromancer - Curses
"Dreams of Grenth" (Elite)
Energy Cost: 5 (if any)
Casting Time/Attack Speed: 2s
Recharge: 10 second(s)
Skill Description: Hex (1..9..11 seconds) Also hexes nearby foes. When this hex ends, it causes 10..12..13 cold damage to adjacent foes. Easily interuptable. Fails if less than 7 curses.
Notes: hmmm, hope not too op :P
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Aug 12, 2010, 05:07 PM // 17:07
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#108
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Quote:
Originally Posted by Mia Clemons
Consider the fact that rits can use Weapon spells on themselves and allies. why cant they also use Armor Spells, that modify an allies armor to have special abilities? I'm sure people can have some fun with these
Armor Spell:
-Modifies an allies armor to have special abilities and/or additional effects
-Cannot be under more then 1 armor spell at any given time (just like weapon spells)
-Behaves like a Weapon Spell
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I like this concept, and whats more, is that each point in Spawning Power increases the duration of Armor Spells by 4% .... right?
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Aug 12, 2010, 06:30 PM // 18:30
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#109
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by WarcryOfTruth
I like this concept, and whats more, is that each point in Spawning Power increases the duration of Armor Spells by 4% .... right?
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didnt give it much thought, i would have to go back and reduce the armor spell duration for each skill if thats the case because i wanted to make it identical to weapon spells, but for armor. I'm glad you like it though. Try and come up with some skills for it if you feel like it
Submission for the day:
Ritualist - Communing
"Equip Balthazar's Armor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Armor Spell: For 5...18...21 seconds, target ally has a set of Balthazar's Armor. While affected by this spell, that ally has +40 armor and have a 25% chance to block attacks.
Ritualist - Restoration Magic
"Equip Melandru's Armor" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Armor Spell: For 5...15...18 seconds, target ally has a set of Melandru's Armor. While affected by this spell, that ally has +100 max health and you take 50% less elemental damage. When this spell ends, you lose 0...1...2 conditions.
Ritualist - Restoration Magic
"Equip Khanhei's Armor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Armor Spell: For 2...9...10 seconds, target other ally has a set of Khanhei's Armor. While affected by this spell, that ally is immune to touch skills. This armor spell ends early if that ally attacks or is knocked down.
Ritualist - Channeling Magic
"Equip Storm Armor" (Non-Elite)
Energy: 10
Casting Time: 2seconds
Recharge: 30 seconds
Armor Spell: For 3...11...13 seconds, target ally has a set of Storm Armor. While affected by this spell, that ally deals 25% more lightning damage and gains 2 energy whenever struck for lightning or cold damage.
Last edited by Mia Clemons; Aug 12, 2010 at 06:56 PM // 18:56..
Reason: Added more armor spells
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Aug 22, 2010, 03:24 PM // 15:24
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#110
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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I got another idea!!!!
Energy Split (Elementalist or Mesmer)
No Attribute
10 Energy
2 Second Cast
30 Recharge
Elite Spell - Lose half your energy. Party members within earshot gain energy you lost divided evenly among them. Your skills are disabled (5 seconds).
So if you are in an 8 man zone, and you have 50 energy, and using this spell brings you to 40, then the party members will split 20 energy and divide it up amongst themselves. Randomly of course but that's the best way I could explain.
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Aug 22, 2010, 06:03 PM // 18:03
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#111
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by WarcryOfTruth
I got another idea!!!!
Energy Split (Elementalist or Mesmer)
No Attribute
10 Energy
2 Second Cast
30 Recharge
Elite Spell - Lose half your energy. Party members within earshot gain energy you lost divided evenly among them. Your skills are disabled (5 seconds).
So if you are in an 8 man zone, and you have 50 energy, and using this spell brings you to 40, then the party members will split 20 energy and divide it up amongst themselves. Randomly of course but that's the best way I could explain.
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I love this idea!
Seems pretty balanced to me, although might be a little underpowered due to the 30 second recharge. Or make it nearby party members, that way you can decide who gets the energy?
Now on to some new stuff:
Ritualist - Restoration Magic
"Insert appropriate name here" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Armor Spell: For 15 seconds, target other ally has a set of "Insert armor spell name". While affected by this spell and a weapon spell, that ally has +10...48...55 armor and has +0...2...3 health regeneration.
Ritualist - Communing
"Equip Grenth's Armor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Armor Spell: For 2...10...12 seconds, target ally has a set of Grenth's Armor. While affected by this spell, that ally steals 5 health every time they are struck for damage but gain 50% less health when healed.
Might be a OP? opinions please....
Ritualist - Spawning Power
"Equip Sacrificial Armor" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Armor Spell: For 2...9...11 seconds, you have a set of Sacrificial Armor. While affected by this spell, your spells cost 5 less energy to cast and you cannot be interrupted. Every time you cast a spell or would be interrupted, you sacrifice 5% max health. When this spell ends, you gain 30...60...70 health.
As always, keep the ideas coming
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Aug 22, 2010, 09:51 PM // 21:51
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#112
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Frost Gate Guardian
Join Date: Jul 2009
Profession: R/
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Quote:
Ritualist - Spawning Power
"Equip Sacrificial Armor" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Armor Spell: For 2...9...11 seconds, you have a set of Sacrificial Armor. While affected by this spell, your spells cost 5 less energy to cast and you cannot be interrupted. Every time you cast a spell or would be interrupted, you sacrifice 5% max health. When this spell ends, you gain 30...60...70 health.
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Gogogo doomspike? :O
Wait.... would cancel casting be counted towards an interrupt and ignore the "cannot be interrupted" part?
Jagged Ice Shield - Water Magic - Elementalist
Elite Enchantment Spell
15 energy
3 second cast
30 second recharge
Elite Enchantment Spell. For 5...17...20 seconds, you have a 17...50...75% to block, and foes near your initial location take 10...25...30 damage, bleed for 10 seconds, and move 50% slower for 5...20...25 seconds. Ends if you take fire damage or use fire magic.
Soul Spikes - Death Magic - Necromancer
Elite Hex Spell
15 energy
3/4 second cast
30 second recharge
Elite Hex Spell. Initial effect: Target and adjacent foes take 20...50...80 shadow damage and lose 1...3...4 energy. Target foes move 20...40...50% slower for 10 seconds and have -1...3...4 health degeneration for 10 seconds. Renewal: if target foes are not moving when this hex ends.
Psionic Flux - Spawning Power - Ritualist
Elite Hex Spell
15 energy cost
2 second cast
8 second recharge
Elite Hex Spell. Target foe (is temporarily warped out of time-space and) takes 10...34...40 lightning damage, 10...34...40 cold damage, and 10...34...40 dark damage. If target foe is within earshot of a spirit, that foe moves 50% slower for 10 seconds.
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Aug 23, 2010, 12:07 AM // 00:07
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#113
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Frost Gate Guardian
Join Date: Aug 2010
Profession: D/Mo
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Admittedly, I like the caster Dervish.
Dervish - Wind Prayers
"Ascetic Dance" (Elite)
Energy Cost: 5
Recharge: 10
Elite Stance: For 0...24...30 seconds, Enchantments expire twice as quickly on you. Whenever an Enchantment, Condition, or Hex ends on you, the ally in the area with lowest health is healed for 5...53...65 Health.
Notes: Strengthens an older version of Vow of Piety.
Dervish - Mysticism
"Confession of Faults" (Elite)
Energy Cost: 5
Casting Time: 1
Recharge: 10
Elite Spell: Lose one Enchantment for every Hex or Condition on target ally. For every Enchantment lost this way, each party member in earshot of the target loses one Hex or Condition.
Notes: Begins with the most recently applied hex/condition and works down the stack. Inspired by Pious Restoration and Empathic Removal.
Dervish - Earth Prayers
"Genuflection" (Elite)
Energy Cost: 10
Casting Time: 1
Recharge: 20
Elite Spell: Nearby foes are crippled for 0...12...15 seconds and every second take 0...8...10 earth damage for every enchantment on you (maximum 100 damage per second) for 10 seconds. This skill ends if you move.
Notes: If enchantments are added or removed, the packets adjust accordingly; e.g. Mystic Sandstorm will at least temporarily reduce damage to 0.
Dervish - Mysticism
"Call to Prayer" (Elite)
Energy Cost: 0
Recharge: 30
Elite Chant: Lose all energy and enchantments. For every enchantment lost this way, allies in earshot gain 0...4...5 Energy and 0...12...15 Health.
Notes: Energy loss occurs before the loss of enchantments, so that the Dervish might be recharged.
Last edited by fr.aodhan; Aug 23, 2010 at 12:24 AM // 00:24..
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Aug 23, 2010, 04:22 PM // 16:22
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#114
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by fr.aodhan
Admittedly, I like the caster Dervish.
Dervish - Wind Prayers
"Ascetic Dance" (Elite)
Energy Cost: 5
Recharge: 10
Elite Stance: For 0...24...30 seconds, Enchantments expire twice as quickly on you. Whenever an Enchantment, Condition, or Hex ends on you, the ally in the area with lowest health is healed for 5...53...65 Health.
Notes: Strengthens an older version of Vow of Piety.
Dervish - Mysticism
"Confession of Faults" (Elite)
Energy Cost: 5
Casting Time: 1
Recharge: 10
Elite Spell: Lose one Enchantment for every Hex or Condition on target ally. For every Enchantment lost this way, each party member in earshot of the target loses one Hex or Condition.
Notes: Begins with the most recently applied hex/condition and works down the stack. Inspired by Pious Restoration and Empathic Removal.
Dervish - Earth Prayers
"Genuflection" (Elite)
Energy Cost: 10
Casting Time: 1
Recharge: 20
Elite Spell: Nearby foes are crippled for 0...12...15 seconds and every second take 0...8...10 earth damage for every enchantment on you (maximum 100 damage per second) for 10 seconds. This skill ends if you move.
Notes: If enchantments are added or removed, the packets adjust accordingly; e.g. Mystic Sandstorm will at least temporarily reduce damage to 0.
Dervish - Mysticism
"Call to Prayer" (Elite)
Energy Cost: 0
Recharge: 30
Elite Chant: Lose all energy and enchantments. For every enchantment lost this way, allies in earshot gain 0...4...5 Energy and 0...12...15 Health.
Notes: Energy loss occurs before the loss of enchantments, so that the Dervish might be recharged.
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Your elite stance is a little OP seeing as the recharge is too short but i like the idea. Either increase the recharge or energy.
Your 2nd submission is definitely OP lol. Make it a one-time damage of 100 earth damage and it should be more balanced but good ideas.
Your Call to Prayer is a good idea but should be a signet, also, the effect shouldnt include the user to make it a little less OP.
Good ideas though, and good names
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Aug 23, 2010, 05:13 PM // 17:13
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#115
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Frost Gate Guardian
Join Date: Aug 2010
Profession: D/Mo
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Quote:
Originally Posted by Mia Clemons
Your 2nd submission is definitely OP lol. Make it a one-time damage of 100 earth damage and it should be more balanced but good ideas.
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Sorry about that. I kept on hearing about the 100 DPS of certain Derv builds and how nothing else measured up, so maybe it was a little tongue-in-cheek, which I understand is inappropriate. I do like your idea, though. Make it a Mystic Sandstorm which doesn't remove enchantments, to be followed up by an actual Mystic Sandstorm.
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Aug 23, 2010, 05:55 PM // 17:55
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#116
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by Caw521
Gogogo doomspike? :O
Wait.... would cancel casting be counted towards an interrupt and ignore the "cannot be interrupted" part?
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I agree, it could be too OP. any suggestions to be more balanced?
Quote:
Originally Posted by Caw521
Jagged Ice Shield - Water Magic - Elementalist
Elite Enchantment Spell
15 energy
3 second cast
30 second recharge
Elite Enchantment Spell. For 5...17...20 seconds, you have a 17...50...75% to block, and foes near your initial location take 10...25...30 damage, bleed for 10 seconds, and move 50% slower for 5...20...25 seconds. Ends if you take fire damage or use fire magic.
Soul Spikes - Death Magic - Necromancer
Elite Hex Spell
15 energy
3/4 second cast
30 second recharge
Elite Hex Spell. Initial effect: Target and adjacent foes take 20...50...80 shadow damage and lose 1...3...4 energy. Target foes move 20...40...50% slower for 10 seconds and have -1...3...4 health degeneration for 10 seconds. Renewal: if target foes are not moving when this hex ends.
Psionic Flux - Spawning Power - Ritualist
Elite Hex Spell
15 energy cost
2 second cast
8 second recharge
Elite Hex Spell. Target foe (is temporarily warped out of time-space and) takes 10...34...40 lightning damage, 10...34...40 cold damage, and 10...34...40 dark damage. If target foe is within earshot of a spirit, that foe moves 50% slower for 10 seconds.
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You submitted some great skills. Apparently you like ppl slowing down 50% for 10 seconds lol.
Few email submissions from the weekend:
From Kumiko:
Monk - Protection Prayers
"Savior" (Elite)
Energy: 10
Casting Time: 1/4 second
Recharge: 45 seconds
Elite Enchantment Spell: For 1...4...5 seconds, target other ally loses 3 hexes, all conditions that cause health degeneration, and all damage taken is reduced to 0. Enchantment ends early if target ally uses a skill.
Monk - Divine Favor
"Divine Veil" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 2...9...10 seconds, target other ally cannot be hexed. This enchantment ends early if that ally casts a hex or hits with an attack skill. Your skills are disabled for 5 seconds.
Monk - Protection Prayers
"Enduring Aura" (Elite)
Energy: 10
Energy Regen: -1 pip
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: While you maintain this spell on target other ally, your monk spells targeting that ally cast 5%...20%...25% faster and cost 0...3...4 less energy. You stop maintaining this enchantment if you use a non-monk skill.
Submission from Arc Angel Archer:
Ranger - Marksmanship
"Shadow Shot" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Bow Attack: Fire two arrows at target foe simultaneously. The first arrow strikes for +6...18...22 damage. The 2nd arrow cannot be blocked and strikes for +5...16...20 damage. This attack cannot be used on foes within nearby range.
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Aug 25, 2010, 12:03 AM // 00:03
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#117
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Frost Gate Guardian
Join Date: Jul 2009
Profession: R/
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Quote:
Originally Posted by Mia Clemons
I agree, it could be too OP. any suggestions to be more balanced?
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Maybe increase the duration, and change the sacrifice to "You have -x...x...x maximum health"
Quote:
Originally Posted by Mia Clemons
Monk - Protection Prayers
"Savior" (Elite)
Energy: 10
Casting Time: 1/4 second
Recharge: 45 seconds
Elite Enchantment Spell: For 1...4...5 seconds, target other ally loses 3 hexes, all conditions that cause health degeneration, and all damage taken is reduced to 0. Enchantment ends early if target ally uses a skill.
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Sounds sweet, but maybe instead of the "remove all degenerating conditions", make it something like, "+10...12...14 health regeneration". And the recharge... maybe lower it to 30 and increase energy to 15 :P
Paranoia - Curses - Necromancer
Elite Hex Spell
10 energy
2 second cast
25 second recharge
Elite Hex Spell. For 5...9...10 seconds, target foe suffers -1...3...4 health degeneration but has a 50% chance to block attack skills. Whenever target foe blocks an attack skill, that foe is knocked down and takes 20...35...40 damage. Target foe's skills are disabled for 1...2...2 seconds.
Evoke Brambles - Wilderness Survival - Ranger
Elite Preparation
15 energy
2 second cast
36 second recharge
Elite Preparation. For 2...10...12 seconds, whenever you use a bow attack on a foe, that foe takes 5...17...20 additional piercing damage and suffers from crippled and poison for 5...9...10 seconds.
Anthem of Vulnerability - Leadership - Paragon
Elite Chant
8 adrenaline
1 second cast
Elite Chant. For 10 seconds, the next attack skill used by each ally within earshot causes knockdown. Initial effect: You lose all adrenaline.
Leader's Devotion - Leadership - Paragon
Elite Skill
5 energy
20 second recharge
Elite Skill. For 10 seconds, whenever you use a chant, shout, or echo, your party is healed for 5...17...20 health.
Javelin of Orders - Spear Mastery - Paragon
Elite Spear Attack
7 adrenaline
2 second recharge
Elite Spear Attack. Deals +5...21...25 damage for each shout, chant, or echo active on you (maximum +60)
Transfer Impurities - Divine Favor - Monk
Elite Spell
10 energy
3/4 second cast
15 second recharge
Elite Spell. Transfer 0...2...2 hexes and 0...2...2 conditions from target ally to you. You gain 2 energy for each condition and hex transferred. Cannot self-target.
Meh, boring names xD
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Aug 25, 2010, 07:22 AM // 07:22
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#118
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by Caw521
Maybe increase the duration, and change the sacrifice to "You have -x...x...x maximum health"
Sounds sweet, but maybe instead of the "remove all degenerating conditions", make it something like, "+10...12...14 health regeneration". And the recharge... maybe lower it to 30 and increase energy to 15 :P
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Agreed, but i wanted it to be an emergency save spell, so 15 energy seemed a little high. Good suggestion with the +xx health regen though
Tonight's submissions:
Monk - Healing Prayers
"Cure" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Target other ally's health is completely restored and your skills are disabled for 12...3...2 seconds. If target ally has more than 2 conditions or hexes, this spell recharges 50% faster.
Monk - Smiting Prayers
"Holy Gaze" (Elite)
Energy: 15
Casting Time: 3/4 second
Recharge: 20 seconds
Elite Spell: Target foe takes 10...50...58 holy damage. If that foe is adjacent to any of your allies, target foe and all adjacent foes take 5...30...38 holy damage and are weakened for 8 seconds. Your skills are disabled for 6 seconds.
More to come tomorrow!
Been feeling like paragons and dervish don't get enough credit, so here's a few submissions for them....
Also a few others...
Dervish - Scythe Mastery
"Whirling Strike" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 8 seconds
Elite Scythe Attack: Attack target foe and all adjacent foes. For each foe that you hit, you hit for +4...13...15 damage consecutively (Maximum +60 damage). You suffer from Weakness for 5 seconds.
Notes: The idea is that with each hit, the damage increases on the next foe hit. Example: If 4 adjacent foes (including target foe), then target foe takes +15 damage, 2nd foe takes +30 damage, 3rd foe takes +45 damage, and so on. Also note that the damage does not increase if a foe blocks the attack or it misses for any reason.
Dervish - Mysticism
"Virtuous Nature" (Elite)
Energy: 5
Recharge: 30 seconds
Elite Stance: For 1...9...11 seconds, you move 25% and hexes expire 50% faster, but deal 50% less damage with attacks.
Paragon - Leadership
"We Shall Not Fail!" (Elite)
Adrenaline Cost: 8 strikes
Casting Time: 1 second
Recharge: 15 seconds
Elite Chant: For 1...3...4 seconds, all party members not affected by a shout or chant within earshot deal +5...22...25 damage with attacks and move 20% faster. You lose all adrenaline.
Paragon - Spear Mastery
"Spear Thrust" (Elite)
Adrenaline Cost: 6 strikes
Attack Speed: 3/4 second
Recharge: None
Elite Spear Attack: Melee attack: If this attack hits, target foe takes +6...22...26 damage. If this attack is blocked, you gain 2 strikes of adrenaline.
Paragon - Spear Mastery
"Impaling Spike" (Elite)
Energy: 5
Attack Speed: 3/4 second
Recharge: 10 seconds
Elite Spear Attack: Melee attack: If this attack hits a moving foe, that foe takes +10...26...30 damage and is knocked down. Otherwise, this attack does +5...13...15 damage if it hits.
Paragon - Leadership
"Venting Anger" (Elite)
Energy: 5
Recharge: 15 seconds
Elite Skill: For 10 seconds, whenever you lose or use adrenaline, adjacent foes also lose the same amount. If a foe has no adrenaline, that foe takes 0...30...36 damage. End effect: You lose all adrenaline. (NOTE1)
NOTE1: End effect does not apply towards this skill.
Basically, if your standing next to a bunch of adrenaline warriors, whenever you use adrenaline (through skills etc) or lose it from adrenaline denial skills, they also lose the adrenaline. Also, if standing next to casters or other non-adrenaline based characters, they take damage.
Mesmer - Illusion Magic
"Alluring Scent" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: For 1...3...4 seconds, target foe cannot cast spells on your allies and has a 50% chance to miss with attacks. This hex ends early if target foe has another Mesmer hex.
Necromancer - Curses
"Call of Grenth" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: Target foe and all adjacent foes take 10...40...48 shadow damage. For 5 seconds, this hex does nothing. If this hex lasts its full duration, affected foes take 4...16...18 shadow damage for each condition on them. Your skills are disabled for 3 seconds.
Ritualist - Communing
"Executioner's Weapon" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Weapon Spell: For 1...3...4 seconds, target ally's next attack is unblockable and strikes for +8...24...28 damage.
Ritualist - Spawning Power
"Equip Ice Armor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Armor Spell: For 2...10...12 seconds, target ally has a set of Ice Armor and is immune to cold damage, moves 50% slower, and cannot attack. This spell ends early if ally is in a stance.
Figured it would be a good combo with Winter/Greater Conflagration.
Keep em coming!
Last edited by Shayne Hawke; Oct 30, 2010 at 02:42 PM // 14:42..
Reason: Please do not double-post.
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Aug 25, 2010, 08:01 PM // 20:01
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#119
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Frost Gate Guardian
Join Date: Aug 2010
Profession: D/Mo
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Dervish - Mysticism
"Return to Simplicity" (Elite)
Energy: 10
Casting time: 1
Recharge: 20
Elite Spell: Every second for 10 seconds, you lose one Enchantment. For every Dervish Enchantment lost in this way, all adjacent foes lose one enchantment.
Notes: A DoT version of Mystic Sandstorm, minus extra damage, plus enchantment removal. Imagine, for instance, standing next to a bonded character.
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Aug 25, 2010, 08:32 PM // 20:32
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#120
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Quote:
Originally Posted by Mia Clemons
Dervish - Mysticism
"Virtuous Nature" (Elite)
Energy: 5
Recharge: 30 seconds
Elite Stance: For 1...9...11 seconds, you move 25% and hexes expire 50% faster, but deal 50% less damage with attacks.
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Holy crap, combine that with Featherfoot Grace and Aura of Holy Might + Asuran Scan and then you pretty much turn into a tank that shrugs off hexes and conditions, all the while the damage penalty is easily taken care of.
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