Feb 25, 2010, 10:14 AM // 10:14
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#21
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Ascalonian Squire
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Quote:
Originally Posted by Ugh
Elite Nature Ritual. Create a level 1...8...10 Spirit. Hexes last X% longer for all non-spirit creatures in range. Hexed creatures activate skills Y% slower.
Good for areas with little hexing from mobs. Buffs mesmers because it makes hexing better and interrupting easier. Also buffs monks since hex removal would be more important.
Muddy Terrain
Nature Ritual. Create a level 1...8...10 Spirit. You move X% slower for Y seconds. Muddy Terrain reapplies every time you stand still but cannot affect you if you are already moving.
Kind of like a weakened version of Icy Ground.
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Quote:
Perhaps make the elites have two effects? The damage idea for GC is a good one, and it could be extended along with an additional section.
So it would look like....
GC: fire damage increase, burning duration extended
Quicksand: earth damage increase, speed reduction
Famine: cold damage increase, weakness duration extended
Lacerate: physical damage increase, direct damage while bleeding
Equinox: lightning damage increase, -special effect goes here-
Thus providing elemental boosts across the board, plus synergy with conditions?
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Interesting ideas. I'll add them to the OP. It would be great if something like this could make rangers, nuking eles, and mesmers more viable (too bad it probably won't happen :/).
Muddy Terrain looks like it would be good with tank n' spank. Not sure if that's a good or bad thing.
Last edited by Voice of Reason; Feb 25, 2010 at 10:37 AM // 10:37..
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