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Old Nov 25, 2006, 08:10 AM // 08:10   #101
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Aura of Mesmetic Chaos
Dervish Mysticism Elite Enchantment Spell
10 energy/ 1 second cast/ 20 second recharge
You deal 25...70 chaos damage to all adjacent foes. For 30 seconds, all of your attacks deal chaos damage. When this enchantment ends, all adjacent foes are dazed for 2...10 seconds.

Last edited by Made In Ascalon; Nov 25, 2006 at 08:13 AM // 08:13..
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Old Nov 25, 2006, 08:39 AM // 08:39   #102
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Quote:
Originally Posted by Crom The Pale
Well Frojack, id never abuse but i can see the exploit of your skill with Heros. You set one up casting it then use another to agro into it...

In pvp it would likely never get used and in pve would be way over powered...

You might concider droping the long cast time and making it an enchantment on you that slows your movement by 90%, when the enchantment ends you die unless its removed prematurely. This would make it more costly for an ele to use but still give him a way out with skills like the dervish signet that strips one of your enchants and heals.



To everyone thats posted here, WOW! A huge number of great ideas!

Keep them coming
Yes that is certainly a possibility but remember it's actually an aoe. Any ai enemy taking too much aoe damage will flee the area. You are right about pvp though. I guess this is one for those people who like to use the Deepfreeze > Glyph of Sacrifice > Meteor Shower > Death's Charge > Aoe style combinations. It's gimmicky. A one-time use thing which most good teams will never fall for again, but it's also an interesting dynamic.

Ruination introduces a new dynamic in that it's casting is the real spell, allowing it to have power but suitably gimp you enough to justify it. The length of time it continues for is completely flexible and you can float the time as you see fit. To make it an enchantment would actually be over-powered and under-powered at the same time, while ultimately less interesting .
It would be over-powered due to the ability to 'act' while the spell works. Add deaths charge or any teleport/shadow-step and you have a very real problem. People could just run around like suicide bombers, leaving the thing on just long enough, then port' in and nuke everything to oblivion.
Similarly, the need to use an additional slot for a dervish/monk skill to just remove it would be unacceptable for an elite. Though I guess a maintained enchantment could work, but that has it's own draw-backs.
The enchantment dynamic is old and pretty tired anyways. With so many skills available for removing enchantments, I wouldn't even want to experiment with this skill, let alone make a serious build out of it.

With Ruination, you are a living bomb. It thrives in environments where a team is competent at snaring (which isn't exactly hard in the Earth line with Ward Against Foes, Grasping Earth etc.) and constant knockdowns. To get the most out of it requires some planning and actually fore-thought. Similar to that of trying touse Channeling to nuke an area effectively (Destruction, Daoshen, Glaive, Kuurong, Spirit Rift etc). It's about time there we're more complex options than just 1,2,4,1 type spell-casting that's actually worth the trouble. Not saying Ruination is the answer, but it certainly is one. For how long will heal party spam, nuking, spiking etc. remain interesting? I for one am quite bored of it already...
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Old Nov 25, 2006, 03:15 PM // 15:15   #103
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Lava Lake.
E: 15 C:3 R: 30
You create a lava lake on target foe location. During 1...10 seconds, any foe within location will be cripled and set on fire.
(Attribute: Fire Magic)

This just copyes the 'lava effect' you suffer in Ring of Fire lava terrains.
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Old Nov 25, 2006, 04:19 PM // 16:19   #104
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Quote:
Originally Posted by frojack
Yes that is certainly a possibility but remember it's actually an aoe. Any ai enemy taking too much aoe damage will flee the area. You are right about pvp though. I guess this is one for those people who like to use the Deepfreeze > Glyph of Sacrifice > Meteor Shower > Death's Charge > Aoe style combinations. It's gimmicky. A one-time use thing which most good teams will never fall for again, but it's also an interesting dynamic.
I had not thought of the deaths charge exploite. And you are right its something new with a totaly new style of use.

While I do like the challange of a new way to play I can't get the feeling this would be less usefull and more a case of one player sacrificing himself for either one dead enemy, the guy unlucky enough to not escape, or wiping out both teams.

One thing that certainly needs some thought is that if the caster can break the spell, ie take a step forward and any cast is interupted and the skill never needs recharging, then its way to easy to use. If the caster cant break the spell then its either interupt or death, might make it more balanced.

Still all in all a very creative idea.
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Old Nov 25, 2006, 06:29 PM // 18:29   #105
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I hope you like my ideas


Finishing Stab (10 Adrenaline, 20 recharge)

Attack target foe. If that foe is knocked down, this attack strikes for +12...54 damage. If this attack kills target foe, it recharges instantly. (Attrib: Swordsmanship)

Final Stand (5 Energy, 1/4 Cast, 40 Recharge)

Elite Stance. If you less than 50% health, you attack 33% faster and gain double adrenaline for 3...8 seconds. This stance ends prematurely if you exceed 50% health. (Attrib: Strength)

Blood Of Accursed Souls (15 Energy, 5 Cast, 25 Recharge)

Elite Curse. For 5...13 seconds, target foe suffers -3...8 health degeneration. If this foe is suffering from a condition, they also suffer Weakness for 5...13 seconds (Attrib: Curses)

Shadow Double (25 Energy, 10 Cast, 120 Recharge)

Create a level 1...8 shadow double of yourself. This double can attack, but only strikes 13...50% of the damage you would normally cause and cannot use skills. This double dies after 20...44 seconds. (Attrib: Shadow Arts)

Last edited by I The General I; Nov 25, 2006 at 06:32 PM // 18:32..
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Old Nov 25, 2006, 07:13 PM // 19:13   #106
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Quote:
Originally Posted by Crom The Pale
One thing that certainly needs some thought is that if the caster can break the spell, ie take a step forward and any cast is interupted and the skill never needs recharging, then its way to easy to use. If the caster cant break the spell then its either interupt or death, might make it more balanced.

Still all in all a very creative idea.
A very good point. I guess my description wasn't clear enough. The 5 second recharge is mandatory. Then theres the thing with duration adding to the cool-down. Even if you use it for only 3 seconds to deal 180 earth damage, you still need to wait 8 seconds to use it again (5+3). Plus energy is always going to be a concern (it costs 15 energy). Can't really keep spamming it now can you? .

Being able to end it whenever you want is the key to the skill. Therefore you don't need to kill any friendlies unnecessarily. Also you current 'play' may require you to make it only last exactly 6 seconds (who knows). Having the flexibility to do that isn't unbalanced in my opinion.
Seriously, most pbaoe spells are junk. Long cast-times, long recharge times, crappy adjacent range, and abysmal damage. In comparison to those, this may seem over-powered. As are 70% of the skills in the game...
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Old Nov 26, 2006, 03:44 AM // 03:44   #107
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The Eternal Mists (Mesmer Elite) 5 E 1 cast 5 recharge

This hex does nothing. However, 3 copies of this hex last on the target for 1...9..10 seconds
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Old Nov 26, 2006, 06:59 AM // 06:59   #108
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MESMER:

Demoralize, 5e, 1ct, 25r
Spell. Target foe loses 1..3 shouts.
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Old Nov 26, 2006, 10:13 AM // 10:13   #109
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assassin
Shadow Armor 10 1 30 (elite enchantment) while in a stance you cannot be the hostile spells or attacks. This spell ends if you attack.

*note, this may seem over powered to a point, but enchantment stripping does away with it as it targets the spell not you. Also if you miss your timing
with stances you could be toast very quickly.


Ritualist
Soul from Flesh 15 2 45 (spirit) last for 5-20 secs, for every second alive when this spirit dies it does 1-10 damage too all foes within range.
<maybe elite>


~the rat~
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Old Nov 26, 2006, 10:46 AM // 10:46   #110
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Death be quick {e}

15e // 3/4 Cast // 25r

Skill. For 5-15 seconds, Each foe within earshot takes double the amount of damage they would normally take. (Strength)


All I can think off :P
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Old Nov 26, 2006, 02:24 PM // 14:24   #111
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Monk

Elite - Champion of Light - 25energy 2sec 60sec - You lose all enchantments and suffer -15 health degen and your skills are all disabled for 30..10seconds. All foes in the area of effect suffor 2..15 Holy damage every second untill your dead. - Smiting prayers

note: for those that think the damage is too low keep in mind that a second monk could keep the caster alive for 60+seconds that equals out to 900+ damage if you dont get out of range. The degen will not stop until the caster is dead so death can be delayed but never avoided.
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Old Nov 26, 2006, 04:20 PM // 16:20   #112
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Thunderstorm
E:15 C:3 R:10
Spell. You create a thunderstorm in enemy foe location. For 1..12 seconds, one random enemy in the thunderstorm area will be struck for 3...30 lighting damage each second. A single enemy won't be struck more than 7 times. This spell has 25% armor penetration.
(Attribute: Air magic)

Note: The world record of someone being struck by a lighting and surviving is currently 7 times.
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Old Nov 26, 2006, 05:02 PM // 17:02   #113
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Quote:
Originally Posted by MithranArkanere
Thunderstorm
E:15 C:3 R:10
Spell. You create a thunderstorm in enemy foe location. For 1..12 seconds, one random enemy in the thunderstorm area will be struck for 3...30 lighting damage each second. A single enemy won't be struck more than 7 times. This spell has 25% armor penetration.
(Attribute: Air magic)

Note: The world record of someone being struck by a lighting and surviving is currently 7 times.
Yay, another air AoE!
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Old Nov 26, 2006, 05:15 PM // 17:15   #114
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Assassin: Sneak:
PvP:Enchantment. Your level indicator displays your level as one, everyone laughs at you and ignores you, as well as the fact that level 20 is now the lowest in random arena.
PvE:Stance. Your aggro circle shrinks, and enemies have a lower tendancy to follow you. This skill ends when you successfully attack.
Assassin: Assassination stab:
Elite Lead Attack. If under the effects of Sneak, and your target is currently not attacking, then you deal Shadow Step to target foe and deal +100 damage and this attack results in a critical hit.
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Old Nov 26, 2006, 05:34 PM // 17:34   #115
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Quote:
Originally Posted by Elemental Cotton
Yay, another air AoE!
Not really. It will hit only ONE target per second. So you won't see more than one yellow number at the same time.

It may target more than one enemy, but will hit only one.
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Old Nov 27, 2006, 01:02 AM // 01:02   #116
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"There Can Be Only One!"
E:5 C:n/a R:30
Elite Shout. For each skill target foe has equiped that you also have equiped, that foe will take 6..60 damage. If target foe do not have any skill equiped that you have, you recover 5..25% of your maximum health and 1...10 energy. This skill ignores armor.
(Attribute: Tactics)

Note: This will deal 480 damage if target foe shares all your skills, more with Tactic runes, so... great to punish those who just use builds made by others and tested by others instead of getting their own, XD.

Ilusion of deaf-muteness.
E:10 C:1 R:30
Hex. For 3..15 seconds, target foe is dazed and cannot use shouts or chants. After that time, target foe will gain 3..1 energy points for each 5 seconds that foe was under the effect of this hex.
(Attribute: Illusion magic)

Scourge yelling
E:10 C:2 R:5
Hex. For 30 seconds, each time target foe is the target of a Shout or Chant, the yeller of that effect takes 15...63 holy damage.
(Attribute: Smiting Prayers)

Silencing Moth Powder
E:5 C:3/4 R:30
Skill. For 1...10 seconds, if any adjacent foe uses a chant or shout skill, that foe will take 5...50 earth damage and become dazed for 1...10 seconds.
(Attribute: Deadly arts)
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Old Nov 27, 2006, 01:30 AM // 01:30   #117
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"Enjoy the Silence!" Shout skill.
Energy: 10
For 5...20 seconds all foes in the area that use shouts or chants have them disabled for 1...15 seconds.
(Attribute: Tactics)

The Goggles. Elite signet.
Recast: 1 Second Cast: 1 Second.
This skill does nothing.
(Attribute: None)
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Old Nov 27, 2006, 02:01 AM // 02:01   #118
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Monk Elite-

Dwaynas Blessing-Elite enchantment. For 5...15 seconds all your Healing Prayers cost 1...5 less energy and cast 1/2 seconds faster. When this enchantment ends, you lose 15...25 energy.
Healing Prayers
15 energy
3/4 cast time
20 second recharge
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Old Nov 27, 2006, 02:21 AM // 02:21   #119
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Mantra of greed.
E: 5 C:0 R:20
Stance. For 60...156 seconds, enemies that use any skill copying skill on you or copying any of your skills will miss, lose 20 energy and all skills of that foe become disabled for 1..7 seconds.
(Attribute: Inspiration magic)

Note: This applies too if the enemy target any of his allies and copy one of your hexes.
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Old Nov 27, 2006, 03:00 AM // 03:00   #120
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"Stop trying to hit me and hit me!"
Shout. After after 12...1 seconds, target foe is knocked down for 1...4 seconds and suffer weakness for 3...15 seconds. If that foe deals you damage with any melee attack or melee attack skill the effect of this shout ends and does nothing.
(Attribute: Tactics)

Energy Overload
E:25 C:1/4 R:15
Glyph. Next 5 elemental damage spells will deal 25%...250% more damage, but will cause exaustion.
(Attribute: Unlinked)

Note:
Spells causing exaustion will cause double exaustion with this glyph ()like casting that spell twice.
This will work on any spell dealing direct elemental damage (Fire, Cold, Earth, Lighting), not only elementalist ones.
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