Nov 30, 2006, 10:01 PM // 22:01
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#141
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Wilds Pathfinder
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Divine Sweep 5e 4r
Scythe Attack. If this attack hits you deal +1.. 25 damage. If target foe has less Health then you, you and all allies in the area gain 10.. 40 Health. (Attrib: Scythe Mastery)
Animation could be a scythe attack with a burst of blue light exploding on the enemy target.
Last edited by Quid Pro Quo; Nov 30, 2006 at 10:05 PM // 22:05..
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Dec 03, 2006, 08:29 PM // 20:29
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#142
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Dervish
Ethereal Scythe Attack : 10e 1sec 10sec - If you are under any enchantments you steal 1..10 energy from each foe you strike with this attack, this attack cannot be evaded or blocked. - Sycthe mastery
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Dec 03, 2006, 09:13 PM // 21:13
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#143
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Ilussion of Death
Illusion magic. It target enemy is under 20%...80% heath, target foe will lose all health. After 10...20 seconds, that foe will resurrect with full health and energy. Diying by this skill won't increase Death Penaly neither Death count.
(Attribute: Illusion magic)
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Dec 03, 2006, 09:19 PM // 21:19
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#144
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Frost Gate Guardian
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Quote:
Originally Posted by MithranArkanere
Ilussion of Death
Illusion magic. It target enemy is under 20%...80% heath, target foe will lose all health. After 10...20 seconds, that foe will resurrect with full health and energy. Diying by this skill won't increase Death Penaly neither Death count.
(Attribute: Illusion magic)
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It sounds good but it's overpowered, good to lock down ghostly?
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Dec 03, 2006, 10:58 PM // 22:58
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#145
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Lion's Arch Merchant
Join Date: Nov 2006
Location: The Netherlands
Profession: N/
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Death Magic
Animate Hell Hound Horror:
Exploit nearest corpse to animate a level 1-14 Hell Hound.
When ever Hell Hound Attacks there is a 10% change of inflicting Desease on that target.
Energy cost 25.
Casting time 3 Seconds
Rechare time 15 Seconds
I hope you like it
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Dec 03, 2006, 11:58 PM // 23:58
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#146
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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End to the Slaughter.
E:10 C:3 R:30
Binding Ritual. Create a level 1..7 Spirit who dies after 15..39 seconds. If more than one party member dies within its range at the same time, they are resurrected instantly with 10..33% health and 0 energy.
(Attribute: Restoration Magic)
Notes:
This will only trigger if the party members die due to the same skill, exactly at the same time.
If the skill deal multiple AoE attacks (Like Meteor Shower) only the same strike will trigger this.
Health degeneration wont trigger the effect.
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Dec 04, 2006, 01:09 AM // 01:09
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#147
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Ascalonian Squire
Join Date: Dec 2006
Location: 2 steps away from reality
Guild: The Guardians of Loyalty [HOPE]
Profession: R/E
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Dervish-Avatar of Abaddon [E]
E:20 C:2 R:10
Elite Form. For 15...63 seconds, each time you activate a skill you have a 10...40% chance to knock down target foe, and each of your attacks has a 10...40% chance to remove a stance or enchantment from target foe. And your attacks deal cold damage. This skill is also disabled for 120 seconds.
Attribute-Mysticism
Not sure if this would be overpowered. If it is percentages could be decreased. Skill could be captured from a boss in Abaddon's gate.
Last edited by Isaac Rahl; Dec 04, 2006 at 04:49 AM // 04:49..
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Dec 04, 2006, 02:34 AM // 02:34
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#148
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Forge Runner
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I would read all of the suggestions here, but I do not have the time, so I'll post mine:
Solar Flare: 25 energy, 1 second casting, 10 second recharge - Spell. Target foe and adjacent foes are struck for 7-91 fire damage. For each hex you are suffering, this attack deals 3-23 more fire damage. Fire Magic.
Magma Hammer: 25 energy, 3 seconds casting, 15 second recharge - Spell. Target foe is struck for 10-78 fire damage and is set on fire for 1-3 seconds. Fire Magic.
Bone Crusher: 15 energy, 2 second casting, 20 second recharge - Spell. Launch a giant boulder at target foe. If it hits it deals 8-67 earth damage and target foe suffers from weakness and is crippled for 5-10 seconds. Earth Magic.
Spiked Ground: 10 energy, 2 second casting, 10 second recharge - Spell. Create a spiked area in your area for 5 seconds. Each second a foe is in the spiked area, that foe receives 10-23 earth damage and is crippled for 1-2 seconds.
Ice Constrictor: 15 energy, 1 second casting, 8 second recharge - {Elite Hex Spell} Freeze your target opponent. Target foe cannot move for 1-3 seconds unless hit by a fire attack. This spell deals no damage. Ice Magic.
Windburn: 10 energy, 1 second casting, 10 second recharge - Spell. Target foe is struck for 1-51 cold damage and receives a deep wound for 1-5 seconds. Air Magic.
Stealth Arrow: 10 energy, 10 second recharge - Elite Skill. All preparations are removed. Fire a stealth arrow 3 times faster than usual at target foe and deal +5-22 damage. This attack cannot be blocked or evaded. Marksmanship.
Bow Slash: 5 energy, 1 second casting, 8 second recharge - Skill. Hit target touched foe with your bow and deal 10-51 damage. Expertise. (Note: This attack can be blocked or evaded if the foe uses the skill to do so. This will make it not as favorable for touchers to use.)
Twin Blade: 8 adrenaline - Sword Attack. While wielding a sword, hit target foe twice. The first attack deals +1-13 damage and the second attack deals +1-5 damage and if it hits, target foe starts bleeding for 1-15 seconds. If target foe is already bleeding, it is extended for an extra 5 seconds. Strength.
Plague Chop: 5 adrenaline - Axe Attack. Hit target foe and deal +5-15 damage and target foe is diseased for 1-10 seconds. Axe Mastery.
Comet Smash: {Elite Hammer Attack} 15 energy 20 second recharge. Hit target foe and deal +1-34 damage and knock the foe down. If the foe is already knocked down, that foe suffers a deep wound and weakness for 1-10 seconds. Strength. (Note: Not everybody would like Thumpers to have this skill, that's why it is under the strength category so Thumpers won't be overpowered.)
This is all I can think of right now. But do not criticize the skills with notes on them unless you have read them, and clearly understood them.
Last edited by gameshoes3003; Dec 04, 2006 at 02:38 AM // 02:38..
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Dec 04, 2006, 04:08 AM // 04:08
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#149
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Warrior
Elite Sword Attack
Omni Slash : 5energy 1/2sec 20sec - Strike target foe for +2..24 dmg, if target is suffering from deep wound this skill instantly recharges, this attack cannot be blocked or evaded.
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Dec 04, 2006, 04:41 AM // 04:41
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#150
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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Elementalist, Energy Storage
Elemental Rush {E}: 10 energy, 30 sec recharge. Elite Stance. For the next 10 seconds, your attacks strike for their original damage plus the damage the last attack struck for. After this stance ends, you lose all adrenaline, energy, and 300 health. If this stance is removed prematurely, the attacker takes 10...100 damage.
Flesh Of The Master, necromancer, death magic, 1/4 cast time, 10 energy, 60 second recharge. For 10...40 seconds, all health degeneration suffered by your minions is transfered to you. After this enchantment ends, you gain 20...300 health. You must be in command of 10...8 minions or this spell fails.
Animate Ally, necromancer, death magic, 3 sec cast time, 15 energy, 10 second recharge. Spell. Target ally is ressurected at full health and full energy and deals +10...30 damage with it's attacks, but target ally is classified as Undead and takes double holy damage, and suffers -10...-5 health degeneration. After 10...60 seconds, target ally dies. Death Penalty is not applied in this death.
Eh.. a little overpowered, but man they'd be fun in PvE.
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Dec 04, 2006, 05:32 AM // 05:32
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#151
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Avatar of Touch Rangers (hex)
10e, 1s, 30r
For 30 seconds, target foe has -30 health regen and you have +30 life regen. If that foe is moving, that foe suffers -20 health degen instead and you gain +20 health regen instead.
Avatar of Ritualists (enchantment)
5e, 1/4s, 0r, -1u
While you maintain this enchantment, your monk spells have twice the normal range, and your ranged attacks have twice the normal range.
Avatar of Mending Wammo (Elite Form Spell)
10e, 2s, 15r
For (15...80) seconds, you become a Mending Wammo. You have +3 health regen and your Healing Breeze costs 5 less energy to cast.
And now a serious skill
Avatar of Kormir (Elite Form Spell)
(nots: this skill is broken as hell, but so are all the other forms so who cares)
15e, 2s, 15r
For (15...80) seconds, you become an Avatar of Kormir. Your attacks can't miss. While blinded, your attacks deal +(10...40) damage and have an additional 33% chance of being a critical hit.
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Dec 04, 2006, 06:47 AM // 06:47
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#152
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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Assassin:
Way of the Sheltered Strike
Critical Strikes
Stance
For (5...18)seconds, whenever you hit with a Critical Attack, you gain +10 Armor (Max +60). When Way of the Sheltered Strike ends you suffer from Weakness for 15 seconds.
Dervish:
Grenth's Reach
Mysticism
Enchantment
For 20 Seconds your scythe attacks reach all nearby enemies. You deal 25...12% less damage. This enchantment ends if you use an attack skill.
Elementalist:
Echoing Thunder
Air Magic
Elite Hex Spell
Target foe and all adjacent foes are hexed with Echoing Thunder. For 5..20 seconds, the next time a foe uses a skill, that foe and all adjacent foes are interupted and suffer from Dazed for 10..15 seconds.
Tidal Wave
Water Magic
Elite Spell
Send out a Tidal Wave at target foes and all adjacent foes. They are hit for 50...80 Cold damage and are knocked down for 1..3 seconds.
(Recommend extended recharge time for this skill)
Mesmer:
Echo of Chaos
Unlinked
Enchantment
Enchant Target Ally with Echo of Chaos. Echo of Chaos is replaced in your skill bar by the next skill used by that ally and at its current level. That skill is disabled in your ally's bar for 10 seconds. Echo of Chaos reverts after 10 seconds.
Illusion of Power
Illusion Magic
Enchantment
You are enchanted with Illusion of Power. If damage were to drop your health below 25%, Illusion of Power ends. Your next skill's attribute level is boosted by 1..3.
Energy Storm
Inspiration Magic
Spell
Create an Energy Storm at target foes location. You steal 1..4 energy from target foe and each adjacent foe whenever they activate a spell inisde the Energy Storm. The Energy Storm ends after 10..20 seconds.
Monk:
Words of Wisdom
Healing Prayers
Elite Enchantment
Enchant target ally for 15 seconds. That ally gains 50....100 health each time they are the target of a Shout or Chant (Target is the wrong word, basically if the Shout or Chant effects them, they are healed). This spell is disabled an additional 5 seconds for each Shout or Chant applied.
Necromancer
Animated Genocide
Soul Reaping
Spell
Destroy all Animated Allies you control. You gain double soul reaping for each destroyed ally. This spell causes Exhaustion. Exhaustion is reduced by 1 point for every 2 ranks you have in Soul Reaping.
(Suggested 15 Energy cost)
I'll finish up the other classes later.
Last edited by Arcanis the Omnipotent; Dec 04, 2006 at 06:53 AM // 06:53..
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Dec 04, 2006, 08:34 AM // 08:34
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#153
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Pre-Searing Cadet
Join Date: Dec 2006
Profession: W/Me
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Warrior
Hold Your Axe Tight!
Elite Axe attack- 8Adrenaline.
Axe slips out of your hands hitting all Nearby foes for 10-32dmg. Axe slips back into hands after hitting all enemies.
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Dec 04, 2006, 08:36 AM // 08:36
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#154
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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'I've got music" Command chant: Anyone within earshot under the effect of a chant gains x amount of energy for every chant they are currently affected by.
"I've got rhythm"
Motivation chant: For every recharging skill on affected allies skill bar, they gain +x to x damage for every attack.
The could be switched to every recharging shout or chant, it might work better.
The second I just wanted to fit the name, seeing most paragon shouts/chants are somehow paired.
"Who could ask for anything more?" echo (reapplied every time a chant or shout ends) For every shout or chant, affected non spirit ally gains an extra 1-5 armor.
I don't know what would be good charge, cast, or energy costs as I know little about paragon powers.
But that's just my two cents
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Dec 04, 2006, 08:58 AM // 08:58
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#155
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Ascalonian Squire
Join Date: Aug 2006
Location: Scotland
Guild: CGA
Profession: E/
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Ele
Glyph of Danger - 5 Energy, 1 Cast, 30 Recharge
You are counted as a foe* for the next spell you cast
* ie you can cast meteor shower or any other offensive spell on yourself (you'd also suffer the damage and effects)
Glyph of Targeting - 10 Energy, 1 Cast, 60 Recharge
For the next 15 seconds your next projectile spell hits it's target regarldess of objects in the way. If the spell involves multiple projectiles then only the first is gauranteed to hit.
Mesmer
Blowback - 10 Energy, 2 Cast, 30 recharge
Hex Spell. For 10...30 seconds target foe is counted as your ally* for AoE attacks.
* ie if the Glyphed/Hexed person casts Meteor Shower on a target adjacent to himself then he'd also suffer the knockdown/damage if he doesn't move
Rit
Spirit of Hope [Elite] - 25 Energy, 5 Casting, 60 Recharge
This spirit lasts 15...60 Seconds. When this spirit ends all allies within it's range are resurrected with 10% health and 5% energy for each ally resurrected this way.
This may be a bit overpowered but can anyone say anti-wipe? ^.^
Last edited by Highstorm; Dec 04, 2006 at 09:11 AM // 09:11..
Reason: added Glyph of Targeting
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Dec 04, 2006, 01:35 PM // 13:35
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#156
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Sydney, AUS.
Guild: Sons of Dark Magicians [SoDM]
Profession: N/Me
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Necromancer:
Barrows Effect 15 en. 2 cast 20 recharge
Curses. Aura. Any minion killed why under your control and over the level (21...12) will spawn a level (2...10) Barrow Phantom.
Ritualist:
Domain of the Master {e} 20 en. 3 cast 35 recharge
Communing. Aura. Any ally with *given area* recieve +2 to any Death Magic or Communing Attributes they currently have, in addition, all spirits (ritualist only) and minions increase by 3 levels.
Warrior:
Reave Chest {e} 10 Adren.(possible?) 5 en. Instant 20 recharge
Swordsmanship. Sword Attack. If this attack hits (22% chance...66% chance), the foe takes an additional 20...35 damage and suffers Deep Wound and Bleeding for 2...10 seconds.
Elementist:
Elonian Dunes
Earth Magic. Enchantment. Any ally within *given area* recieves +1 to Earth Magic and Earth Prayers. This lasts for 5...20 seconds.
Dervish:
Faith and Fervor! {e} 25 en. 2 sec. 50 recharge.
Mytiscism(spellcheck). Enchantment. You recieve a bonus +2 to all Dervish stats for 1...5 seconds. You also deal an extra 5...20 damage with every physical attack. During the effect of this spell your armour decreases by 10...2.
Mesmer:
Blank 10 en. 3 sec. 20 recharge.
Domination. Hex. Targeted foe stops for 1...5 seconds, it is immobile (1 - 5) and recieves +5 damage from all damage taken.
Paragon:
"We want YOU!" 5 en. 2 sec. 10 recharge
Motivation. Chant. Target Ally recieves +1 energy regeneration and +1 health regeneration for 5...20 seconds. You must look like Uncle Sam... and use the /point emote.
Assassin:
Contract {e} 25 en. 5 cast. 40 recharge.
Deadly Arts. Hex. Target's armour decreases by 2...10, recieves only 80% from any form of healing and speed is redeuced by 30%. Your damage increases by 5.
Ranger:
One with Nature 10 en. 3 cast. 30 recharge
Wilderness Survival. Enchantment. Any of the following conditions, Bleeding, Poison, Burning are reduced by 1 in degeneration and last only 70% of the original time.
Monk:
Heat of Combat {e} 5 en. 2 cast. 15 recharge.
All healing spells cast in 1/2 time but are 10% less effective, this lasts until you do not cast a spell or attack for 2...10 seconds.
Feedback?
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Dec 05, 2006, 05:15 AM // 05:15
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#157
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: Nova Alliance [Nova]
Profession: R/
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Mesmer
Illusionary Arrows [E] 15 Energy, 2 Casting Time, 35 Recharge
Elite Enchantment Spell. For 30 seconds, your arrows deal no damage, but whenever you attack, target foe takes 4...17 damage. This Enchantment ends if you use an attack Skill.
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Dec 05, 2006, 05:21 AM // 05:21
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#158
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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Assassin, Dagger Mastery
Blinding Blades [E], 15 energy, 1 second Casting Time, 60 Recharge
Elite enchantment spell. 10...50 seconds, you deal 30...10 less damage in melee, your attacks deal shadow damage. But each time you are struck you are teleported to a random nearby location. The foe who struck you is blinded for 10...15 seconds. You can only be struck 2...20 times before this enchantment ends.
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Dec 05, 2006, 06:39 AM // 06:39
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#159
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: none
Profession: W/E
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Holy Fire: Elite Spell Target foe is struck for 20....100 holy damage and is set on fire for 1...4 seconds. This skill does double damage to summoned creatures. energy cost: 15 recharge: 30 seconds. (attr. smiting prayers)
Balthazars Blade/Axe/Hammer: Attack target foe. this attack cannot "miss." ene cost: 5 recharge: 10 sec. (attr. swordsmanship/hammer mastery/axe mastery)
Last edited by 4ssassin; Dec 05, 2006 at 06:43 AM // 06:43..
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Dec 05, 2006, 07:01 AM // 07:01
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#160
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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Quote:
Originally Posted by 4ssassin
Holy Fire: Elite Spell Target foe is struck for 20....100 holy damage and is set on fire for 1...4 seconds. This skill does double damage to summoned creatures. energy cost: 15 recharge: 30 seconds. (attr. smiting prayers)
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me likee. As powerful as Ray of Judgement but with no shutdown of nonsmiting because its a spike instead of aoe. And I would really like another double vs summoned the way banished is. Great for taking down spirits.
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