Aug 01, 2007, 03:04 PM // 15:04
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#1
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Switch Spell Idea (free to borrow)
Switch spells change themselves to another after being cast. The spell switches immediately after being successfully cast. If it is not succesfully cast for whatever reason, the spell does not change. The recharge still applies to both skills. The change is permanent, or at least until they return to town, by which time it reverts back to what it was when they left the town. If they DO NOT HAVE the skill, the spell takes an additional 60 seconds to recharge and remains on the same spell.
An example would be:
Day (10 energy, 1 cast, 30 recharge) - Switch spell. All allies in the area gain enchantment Day, which gives +1 to regeneration and enemies hit by ally enchanted with Day have a 20% to not be able to block. Upon successfully casting Day, all foes in the area hexed with Night have Night removed. Day is removed from your skillbar and replaced with Night.
Night (10 energy, 1 cast, 30 recharge) - Switch spell. All foes in the area gain hex Night, which gives -1 to regeneration and enemies have a 20% to miss with attacks. Upon successfully casting Night, all allies in the area enchanted with Day have Day removed. Night is removed from your skillbar and replaced with Day.
Chaos (5 energy, 1 cast, 30 recharge) - Elite Switch spell. Target foe is hexed with Chaos for 30 seconds. All damage dealt to target foe is reduced to 0. Instead, the percentage of health that would have been taken from target foe is applied to target foe's energy instead. Whenever target foe casts a spell, energy used is reduced to 0. Instead, the percentage of energy that would have been taken from target foe is applied to target foe's life instead. When target foe's energy reaches 0, he or she dies. Upon succesfully casting chaos, chaos is removed from your skillbar and replaced with Order.
Order (5 energy, 1 cast, 30 recharge) - Elite Switch spell. Target foe is hexed with Order for 30 seconds. All damage dealt by target foe is set to a fixed number of 30 damage in both attack and spells. All damage received by target foe is set to a fixed number of 30 damage in both attack and spells.
(In other words, if he is dealt 5 damage, he really takes 30. If he is dealt 100 damage, he really takes 30. Likewise for dealing damage.)
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Aug 01, 2007, 04:32 PM // 16:32
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#2
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Ascalonian Squire
Join Date: Oct 2006
Guild: Can't remember
Profession: A/R
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it seems an ok idea, only thing i would say is that the chains should be longer than just two spells, i.e night to dawn to day to evening to twilight and then back to night
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Aug 02, 2007, 03:46 PM // 15:46
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#3
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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I considered that, though the mechanics would begin to become a little hard to follow. Not to mention one would have to obtain all the skills in a sequence before it would be worthy of bringing.
I just wanted to have a way to add variability to a build, without adding too much freedom. I think the duality of the system would be much more interesting for skills to be made. If one was smart making a build with switch spells, one would consider all combinations, not just one or the other spell.
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Aug 03, 2007, 11:07 AM // 11:07
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#5
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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I think he got the idea from me and I got that idea from you^^.
Funny^^!
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