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Old Mar 22, 2007, 06:53 AM // 06:53   #1
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Default Death Magic Ideas

I just thought I'd fool around with Death Magic a little bit and see if anybody agrees. Changes are in bold.

Animate Bone Minions:
Spell. Exploit nearest corpse to animate two level 0...10 bone minions. Bone Minions move 33% faster. (Oh, and give them their own model for the love of GOD.)

Animate Vampiric Horror
Spell. Exploit nearest corpse to animate a level 3...16...20 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you and any Vampiric Horrors in your control gain the same amount of Health. You can only have three Vampiric Horrors at a time. (Maybe the split heath gainning is a little much; but this sure would make Verata's Sacrifice worth useing.)

Well of Suffering
Well Spell. Exploit nearest corpse to create a Well of Suffering at its location. For 10...26 seconds, foes in that area suffer -1...5 Health degeneration, and animated creatures in that area gain +1...5 Health regeneration.

Vile Touch
Skill. Touch target foe to deal 20...56 damage. All nearby animated creatures are healed 20...56 points. (Otherwise, make this skill useful occationally. I mean, it's awsome on mobs, but it's kind of a useless player skill.)

Taste of Pain
Spell. If target foe is below 25% Health, you gain 10...60 Health. If target foe is below 50% Health, you gain 10...60 Health. If target foe is below 75% Health, you gain 10...60 Health. (And maybe, just maybe, it can be used as a self heal.)

Verata's Gaze
Spell. If target hostile summoned creature has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.) (Yeah, I know. That's freaking evil.)

Infuse Condition
Enchantment Spell. For the next 15...51 seconds, whenever you receive a Condition, that Condition is transferred to your closest minion instead and that minion gains 30...90 Health. (I doubt it'd be used even then.)

That's all for now.
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Old Mar 22, 2007, 06:07 PM // 18:07   #2
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Quote:
Originally Posted by Alt F Four
I just thought I'd fool around with Death Magic a little bit and see if anybody agrees. Changes are in bold.

Animate Bone Minions:
Spell. Exploit nearest corpse to animate two level 0...10 bone minions. Bone Minions move 33% faster. (Oh, and give them their own model for the love of GOD.)
Agree with new model. But I still wouldn't use it with 33% movement increase.

Quote:
Animate Vampiric Horror
Spell. Exploit nearest corpse to animate a level 3...16...20 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you and any Vampiric Horrors in your control gain the same amount of Health. You can only have three Vampiric Horrors at a time. (Maybe the split heath gainning is a little much; but this sure would make Verata's Sacrifice worth useing.)
Level 20 Vamp Horror? 3 limit? Meh, still rather use Fiend.


Quote:
Well of Suffering
Well Spell. Exploit nearest corpse to create a Well of Suffering at its location. For 10...26 seconds, foes in that area suffer -1...5 Health degeneration, and animated creatures in that area gain +1...5 Health regeneration.
Sure, why not.

Quote:
Vile Touch
Skill. Touch target foe to deal 20...56 damage. All nearby animated creatures are healed 20...56 points. (Otherwise, make this skill useful occationally. I mean, it's awsome on mobs, but it's kind of a useless player skill.)
How is this awsome on mobs?

Eh, I still wouldn't bring it for a minon heal.

Quote:
Taste of Pain
Spell. If target foe is below 25% Health, you gain 10...60 Health. If target foe is below 50% Health, you gain 10...60 Health. If target foe is below 75% Health, you gain 10...60 Health. (And maybe, just maybe, it can be used as a self heal.)
Sure, why not

Quote:
Verata's Gaze
Spell. If target hostile summoned creature has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.) (Yeah, I know. That's freaking evil.)
Yes, that is evil. I like it


Quote:
Infuse Condition
Enchantment Spell. For the next 15...51 seconds, whenever you receive a Condition, that Condition is transferred to your closest minion instead and that minion gains 30...90 Health. (I doubt it'd be used even then.)
I wouldn't...
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Old Mar 22, 2007, 06:39 PM // 18:39   #3
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mean nasty and cruel....ok i like it.

Though i agree with Puebert about the adjustments

~the rat~
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Old Mar 22, 2007, 07:56 PM // 19:56   #4
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You are funny man! You love MM eh? Doh!

[QUOTE=Alt F Four]Animate Bone Minions:
Spell. Exploit nearest corpse to animate two level 0...10 bone minions. Bone Minions move 33% faster. (Oh, and give them their own model for the love of GOD.)[QUOTE]

What's the point of this? You can not tell minions where to run lol, they can not do flag run or know how to chase a monk nor kd lol, just make more lag for some people who use Wooden modem! I can not see good pros from this change!

If anything change, I would love to make another minion that deal Knockdown lawl. Would be leet, An Elite Minion that cause knockdown everytime they attack. Slower attack rate than wanderlust so it's not too powerful!

Quote:
Originally Posted by Alt F Four
Animate Vampiric Horror
Spell. Exploit nearest corpse to animate a level 3...16...20 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you and any Vampiric Horrors in your control gain the same amount of Health. You can only have three Vampiric Horrors at a time. (Maybe the split heath gainning is a little much; but this sure would make Verata's Sacrifice worth useing.)
Really, no comment lol. You are addicted to minion masters >_<

Quote:
Originally Posted by Alt F Four
Well of Suffering
Well Spell. Exploit nearest corpse to create a Well of Suffering at its location. For 10...26 seconds, foes in that area suffer -1...5 Health degeneration, and animated creatures in that area gain +1...5 Health regeneration.
YOU JUST GIVE ME A NICE IDEA lol. Give health regen for minions is reasonable but also I would like to add this. For 10...26 Sec, fleshed foes and allies suffer -1...5 Health degen. And animated creatures in that area gain +1...5 Health regeneration. Dead creatures also have half max health and ressurected. If the this creature is out of the well, it will cause instant die and that target can not be ressurected for 30 sec. Lawl Sound VERY reasonable for me

Quote:
Originally Posted by Alt F Four
Taste of Pain
Spell. If target foe is below 25% Health, you gain 10...60 Health. If target foe is below 50% Health, you gain 10...60 Health. If target foe is below 75% Health, you gain 10...60 Health. (And maybe, just maybe, it can be used as a self heal.)
Confused! What's the different between 25%, 50% and 75%?
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Old Mar 22, 2007, 08:04 PM // 20:04   #5
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Quote:
Originally Posted by Strange Guy
Confused! What's the different between 25%, 50% and 75%?
Look up shockwave on guildwiki and it'll make sense.
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Old Mar 22, 2007, 10:08 PM // 22:08   #6
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Hmmm... I posted here... guess lag made it not go through.
I like the idea for Taste of Pain.
Verata's Gaze. OOO I like, those damn spirit spammers are gonna go down!
I just think Vile Touch needs to do more damage.
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Old Mar 23, 2007, 01:45 AM // 01:45   #7
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Quote:
Originally Posted by Strange Guy
Confused! What's the different between 25%, 50% and 75%?
I think he means if they are under 25% health, he wants to get the 10-60 HP 3 times, instead of once, like Shockwave does.
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Old Mar 23, 2007, 01:51 AM // 01:51   #8
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Interesting suggestions. Seem unnecessary though..MMs get more than enough use in PvE, and are great there. They don't get used in PvP (outside of AB) and the changes you mentioned wouldn't change that..so idk. Varying MM bars is kind of nice, just somewhat pointless imo. Id rather see changes to the death line that make it useful outside of minions, but thats just me.
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