Jan 17, 2006, 10:07 PM // 22:07
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#81
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Academy Page
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purgatory is the awsomest skill ive ever seen... and it makes perfect sense if u read it carefully and have played a necro.
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Jan 17, 2006, 10:18 PM // 22:18
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#82
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Krytan Explorer
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Quote:
Originally Posted by Elessar Telrúnya
1) Purgatory's description makes no sense.
2) Ice Prison is a real spell, and that is the real discription.
3) Trapper's lucky day is way overpowered until the 10% max health, then it just makes their team EXTREMELY easy to kill.
-Elessar
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That's not the description for Ice Prison at all...
Ice Prison costs 15 energy, slows by 75% for 21 seconds at 16 water magic, And there's no armour bonus.
Stopping movement for this version of Ice Prison is a bit overpowered though...
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Jan 17, 2006, 10:24 PM // 22:24
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#83
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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I think basically what purgatory does if I understand it correctly is turn your dead body into "minion". Not an actual minion. You are rezzed and control yourself but would be like a minion. I think...
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Jan 17, 2006, 11:55 PM // 23:55
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#84
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Academy Page
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the spell is like the monk spell veangance... only u can be healed by things like (blood of the master)... and spells that target corpses can target you(but u will die again)...
Pirate skill [E]?-----> GHAR!
attribute: unkown
type: shout
energy....cast....recharge
10..........0........30
description:
for 10-20 sec. u (and party members) attack 33% faster and skills recharge 33% faster
Last edited by Korg The Unfriendly; Jan 18, 2006 at 12:05 AM // 00:05..
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Jan 18, 2006, 05:23 PM // 17:23
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#85
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Krytan Explorer
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ooh thats a good one, seems like its a little to powerful though, you might wanna add more cast and recharge times for it
How about these
Infuse Alchahol
Target touched foe experiences the effects of drinking 10 spiked eggnogs for 5...20 seconds.
Or
Lag
Target foe lags for 3...10 seconds
Last edited by awesome sauce; Jan 18, 2006 at 05:45 PM // 17:45..
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Jan 18, 2006, 06:10 PM // 18:10
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#86
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Atlanta
Guild: HEX
Profession: W/
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Necromancer Skill
[i]Zombie[i]
Attribute: Death Magic
Cost: 15 Energy
Cast Time: 3 seconds
Recharge: 30 Seconds
Effect: Take possession and control of all skills, spells and movements of an enemy character for 15 seconds. Chance of success increases with attribute level in Death Magic.
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Jan 18, 2006, 06:10 PM // 18:10
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#87
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Wilds Pathfinder
Join Date: Sep 2005
Location: Manchester, England
Guild: New Dragons [NDR]
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Lol, perhaps for a 'joke' style arena sauce, (e.g Snowball arena) Lag is great idea lol.
I really like Lord Blah's Stop normal Health regen skill. Excellent idea.
Ice Prison: Already a skill, and your version is too overpowered. Iron Mist for example slows them to practically nothing, and prevents nearly all damage to them. Yours makes them stop completely and gain a pretty measly +30 armour, plus stops them attacking. Overpowered even for an Elite methinks.
Trappers' lucky Day: Couldn't even understand it. Far too complex.
Purgatory: I think I understand it. It sounds a pretty good idea. Basically, you make a minion out of their corpse, but the minion is them, and they control it. But you can also use Taste of Death and minion heals. Pretty cool idea, although one question: Would they have health Degeneration as minions do?
Here is couple more of mine:
RANGER:
Vision of Eagles.
Wilderness Survival
Stance
10e 0c 30r
For [5...15] Seconds, you cannot be blinded, and your %to hit chance cannot be lowered.
Armour of Turtles
Wilderness Survival
Stance
10e 0c 30r
For [10...20] Seconds, you gain +10 armour vs Physical Damage, and cannot suffer from Bleeding.
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Jan 18, 2006, 06:24 PM // 18:24
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#88
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Dolus Of Amicitia
Profession: E/R
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Elementalist
Blizzard
Attribute: Water Magic
Energy Cost: 10
Casting Time: 3/4 second
Target foe takes 10...50 Cold damage
For 2...10 seconds, target foe is blinded
Last edited by The Mighty Toe; Jan 18, 2006 at 06:32 PM // 18:32..
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Jan 18, 2006, 06:53 PM // 18:53
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#89
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Ascalonian Squire
Join Date: Jan 2006
Profession: E/N
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That blizzard one would be a good one, but being an Elementalist Spell and it causing blindness it would probably be around 15-20 energy or have a long recharge time.
Warrior
Bushido
Attribute: Strength
Adrenal Cost: 9
Casting Time: none
Stance
For 10-23 seconds you gain +2 Hammer Mastery, Axe Mastery and Swordsmanship and 20-30 armor vs physical attacks But you gain 50% less adrenaline from attacking. Bushido ends if you use a non-warrior skill.
Ranger
Kill Notches
Attribute: Marksmanship
Energy Cost: 10
Upkeep: -1
Casting Time: none
Enchantment
While you maintain this enchantment on yourself, you gain 5-10 armor and deal +5 damage with range combat every time a foe dies(max: 5) in your location.
Last edited by Cecil The Magician; Jan 18, 2006 at 06:57 PM // 18:57..
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Jan 18, 2006, 07:08 PM // 19:08
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#90
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/
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Taunt
10 energy
45 sec recharge
For pve: current target is aggrovated to come after you. For pvp: current target has to attack you for 2....12 seconds
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Jan 18, 2006, 09:17 PM // 21:17
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#91
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Ascalonian Squire
Join Date: Jan 2006
Guild: Palidins of the night
Profession: N/Mo
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Charqus' idea is pretty cool. For pvp though it would screw up the tanks and make them pi**ed at you. Here's mine.
Animate Bone Dragon(Elite)
Nero Skill(Death)
30e 10c 80r
Lose all your remaining energy. Exploite nearest coarpse to animate a level __ bone dragon to fight beside you. If the bone dragon dies from physical damage, next nearest coarpse is exploited to animate a same level bone dragon that is masterless.
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Jan 18, 2006, 09:56 PM // 21:56
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#92
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Ascalonian Squire
Join Date: Jun 2005
Guild: Team Invincible [INV]
Profession: Mo/Me
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That could be useful, and potentially dangerous.
Mesmer
Illusionary Cramping
Hex Spell
Illusion Magic
Energy: 10
Recharge: 20
Description: For 5-15 Seconds, target foe suffers from exhaustion, weakness, and is slowed by 20%. After Illusionary Cramping is aleviated, target foe deals 7-3 more damage in combat and moves 20% faster than normal.
-Elessar
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Jan 19, 2006, 06:18 AM // 06:18
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#93
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Academy Page
Join Date: Dec 2005
Location: Canada
Profession: R/
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Quote:
Originally Posted by awesome sauce
ooh thats a good one, seems like its a little to powerful though, you might wanna add more cast and recharge times for it
How about these
Infuse Alchahol
Target touched foe experiences the effects of drinking 10 spiked eggnogs for 5...20 seconds.
Or
Lag
Target foe lags for 3...10 seconds
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Hmm...I believe something rather drastically similar was posted on a similar thread. Also, try spelling alchol properly (even though im not sure if I spelled it correctly either)...at any rate, here's more of a "Barrage" edit, but oh well...
Name: Arrow Shower [E] (*nudge nudge*, its the other name for a barrage)
Attribute: Marksmanship
Energy Cost: 10
Casting Time: 1
Recharge Time: 8 secs
Shoot up to 5 arrows at target foe and adjacent foes. These arrows do 10% less dmg.
I TRIED to prevent it being overpowered, but oh well.
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Jan 19, 2006, 09:49 PM // 21:49
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#94
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Academy Page
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(arrow shower)
at first glance it appears horrably underpowered when compared 2 barrage.
but it doesnt remove preps so it could do insane amounts of damage ignite arrows(or apply poison) or use chokeing gass ans simultaniously disrupt everything in the area for several seconds.
as a stand alone skill its better to take barrage...but with preps it could easily be the most powerfull skill in the game.
Warrior skill
Bone Snapper
attribute--> streangth?
energy....cast....recharge
5-10?.....attack...15
effect--> (attack) if this attack hits target foe is knocked down for 2-5 seconds and crippled for 5-25 seconds.
for PvE this skill is not so amazing but for PvP it could be bad-ass
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Jan 20, 2006, 09:44 PM // 21:44
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#95
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Ascalonian Squire
Join Date: Jun 2005
Guild: Team Invincible [INV]
Profession: Mo/Me
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Bone Snapper could be very good, and is a good power considering its not elite.
Now, let me take pride in creating the first spell since the factions event started, and not only that, but the first assassin and ritualist spells with proper attribute names and such since then.
Assassin
Shadow Jump [E]
Unlinked
Enchantment Spell
Energy Cost: 15
Recharge Time: 20
Cast Time: Instantaneous.
Description: Shadow Step(teleport version) to the next valid place you click. If this is a creature, you Shadow Steo(teleport version) to their side. Removing this enchantment returns you to your original position.
Ritualist
Spirit Bang[E]
Communing
Binding Ritual
Energy Cost: 15
Recharge Time: 80
Cast Time: 7
Description: All spirits in range are converted to your team's side and have their lifespans recharged to full.
-Elessar
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Jan 23, 2006, 06:18 AM // 06:18
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#96
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Lion's Arch Merchant
Join Date: Jan 2006
Location: I live in Panda Land. It's wonderful.
Guild: PLU (Panda Lovers UNITED)
Profession: Me/Mo
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Thread Revival
8/10
Necromancer
Skill: Preserve Soul
Death Magic
Energy Cost: 15
Recharge: 5
Cast Time: 3
Description: Exploit nearest corpse for its soul. The next time you animate a minion, it will not require a body. Store up to 1...3 souls.
Last edited by Blessed Winds; Jan 23, 2006 at 06:20 AM // 06:20..
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Jan 30, 2006, 03:00 AM // 03:00
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#97
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Quote:
Originally Posted by The Primeval King
Ok, here are some of mine.
Ritualist Skill
Balthazar's Squire
Attribute: ???
Cost: 25 Energy
Cast Time: 4 Seconds
Recharge: 60 seconds
Effect: Summon a squire of balthazar for 20 seconds. This spirit has the power of a level 24 character, and may be any class. (Class type is selectyed at random)
Assasin Skill
Seven Stars
Attribute: ???
Cost: 15 Energy
Cast Time: 1 second
Recharge: 20 Seconds
Effect: Throw seven towards opposing foe that inflict between 7-15 damage, depending on the attribute level.
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lol now that we know about the assasin and ritualist, that doesnt fit in now does it?
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Mar 20, 2006, 04:08 AM // 04:08
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#98
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Necromancer
No Attribute
Sacrificial Mirror {E}
25 energy
5 second cast
60 second recharge
-For 40 seconds, as long as you maintain this enchantment, whenever a foe attacks you, that foe suffers the same damage despite armor or other preventable causes (enchantments, etc.)
meh, I felt like making an uber spell.
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Mar 20, 2006, 09:38 AM // 09:38
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#99
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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I dont know that may not be so overpowered considering energy cost, casting time and recharge. Plus someone could just remove it.
MASS MINIONS
Cast time: 10 seconds
recast: 40
energy: 30
Sacrifice 10% health for each corpse in the area. All nearby corpses are exploited and a bone fiend is summoned from all of them
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Mar 20, 2006, 10:00 AM // 10:00
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#100
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Krytan Explorer
Join Date: Nov 2005
Location: London, England
Guild: I Uprising I [RAGE]
Profession: R/
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Stone Shield. (Earth spell) 10nrg, 1/2 sec cast, 15 recharge -1upkeep
While you maintain this enchantment target other ally is immune to physical damage and gains +0-45 armour against elemental damage but moves 90% slower. When Stone Shield ends enchanted ally is knocked down for 3 seconds and takes 100-40 earth damage
Essentially another support spell for Earth elementalists, which is capable of cutting damage on a target down by quite a bit, at the expense of speed. As it essentially makes one target much harder to kill, and the speed reduction doesnt affect a caster much if they are immune to physical the price should it be ripped/ended is fairly heavy.
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