Jun 13, 2005, 03:54 AM // 03:54
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#21
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Jungle Guide
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Jun 13, 2005, 09:48 AM // 09:48
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#22
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Academy Page
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Quote:
Originally Posted by Alex319
NECROMANCER: "Death Vortex" - Enchantment (cast on self) (Attribute: Soul Reaping). You suffer (25-15) health degeneration and (50-25)% movement speed reduction. All enemies within 10 meters of you suffer (7-12) health degeneration. This enchantment cannot be removed.
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Suffering + couple of other AoE-dots can give enemies combined 10 health degen. And you don't have to use elite-slot to those either. Takes longer to cast, but you won't die at the end.
Quote:
Originally Posted by Alex319
RANGER: "Deadly Trap" - Trap. (Attribute: Expertise). After this trap is set, you may not move. Anyone coming within 2.5 meters of you sets off the trap. The trap kills you but does (100-280) points of damage to all enemies within 10 meters and also gives them the Bleeding, Crippled, and Deep Wound conditions for (7-15) seconds.
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Max damage from this trap: 280 + 90 = 370 damage, on character with 384 hp (non-vigor-runed+deep-wounded). Oh, and it's pbaoe. Implementing that skill has smaller chance than finding ski-resort in hell.
Warrior-skill suggestion?.. I can do that with 2 skills(well, not the +50% damage). And without degen.
Monk-suggestion: Divine healing, Infuse Health.
Mesmer-skill. Cant see any use for this one. Ever. -7 energy degen is too much with mesmers limited energy pool.
Elementalist-skill: Did you count the damage? I've seen people talk about elementalists with 101 energy. So, thats 707 damage from one skill, pbaoe. No more bodyblocking the dais!
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Jun 13, 2005, 02:21 PM // 14:21
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#23
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Ascalonian Squire
Join Date: Jun 2005
Guild: Purgatory Syndicate
Profession: E/Me
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Ele Tightness
Ya I would definately use my speed skills (windborne, illusion of speed, and armor of mist) for 100% speed increase, then use glyph of sacrafice, run in at double speed and cast the spell instantly for like 700 dmg and kill thier whole team. Rez and repeat. Definately overpowered, tough I must admit it would be fun .
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Jun 13, 2005, 02:59 PM // 14:59
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#24
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Academy Page
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I'd be so pissed if at the start of a match, our monk ran into the middle and exploded. I would hope he could add more to the team being alive. =/
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Jun 13, 2005, 03:05 PM // 15:05
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#25
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Academy Page
Join Date: Apr 2005
Location: NW Indiana
Profession: Mo/E
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To make it more interesting--make these "suicide" skills elite. I wonder how that would fare when making a skill set.
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Jun 13, 2005, 04:26 PM // 16:26
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#26
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Wilds Pathfinder
Join Date: May 2005
Location: United States
Profession: Me/
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I would think that when a necro dies using the suicide skill, that the skill should raise a minion looking similar to your necro, +25% movement speed, 15-22 sword, and +20% attack speed. It would be level 20, 750hp, could not be healed, and agressive towards everything (would ignore all necro skills that try to take mastery of it).
THAT is a suicide skill.
The balance is that it could take out your team if you suicide in the wrong place.
I mean think about it... if a master of everything undead dies, you'd expect something like that to rise from the ground and take revenge.
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Jun 13, 2005, 05:53 PM // 17:53
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#27
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Academy Page
Join Date: May 2005
Location: Ottawa, ON
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the monk suicide skill described is a good idea, but i agree that it should be max life points not remaining life points. Also I support the idea that these suicide skills should only have a 1 time use per mission, much like the ressurrection signet.
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Jun 14, 2005, 02:51 PM // 14:51
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#28
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Lion's Arch Merchant
Join Date: May 2005
Location: Down The Road
Profession: R/Mo
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Quote:
Originally Posted by Alex319
They might be death bombs, but they won't be walking. I clearly said that the Ranger is not allowed to move once he sets the Deadly Trap.
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I know they won't move, what i'm saying is that they can run fast and dodge a few hits until they can close into some enemies and then let of the death trap, should activate instantly if an enemy is 2m close to you. Then the elementalist could be running behind him to do a follow up attack.
If the warrior gets +50% atk rage and +50dmg bonus then yeah thats really overpowering, its like all his normal attacks doing double damage and can you imaging the power of Final Thrust on those situations.
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Jun 14, 2005, 03:06 PM // 15:06
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#29
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Frost Gate Guardian
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I think this would only make the random pvp arenas worse. You already have people leaving in the middle of a match. I can only presume that players would use skills like this recklessly.
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Jun 14, 2005, 04:49 PM // 16:49
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#30
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Ascalonian Squire
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If they ever implement these "Suicide" Skills type, I think that once you "Suicide" your self you're gone for good, you can not be rez. It would be a last resort skill, shouldnt be an exploit skill.
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Jun 14, 2005, 05:10 PM // 17:10
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#31
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Ascalonian Squire
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one of my favorite thing to do in PvE is once something dies, I go through this process
Step 1: Animate Bone Minions
Step 2: Cast Death Nova on both Bone Minions
Step 3: Cast Taste Of Death twice
Step 4: got to step 1
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Jun 14, 2005, 05:19 PM // 17:19
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#32
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Ascalonian Squire
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BTW, that elementalist skill you were talkin about, would make a nearby surviving necromancer very happy. I'll give a few examples of how he would look at those bodies depending on his skill setup.
Now, how would a necromancer look at a field of dead bodies?
If he has Animate Bone Minions... it looks like the army reserve
If he has Putrid Explosion... It looks like a personal mine field
If he has Consume Corpse... It looks like an all you can eat buffet
If you've got Animate Bone Minions, Animate Bone Fiend, and Ressurect on, then all you've done is made it hard on your team because the team just went from 8, to 12-15 with your body behind enemy lines.
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Jun 14, 2005, 05:29 PM // 17:29
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#33
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Order Of Dragania
Profession: R/Mo
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Quote:
Originally Posted by Aaaaagh
I might be wrong, but if a rez signet is interupted its gone.
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k i have no idea if any 1 posted to this alredy but im to lazy to read :/
if ur signet of rez is interupted u can still use it also for sum reason (it may be just me my account has had many bugs) u can use it more than once but it takes like an hour to recharge
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Jun 14, 2005, 05:34 PM // 17:34
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#34
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Order Of Dragania
Profession: R/Mo
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Quote:
Originally Posted by Ogg
Elementalist-skill: Did you count the damage? I've seen people talk about elementalists with 101 energy. So, thats 707 damage from one skill, pbaoe. No more bodyblocking the dais!
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what if the skill used half the energy so you could only hav a limited amount
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Jun 14, 2005, 05:37 PM // 17:37
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#35
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Order Of Dragania
Profession: R/Mo
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also there should be sumthing else with it like a suicdal call were your team mates cannot heal you e.g.
warrior casts his suicide spell and loses health fast what if hes in a tema of monks and they all concentrate healing on him :/ the warrior would last for along time
and for the rez after i think u should hav like a timer on how long b4 u can be rezed say im gnna use warrior again
warrior uses his skill kills most of the enemies then dies is brought back to life almost instantly and finishes them off
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Jun 14, 2005, 05:57 PM // 17:57
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#36
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Krytan Explorer
Join Date: May 2005
Guild: Awakened Tempest [aT]
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Maybe the warrior could become immune to enchantments and recieve deep wound or something. It would make it at least a little harder to keep him alive.
Second, all the skills sound good, but I think the monk one isn't powerful enough. Since the team does end up losing a healer, the effect needs to be a bit more lasting. If the team gets that low on health, a one time sac-heal isn't gonna save them. Maybe the monk's corpse could turn into a "Well of Healing" or something that gave a large amount of health regeneration.
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Jun 14, 2005, 07:10 PM // 19:10
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#37
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Frost Gate Guardian
Join Date: May 2005
Location: San Antonio, TX
Guild: Xen of Onslaught [XoO] - www.xoohq.com
Profession: W/E
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If that elementalist skill actually went in you'd have the HoH dominated by 3E 5Mo teams, even at 60DP you can still have 40-50 energy as an E so you'd still do 280 damage per death. Some of the Monks are Mo/Me with Echo and Vengence, they just keep bringing the E back up to glyph of sacrifice/explode again.
My HoH Elementalist build has a set of weapons where I have 111 energy and thats not even max, you can get ~125 energy so you could do over 800 on the first boom.
Some fun ideas but balance is something you really have to consider in these things. That is the one thing the AN team has done a great job of (despite people complaining about the FOTM every FOTM has a counter at least so far).
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