Mar 28, 2008, 08:34 PM // 20:34
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#21
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Banned
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Quote:
Originally Posted by mazey vorstagg
I was thinking about the GW classes and how some are missing pve skills that would allow them to "complete" their role. These skills are imbalanced or too difficult to code by nature and so have been left out of the game. But here's a chance to reinvent them. You get one pve skill for each class and it must fit with their lore/whole image.
Here's mine (I think monks and dervishes are pretty much complete in their concept):
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 10
Elementalist: Elemental Ritual- Spell: Summon an elemental from the same element as your weapon's attribute. It's lvl is the same as your attribute in that branch of magic +6. (e.g., lvl 22 with 16 fire magic). Each elemental last for 20 seconds and has 500 health. The earth elemental has stoning and ebon hawk. The fire elemental has phoenix and inferno. The water elemental has ice spikes and glowing ice. The air elemental has shock and lightning touch. Activation: 5, Energy: 15, Recharge 90
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Entangling Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
Paragon: Aura of Command- skill: For the next 20 seconds your shouts last 5 seconds longer and are 20% more effective.
Energy: 5, Recharge: 45
Ritualist: Primal Fear- spell: Targeted enemy is haunted by terrible images of the dead and flees in fear for 5 seconds. They do not agro other mobs but travel away from the caster in a random direction at 80% of their normal speed. They are unable to act while this effect is occuring.
Energy: 25, Activation: 3, Recharge: 20
That's my lot, have you got any ideas?
Mazey
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Stopped reading after Ele and thought, "what about the people who use +5/30 weapons?"
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Mar 28, 2008, 10:18 PM // 22:18
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#22
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Wilds Pathfinder
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less roleplaying imo
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Mar 29, 2008, 03:11 AM // 03:11
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#23
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Academy Page
Join Date: Jul 2006
Profession: W/
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Quote:
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
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this actually seems underpowered, like cmon 10e 120recharge for a 4 sec knockdown or an attack that has a 40% chance to hit, you could have thought of something more deadlier then that, if i want knockdown ill take trampling ox
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Apr 02, 2008, 11:48 PM // 23:48
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#24
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Since we're having fun:
Warrior - "Save Myself!":
15 energy, 25 recharge - For 15 seconds you gain +3...9 health regeneration and For 10 seconds, whenever target ally takes damage, that ally is healed for 5...29 health. Oh wait a minute this sounds familiar.....
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
Mesmer - Experiment
0 energy, 200 recharge, 1 CT - Your entire skill bar is replaced with target ally's skill bar. Target ally's skill bar is replaced with your skill bar.
Ranger - Kamikaze Pet
10 energy, 30 second recharge, 1 CT - Pet sacrifices 100% max health. All nearby enemies take 70...150. This skill is recharges at morale boost
Necromancer - Animate Party Member (Everyone should use this)
0 energy, 3 seconds, 3 CT - Resurrect target dead party member with 100% hp and 25% energy. This skill is disabled until party receives a morale boost.
Ritualist - Chorus
15 energy, 20 recharge, 5 CT - Summon 3 lvl 7...12 spirits that does 18...25 damage each hit.
Monk - /ragequit
0 energy, 0 recharge, 0 CT - Revive all teammates within earshot at your location. You leave game and is replaced by a monk henchmen.
Paragon - no more PvE skills
Current paragon runs too many PvE and are way overpowered. No skills for you.
Dervish - Avatar of Abaddon
15 energy, 30 recharge, 2 CT - You become purple. You gain +300 max health and move 90% slower.
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Apr 03, 2008, 07:07 AM // 07:07
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#25
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Frost Gate Guardian
Join Date: Jan 2008
Guild: rage
Profession: Mo/
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"Monk - /ragequit
0 energy, 0 recharge, 0 CT - Revive all teammates within earshot at your location. You leave game and is replaced by a monk henchmen."
I LOVE IT I LOVE IT I LOVE IT!
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Apr 27, 2008, 07:23 PM // 19:23
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#26
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Frost Gate Guardian
Join Date: Feb 2007
Location: New Zealand
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All Professions except Monk: Ursan's Blessing.
Monks: Healer's Boon.
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Apr 27, 2008, 08:30 PM // 20:30
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#27
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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Quote:
Originally Posted by MasterSasori
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
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Needs to refresh with every crit hit imo.
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Apr 27, 2008, 08:42 PM // 20:42
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#28
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Jungle Guide
Join Date: Sep 2005
Guild: nn
Profession: N/
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the necro one is horrible.
sacrifice team mates? good luck making friends.
sacrifice yourself? but then when you get resed the minion isn't under your command....
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Apr 27, 2008, 09:57 PM // 21:57
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#29
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Desert Nomad
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Quote:
Originally Posted by mazey vorstagg
I was thinking about the GW classes and how some are missing pve skills that would allow them to "complete" their role. These skills are imbalanced or too difficult to code by nature and so have been left out of the game. But here's a chance to reinvent them. You get one pve skill for each class and it must fit with their lore/whole image.
Here's mine (I think monks and dervishes are pretty much complete in their concept):
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 10
Elementalist: Elemental Ritual- Spell: Summon an elemental from the same element as your weapon's attribute. It's lvl is the same as your attribute in that branch of magic +6. (e.g., lvl 22 with 16 fire magic). Each elemental last for 20 seconds and has 500 health. The earth elemental has stoning and ebon hawk. The fire elemental has phoenix and inferno. The water elemental has ice spikes and glowing ice. The air elemental has shock and lightning touch. Activation: 5, Energy: 15, Recharge 90
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Entangling Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
Paragon: Aura of Command- skill: For the next 20 seconds your shouts last 5 seconds longer and are 20% more effective.
Energy: 5, Recharge: 45
Ritualist: Primal Fear- spell: Targeted enemy is haunted by terrible images of the dead and flees in fear for 5 seconds. They do not agro other mobs but travel away from the caster in a random direction at 80% of their normal speed. They are unable to act while this effect is occuring.
Energy: 25, Activation: 3, Recharge: 20
That's my lot, have you got any ideas?
Mazey
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first of all you forgot Monk and Dervish, shame on YOU!
second of all, the idea itself is good, the skills you proposed arent... dont try to make GW into WoW/DnD/MtG, keep GW as GW...
also try to keep all the skills at around the same level of overpoweredness(and not too much of that).
also as these skills are unique to each profession link them to that profession's primary attribute and unlike the kurzick/luxon and sunspear skills exclude these skills for secondaries.
here are my opinions, for all classes mind you
Warrior: Rage of the Warrior- stance, for 5...20...25 seconds you move and attack 33% faster and deal 5...20...25% more damage. 10, 0, 20.
Ranger: Natural Strength- skill, for 30...50...60 seconds your preparations take half as long to cast, your stances last for 33...50...55% longer and your Expertise attribute is increased by 1...3...4. 15, 0, 45.
Elementalist: Wrath of the Elements- hex spell, target foe and all foes in the area are struck for 30...45...50 damage and move 33% slower for 2...4...6 seconds. when this hex ends each foe affected by this hex sends lightning bolts towards all nearby allies of that foe. these bolts deal 15...25...30 damage. this spell has 25% armor penetration. 15, 2, 15.
Mesmer: Duality of Lyssa- enchantment spell, for 5...10...12 seconds whenever you cast a spell that targets a foe 1 nearby foe of the same type is also targeted by this spell if no such foe is available this spell recharges 33...60...66% faster. 5, 1, 8.
Necromancer: Soul Corruption- spell, all hexes on target foe are transfered to all nearby foes. the duration of these hexes is increased by 10...20...25%. 10, 2, 5.
Monk: Dwayna's Wrath- spell, all allies in the area are healed for 50...80...90 health and all foes in the area are dealt 50...80...90 holy damage. 10, 1, 10.
Assassin: Paralizing Aura- hex spell, target foe is hexed with Paralizing Aura, it moves 25% slower and is unable to attack and use skills. this hex ends when the caster kills another target. 10, 2, 20
Ritualist: Call on the Mists- skill, for 5...10...12 seconds whenever you cast a spell 1 random 10 spirit is summoned at your location. 5, 1, 20
Paragon: "Who is the Leader?"- shout, for 5...10...12 seconds all allies in the area gain 2...4...5 health generation and 0...1...2 energy regeneration and all foes in the area lose 1...1...2 energy whenever they use a skill. 10, 1, 8.
Dervish: Revenge of the Gods- enchantment spell, for 10...20...25 seconds foes struck by your attacks suffer from 1 random condition and lose 1 enchantment. 10, 2, 35.
not sure about some of these skills, but overall I tried to make them not too overpowered but still pretty strong. also opens up lots of interesting options in PvE.
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Apr 27, 2008, 10:25 PM // 22:25
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#30
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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You people do realize assassins just mash 3,4,3,4,3,4,ect in PvE right...
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Apr 29, 2008, 01:44 AM // 01:44
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#31
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by FlamingMetroid
You people do realize assassins just mash 3,4,3,4,3,4,ect in PvE right...
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Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
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Apr 29, 2008, 06:38 PM // 18:38
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#32
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Quote:
Originally Posted by MasterSasori
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
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but you cant MS/DB with that...
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Apr 29, 2008, 08:56 PM // 20:56
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#33
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by FlamingMetroid
but you cant MS/DB with that...
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SUPER Critical Laziness
0 energy, 0 recharge, 1/4 CT
You take on the aspect of the bear. Your Energy returns to maximum and you have -2 Energy degeneration. You have +10...20 armor and +100...200 maximum Health. All enchantments upon you are removed. Bear attacks replace your skills. You gain Energy every time you take or deal damage. This skill ends when your Energy drops to 0.
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Apr 30, 2008, 04:25 AM // 04:25
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#34
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Quote:
Originally Posted by MasterSasori
SUPER Critical Laziness
0 energy, 0 recharge, 1/4 CT
You take on the aspect of the bear. Your Energy returns to maximum and you have -2 Energy degeneration. You have +10...20 armor and +100...200 maximum Health. All enchantments upon you are removed. Bear attacks replace your skills. You gain Energy every time you take or deal damage. This skill ends when your Energy drops to 0.
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but crit agility...
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Apr 30, 2008, 04:29 AM // 04:29
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#35
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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This isn't the suggestion forum nor the offtopic forum. Closed.
__________________
People are stupid.
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