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Old Apr 15, 2008, 05:06 PM // 17:06   #21
Desert Nomad
 
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Can I remind people of the power of Daze, serious power.....for example there is only *one* conditionless no-elite daze causing skill - [skill]Spear Swipe[/skill]

Quote:
Text: Skill. Nearby foes are Blinded and Dazed for 4 ... 8 ... 12 seconds. Your other Shadow Arts skills are disabled for 5 seconds.
AoE daze is near....well it is non-existant in PvP
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Old Apr 15, 2008, 05:10 PM // 17:10   #22
Ctb
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Usian here


Wilhelm's Test

Campaign: Prophecies
Profession: Ranger
Attribute: Marksmanship
Type: Elite Bow Attack

Energy Cost: 5
Recharge: 1s
Activation Time: none

Full: If this attack hits it results in a critical hit, you gain 5 energy, and Wilhelm's Challenge recharges instantly. If this attack misses, your next bow attack cannot miss a moving foe and Wilhelm's Test is disabled for 60 seconds.

Concise: Critical, energy gain, and instant recharge on successful hit.

That's supposed to be an apple on top of his head... I assume everyone knows the story of William Tell.

Quote:
Warrior Skill
Smart Speech

Attribute: Unlinked [Campaign: Prophecies]
Requires 6 Adrenaline; Recharge Time: 1 second.
Shout. You surprise caster target foe with a Smart Speech and that foe is Dazed for 2 seconds.

Ya like it? xD
lol

Last edited by Ctb; Apr 15, 2008 at 05:13 PM // 17:13..
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Old Apr 15, 2008, 05:14 PM // 17:14   #23
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Great idea Rahja! An idea for a non-elite elementalist skill (by the way, there's no "infinite loop" of conditions because existing conditions would be checked at activation time and a new condition applied after activation):


Web of lightning.
Spell. Air Magic.
20e 2s 30s

All knockdown foes in the area are crippled for 1..15s, all crippled foes in the area are bleeding for 1..20s, all bleeding foes in the area have a deep wound for 1..17s, and all foes in the area with a deep wound are knockdown for 1..5s. If this spell is interrupted, you are dazed for 1..10s and loose half your energy.

Air Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17+
Duration Crippled | 1 | 1 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 12
Duration Bleeding | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11 | 13 | 15 | 17 | 18 | 19 | 20 | 22
Duration Deep Wound| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11 | 12 | 13 | 14 | 15 | 16 | 17 | 19
Duration Knockdown | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 5 | 4 | 4 | 4 | 5 | 5 | 5 | 6
Duration Dazed | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11

P.S.: Europe here.

Quote:
Originally Posted by Jetdoc
Rabbits are struck for double damage.

3 second cast relates to the preparation time..."First shalt thou take out the Holy Pin, then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out."
Hilarious, you should indicate the Monty Python Holy Grail reference, not sure everyone knows about it.

Last edited by Fril Estelin; Apr 18, 2008 at 08:11 AM // 08:11..
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Old Apr 15, 2008, 05:42 PM // 17:42   #24
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Mesmer elite hex spell: Levels of Lyssa
Attribute: Domination
10e 2s 15 sec. recharge

Target foe gains two negative levels. For 5...10...15 seconds target foe's maximum health is lessened by forty and foe takes a negative 2 penalty to all attributes. Damage done to and by target foe is now calculated based on a two level lower character.


I've always liked the concept of ability damage and negative levels as a game mechanic. I think the damage clause only affects spells that do armor-affected damage, like fireball. Edit: nope, misread wiki, would affect all non-armor-ignoring damage
Attached Images
File Type: jpg lyssa.jpg (6.5 KB, 115 views)

Last edited by smilingscar; Apr 22, 2008 at 09:49 PM // 21:49..
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Old Apr 15, 2008, 06:54 PM // 18:54   #25
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Here is my entry:

HOWLING URN



Profession: Ritualist
Campaign: Factions

Elite Hex Spell. For 10 seconds you spawn a Howling Urn into the hands of target foe, who gains +60 maximum health while holding this item. If target foe drops this urn, this hex ends and all enemies near the holder are dealt 5-89 lightning damage. If Howling Urn is held for its full duration, target foe is dealt 5-89 lightning damage and knocked down. Howling Urn fails if target foe is already holding an item.
(Channeling Magic)
Cost: 15, Cast: 2, Recharge: 30

*Howling Urn does not interrupt spellcasting. If the target is casting, the urn appears in their hands after their current spell is completed. Howling Urn does interrupt foes who are in the middle of an attack, making it a great spell for messing with melee spikes by spawning a bundle on the attacker, thus preventing him from spiking and attacking while holding it. If a warrior or melee attacker wants to continue attacking, they can drop the Howling Urn at the price of blowing up any of their teammates unlucky enough to be nearby.

*When Howling Urn is dropped before its duration is up, it does not damage the holder.

*Another fun thing about Howling Urn is that when it is spawned on an enemy, it hides their weapon set; thus removing any health/energy/defense bonuses the enemy might be getting from those items. This is especially useful for monks who like to switch to high energy sets in order to continue healing under pressure. If this happens, a monk will quickly find their bonus energy hidden and will have to drop the Urn in order to gain back their bonuses, thus blowing up their team in the process. Also if the enemy weapon swaps while holding the Urn, the swap will force them drop it and explode their teammates on accident!

*Howling Urn does count as a hex, so removing the hex will destroy the pot and free the enemy from the dilemma of this evil hot potato.

*Howling Urn does not work if the enemy is already holding an item. This prevents the skill from being abused to force players to drop the Flag in GvG or other items spells they are currently holding. This also prevents multiple Ritualists or X/Rt's from casting Howling Urn on the same target more than once in order to force drops and cause a large AoE spike.

*Howling Urn's damage scales the same way that Ancestor's Rage currently does, dealing 117 damage at 16 Channeling.

*Howling Urn is an Elite Skill.

Last edited by Lordhelmos; Apr 15, 2008 at 09:18 PM // 21:18..
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Old Apr 15, 2008, 07:01 PM // 19:01   #26
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I like the concept of howling urn, but the thing is that it's a bit overpowered; let me explain: as you said if the target gets the urn, his equipments does not count for those few moments he holds it; this would lower armor/interrupt attacks/ lower energy/ lower HP and so on. Too good for a spike imoh.
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Old Apr 15, 2008, 07:05 PM // 19:05   #27
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Unbreakable Bond
Profession: Monk
Attribute: Divine Favor

Elite Stance: For 3...9 seconds, enchantments you cast can not be removed. Cost: 5 energy. Recharge: 15 seconds.

Divine Favor: 0-1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-17-18-19-20

....Duration : 3-4-4-5-5-6-6-7-7-8- 8- 9- 9- 10- 10-11-11-12-12-13-13

Mechanics:
- One you use this skill it can only be removed by canceling the stance or having the stance removed by an enemy. As soon as the stance ends, any enchantment you will or have cast, can then be removed. Once you reapply the stance, even previous enchantments you've cast are unbreakable.

- This skill is unaffected by other skills that lengthen stance duration. Skills such as Dwarven Stability will fail to take effect.

Notes:
- As it's not a spell, it can not be used in conjunction with Arcane Echo.

- Mirrored Stance can be used on you while under the effects of this skill. The duration for you and the hexer will be equal to your divine favor attribute.
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File Type: jpg Elite Skill Icon.jpg (169.5 KB, 128 views)

Last edited by Flem; Apr 21, 2008 at 07:15 PM // 19:15..
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Old Apr 15, 2008, 07:07 PM // 19:07   #28
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Quote:
Originally Posted by Chrono Re delle Ere
I like the concept of howling urn, but the thing is that it's a bit overpowered; let me explain: as you said if the target gets the urn, his equipments does not count for those few moments he holds it; this would lower armor/interrupt attacks/ lower energy/ lower HP and so on. Too good for a spike imoh.
Good call, I was worried about that myself. I did some thinking and added a +60 max health bonus to the hex target to counter the loss of HP buffing items and prevent easy spike kills.

Last edited by Lordhelmos; Apr 15, 2008 at 09:18 PM // 21:18..
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Old Apr 15, 2008, 07:09 PM // 19:09   #29
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Scammed! (Mesmer-Domination) (Energy Cost 15, 2 sec Cast Time, 45 second recharge)

Target Foe loses 6....14..18 Energy. For 4....7...8 Seconds that Foe can only use Curses and Shouts

We had a competition like this a while ago on our Alliance website: I might come post some of the funnier ones. (With no chance at winning)
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Old Apr 15, 2008, 07:15 PM // 19:15   #30
Jungle Guide
 
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Sorry lord another thing xD

Lets' suppose a heavy rt based team, all using Howling Urn....if each of the ritualists casted the urn on a different target there would be a HUGE aoe damage, and if targets keep the urn, there would still be a good aoe KD + the damage for every character.....
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Old Apr 15, 2008, 07:26 PM // 19:26   #31
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Quote:
Originally Posted by Chrono Re delle Ere
Sorry lord another thing xD

Lets' suppose a heavy rt based team, all using Howling Urn....if each of the ritualists casted the urn on a different target there would be a HUGE aoe damage, and if targets keep the urn, there would still be a good aoe KD + the damage for every character.....
The spell is hexed based, so if Howling is removed by something like Veil or Cure Hex the bundle and its effects would be gone with the removal. With the 30 second recharge on Howling, even with 5-6 Howling rits, any team with good hex removal and prots should be able to negate or prevent a large amount of the damage through routine hex counters.

The damage from 5-6 Searing Flames or Shockwave spike eles far outweighs what damage several rits are capable of with Howling and its recharge.

The bonus and what makes Howling worthy of an elite slot is the disruption and aggravation it can deal with the enemy team if they slack on hex counters. If I would nerf the skill any more, it wouldn't be worth using imo.

One thing I do think would help balancing the skill would be nerfing its cast time to 2 seconds to make it interruptable. That should balance it out.

Last edited by Lordhelmos; Apr 15, 2008 at 08:03 PM // 20:03..
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Old Apr 15, 2008, 07:35 PM // 19:35   #32
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[Elite] Call from Beyond



Shout
Attribute: Beast Mastery
Cost: 25
Recharge: 30
Aftercast: 1 sec

Summon spirit form of target corpse as a pet. This spirit replicates original monster's stats (skills and attacks), but summoned spirit's level is original monster level/2 + beast mastery level/3 (max at original monster level). Only one pet may exist at a time.

--------------------
Ideally, this would be limited to "natural" monster types - ie things a ranger would be in tune with.

The summoned spirit would be treated as a mobile summoning ritual (so any skills which target spirits would affect it), but also able to be affected by any pet skills. Having a live pet would cause this skill to fail and rezing your pet would kill any summoned pet. Zoning would lose the pet.

Corpse would only be exploited if a summon occurred (to prevent a ranger from spamming this while having a pet in order to deny corpses to MMs).

Appearance of the summon would the "ghostly" version of the animal.

Elite for a couple reasons - it can take place of Charm Animal on skill bar and the new pet could be far more powerful.
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Old Apr 15, 2008, 07:41 PM // 19:41   #33
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Intervention of Chaos
Profession: Mesmer
Attribute: Domination Magic

Hex Spell(elite, ignore the black border).
15 energy,2cast, 25 recharge

For 6 seconds the next time target foe casts a spell they and all nearby foes are interupted, each interupted foe loses 1...4...7 Energy and take 8 points of damage for each point of energy lost in total(max damage 120).


I made this skill to be an elite mesmer interupt that works the same way as shame or guilt(the spell itself is interupted by the hex), It also does damage similar to Energy Surge but it can be countered via hex removal(making the skill more balanced).

(note: I'm from Europe so if I win I can't take one of the best buy site auction prize things)
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Old Apr 15, 2008, 07:43 PM // 19:43   #34
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Quote:
Originally Posted by bobrath
Great idea - one suggestion to change it from a spell to just a skill. The idea being to keep its recharge from being shortened based on what item you are carrying. OR just add language to skill that indicates it's recharge can't be shortened.
Actually, i wanted to make recharge and multi-usage abusable. By mesmers (Mantra of Recovery, Echoes), Rangers (Serpents) and Assassins (AP)

And "40/40" set issue is not really issue as it would create demand in economy for gold primary att req items (nonexistent atm, fre greens would become worth nice sum temporarily). Noncaster classes can still use staves. It would be choice between wasting two slots in inventory on enhancing loot amount or actually having place in inventory to put that loot to. Nicely selfballancing, imho.
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Old Apr 15, 2008, 08:25 PM // 20:25   #35
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Name: Aztech Gold
Skill type: No Attribute (Signet)
Campaign: Prophecies
Cost: 0
Recharge:240

Target creature which Aztech Gold was casted on has a 75% chance of dropping a gold item. "weapon, Scroll and so on"
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Old Apr 15, 2008, 09:07 PM // 21:07   #36
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Quote:
Originally Posted by Rambo2288


Name: Aztech Gold
Skill type: No Attribute (Signet)
Campaign: Prophecies
Cost: 0
Recharge:240

Target creature which Aztech Gold was casted on has a 75% chance of dropping a gold item. "weapon, Scroll and so on"
Now that's overpowered xD

Oh and @Lord: I didn't notice it was a elite hex x)
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Old Apr 15, 2008, 10:06 PM // 22:06   #37
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"Right Back At You!"


Type: Paragon Shout (Command)
Cost: 10 Energy
No Casting Time (Instant)
Recharge Time: 15 Seconds

For 1..5..8 seconds, the next time you are the target of a Hex, that Hex fails and the caster is affected by that Hex.

Concise: (1-8 seconds). The next hex spell to affect you fails. Caster of hex is affected.

Last edited by StormDragonZ; Apr 17, 2008 at 07:59 PM // 19:59..
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Old Apr 16, 2008, 03:19 AM // 03:19   #38
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Keep em coming guys! I am trying to get this thread moved back to Riverside, where it really belongs. This isn't just a community contest, at least not with what I have planned for it.
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Old Apr 16, 2008, 03:28 AM // 03:28   #39
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Quote:
Originally Posted by Mr. G
Can I remind people of the power of Daze, serious power.....for example there is only *one* conditionless no-elite daze causing skill - [skill]Spear Swipe[/skill]



AoE daze is near....well it is non-existant in PvP

Excellent point... so there's definitely room! If you think about how easy it is for casters to shut down melee characters with blinding, to me it seems high time that melee chars get something like this to bring a little balance back to the classes. Its not like sins can function like tanks anyway. If there is strong disagreement, feel free to make my skill suggestion PvE only, or change "nearby" to adjacent for balance issues.

Last edited by Captain Bulldozer; Apr 16, 2008 at 03:30 AM // 03:30..
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Old Apr 16, 2008, 05:52 AM // 05:52   #40
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Lighting Rocket

Attribute: Lighting Magic
Recharge: 20 sec
Energy cost: 15
Casting time: 1/2 sec


Elite Spell.
Sends rocket on air, which causes adjacent foes to be blinded and dazed for 2..6..8 seconds.
Nearby foes (and adjacent foes) take 10...62..70 lighting damage.

Sorry for my bad grammar, I am non-english speaker anyway.
There is icon coming later today, I don't have time to make it now.
And almost forgot, I'm european. :<
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