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Old Oct 03, 2008, 09:24 PM // 21:24   #61
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Wastrel's Collapse has already been done twice - I know because it was my first suggestion. I choose Tyla's version.

I say [Recurring Insecurity].
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Old Oct 04, 2008, 12:35 AM // 00:35   #62
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Recurring Insecurity
Elite Hex
10e/1s/25r

For 2..6..12 seconds, target foe suffers from -1..3..4 health degeneration. If that foe is hexed again, Recurring Insecurity is reapplied and target foe takes 30..40..60 damage.

[SOUL BARBS]
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Old Oct 04, 2008, 01:10 AM // 01:10   #63
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Well since RI is now pretty ridiculous...

For 10 seconds, target foe takes 5...10...15 damage when a hex is cast on that target.


[Deadly Paradox]
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Old Oct 04, 2008, 07:53 AM // 07:53   #64
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CANNOT DIVIDE BY ZERO: Skill Deleted.

Ok ok... fine....

Deadly Paradox
10e/5r

Stance. For 1...4...6 seconds, your attack skills activate and recharge 33% faster. This stance ends if you use a non dagger attack skill. When this stance ends, you have -20 armor for 15 seconds.

I say... [Withdraw Hexes]
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Old Oct 04, 2008, 08:39 AM // 08:39   #65
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Withdraw Hexes
Elite Spell
15e/2s/5r

Remove all hexes from target ally and all adjacent allies. You take 60..30..20 damage for each necromancer hex removed.

LAMENTATION!!!
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Old Oct 04, 2008, 03:15 PM // 15:15   #66
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Lamentation
Hex Spell
5E/1S/10R

Target foe takes 5...30 damage (maximum 100) for each fallen ally and spirit within earshot and for 2...10 seconds foe moves 90% slower.

Mending.
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Old Oct 04, 2008, 04:55 PM // 16:55   #67
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Mending:
-1 upkeep
25e
+1...3 regen
50% failure with divine favor 4 or less

Lets face it, the ability to counter bleeding on a warrior primary is just sickening, the tweaks I added are a much needed change to make sure its never seen on anything other than a 55 monk bar again. When every other wammo is running the skill, you know it needs a change.


Elemental Flame
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Old Oct 05, 2008, 09:25 AM // 09:25   #68
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10 / 1 / 20
For 5...17 seconds, whenever target foe is struck for elemental damage, that foe is set on fire for 3...5 seconds, and you will lose 10...5 energy, or Elemental Flame ends.

(lol?)

Next One: "None Shall Pass!"
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Old Oct 05, 2008, 01:13 PM // 13:13   #69
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"none shall pass"

reduce recharge to 30 seconds, reduce casting cost to 5 seconds.

balance: dryder's defences
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Old Oct 05, 2008, 01:25 PM // 13:25   #70
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Dryder's Defenses
5e/30r
Stance
For 10..15..25 seconds, you have a 50% chance to block attacks and gain 15..20..30 armor against elemental damage.

NEXT UP!
[FALCON PUNCH]
[BUTSRSLY...IRON MIST]
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Old Oct 06, 2008, 01:26 PM // 13:26   #71
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10e/1c/10r

For 5...15 seconds,target foe takes 10%...50%less dmg from from all sources and moves
60%...90% slower(either this or)

For 5..15 seconds,target foe takes 10%...50% more dmg from lightining and 10%...50% less dmg from all other sources
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Old Oct 06, 2008, 01:43 PM // 13:43   #72
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[Empty] is pretty balanced as is, actually.

How's about...[Lyssa's Balance]
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Old Oct 06, 2008, 02:11 PM // 14:11   #73
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10e 1c 15r

You and target foe lose all enchantments, all conditions, and all hexes. For each enchantment, condition, or hex lost, you both take 10...30 damage.

[Shadow Fang]
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Old Oct 07, 2008, 01:42 PM // 13:42   #74
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10e 1/4c 45r

Hex Spell. Shadow Step to target foe. End effect after 10 seconds: inflicts Deep Wound condition (5...17...20 seconds); you return to your original location.

[Assassin's Remedy]
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Old Oct 07, 2008, 02:31 PM // 14:31   #75
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Easy: Condition is removed IF attack skill hits.

Next One: Spell Shield
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Old Oct 07, 2008, 05:28 PM // 17:28   #76
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5E / 1/4C / 10R

For the next 1...3 seconds, target ally is immune to spells.

Melandrus' Shot.
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Old Oct 07, 2008, 05:34 PM // 17:34   #77
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Ow tyla, I like the current balance of that, but I do admit, kinda not so nice when it's on the other team in gvg...

i guess, 10E / 1c / 15R

that's not such a bad nerf i guess, and any ranger with a respectable amount of expertise the energy will make no difference, but the recharge is just so that those rocking 14 marks or so in gvg will have a downtime on it.

[Master Of Magic]
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Old Oct 07, 2008, 07:05 PM // 19:05   #78
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Your next 0...3 spells will take 100...50% longer to cast, but they will ignore armor and won't cause exhaustion. (Crazy balances FTW)

Neeeeeext!: Swirling Aura
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Old Oct 07, 2008, 07:09 PM // 19:09   #79
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5E / 1C / 10R

For 1...6 seconds, target ally has a 50% chance to block projectiles. (Guardian for projectiles for Eles yay!)

Hidden Caltrops
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Old Oct 07, 2008, 08:47 PM // 20:47   #80
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10 / 1 / 30

For 10 seconds, target foe moves 50% slower. When this hex ends that foe is crippled for 1...10 seconds. This Spell has half the normal range.

Protector's Defense :P
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