Jan 04, 2009, 08:30 AM // 08:30
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#461
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Banned
Join Date: Jan 2008
Guild: Team Apathy [aFk]
Profession: W/P
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That was a good one to suggest, took me a while to think of something.
10e/2c/45r
Creates a level 3...21 flesh golem which spawns 2 0...10 level bone minions when it dies. Exploits a fresh corpse. You can only have one flesh golem at a time.
Pretty fail change though imo.
[auspicious parry]
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Jan 04, 2009, 09:53 AM // 09:53
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#462
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The Greatest
Join Date: Feb 2006
Profession: W/
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Move to strength
5e/15r
Elite skill. For (5..7) seconds, the next attack against you is blocked and you gain (1..4) strikes of Adrenaline. If that attack was an attack skill, your attacker is knocked down and that skill disabled for an additional (10..20) seconds.
[cry of pain]
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Jan 04, 2009, 10:54 AM // 10:54
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#463
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Ascalonian Squire
Join Date: Mar 2008
Profession: N/
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5ene 1/4c 5r
Single target, no hex condition.
[Expel Hexes]
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Jan 04, 2009, 10:58 AM // 10:58
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#464
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Emo Goth Italics
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5E / .25C / 10R
Hex spell. 10...50 damage to target foe and all adjacent foes if already suffering a Mesmer hex. Target foe and all adjacent foes are interrupted, if a skill is interrupted target foe takes 1...5 damage per second for each rank in Fast Casting. When this hex ends foes are interrupted. (Pretty shit I know but it's a pretty hard one to think of.)
["Save Yourselves!"]
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Jan 04, 2009, 10:59 AM // 10:59
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#465
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The Greatest
Join Date: Feb 2006
Profession: W/
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@ expel
5e/1c/8r
Elite enchantment spell. Remove up to 2 hexes from target ally. For 3 seconds, target ally cannot be the target of hexes.
@ SY
8a/2r
For (4..6) seconds, all other party members gain +(3..5) armor for each rank in Strength.
[lightning surge]
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Jan 04, 2009, 02:26 PM // 14:26
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#466
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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15e/3c/10r
Target foe takes 50..70..80 lightning damage and an additional 30..40..60 lightning damage if under the effect of a water magic hex. This spell has 25% AP.
[Shadow Meld]
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Jan 04, 2009, 06:15 PM // 18:15
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#467
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Krytan Explorer
Join Date: Jul 2008
Guild: The Rejected Sins [SOF]
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Rework:
10E
1/4 Cast
20 Recharge
No aftercast
Elite Hex Spell:
You shadowstep to target foe. For 1....6..8 Seconds, target foe moves 66% slower. When Shadow Meld ends, target foe shadowsteps to your original location
My thoughts on it: It gets removed, your foe gets the chance to run away, not making it overpowered at all.
[Jagged Strike]
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Jan 04, 2009, 10:24 PM // 22:24
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#468
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Wilds Pathfinder
Join Date: Aug 2007
Location: aBove Empress Amarox xP
Guild: KDT
Profession: Mo/E
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made it deal some dmg but lower bleeding time to 5..12...16
[Lightbringer Signet] buhahahahaha xD
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Jan 05, 2009, 02:12 AM // 02:12
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#469
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Banned
Join Date: Jan 2008
Guild: Team Apathy [aFk]
Profession: W/P
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I dunno, just something to make the monk's job a little bit easier.
.25c/25r
You gain 3...5 strikes of adrenaline, 62...124 Health, and 16...24 Energy if you are within the area of a demonic servant of Abaddon.
[supportive spirit]
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Jan 05, 2009, 02:23 AM // 02:23
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#470
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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15e/ 3/4c / 8r
Whenever target ally is knocked down, that ally has 10..15..25% damage reduction and is healed for 15..27..37 health when that ally gets up.
[strike as one]
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Jan 05, 2009, 08:32 AM // 08:32
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#471
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Wilds Pathfinder
Join Date: Feb 2006
Profession: A/Mo
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15e 2c 45r
for 10...30 seconds, you and your pet merge into 1 being (your appearance changes based on your type of pet), and gain +5...20 base damage and +1...5 health regeneration.
[i meant to do that]
Last edited by X Cytherea X; Jan 05, 2009 at 08:36 AM // 08:36..
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Jan 05, 2009, 09:20 AM // 09:20
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#472
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Wilds Pathfinder
Join Date: Aug 2007
Location: aBove Empress Amarox xP
Guild: KDT
Profession: Mo/E
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lower recharge time to 4s
and make it except from giving u strikes of adrenaline, giving u also 20..30...50hp =]
..[Shame]
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Jan 05, 2009, 08:54 PM // 20:54
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#473
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Krytan Explorer
Join Date: Dec 2006
Location: far far away
Profession: W/
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10/1/30
Add: "If target foe casts a spell that targets a foe, you lose 1...5 energy. This hex doesn't work if target foe is suffering from other Mesmer hex"
I would add the same to Guilty, but "If target foe casts a spell that targets and ally...".
And no Shame+Guilty xD
Next: [Lamentation]
Last edited by Picuso; Jan 05, 2009 at 08:57 PM // 20:57..
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Jan 06, 2009, 02:07 AM // 02:07
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#474
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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5/2/10
change to "takes 15..25..40 damage for each corpse within earshot of target foe"
[arcing shot]
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Jan 06, 2009, 10:05 PM // 22:05
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#475
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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+10..17..20 damage, recharge to 4.
[Pensive Guardian]
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Jan 06, 2009, 10:12 PM // 22:12
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#476
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Krytan Explorer
Join Date: Dec 2006
Location: far far away
Profession: W/
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"...and has +10...40 armor vs Enchanted Foes".
Next: [Lyssa's Haste]
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Jan 07, 2009, 02:07 AM // 02:07
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#477
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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dammit that's pretty balanced already but what the heck :P
5/ 1/4c / 15r
For 7..12..14 seconds, you run 25% faster. While moving, you gain 1..1..2 energy each second but lose 2..2..1 energy when hit by physical damage.
[assault enchantments]
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Jan 07, 2009, 10:06 AM // 10:06
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#478
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Krytan Explorer
Join Date: Dec 2006
Location: far far away
Profession: W/
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>_<
Maybe add "and you gain 5...30 Health per enchant removed" or "and you gain 1..3 energy per Enchant removed"... Health will be better, I suposse.. It's hard to "balance" that >_<
Next: [Well of Weariness]
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Jan 07, 2009, 10:29 AM // 10:29
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#479
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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5e/1c/5r
Well Spell. Exploit target corpse to create a Well of Weariness for 10...46...55 seconds. Enemies within the Well of Weariness suffer from weakness and move 33% slower
[Ether Lord]
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Jan 07, 2009, 11:14 AM // 11:14
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#480
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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5e 1c 20r
Hex Spell. Target foe loses 1...4..6 Energy. For 3...6..7 seconds, target foe suffers -1..3..3 Energy degeneration. If target foe's Energy is lower than 4...9..13 by the time this hex would have expired, the hex is renewed and you gain 1...4..6 Energy.
Of course, the Energy loss would appear only at initial cast to not make it OP.
[Winds] ;d
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