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Old Jan 04, 2009, 08:30 AM // 08:30   #461
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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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Old Jan 04, 2009, 09:53 AM // 09:53   #462
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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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Old Jan 04, 2009, 10:54 AM // 10:54   #463
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5ene 1/4c 5r
Single target, no hex condition.

[Expel Hexes]
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Old Jan 04, 2009, 10:58 AM // 10:58   #464
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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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Old Jan 04, 2009, 10:59 AM // 10:59   #465
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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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Old Jan 04, 2009, 02:26 PM // 14:26   #466
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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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Old Jan 04, 2009, 06:15 PM // 18:15   #467
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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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Old Jan 04, 2009, 10:24 PM // 22:24   #468
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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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Old Jan 05, 2009, 02:12 AM // 02:12   #469
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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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Old Jan 05, 2009, 02:23 AM // 02:23   #470
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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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Old Jan 05, 2009, 08:32 AM // 08:32   #471
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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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Old Jan 05, 2009, 09:20 AM // 09:20   #472
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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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Old Jan 05, 2009, 08:54 PM // 20:54   #473
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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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Old Jan 06, 2009, 02:07 AM // 02:07   #474
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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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Old Jan 06, 2009, 10:05 PM // 22:05   #475
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+10..17..20 damage, recharge to 4.

[Pensive Guardian]
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Old Jan 06, 2009, 10:12 PM // 22:12   #476
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"...and has +10...40 armor vs Enchanted Foes".

Next: [Lyssa's Haste]
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Old Jan 07, 2009, 02:07 AM // 02:07   #477
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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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Old Jan 07, 2009, 10:06 AM // 10:06   #478
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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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Old Jan 07, 2009, 10:29 AM // 10:29   #479
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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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Old Jan 07, 2009, 11:14 AM // 11:14   #480
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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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