If my sin doesnt see a decent teleport skill in critcal strikes (so can't be abused by /A) that isnt elite hes going to cry, because a sins advantage is suprise
Something similar to:
Leap of Faith 5e 30Recharge
Shadow step 20".... 100" (or whatever the aggro bubble is) to target foe, you take 50....20 damage
Attribute: Critical Strikes
At the moment 45 seconds for deaths charge (shadow arts) or dark prison (deadly arts) is too long to wait and aura 10e and has amazing utility but is an elite which limits combos since you'r 10e and an elite down when u get in there to combo.
Ritualists and Assassin WILL be getting new skills... what do you think they will be
LuckyGiant
Kid Divinity
There can't be a Togo skill. Could you imagine going back to Cantha with that and dropping the poor guys ashes right in front of him? It's kinda rude.
Haggard
Quote:
Originally Posted by Paperfly
Allow me to introduce you to the newly buffed - and now quite powerful - Unsuspecting Strike.
|
Algeron Zolo
Okay, after reading some more skill ideas, I have some more of my own. Im trying to be creative, so forgive me if they're a little odd.
Failure Not An Option (elite)
Critical Strikes
(enchantment)
Cost:10e
Cast:2 sec.
Recharge: 45 sec.
This enchantment lasts 10...20 seconds. Target one enemy foe. Once targeted, target cannot be changed. Automatically shadow step to target. Attacks cost half energy, you attack 25% faster, and attcks cause +30% dmg.
If target foe dies, you shadow step to original location. You lose all energy, and cannot attack for 10...5 seconds.
If target foe does NOT die, you shadow step to a random location. You lose all energy, and lose 50%...25% maximum health, and cannot attack for 10...5 seconds.
If this enchantment is stripped BY A FOE, you shadow step to original location, and lose all energy.
Wow, thats a long skill to type. (but its my favorite )
Mind Daggers
(Shadow Arts)
Cost:5 energy
Cast: instant
recharge: 6 sec.
Target foe loses 4...10 energy, and you gain 8...20 energy.
Failure Not An Option (elite)
Critical Strikes
(enchantment)
Cost:10e
Cast:2 sec.
Recharge: 45 sec.
This enchantment lasts 10...20 seconds. Target one enemy foe. Once targeted, target cannot be changed. Automatically shadow step to target. Attacks cost half energy, you attack 25% faster, and attcks cause +30% dmg.
If target foe dies, you shadow step to original location. You lose all energy, and cannot attack for 10...5 seconds.
If target foe does NOT die, you shadow step to a random location. You lose all energy, and lose 50%...25% maximum health, and cannot attack for 10...5 seconds.
If this enchantment is stripped BY A FOE, you shadow step to original location, and lose all energy.
Wow, thats a long skill to type. (but its my favorite )
Mind Daggers
(Shadow Arts)
Cost:5 energy
Cast: instant
recharge: 6 sec.
Target foe loses 4...10 energy, and you gain 8...20 energy.
Skuld
That mind skill is stupidly overpowered.
Jeff Highwind
Agreed, make Recharge about 20-30 seconds.
sinican
Quote:
Originally Posted by Algeron Zolo
Okay, after reading some more skill ideas, I have some more of my own. Im trying to be creative, so forgive me if they're a little odd.
Failure Not An Option (elite) Critical Strikes (enchantment) Cost:10e Cast:2 sec. Recharge: 45 sec. This enchantment lasts 10...20 seconds. Target one enemy foe. Once targeted, target cannot be changed. Automatically shadow step to target. Attacks cost half energy, you attack 25% faster, and attcks cause +30% dmg. If target foe dies, you shadow step to original location. You lose all energy, and cannot attack for 10...5 seconds. If target foe does NOT die, you shadow step to a random location. You lose all energy, and lose 50%...25% maximum health, and cannot attack for 10...5 seconds. If this enchantment is stripped BY A FOE, you shadow step to original location, and lose all energy. Wow, thats a long skill to type. (but its my favorite ) Mind Daggers (Shadow Arts) Cost:5 energy Cast: instant recharge: 6 sec. Target foe loses 4...10 energy, and you gain 8...20 energy. |
Hex
15e,1,45
Shadow step to target foe for 10...20sec, you attack 25% faster for +10...20dmg when this hex ends lose all energy and all attack skills are disable for 10...5sec
can be broken with hex removal... limits to one target... and provides your disadvantage
for your other
5e,1,12
Steal 4...10 energy from target touched for
Algeron Zolo
Quote:
Originally Posted by sinican
better idea to make it not so overpowered
Hex 15e,1,45 Shadow step to target foe for 10...20sec, you attack 25% faster for +10...20dmg when this hex ends lose all energy and all attack skills are disable for 10...5sec can be broken with hex removal... limits to one target... and provides your disadvantage for your other 5e,1,12 Steal 4...10 energy from target touched for |
You're right, that is better. Thanks
Rawling
I personally think that giving the Factions jobs Nightfall skills is not that good a thing.
Well, I mean, new skills are always good. But ArenaNet say that Prophecies, Factions and Nightfall are meant to be "chapters" rather than expansions.
Giving the Factions jobs Nightfall-exclusive skills and NOT giving the Nightfall jobs Factions-specific skills is an asymmetry which makes Nightfall seem an expansion on Factions rather than two chapters which can mutually benefit each other.
There will be a benefit for taking A and R characters over to Elona, but not for taking D and P characters over to Cantha.
Well, I mean, new skills are always good. But ArenaNet say that Prophecies, Factions and Nightfall are meant to be "chapters" rather than expansions.
Giving the Factions jobs Nightfall-exclusive skills and NOT giving the Nightfall jobs Factions-specific skills is an asymmetry which makes Nightfall seem an expansion on Factions rather than two chapters which can mutually benefit each other.
There will be a benefit for taking A and R characters over to Elona, but not for taking D and P characters over to Cantha.