Skill: "Stay In Sight!"
Chronos the Defiler
Class: Monk
Atribute: Healing Prayers
Skill Type: Shout
10 energy / 1 second cast / 10 second recharge
For 10 seconds target other ally gains +1...4 health regeneration and is healed for 2...10 each second. This skill ends if target foe leaves earshot and gains 10% less benefit from healing for 5 seconds.
PUNISH THOSE WHO OVER-EXTEND! :P
it is kinda serious, kinda not, would be interesting to see some heal based skill revolving around staying NEAR your monk instead of running away from it.
Atribute: Healing Prayers
Skill Type: Shout
10 energy / 1 second cast / 10 second recharge
For 10 seconds target other ally gains +1...4 health regeneration and is healed for 2...10 each second. This skill ends if target foe leaves earshot and gains 10% less benefit from healing for 5 seconds.
PUNISH THOSE WHO OVER-EXTEND! :P
it is kinda serious, kinda not, would be interesting to see some heal based skill revolving around staying NEAR your monk instead of running away from it.
Koricen
I like the idea, but it doesn't seem powerful enough, especially when compaired to Healing Breeze. Plus I doubt this would stop anyone from over-extending because they'd be too busy running around looking for something to kill to notice this is on their effects monitor. Not to mention it could potentially be used in griefing.
Taurus
Cool Idea, easy to implement ( similar skill : Protector's defense ), but I think the values look a bit random. It needs a balance, a good reference would be heal other.
Tyla
Moar liek: If that party member overextends, they get a big e-slap with a bigger NO U!
Chronos the Defiler
Quote:
Originally Posted by Tyla
Moar liek: If that party member overextends, they get a big e-slap with a bigger NO U!
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Class: Monk
Skill type: Enchantment
If target ally leaves earshot they are knocked down.
wyrd
With a shout maybe more useful as a paragon skill could use refining either way
Yoshikuni Mahsu
One of the best threads ive ever read on these forums.
"I Keep You Alive"
Shout. For 60...120 seconds, all warriors that leave shout-range are set aflame in the fiery depths of hell for eternity."
OR:
"I Keep You Clean"
Shout. For 60...120 seconds, all warriors that leave shout-range are blinded for 40...60 seconds, and are unaffected by condition removal spells."
On topic: 1 sec cast time shout?! How would that work?
"I Keep You Alive"
Shout. For 60...120 seconds, all warriors that leave shout-range are set aflame in the fiery depths of hell for eternity."
OR:
"I Keep You Clean"
Shout. For 60...120 seconds, all warriors that leave shout-range are blinded for 40...60 seconds, and are unaffected by condition removal spells."
On topic: 1 sec cast time shout?! How would that work?
Chronos the Defiler
Quote:
Originally Posted by Yoshikuni Mahsu
On topic: 1 sec cast time shout?! How would that work?
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RavagerOfDreams
"Get back here idiot!"
monk
protection prayers
for 10-120 seconds the next time target ally leaves shout range they are shadow stepped to your location and knocked down
could be useful for those suicidal ursan tankers that think they can handle 10-20 hydras at once....
monk
protection prayers
for 10-120 seconds the next time target ally leaves shout range they are shadow stepped to your location and knocked down
could be useful for those suicidal ursan tankers that think they can handle 10-20 hydras at once....
MasterSasori
/ragequit
Monk
Unlinked
0 CC, 0 Recharge, 1/4 CT
Leave party and return to last outpost. Leave a Monk Henchman with [mending] and [healing breeze].
Monk
Unlinked
0 CC, 0 Recharge, 1/4 CT
Leave party and return to last outpost. Leave a Monk Henchman with [mending] and [healing breeze].
Shai Lee
This thread made me laugh, nostalgia when I used to play my monk more and would tell over-extenders similar things. :P
But if you want players to stay near you, I suppose Heal Area already exists, just don't use anything else? :P
But if you want players to stay near you, I suppose Heal Area already exists, just don't use anything else? :P
IslandHermet
Quote:
Originally Posted by Chronos the Defiler
Class: Monk
Atribute: Healing Prayers Skill Type: Shout 10 energy / 1 second cast / 10 second recharge For 10 seconds target other ally gains +1...4 health regeneration and is healed for 2...10 each second. This skill ends if target foe leaves earshot and gains 10% less benefit from healing for 5 seconds. PUNISH THOSE WHO OVER-EXTEND! :P it is kinda serious, kinda not, would be interesting to see some heal based skill revolving around staying NEAR your monk instead of running away from it. |
I like it. I am so used to telling everyone that joins a party I am monking for that if they over-extend I WILL NOT HEAL YOU. Sure some dumb person still does it but hey when they die they know why.
Quote:
Originally Posted by RavagerOfDreams
"Get back here idiot!"
monk protection prayers for 10-120 seconds the next time target ally leaves shout range they are shadow stepped to your location and knocked down could be useful for those suicidal ursan tankers that think they can handle 10-20 hydras at once.... |
zelgadissan
Quote:
Originally Posted by MasterSasori
/ragequit
Monk Unlinked 0 CC, 0 Recharge, 1/4 CT Leave party and return to last outpost. Leave a Monk Henchman with [mending] and [healing breeze]. |
tehshadowninjar
Monk
Unlinked
While target ally is enchanted with "Stay Here!", if that ally moves more than 100ft apart from the person that casted the enchant, you are KDed for 4 seconds, teleported to caster, and suffer from Daze, Blind, Weakness, Cracked Armor, Bleeding, Disease, Cripple, and Poison for 180 seconds. If target ally moves after teleported, the entire team dies.
Unlinked
While target ally is enchanted with "Stay Here!", if that ally moves more than 100ft apart from the person that casted the enchant, you are KDed for 4 seconds, teleported to caster, and suffer from Daze, Blind, Weakness, Cracked Armor, Bleeding, Disease, Cripple, and Poison for 180 seconds. If target ally moves after teleported, the entire team dies.