What hex spell for 5...13 seco-. EMPATHY! |
Part 1) How to obtain
Part 2) How to customize
Part 3) How it works
HOW TO OBTAIN
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Everyone sees the Canthan Ambassador. Why not make the skill buyable like Guild Halls. Except, of putting the [Customizable Skill Trainer] in every major city that you can get early in game. Put it farther in game.
Tyria=Droknar Forge Cantha=Cavalon/House zu Heltzer Elona=The Kodash Bazaar The Eye of the North = Central Transfer Chamber |
For those who aren't rich, you could beat the game and get a Token of Customization and use that instead of cash. However it works like end-game items, you only get one.
You can only carry 2 non-elite customized skill and 1 elite customized skill.
The inherit affects also affects the skills (Monks Divine Favor applies to customized skills and not just monk spells)
PVE ONLY SKILLS
HOW TO CUSTOMIZE
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First there will be a category. THESE PARTS ARE UNCHANGEABLE
CATEGORY
[+] Attacks [+] Chants [+] Echoes [+] Glyphs [+] Healing [+] Preparations [+] Rituals [+] Shouts [+] Signets [+] Spells [+] Stances |
Second (If) there is a subcategory. (Attacks, Rituals, Spells Only)Third (if) There will be a second-subcatagory (Melee attacks only)Quote:
[+] Bow Attacks [+] Melee Attacks [+] Pet Attacks [+] Ranged Attacks [+] Spear Attacks --------------------------------- [+] Binding Rituals [+] Nature Rituals --------------------------------- [+] Enchantment Spells [+] Hex Spells [+] Item Spells [+] Spells Forth (if) there will be a third-subcategory. (Dagger attacks only)Quote:
[+] Axe Attacks [+] Dagger attacks [+] Hammer Attacks [+] Scythe Attacks [+] Sword Attacks Quote:
[+] Dual Attacks [+] Lead Attacks [+] Off-Hand Attacks
EFFECTS
Attacks-Chants-Code:Armor penetration Adrenaline gain Adrenaline use Bleeding Condition interaction Condition removal Condition self-inflicting Crippled Critical hits Daze Deep Wound Energy Health Interruption Healing Knockdown Life Stealing Poison Touch Trap WeaknessEchos-Code:Activation time Adrenaline gain Adrenaline use Armor penetration Attack speed Bleeding Blindness Blocking Burning Condition removal Condition self-inflicting Crippled Critical hits Daze Deep Wound Energy Health Hexes Interruption Knockdown Movement speed Physical damage Recharge time Shout WeaknessGlyphs-Code:Activation time Adrenaline gain Adrenaline use Blocking Burning Energy Healing Hexes Movement speedHealing-Code:Activation time Armor penetration Condition removal Energy Healing Interruption Recharge timePreparations-Code:Activation time Blocking Condition removal Energy Healing Health Knockdown Holy damage Movement speed Weapon SpellsRituals-Code:Armor penetration Bleeding Crippled Critical hits Daze Deep Wound Energy Interruption Life Stealing Poison WeaknessShouts-Code:Spirit Activation time Energy Elemental damage Blocking Recharge time ExhaustionSignets-Code:Activation time Adrenaline gain Adrenaline use Armor penetration Attack speed Bleeding Blindness Blocking Burning Crippled Critical hits Daze Deep Wound Energy Health Hexes Interruption Knockdown Movement speed Physical damage Recharge time Shout WeaknessSpells-Code:Activation time Adrenaline gain Adrenaline use Armor penetration Attack speed Bleeding Blindness Blocking Burning Chant Cold damage Condition interaction Condition removal Condition self-inflicting Condition transfer Crippled Critical hits Daze Deep Wound Earth damage Enchantments Energy Fire damage Healing Health Hexes Holy damage Interruption Knockdown Lightning damage Life Stealing Minions Movement speed Pet Physical damage Poison Recharge time Resurrection Sacrifice Shadow damage Shadow step WeaknessStances-Code:Activation time Adrenaline gain Adrenaline use Armor penetration Attack speed Bleeding Blindness Blocking Burning Cold damage Condition interaction Condition removal Condition self-inflicting Condition transfer Crippled Critical hits Daze Deep Wound Earth damage Enchantments Energy Fire damage Healing Health Hexes Holy damage Interruption Knockdown Lightning damage Life Stealing Minions Movement speed Pet Physical damage Poison Recharge time Resurrection Sacrifice Shadow damage Shadow step WeaknessCode:Activation time Adrenaline gain Armor penetration Attack speed Blocking Critical hits Healing Health Interruption Pet Recharge time
Targeting-Enemies and/or Allies
Melee-
Self Adjacent to foe/target
Near, nearby In the area Half range Within earshot Enchantment maintenance, party effect range
Select Damage/healing and durations.
HOW IT WORKS
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Note: if you say, this is a horrible idea, people will get really power spells, YOU DID NOT READ THIS PART.
Your thinking, I could create a Signet that heals my party completely, Reduce damage by 5% for 1000 seconds and 1/4 activation and recharge. That's stupid. How do we prevent that?
Simple, points and the powerful spell cause and effects.
You will get 10 points.
Healing
Damage
Energy
Adrenaline
Recharge
Casting
Durations
Sacrifice
The effects and targeting will greatly affect the skill.
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EFFECTS POINTS:
Effects that gives points
* Condition interaction +1 * Condition self-inflicting +2 * Elite skills +5 * Item Spell +1 * Sacrifice +1 * Touch +1 * Exhaustion +3
Effects that takes points
* Activation time -2 * Adrenaline gain -2 * Armor penetration -2 * Attack speed -3 * Bleeding -1 * Blindness -2 * Blocking -1 * Burning -3 * Chant -1 * Condition removal -1 * Condition transfer -2 * Crippled -1 * Critical hits -1 * Daze -2 * Deep Wound -2 * Disease -1 * Energy -3 * Health -1 * Holy damage -2 * Interruption -2 * Knockdown -3 * Life Stealing -2 * Affect Minions -3 * Movement speed -1 * Pet -1 * Physical damage -1 * Poison -1 * Recharge time -3 * Resurrection -1 * Shadow damage -2 * Shadow step -1 * Signet -3 * Spirit -2 * Stance -1 * Weakness -1
* Adrenaline use -0 * Cold damage -0 * Earth damage -0 * Echo -0 * Elemental damage -0 * Enchantments -0 * Fire damage -0 * Healing -0 * Melee -0 * Glyphs -0 * Range -0 * Lightning damage -0 * Preparation -0 * Shout -0 * Trap -0 * Weapon Spells -0
Targeting-Enemies and/or Allies
Self +3 Half range +2 Target other ally +1 Adjacent to foe/target +0 You and target ally -1 Near, nearby -2 In the area -3 Within earshot -4 Enchantment maintenance, party effect range -5
How the POINTS work
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Skill Growth: Categories-
Healing Damage Energy Adrenaline Recharge Casting Durations Sacrifice
Healing Spell +29.7 healing targeting self Healing Spell +24.8 targeting other ally Damage Melee single target = +6.7 Damage Range to target = +8.4, -1.9 for each effect Damage Spell to target = +12.1, -2.4 foe each effect Damage Melee hitting Adjacent foes to self = +4.2 Damage Spell hitting Adjacent foes to self = +17.4 Healing Spell hitting Adjacent Allies to self = +27.4 Damage Spell hitting Nearby foes to self = +14.1 Healing Spell hitting Nearby Allies to self = +24.9 Damage Spell hitting in the area foes to self = +11.9 Healing Spell hitting in the area Allies to self = +18.2 Damage Spell hitting in earshot foes to self = +5.1 Healing Spell hitting in earshot Allies to self = +15.3 Damage Spell hitting Adjacent foes to target = +13.1 Healing Spell hitting Adjacent Allies to target = +19.9 Damage Spell hitting Nearby foes to target = +10.6 Healing Spell hitting Nearby Allies to target = +15.9 Damage Spell hitting in the area foes to target = +7.4 Healing Spell hitting in the area Allies to target = +10.6 Recharge for damage (Times Doubles for signets) Point = time 0=60 1=45 2=30 3=20 4=15 5=12 6=10 7=8 8=6 9=3 10=2 11=1 12=0 Recharge for Healing (Time Doubles for signets) Point = time 0=45 1=20 2=16 3=14 4=12 5=10 6=8 7=6 8=4 9=2 10=1 Casting for damage Point = time 0=5 1=4 2=4 3=3 4=3 5=2 6=2 7=1 8=3/4 9=3/4 10=1/2 11=1/4 Casting for health Point = time 0=4 1=3 2=2 3=2 4=1 5=1 6=3/4 7=3/4 8=1/2 9=1/2 10=1/4 Energy cost for both (Glyphs always cost 5 energy, Signet always cost 0) Point = Energy 0=25 1=20 2=15 3=15 4=10 5=10 6=5 7=5 8=5 9=5 10=1 Adrenaline # of adrenaline = points 1=9 Points 2=8 points 3=7 points 4=6 points 5=4 points 6=3 points 7=2 points 8=1 point 9=+1 point 10=+3 points Regeneration Health Point = Regen -1=2 -2=4 -3=5 -4=7 -5=8 -6=9 -7=10 -8=12 -9=14 -10=20 Energy Regen (Half points if it targets other ally) Energy = Points +1=8 +2=9 +3=10 +4=11-12 +5=13-14 +6=15-17 +7=18-19 +8=20-24 +9=25-29 Free energy = 30, -5 second duration. Energy Gain/Loss (Double energy gain if only 2 effects) -1 Point = 2.7 energy gain After -3 Points = 1.9 energy gain After -7 Points = 1.3 Energy gain -10 Points = 0 energy gain -1 Energy loss = .6 points gain. -10 energy loss = 0 points gain Next Attacks (# of attacks +2 if it is a weapon spell) # of attacks=points 1=1 3=2 4=3 6=5 7=6 9=7 10=8 Shadow/Holy Damage (Signet half damage) +13.5 damage for each point between 1-2 points +14.8 damage for each point between 3-5 points +12.1 damage for each point between 6-9 points +20 damage for each point above 10 points Chance to Block (Stances doubles %, but not past 75%) +15% for each point below 3 points +7.5% for each point above 3 points 10 points = 100% block + 1 second duration for each point above 10 Durations Points = Time 1 point = +5.7 seconds for enchantments and weapon spells -1 second for each additional effect. 1 point = +6.8 seconds for hexes -2.5 seconds for each additional effect 1 point = Conditions (Excluding Blind/Daze/Burning) +5.2 seconds. -1.3 seconds for each additional effect 1 point = Conditions (Blind/Daze) +3.8 seconds. -5 seconds for each additional effect 1 point = Condition (Burning) +2.3 seconds. -5 seconds for each additional effect Effect Percentage, attack damage % of damage = points added or sub -50%=+4 -40%=+3 -30%=+2 -20%=+1 -10%=+0 +10%=-1-3 +20%=-4-6 +30%=-7 +40%=-8-12 +50%=-13 Effect Percentage, Spell damage -50%=+5 -40%=+4 -30%=+3 -20%=+2 -10%=+1 +10%=-1-6 +20%=-7-10 +30%=-11-14 +40%=-14-19 +50%=-20 Effect Percentage, to Healing -30%=+4 -25%=+3 -20%=+2 -10%=+1 +10%= Effect Percentage, protection to damage -% of damage = Points added or sub -50%=-7 -40%=-5-6 -30%=-3-4 -20%=-2 -10%=-1 +10%=+1 +20%=+2 +30%=+3 +40%=+4 +50%=+5 Spirit Damage 1 point = +6.9 damage and -1.5 for each effect. Spirit Length 1 Point = +10.3 seconds and -2.1 for each effect. Spirit Level 1 Point = 2.3 levels and -0.7 levels for each effect Hexes Damage (Half damage if it targets more than 1 foe) 1 Point = 9.2 damage for skills 1 Point = 8.8 damage for spell 1 Point = 5.6 damage for attacking Hexes Degen (Targets area of effect -2 degen) Degen = Points -1=1-2 -2=3-4 -3=5-6 -4=7 -5=8 -6=9 -9=10 Increase attack and running Speed (Running cannot go past 33% unless hits 10 points) +5% per 1 point 10 Points = 50% Decreased spell casting speed and recharge Point=% less (Doubles if it's a Glyph, at 7 affects 2 spells) 1=5% 2=12% 3=18% 4=25% 5=33% 6=45% 7=66% 8=75% 9=90% 10=Instant Applying Effects (Targets one than more foes, -2 points each) Every 1 second (-5) Every 2 seconds (-4) Every 3 seconds (-3) Every 4 seconds (-2) Every 5 seconds (-1) Every 6-8 seconds (+1) Every 9-11 seconds (+2) Every 12-15 seconds (+3) Life Steal (Melee attacks -2 damage for each point) +7.1 damage for each point -1 damage for each effect Health Percentage Bar Damage (Counting by 10) (Half damage if it is a hex spell) 1 Point = +10.3 damage, -1.4 damage for each % counting down Health Percentage Bar Healing (Counting by 10) 1 Point = +12.4 healing, +3.6 healing for each % counting down, -3.3 for each other effect Energy Percentage Bar (Counting by 10) (Can only target self) +1 Point gain for each % above 81% -1 Point gain for each % counting below 80%-31% (-1 at 70%, -2 at 60% etc.) +1 point gain for each % below 30% Sacrifice +1 point for each 10%
For those that don't understand it still.
Points are like attribute points. HOWEVER, you can gain attribute points by giving a negative effect. The better the effect is = the more points it needs.
For example, the biggest point gain you can get is 54. That means you can have 1/4 casting time, recharge = 1 and energy = 1 (Points =20 left) and heal yourself 270 health points HOWEVER, the spell effects you to lose -10 energy (after spell), the effect has a -50% healing, cause exhaustion, sacrifice 90% health and suffer from a random condition plus have an elite slot to have an effect. You can go REALLY powerful, but stupid. But, it might have a better effect when you target the entire team = 122 health. But still suffer from the bad effects. Basically, you can have fun playing around with a new spell. Go 1 HP and spam SUPER POWER HEAL PARTY whenever the timing gets tough. Also have another spell to immune you from conditions (1HP+bleeding by random condition = death)
Infuse Condition + SUPER POWER HEAL PARTY. Go 1HP, and be VERY careful. This spell only effects party members in earshot so you would have healing effect. You would be the target and that means the minion would go into battle so you have to keep the minion alive for you to spam and have infuse condition up. (10 energy and exhaustion spamming makes it hard to cast a 5 energy spell, plus the minion would suffer a condition every time you cast the spell) In conclusion EXPERIMENT, this would be awesome. This opens many so doorways.
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For those that still don't understand. Look at Searing Flames.
Searing Flames Category = Elite Spell
Searing Flames Effects = Burning, Damage.
Searing Flames Targeting = Nearby Area of Target
Searing Flames Points = In Burning Duration and Fire damage
Searing Flames = Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for 82 fire damage. Foes not already on fire begin Burning for 6 seconds.
Now, make it with my Formula
Elite Spell + 5 Points
Max Level + 25 Points
Effect 1=Burning -3 Points
Effect 2=Under a Condition +2 points
Effect 3=Fire Damage -0 Points
Targeting = Nearby -2 points
Total = 29 Points
Energy = 15, means -2 Points
Recharge = 2, means -10 points
Burning = 6.4 seconds, means -8 points
Casting time = 1, means -7 points
Left over points = 0 (Means Searing Flames cannot be replicated with my formula, but we can come close.)
Targeting = 0 points
Energy = 10, means -4 Points
Recharge = 1, means -11 points
Burning = 4 seconds, means -5 points
Casting time = 2, means -5 points
Damage = 105, means -6 points
0 Points left over
So the skill will say.
Target foe starts burning for 4 seconds. If foe was already on fire, you deal 105 damage
Recharge = 1
Energy = 10
Casting Time = 2
The big difference is, mine has casting time of 2, but recharge of 1. Mine burns for only 4 seconds and has energy cost of 10 Searing Flames does it for 6 seconds but has an energy cost of 15. Mine does a max of 105 damage. At 15 fire magic Searing Flames does 100 damage. Mine targets one foe, Searing Flames targets all nearby foes.
My formula is not over powered, as you can see I made a similar copy of Searing Flames. Mine may have less energy but Searing Flames target nearby foes, burns them longer and does 100 damage at 15 fire magic.
EXAMPLE 1
Speedy Baby (Level 8) +18
Category = Glyph -0
Target = Self +3
Effect 1 = Your next spell recharges 45% faster (5)
Effect 2 = Your next 2 spell casts 66% faster (7)
Effect 3 = Lose 1 condition (-2)
Energy = 5 (0)
Recharge = 14 seconds (3)
Casting = 1 (7)
Speedy Baby
Glyph-Your next spell recharges 45% faster and next 2 spells cast 66% faster. Lose 1 condition.
Energy = 5
Recharge = 14
Casting Time = 1
EXAMPLE 2
Weapon for Party (Level 14)
Category = Elite Weapon Spell (+5)
Target = All allies in earshot (-4)
Effect 1 = # of attacks (-3 points, means 4 attacks +2 for being a weapon spell.
Effect 2 = Life Steal = -8 points, means 49 life stealing.
Duration = -3 points (14 seconds)
Recharge = -4 points, means 15 seconds
Casting time = -3 points, means 3 seconds
Energy = -6 points, means 5 energy
Weapon for Party
Elite Weapon Spell = All party members in earshot has a "Weapon for Party." For 14 seconds, their next 5 attacks also steal 49 health.
Recharge = 15 seconds
Casting time = 3 seconds
Energy = 5
EXAMPLE 3
Blood of Grenth Signet (Level 7)
Category = Signet -3
Effect 1 = Bleeding -1
Effect 2 = Poising -1
Effect 3 = Cold damage -0
Target = Single
Durations = 5 points, means 6.5 (7 seconds)
Recharge = 6 points, means 10 seconds (20 because of signet)
Casting = 3 points, means 3 seconds
Damage = 1 point, means 5 damage
Blood of Grenth Signet
Target foe takes 5 damage and suffers from bleeding and poison for 7 seconds.
Energy = 0
Recharge = 20
Casting = 3
Got all of that in? I bet you didn't
LAST PART of HOW IT WORKS
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Once you get the skill it won't be perfect. I'll use an Example and I'll call it "Super Heal Party" I have 5 points in recharge, 2 in casting, 2 in energy and 4 in healing.
Super Heal Party says when I'm about to make it.
Elite Customized Healing Spell: Sacrifice 20% Health - Heal all party members in earshot 61 health
Recharge = 10
Energy = 15
Casting = 2
Not much is it? Heal Party could do better. But this is SUPER HEAL PARTY. Skill growth comes in.
When you gain experience, so does this skill when you have it equipped. It levels like a character. Level 1-15. For each level, you gain 1 point for SUPER HEAL PARTY. Maximum of 15 extra points. Talk to Customize Skill Trainer and click "Edit Points." Say this skill is at level 10. +10 points.
Now I have 9 in recharge, 4 in energy and 7 in healing and 4 in casting. 0 Still in sacrifice. Note: I could subtract points to sacrifice (Which gave me +2) to reduce sacrifice. However because I customized it with sacrifice, I must have 10%.
Now it tells me.
SUPER HEAL PARTY
Elite Customized Healing Spell: Sacrifice 20% Health - Heal all party members in earshot 107 health.
Energy = 10
Recharge = 3
Casting = 1
ANIMATION
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Animation for a new attack is hard. FOR each new skill.
So, why not add a existing skill and make it a different color affect for each skill. Think about the color wheel.
You have an attack that is an Area of Affect and does life steal. It lasts for 8 seconds.
You select the animation. Like fire storm and the effects affect the color.
Like life steal will make color 1 of fire storm black and it last for 8 seconds.
Say you have a spell that hits all nearby foes and deals cold damage + inflicts deep wound + blind. You select fire ball for the animation.
Color 1 will be blue for the cold damage, color 2 would be dark red and color 3 of fire ball would be white for blind.
Etc.
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Why PvE only skills? We have a ton to make it easy! The answer is easy. For spicing things up. Still to this day people are trying to find PvE Builds for fighting or farming. With this it will open new doorways for farming and/or fighting. Use those experience scrolls that has been sitting in storage for skill growth. We possibly used every "good" farming build possible to Guild Wars. This will make the possible much bigger. Make kicking butt more fun. My formula could be used in PvP. But start a little at a time. Also, you cannot copy some existing PvE skills. Shadow Form, Protective Spirit, Minions, Forms, Archers Signet, Etc. However, you can have the same 3 customized skills (If the elite is the same). Of course, there is also 3 copied skills in game already (Heal area, etc.)
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You spent a lot of time on this |
This is the same of this crappy idea |
This will make PvE to easy |
GW2 will be out when this comes out |
Have a little Faith in arena-net, who knows, they may do something awesome. (Like transferring stuff to GW2. My 100k, gone?) Or this, this works to
It's to complicated |
How did you balance this formula? |
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That's it, if you read, it won't be so confusing. If you didn't read /shame! Tell me what you think. Comment please. Oh, yeah, create your own skill with this formula.
REMINDER: I DIDN'T THINK THIS ALL THE WAY. I'm not going to add every little detail. The more to read, the less people would read.