Quote:
Originally Posted by Caw521
Abrupt Spasm - Mesmer - Illusion Magic
10 energy
1/4 second cast
20 second recharge
Elite Hex Spell. Interrupts a spell or chant. Interruption effect: Target foe is knocked down and loses 5...9...10 health and 1...2...2 energy each second for 10 seconds.
Rockhide Shell - Elementalist - Earth Magic
10 energy
1/2 second cast
25 second recharge
Elite Enchantment spell. For 4...8...9 seconds, you take 5...21...25 less damage and an additional 5...17...20 physical damage. You move 75% slower and spells cost an additional 5 energy to cast.
Invigorating Breezes - Dervish - Wind Prayers
5 energy
1/2 second cast
15 second recharge
Elite Enchantment spell. For 5...17...20 seconds, you and allies in the area move 25...30...33% faster and have +1...3...4 health regeneration.
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Few things. First off, Abrupt Spasm is OP. Interrupt along with knockdown and damage is pretty OP. either take out the knockdown or interrupt.
Second, whats the point of Rockhide Shell? seems to me that Stoneflesh Aura is way better and isnt elite.
Third, Invigorating Breezes needs to have a higher energy cost and/or longer casting time/recharge.
On to some submissions....
Memser - Illusion Magic
"Drunken Stupor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 6...22...26 seconds, target foe is hexed with Drunken Stupor. Every 5 seconds, target foe is knocked down and takes 10...30...35 damage. If this hex ends early, target foe is Dazed for 2...6...7 seconds.
Mesmer - Illusion Magic
"Shared Agony" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: For 3...9...11 seconds, all foes in the area suffer -4 health degeneration. You suffer -1 health degeneration for each affected foe for 8 seconds.
Necromancer - Blood Magic
"Well of Sorrow" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of Sorrow for 8...17...20 seconds. For every corpse within Well of Sorrow's range, foes within the well suffer -1...3...3 health degeneration and conditions last 10% longer on them (Maximum 50% longer).
Necromancer - Soul Reaping
"Well of Hexes" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of Hexes for 2...8...9 seconds. Foes within the well cannot cast hexes and suffer -3 health regeneration.
Monk - Protection Prayers
"Sacred Armor" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 3...9...10 seconds, target ally gains +40 armor, a 25% chance to block attacks, and hostile spells have a 25% chance to fail against them. This enchantment ends early if target ally hits with an attack.
Elementalist - Water Magic
"Drench" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Hex Spell: Target foe takes 10...42...50 cold damage. For 3...12...14 seconds, target foe takes 10%...42%...50% more damage from lightning damage and 10%...42%...50% less damage from fire damage.
More to come....
Another few submissions
Elementalist - Water Magic
"Shards of Winter" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 5
Elite Hex Spell: Target foe and up to 3 adjacent foes take 10...64...75 cold damage and move 33% slower for 1...3...3 seconds.
Elementalist - Fire Magic
"Dragon Fume" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Spell: Projectile: A Dragon Fume rises at your location striking adjacent foes for 10...40...48 fire damage and quickly flies at your target. If it hits, that foe and all adjacent foes take 20...80...95 fire damage and being burning for 2...8...9 seconds. This spell cannot target an adjacent foe.
Keep em coming ^^