Introducing a new set of rank based PVE Skills
These pve skills should add a little bit of fun and new build creation to the game. Provide new, fun and compelling quests to do. Perhaps give a little incentive to start your gwamm or your hall. You'll notice the skills have( ...) which are based on completion of 7 elite areas.
Rank 0 yields the base value so a 5..10 would be 5.
Rank 2-6 will have a proportionate increase along the way to max from the base
Rank 7 will be will be the max value. so a 5...10 would be 10.
To unlock the skills you will need to achieve rank 1 of gwamm. More on this later. To achieve rank you will have to collect wedges. These wedges will be customized to your account but can be traded among your characters. On the hero panel will be a new circles with 7 wedges next to your name above skill points called favor of the gods. When you complete the following 7 areas you will be able to talk to an entity (described later) to collect the corresponding wedge...Wedge of the Underworld, Wedge of Foe, Wedge of the Primeval Kings (Finally a reason to complete tombs!!!), Wedge of Anguish, Wedge of Urgoz, Wedge of Sorrow, and Wedge of Kanaxi. You than drag the wedges and insert them into the circle on your hero panel and this powers up your pve skills.
There will be 10 new pve skills tied to each profession. Also these new pve skills will have newly created spectacular animations. To unlock these skills you will need eotn and access to the hall of monuments. Using the /kneel command at the pool an entity will spawn. Granting these pve skills requires 1k, 1 skillpoint and completion of a profession specific quest given out by the entity. The new quests are designed to show you how that skill was helpful to the profession as you will travel back in time and visit a npc with that profession and witness them use the pve skill as you battle to complete the quest.
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Paragon - Ancestral Call. 25e 8 Adrenaline 3sC 60sR A group of 5 level 14...18 ancient mumified spear paragons crawl up out of the ground. They have similar properties to bone minions but their attack is projectile spears that inflict bleading and 80 armor with their shield. Requires 9 Leadership and 7 Command or 50% chance of failure.
New animation will include the paragon glowing and levitating and the ground rupturing with light and the mummies crawling out of the ground.
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Warrior - Hammer of the gods - Hammer Spell. 10 energy 8 Adrenaline 2sC 40sR lose all adrenaline. You pound the ground sending a shock-wave. All foes in earshot take 60...80 damage. All foes in the area are knocked down, suffer from weakness for 6...10 seconds and are daze for 3....5 seconds. Requires 4 strength and 10 hammer mastery or 50% chance of failure.
New animation will have the warrior glowing and jumping and pounding the ground with a spew of ground flying and light.
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Monk - smite spell Wrath of the gods - 25e 5sC 60sR. All creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. All creatures in earshot enchanted with a monk enchantment take 125 damage. This spell causes exhaustion if you have equipped any skill that's not a monk or pve skill. 50% failure if divine favor less than 4 and smiting less than 9. This skill is disabled on all other allies when cast for 60 seconds.
New Animation - A beam of bright light will focus on the monk, the monk will glow and elevate a radial wave will pulse from the monk in a gigantic blue/white wave with trails of fire.
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Necromancer - Abduct Soul -10e 1sC 15sR spell - exploit soul from nearest dead foe (even ones with no corpse and does not exploit corpse), that foe cannot be resurrected. Gain 50 health, 10 energy, +3 health for 15 seconds and +2 energy regen for 10 seconds. Requires 8 soul reaping or 50% failure.
New Animation. A glowing soul will fly from the foul and smash into the necro with a flash and the necro will glow bright and fade back to not glowing.
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Elementalist - Enraged - Stance - 10e 33% health sacrifice 60sR For 60 seconds all elemental spells targeting foes have 20....40% armor penetration (cannot penetrate past 60 armor) and all of your elemental spell execute twice as fast (i.e. meteor shower proectiles fire every 1.5 seconds instead of 3). 75% failure if elemental storage less than 4. 50% failure if elemental storage less than 9.
New Animation. A light pattern will envelope the ele which will fade to a slight aura and glow will a pulse while in the stance.
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Ranger - Bow of the Gods - maintained bow weapon spell 10e 1sC 30sR. While maintaining this weapon spell you lose 3 energy every attack (for determining this multiple arrows from a single attack count as 1 attack). If your energy reaches 0 this weapon spell ends. While mainatining this weapon spell your bow shoot 3 arrows with each attack at foes alone. For foes not alone your bow shoots 1 arrow at foe and 1 arrow each at up to 7 adjacent foes. These arrows deal +10...20 dmg and have 5...10% chance of knock down. Your arrows have a 50% chance to miss while maintaining this weapon spell if you dont have at least 6 expertice and 6 bow mastery. (you will be able to double-click an icon to end this)
New Animation. A new bow will spawn in the air and combine with your bow in a flash and your new bow will be specially animated while the weapon spell is maintained
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Dervish - decapitate soul - scythe hex spell- 10e1sC 30sR - melee range requires equiped scythe. Target foe loses 4...8 energy and for each point lost suffers (8 dmg + 1 second of deep wound + 2 seconds of bleeding + .75 seconds dazed). Additionally that foe is hexed for 10...20 seconds (if target foe dies while suffering from this hex, foe is removed from the game and cannot be rezzed). Requires Mysticism of at least 6 and Scythe Mastery of at least 8 or fails.
New animation. The Scythe blade will turn a brillant green light and you'll see the internal soul of the foe literally split and fall from the foe.
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Assassin - Harness Shadow - summon spell 15e 2sC 40sR -when you cast this lose all sin elite enchantments and all your sin elite enchantments are disabled for 7 seconds. your shadow fights along side you for 10....20 seconds, shadow attacks targets you attack, duplicating all your attack skills, shadow takes damage equal to damage you suffer, shadow can not be targeted. Shadows hit points are 200....500 Rquires Shadow Arts of at least 7 and Critical Strikes of at least 4 or fails 50%.
New Animation. You'll see the shadow form and attack alongside you.
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Mesmer - Collapse Brain - hex spell -15e 1sC 30sR target foe temporarily dies for 2...5 seconds, upon resurecting foe returns with 90....75% health plus 80%...60% energy plus all skills locked for 1 second and suffers from bleeding for 5....15 seconds. This skill has a 50% of failure without attribute of 4+ fast casting and 6+ domination.
New Animation. You'll see a aura of pink light dance from the mesmer hands and attack the foe.
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Ritualist -Shackel Soul - hex spell - 15e 2sC 40sR If target foe dies while suffering from this hex that foe cannot be rezzed and a traitorous spirit spawns. Creates a level 10...16 spirit (30...40 second lifespan). Its attacks deal30...35 damage. Every time foes attack this spirit, that foe takes 100...140% of the attack damage it causes maximum 100. This spell have a 50% failure chance if caster doesn't have at least 4 spawning powers and 7 channeling.
New animation. Youll see the soul seperate from the foe and start to fly up and then glowing shackles will come up from the ground and bind the soul down.
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So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.
Update! 1st Revision is done, thanks!
Update 2.1 is now done!
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