Create-a-spell thread
Korg The Unfriendly
purgatory is the awsomest skill ive ever seen... and it makes perfect sense if u read it carefully and have played a necro.
Robster Lobster
Quote:
Originally Posted by Elessar Telrúnya
1) Purgatory's description makes no sense.
2) Ice Prison is a real spell, and that is the real discription. 3) Trapper's lucky day is way overpowered until the 10% max health, then it just makes their team EXTREMELY easy to kill. -Elessar |
Ice Prison costs 15 energy, slows by 75% for 21 seconds at 16 water magic, And there's no armour bonus.
Stopping movement for this version of Ice Prison is a bit overpowered though...
Kool Pajamas
I think basically what purgatory does if I understand it correctly is turn your dead body into "minion". Not an actual minion. You are rezzed and control yourself but would be like a minion. I think...
Korg The Unfriendly
the spell is like the monk spell veangance... only u can be healed by things like (blood of the master)... and spells that target corpses can target you(but u will die again)...
Pirate skill [E]?-----> GHAR!
attribute: unkown
type: shout
energy....cast....recharge
10..........0........30
description:
for 10-20 sec. u (and party members) attack 33% faster and skills recharge 33% faster
Pirate skill [E]?-----> GHAR!
attribute: unkown
type: shout
energy....cast....recharge
10..........0........30
description:
for 10-20 sec. u (and party members) attack 33% faster and skills recharge 33% faster
awesome sauce
ooh thats a good one, seems like its a little to powerful though, you might wanna add more cast and recharge times for it
How about these
Infuse Alchahol
Target touched foe experiences the effects of drinking 10 spiked eggnogs for 5...20 seconds.
Or
Lag
Target foe lags for 3...10 seconds
How about these
Infuse Alchahol
Target touched foe experiences the effects of drinking 10 spiked eggnogs for 5...20 seconds.
Or
Lag
Target foe lags for 3...10 seconds
AxeMe
Necromancer Skill
[i]Zombie[i]
Attribute: Death Magic
Cost: 15 Energy
Cast Time: 3 seconds
Recharge: 30 Seconds
Effect: Take possession and control of all skills, spells and movements of an enemy character for 15 seconds. Chance of success increases with attribute level in Death Magic.
[i]Zombie[i]
Attribute: Death Magic
Cost: 15 Energy
Cast Time: 3 seconds
Recharge: 30 Seconds
Effect: Take possession and control of all skills, spells and movements of an enemy character for 15 seconds. Chance of success increases with attribute level in Death Magic.
Bale_Shadowscar
Lol, perhaps for a 'joke' style arena sauce, (e.g Snowball arena) Lag is great idea lol.
I really like Lord Blah's Stop normal Health regen skill. Excellent idea.
Ice Prison: Already a skill, and your version is too overpowered. Iron Mist for example slows them to practically nothing, and prevents nearly all damage to them. Yours makes them stop completely and gain a pretty measly +30 armour, plus stops them attacking. Overpowered even for an Elite methinks.
Trappers' lucky Day: Couldn't even understand it. Far too complex.
Purgatory: I think I understand it. It sounds a pretty good idea. Basically, you make a minion out of their corpse, but the minion is them, and they control it. But you can also use Taste of Death and minion heals. Pretty cool idea, although one question: Would they have health Degeneration as minions do?
Here is couple more of mine:
RANGER:
Vision of Eagles.
Wilderness Survival
Stance
10e 0c 30r
For [5...15] Seconds, you cannot be blinded, and your %to hit chance cannot be lowered.
Armour of Turtles
Wilderness Survival
Stance
10e 0c 30r
For [10...20] Seconds, you gain +10 armour vs Physical Damage, and cannot suffer from Bleeding.
I really like Lord Blah's Stop normal Health regen skill. Excellent idea.
Ice Prison: Already a skill, and your version is too overpowered. Iron Mist for example slows them to practically nothing, and prevents nearly all damage to them. Yours makes them stop completely and gain a pretty measly +30 armour, plus stops them attacking. Overpowered even for an Elite methinks.
Trappers' lucky Day: Couldn't even understand it. Far too complex.
Purgatory: I think I understand it. It sounds a pretty good idea. Basically, you make a minion out of their corpse, but the minion is them, and they control it. But you can also use Taste of Death and minion heals. Pretty cool idea, although one question: Would they have health Degeneration as minions do?
Here is couple more of mine:
RANGER:
Vision of Eagles.
Wilderness Survival
Stance
10e 0c 30r
For [5...15] Seconds, you cannot be blinded, and your %to hit chance cannot be lowered.
Armour of Turtles
Wilderness Survival
Stance
10e 0c 30r
For [10...20] Seconds, you gain +10 armour vs Physical Damage, and cannot suffer from Bleeding.
The Mighty Toe
Elementalist
Blizzard
Attribute: Water Magic
Energy Cost: 10
Casting Time: 3/4 second
Target foe takes 10...50 Cold damage
For 2...10 seconds, target foe is blinded
Blizzard
Attribute: Water Magic
Energy Cost: 10
Casting Time: 3/4 second
Target foe takes 10...50 Cold damage
For 2...10 seconds, target foe is blinded
Cecil The Magician
That blizzard one would be a good one, but being an Elementalist Spell and it causing blindness it would probably be around 15-20 energy or have a long recharge time.
Warrior
Bushido
Attribute: Strength
Adrenal Cost: 9
Casting Time: none
Stance
For 10-23 seconds you gain +2 Hammer Mastery, Axe Mastery and Swordsmanship and 20-30 armor vs physical attacks But you gain 50% less adrenaline from attacking. Bushido ends if you use a non-warrior skill.
Ranger
Kill Notches
Attribute: Marksmanship
Energy Cost: 10
Upkeep: -1
Casting Time: none
Enchantment
While you maintain this enchantment on yourself, you gain 5-10 armor and deal +5 damage with range combat every time a foe dies(max: 5) in your location.
Warrior
Bushido
Attribute: Strength
Adrenal Cost: 9
Casting Time: none
Stance
For 10-23 seconds you gain +2 Hammer Mastery, Axe Mastery and Swordsmanship and 20-30 armor vs physical attacks But you gain 50% less adrenaline from attacking. Bushido ends if you use a non-warrior skill.
Ranger
Kill Notches
Attribute: Marksmanship
Energy Cost: 10
Upkeep: -1
Casting Time: none
Enchantment
While you maintain this enchantment on yourself, you gain 5-10 armor and deal +5 damage with range combat every time a foe dies(max: 5) in your location.
Charqus
Taunt
10 energy
45 sec recharge
For pve: current target is aggrovated to come after you. For pvp: current target has to attack you for 2....12 seconds
10 energy
45 sec recharge
For pve: current target is aggrovated to come after you. For pvp: current target has to attack you for 2....12 seconds
Undead_Creeper
Charqus' idea is pretty cool. For pvp though it would screw up the tanks and make them pi**ed at you. Here's mine.
Animate Bone Dragon(Elite)
Nero Skill(Death)
30e 10c 80r
Lose all your remaining energy. Exploite nearest coarpse to animate a level __ bone dragon to fight beside you. If the bone dragon dies from physical damage, next nearest coarpse is exploited to animate a same level bone dragon that is masterless.
Animate Bone Dragon(Elite)
Nero Skill(Death)
30e 10c 80r
Lose all your remaining energy. Exploite nearest coarpse to animate a level __ bone dragon to fight beside you. If the bone dragon dies from physical damage, next nearest coarpse is exploited to animate a same level bone dragon that is masterless.
Elessar Telrúnya
That could be useful, and potentially dangerous.
Mesmer
Illusionary Cramping
Hex Spell
Illusion Magic
Energy: 10
Recharge: 20
Description: For 5-15 Seconds, target foe suffers from exhaustion, weakness, and is slowed by 20%. After Illusionary Cramping is aleviated, target foe deals 7-3 more damage in combat and moves 20% faster than normal.
-Elessar
Mesmer
Illusionary Cramping
Hex Spell
Illusion Magic
Energy: 10
Recharge: 20
Description: For 5-15 Seconds, target foe suffers from exhaustion, weakness, and is slowed by 20%. After Illusionary Cramping is aleviated, target foe deals 7-3 more damage in combat and moves 20% faster than normal.
-Elessar
Vnewbie
Quote:
Originally Posted by awesome sauce
ooh thats a good one, seems like its a little to powerful though, you might wanna add more cast and recharge times for it
How about these Infuse Alchahol Target touched foe experiences the effects of drinking 10 spiked eggnogs for 5...20 seconds. Or Lag Target foe lags for 3...10 seconds |
Name: Arrow Shower [E] (*nudge nudge*, its the other name for a barrage)
Attribute: Marksmanship
Energy Cost: 10
Casting Time: 1
Recharge Time: 8 secs
Shoot up to 5 arrows at target foe and adjacent foes. These arrows do 10% less dmg.
I TRIED to prevent it being overpowered, but oh well.
Korg The Unfriendly
(arrow shower)
at first glance it appears horrably underpowered when compared 2 barrage.
but it doesnt remove preps so it could do insane amounts of damage ignite arrows(or apply poison) or use chokeing gass ans simultaniously disrupt everything in the area for several seconds.
as a stand alone skill its better to take barrage...but with preps it could easily be the most powerfull skill in the game.
Warrior skill
Bone Snapper
attribute--> streangth?
energy....cast....recharge
5-10?.....attack...15
effect--> (attack) if this attack hits target foe is knocked down for 2-5 seconds and crippled for 5-25 seconds.
for PvE this skill is not so amazing but for PvP it could be bad-ass
at first glance it appears horrably underpowered when compared 2 barrage.
but it doesnt remove preps so it could do insane amounts of damage ignite arrows(or apply poison) or use chokeing gass ans simultaniously disrupt everything in the area for several seconds.
as a stand alone skill its better to take barrage...but with preps it could easily be the most powerfull skill in the game.
Warrior skill
Bone Snapper
attribute--> streangth?
energy....cast....recharge
5-10?.....attack...15
effect--> (attack) if this attack hits target foe is knocked down for 2-5 seconds and crippled for 5-25 seconds.
for PvE this skill is not so amazing but for PvP it could be bad-ass
Elessar Telrúnya
Bone Snapper could be very good, and is a good power considering its not elite.
Now, let me take pride in creating the first spell since the factions event started, and not only that, but the first assassin and ritualist spells with proper attribute names and such since then.
Assassin
Shadow Jump [E]
Unlinked
Enchantment Spell
Energy Cost: 15
Recharge Time: 20
Cast Time: Instantaneous.
Description: Shadow Step(teleport version) to the next valid place you click. If this is a creature, you Shadow Steo(teleport version) to their side. Removing this enchantment returns you to your original position.
Ritualist
Spirit Bang[E]
Communing
Binding Ritual
Energy Cost: 15
Recharge Time: 80
Cast Time: 7
Description: All spirits in range are converted to your team's side and have their lifespans recharged to full.
-Elessar
Now, let me take pride in creating the first spell since the factions event started, and not only that, but the first assassin and ritualist spells with proper attribute names and such since then.
Assassin
Shadow Jump [E]
Unlinked
Enchantment Spell
Energy Cost: 15
Recharge Time: 20
Cast Time: Instantaneous.
Description: Shadow Step(teleport version) to the next valid place you click. If this is a creature, you Shadow Steo(teleport version) to their side. Removing this enchantment returns you to your original position.
Ritualist
Spirit Bang[E]
Communing
Binding Ritual
Energy Cost: 15
Recharge Time: 80
Cast Time: 7
Description: All spirits in range are converted to your team's side and have their lifespans recharged to full.
-Elessar
Blessed Winds
Thread Revival
8/10
Necromancer
Skill: Preserve Soul
Death Magic
Energy Cost: 15
Recharge: 5
Cast Time: 3
Description: Exploit nearest corpse for its soul. The next time you animate a minion, it will not require a body. Store up to 1...3 souls.
8/10
Necromancer
Skill: Preserve Soul
Death Magic
Energy Cost: 15
Recharge: 5
Cast Time: 3
Description: Exploit nearest corpse for its soul. The next time you animate a minion, it will not require a body. Store up to 1...3 souls.
Wretchman Drake
Quote:
Originally Posted by The Primeval King
Ok, here are some of mine.
Ritualist Skill Balthazar's Squire Attribute: ??? Cost: 25 Energy Cast Time: 4 Seconds Recharge: 60 seconds Effect: Summon a squire of balthazar for 20 seconds. This spirit has the power of a level 24 character, and may be any class. (Class type is selectyed at random) Assasin Skill Seven Stars Attribute: ??? Cost: 15 Energy Cast Time: 1 second Recharge: 20 Seconds Effect: Throw seven towards opposing foe that inflict between 7-15 damage, depending on the attribute level. |
Wretchman Drake
Necromancer
No Attribute
Sacrificial Mirror {E}
25 energy
5 second cast
60 second recharge
-For 40 seconds, as long as you maintain this enchantment, whenever a foe attacks you, that foe suffers the same damage despite armor or other preventable causes (enchantments, etc.)
meh, I felt like making an uber spell.
No Attribute
Sacrificial Mirror {E}
25 energy
5 second cast
60 second recharge
-For 40 seconds, as long as you maintain this enchantment, whenever a foe attacks you, that foe suffers the same damage despite armor or other preventable causes (enchantments, etc.)
meh, I felt like making an uber spell.
TheLordOfBlah
I dont know that may not be so overpowered considering energy cost, casting time and recharge. Plus someone could just remove it.
MASS MINIONS
Cast time: 10 seconds
recast: 40
energy: 30
Sacrifice 10% health for each corpse in the area. All nearby corpses are exploited and a bone fiend is summoned from all of them
MASS MINIONS
Cast time: 10 seconds
recast: 40
energy: 30
Sacrifice 10% health for each corpse in the area. All nearby corpses are exploited and a bone fiend is summoned from all of them
Peewee
Stone Shield. (Earth spell) 10nrg, 1/2 sec cast, 15 recharge -1upkeep
While you maintain this enchantment target other ally is immune to physical damage and gains +0-45 armour against elemental damage but moves 90% slower. When Stone Shield ends enchanted ally is knocked down for 3 seconds and takes 100-40 earth damage
Essentially another support spell for Earth elementalists, which is capable of cutting damage on a target down by quite a bit, at the expense of speed. As it essentially makes one target much harder to kill, and the speed reduction doesnt affect a caster much if they are immune to physical the price should it be ripped/ended is fairly heavy.
While you maintain this enchantment target other ally is immune to physical damage and gains +0-45 armour against elemental damage but moves 90% slower. When Stone Shield ends enchanted ally is knocked down for 3 seconds and takes 100-40 earth damage
Essentially another support spell for Earth elementalists, which is capable of cutting damage on a target down by quite a bit, at the expense of speed. As it essentially makes one target much harder to kill, and the speed reduction doesnt affect a caster much if they are immune to physical the price should it be ripped/ended is fairly heavy.
sabretalon
Not sure on the stone shield, how would you stop it once you've cast it, do you wait for your energy to run out? Would have to be good at communicating with who you cast it on to let them know when you are taking it off so they can prepare, I would have thought?
Mesmer:
Me, Myself and I
Illusion
25energy, 2 sec cast, 60 sec recharge
When cast, 1-4 versions of the caster are created each capable of attacking but not casting. Their attack will be based upon the caster minus 33% i.e. a caster normally dealing 11-22 would create illusions that can deal 7-15 damage each.
The number of versions are based on skill points added to illusion.
Necro:
Raise the Dead
death
Similar to mass minions but a new minion
35 energy, 10 sec cast, 60 recharge
All corpse bodies are resurected as skeletons and take on the attributes of their original use i.e a warrior is resurected as a warrior and a mesmer is resurected as a mesmer etc... A boss character will only get brought back as it's base level and not with the boss skillset.
For each resurected skeleton, you lose 5% of your max HP if they are killed in action.
Ashes to ashes
Death
10 energy, 2 sec cast, 20 sec recharge
Uses the ashes of fallen undead foes. Raises 2-6 beetles that seek out the nearest foe. When they find a foe they will explode when in range. Explosion causes 5-7 poison damage over # seconds. (2-6, 5-7 and # will depend on death skill level)
Nemesis
Not thought too much about what exactly to put in this but thought it may be usefull for a skill that targets monks specifically or creatures that use items like unholy wrath etc.. A necro has armour that penalises against holy damage, so I thought that having a spell like nemesis would help to balance it out a little more. The idea was that it would take a % of damage off and add that to the damage you give back. i.e a monk that normally hits you for 40 damage would now have lets say 20% of that blocked, therefore you only take 32 damage, but you normally hit the monk with 40 damage too, but you now hit with 48 damage??
Other than that I'm stuck for ideas
Mesmer:
Me, Myself and I
Illusion
25energy, 2 sec cast, 60 sec recharge
When cast, 1-4 versions of the caster are created each capable of attacking but not casting. Their attack will be based upon the caster minus 33% i.e. a caster normally dealing 11-22 would create illusions that can deal 7-15 damage each.
The number of versions are based on skill points added to illusion.
Necro:
Raise the Dead
death
Similar to mass minions but a new minion
35 energy, 10 sec cast, 60 recharge
All corpse bodies are resurected as skeletons and take on the attributes of their original use i.e a warrior is resurected as a warrior and a mesmer is resurected as a mesmer etc... A boss character will only get brought back as it's base level and not with the boss skillset.
For each resurected skeleton, you lose 5% of your max HP if they are killed in action.
Ashes to ashes
Death
10 energy, 2 sec cast, 20 sec recharge
Uses the ashes of fallen undead foes. Raises 2-6 beetles that seek out the nearest foe. When they find a foe they will explode when in range. Explosion causes 5-7 poison damage over # seconds. (2-6, 5-7 and # will depend on death skill level)
Nemesis
Not thought too much about what exactly to put in this but thought it may be usefull for a skill that targets monks specifically or creatures that use items like unholy wrath etc.. A necro has armour that penalises against holy damage, so I thought that having a spell like nemesis would help to balance it out a little more. The idea was that it would take a % of damage off and add that to the damage you give back. i.e a monk that normally hits you for 40 damage would now have lets say 20% of that blocked, therefore you only take 32 damage, but you normally hit the monk with 40 damage too, but you now hit with 48 damage??
Other than that I'm stuck for ideas
Locust Toybox
Quote:
Originally Posted by sabretalon
Necro:
Raise the Dead death Similar to mass minions but a new minion 35 energy, 10 sec cast, 60 recharge All corpse bodies are resurected as skeletons and take on the attributes of their original use i.e a warrior is resurected as a warrior and a mesmer is resurected as a mesmer etc... A boss character will only get brought back as it's base level and not with the boss skillset. For each resurected skeleton, you lose 5% of your max HP if they are killed in action. |
Necro-
Spirit Well {E}
Attribute: Soul Reaping (You read right. Soul reaping)
15e/2s/25s
For 30-45 sec, (sorry, I don't really know what normal well times are) all allies in the area gain 5 energy when ever an enemy dies, +1 health regen, and 2 hits of adrenaline.
I REALLY want to start seeing some soul reaping skills. Necros kinda got jipped. I mean, monks have devine favor skills... ~]|LT|[~
The Real Roy Keane
Monk Shout:
''What the Hell Are You Doing?!''
Attribute: Despair
All W/Mo's who overextend, charge across the lava in that kill count RA map, die within the first ten seconds , shout an unintelligeble insult, then ragequit are given a slap on the wrist and sent to sit in a corner to think about what they've done.
''What the Hell Are You Doing?!''
Attribute: Despair
All W/Mo's who overextend, charge across the lava in that kill count RA map, die within the first ten seconds , shout an unintelligeble insult, then ragequit are given a slap on the wrist and sent to sit in a corner to think about what they've done.
Arcanis the Omnipotent
Mesmer:
Cost of Power
Inspiration Magic
Hex Spell
E: 15
C: 1 sec.
R: 30 sec.
Description: For 20 seconds, whenever target foes casts a spell, you steal 3-7 energy from them. If target foe has enough energy to cast a spell but not pay the cost, that spell is interupted and Cost of Power ends.
Elementalist:
Lava Bomb [E]
Fire Magic
Spell
E: 25
C: 2 seconds
R: 20 seconds
Description: Teleport to target foe's location and set off a Laval Bomb. Lava Bomb strikes for 40-110 damage to all nearby foes, and sets them on fire for 1-3 seconds. Foes are then crippled for 5-15 seconds.
Cost of Power
Inspiration Magic
Hex Spell
E: 15
C: 1 sec.
R: 30 sec.
Description: For 20 seconds, whenever target foes casts a spell, you steal 3-7 energy from them. If target foe has enough energy to cast a spell but not pay the cost, that spell is interupted and Cost of Power ends.
Elementalist:
Lava Bomb [E]
Fire Magic
Spell
E: 25
C: 2 seconds
R: 20 seconds
Description: Teleport to target foe's location and set off a Laval Bomb. Lava Bomb strikes for 40-110 damage to all nearby foes, and sets them on fire for 1-3 seconds. Foes are then crippled for 5-15 seconds.
actionjack
Quote:
Originally Posted by The Real Roy Keane
Monk Shout:
''What the Hell Are You Doing?!'' Attribute: Despair All W/Mo's who overextend, charge across the lava in that kill count RA map, die within the first ten seconds , shout an unintelligeble insult, then ragequit are given a slap on the wrist and sent to sit in a corner to think about what they've done. |
Mesmer:
Single Path
Hex Spell
E: 15
C: 2 sec.
R: 30 sec.
Description: For 4...8 seconds, disable target's use of its 2ndary profession's skill.
TehTomato
Rest (Energy Storage) 1 energy regen 5 energy 30 second recharge
Enchantment
While you maintain this enchantment you can not gain any energy, but exhaustion is recovered 4 times as fast, Rest ends if you cast a spell.
Enchantment
While you maintain this enchantment you can not gain any energy, but exhaustion is recovered 4 times as fast, Rest ends if you cast a spell.
rand0mdude21
I think thats pretty good but Eles cant have maintained enchants, mabye an increased E cost or recharge would be good and should be ends if u cast an Offensive Spell not glyphs or wards or such,
My Turn,
Warrior Shout
Disorganize
Energy: 10
Cast Time: Instant
Recharge: 120 secs
For 2-12 seconds All foes in the area become hostile to everyone. And u become crippled and Weaknessed for 20 seconds.
(basically all enemies become hostile to each other)
S
My Turn,
Warrior Shout
Disorganize
Energy: 10
Cast Time: Instant
Recharge: 120 secs
For 2-12 seconds All foes in the area become hostile to everyone. And u become crippled and Weaknessed for 20 seconds.
(basically all enemies become hostile to each other)
S
Arcanis the Omnipotent
Necromancer:
Chained Sacrifice:
Blood Magic
Elite Hex
Energy: 15
Cast: 2
Recharge: 45
For 20 seconds you can not recieve healing. Every time you sacrifice health, target foe loses health up to half of that ammount.
Ranger:
Piercing Shot
Marksmanship
Bow Attack
Energy: 10
Cast: 1/4
Recharge: 30 seconds.
This attack strikes for +14-30 damage. This shot has 30% armor penetration if target foe was under an enchantment.
Chained Sacrifice:
Blood Magic
Elite Hex
Energy: 15
Cast: 2
Recharge: 45
For 20 seconds you can not recieve healing. Every time you sacrifice health, target foe loses health up to half of that ammount.
Ranger:
Piercing Shot
Marksmanship
Bow Attack
Energy: 10
Cast: 1/4
Recharge: 30 seconds.
This attack strikes for +14-30 damage. This shot has 30% armor penetration if target foe was under an enchantment.
arcanemacabre
Necromancer Hex
Untreated Infection
Curses
Energy Cost: 15
Casting Time: 2 seconds
Recharge Time: 30 seconds
For 60 seconds, the next time target foe experiences Bleeding, they also become Crippled for 3...8 seconds and Diseased for 10...22 seconds.
Necromancer Enchantment
Master of Puppets (yes! another tribute to Metallica!)
Death Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Sacrifice 10% Max Health. For 5...12 seconds, all undead allies attack 33% faster and gain +20 armor, while you suffer energy degeneration of -3...-1.
Necromancer Enchantment
Gift of Grenth {E}
Death Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 5
Target dead ally is resurrected with 100% Health and Energy, but suffer gradually increasing health degeneration equal to that of undead allies. When this enchantment ends, target ally dies with no extra Death Penalty. While this enchantment is maintained, target ally is considered to be an undead ally.
PS I love my minions!
Untreated Infection
Curses
Energy Cost: 15
Casting Time: 2 seconds
Recharge Time: 30 seconds
For 60 seconds, the next time target foe experiences Bleeding, they also become Crippled for 3...8 seconds and Diseased for 10...22 seconds.
Necromancer Enchantment
Master of Puppets (yes! another tribute to Metallica!)
Death Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Sacrifice 10% Max Health. For 5...12 seconds, all undead allies attack 33% faster and gain +20 armor, while you suffer energy degeneration of -3...-1.
Necromancer Enchantment
Gift of Grenth {E}
Death Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 5
Target dead ally is resurrected with 100% Health and Energy, but suffer gradually increasing health degeneration equal to that of undead allies. When this enchantment ends, target ally dies with no extra Death Penalty. While this enchantment is maintained, target ally is considered to be an undead ally.
PS I love my minions!
Wretchman Drake
I wonder if any of these previous spells way back in page 1 got created? lol I doubt it but that would be kewl.
Wretchman Drake
Noob Scare
Warrior/No Attribute
4 hits of Adrenaline
If you are wearing a Pumpkin Head, you daze target foe and that foe suffers a health degeneration of -10.
Warrior/No Attribute
4 hits of Adrenaline
If you are wearing a Pumpkin Head, you daze target foe and that foe suffers a health degeneration of -10.
Wretchman Drake
Cmon, anyone? Not a good spell???
Maxiemonster
Warrior:
The Final Try
5 Energy
For 10 seconds you attack 33% faster, run 33% faster and you can't die. After 10 seconds, you die.
Mesmer:
Confusing Blast
10 Energy, 2 seconds recharge, 1/4 second casting time
Target foes skills are disabled for 2 seconds.
Necromancer:
The Last Hope
5 Energy, 60 seconds recharge, 1 second casting time
Death Magic
Sacrifice all your Health. You become a Minion equal to your current level. This Minion dies after 10...25 seconds. After dying, you cannot be ressurected for 1 minute.
Ranger:
Summon Cheetah
Beast Mastery
10 Energy, 100 seconds skill recharge, 2 seconds casting time
Summon a Cheetah and look through his eyes for 20...70 seconds (unless you abbandon him by hand earlier, or if the Cheetah dies). This Cheetah runs 250% faster then normal.
Summon Owl
Beast Mastery
10 Energy, 100 seconds skill recharge, 2 seconds casting time
Summon an Owl and look through his eyes for 15...45 seconds (unless you abbandon him by hand earlier, or if the Owl has cast 1...3 Spells). This Owl has the spell "Dazing Screech", Dazing target foe for 3 seconds.
Monk:
The Expensive Gift
10 Energy, no recharge, 3/4 seconds casting time
Healing Prayers
For 4...10 seconds target other ally can't be the target of spells and all damage is reduced to 0. All your skills are disabled for 10 seconds.
The Final Try
5 Energy
For 10 seconds you attack 33% faster, run 33% faster and you can't die. After 10 seconds, you die.
Mesmer:
Confusing Blast
10 Energy, 2 seconds recharge, 1/4 second casting time
Target foes skills are disabled for 2 seconds.
Necromancer:
The Last Hope
5 Energy, 60 seconds recharge, 1 second casting time
Death Magic
Sacrifice all your Health. You become a Minion equal to your current level. This Minion dies after 10...25 seconds. After dying, you cannot be ressurected for 1 minute.
Ranger:
Summon Cheetah
Beast Mastery
10 Energy, 100 seconds skill recharge, 2 seconds casting time
Summon a Cheetah and look through his eyes for 20...70 seconds (unless you abbandon him by hand earlier, or if the Cheetah dies). This Cheetah runs 250% faster then normal.
Summon Owl
Beast Mastery
10 Energy, 100 seconds skill recharge, 2 seconds casting time
Summon an Owl and look through his eyes for 15...45 seconds (unless you abbandon him by hand earlier, or if the Owl has cast 1...3 Spells). This Owl has the spell "Dazing Screech", Dazing target foe for 3 seconds.
Monk:
The Expensive Gift
10 Energy, no recharge, 3/4 seconds casting time
Healing Prayers
For 4...10 seconds target other ally can't be the target of spells and all damage is reduced to 0. All your skills are disabled for 10 seconds.
Dave83
Sometimes I just want to shut warriors up .
Necromancer skills (curses)
'Corrupt tongue' 10 energy, 30 sec recharge time
Sacrifice 17% maximum health. For 4 to 20 seconds if target foe uses a shout that foe takes 15 to 90 damage.
'Corrupt tongues' 15 energy, 30 sec recharge time
Sacrifice 33% maximum health. For 4 to 20 seconds if target foe uses a shout that foe and adjacent foes take 16 to 95 damage and become poisoned for up to (5 to) 10 seconds.
Mesmer skills (domination)
'subdue cry' 10 energy
For 8 to 21 seconds target foe's cannot use shout's. 30 second recharge time
'Subdue cries' 10 energy
For 8 to 21 seconds target foe and adjacent foes cannot use shout's. 30 second recharge time
Necromancer skills (curses)
'Corrupt tongue' 10 energy, 30 sec recharge time
Sacrifice 17% maximum health. For 4 to 20 seconds if target foe uses a shout that foe takes 15 to 90 damage.
'Corrupt tongues' 15 energy, 30 sec recharge time
Sacrifice 33% maximum health. For 4 to 20 seconds if target foe uses a shout that foe and adjacent foes take 16 to 95 damage and become poisoned for up to (5 to) 10 seconds.
Mesmer skills (domination)
'subdue cry' 10 energy
For 8 to 21 seconds target foe's cannot use shout's. 30 second recharge time
'Subdue cries' 10 energy
For 8 to 21 seconds target foe and adjacent foes cannot use shout's. 30 second recharge time
Albas
They are all good, but I think Corrupt tongues may be a bit too overpowered. The mesmer skills look similar to the skill "Ignorance", and I think as long as the recharge time isn't too long then it should be fine. Preventing so many people from using shouts outright may be too overpowered, though.
Now let me take a shot at this.
"Take Aim!"
Shout
Attribute Tactics
10 Energy
30 Second Recharge
For 5..12..15 seconds, allied preparations take half as long to activate and arrows travel 50% more quickly. All other shouts are disabled for 3 seconds.
"Fire!"
Shout
Attribute Tactics
5 Energy
30 second recharge
For 5-7-10 seconds, all arrows fired by allies deal +1..6..8 extra fire damage. All other shouts are disabled for 3 seconds.
Impotence {E}
Domination Magic hex
10 Energy
45 second recharge
For 4..8..10 seconds, all attribute points on target foe are set to 0.
Recklessness
Illusion magic hex
10 energy
25 second recharge time
For 10..15..20 seconds, every time target foe attacks, all nearby enemies take 5..11..16 chaos damage.
"Bow Down! {E}
Domination magic shout (weird, I know)
10 energy
30 second recharge time.
If target touched foe has more than 4 hexes on them and is not attacking, they are knocked down for 1..3..5 seconds and you steal 4..6..8 energy. (Your character makes the shout as soon as the touch is successful)
Now let me take a shot at this.
"Take Aim!"
Shout
Attribute Tactics
10 Energy
30 Second Recharge
For 5..12..15 seconds, allied preparations take half as long to activate and arrows travel 50% more quickly. All other shouts are disabled for 3 seconds.
"Fire!"
Shout
Attribute Tactics
5 Energy
30 second recharge
For 5-7-10 seconds, all arrows fired by allies deal +1..6..8 extra fire damage. All other shouts are disabled for 3 seconds.
Impotence {E}
Domination Magic hex
10 Energy
45 second recharge
For 4..8..10 seconds, all attribute points on target foe are set to 0.
Recklessness
Illusion magic hex
10 energy
25 second recharge time
For 10..15..20 seconds, every time target foe attacks, all nearby enemies take 5..11..16 chaos damage.
"Bow Down! {E}
Domination magic shout (weird, I know)
10 energy
30 second recharge time.
If target touched foe has more than 4 hexes on them and is not attacking, they are knocked down for 1..3..5 seconds and you steal 4..6..8 energy. (Your character makes the shout as soon as the touch is successful)
suiraCLAW
Monk skill
aspirine (unlinked)
5/0.25/10
Remove migraine and malaise, if you use this skill more then 3 times, you are diaseased for 15 secs.
Necro skill
Blood return (Elite) (death magic)
25/5/15
Create a spirit, for 5-15 secs, your minions don't suffer health degeneration but all allies in his range suffer -1 energy regeneration.
aspirine (unlinked)
5/0.25/10
Remove migraine and malaise, if you use this skill more then 3 times, you are diaseased for 15 secs.
Necro skill
Blood return (Elite) (death magic)
25/5/15
Create a spirit, for 5-15 secs, your minions don't suffer health degeneration but all allies in his range suffer -1 energy regeneration.
Dave83
Quote:
Originally Posted by Albas
They are all good, but I think Corrupt tongues may be a bit too overpowered. The mesmer skills look similar to the skill "Ignorance", and I think as long as the recharge time isn't too long then it should be fine. Preventing so many people from using shouts outright may be too overpowered, though.
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Maxiemonster
Mesmer:
Flip Out
Domination Magic
10 Energy, 45 seconds recharge, 1 second casting time
For 10 seconds, target foe's screen is flipped upside down.
Memory Loss
Domination Magic
10 Energy, 45 seconds recharge, 1 second casting time
The skills of target foe are randomly changed within the skill bar.
Mind Control
Domination Magic
15 Energy, 120 seconds recharge, 1 second casting time
Sacrifice all your Health. For 10...25 seconds, you control target foe. After dying, you cannot be ressurected for 1 minute.
Flip Out
Domination Magic
10 Energy, 45 seconds recharge, 1 second casting time
For 10 seconds, target foe's screen is flipped upside down.
Memory Loss
Domination Magic
10 Energy, 45 seconds recharge, 1 second casting time
The skills of target foe are randomly changed within the skill bar.
Mind Control
Domination Magic
15 Energy, 120 seconds recharge, 1 second casting time
Sacrifice all your Health. For 10...25 seconds, you control target foe. After dying, you cannot be ressurected for 1 minute.
Dj Tano
"For mother russia!" (aka "For the motherland!")
Elite Shout
Tactics
15 Energy 60sec. Recharge
For 5-20sec. you and allies in the area move 25% faster, gain 20-80 life, and deal +3-10 damage in melee. All skills cost double as much energy and adrenaline.
Elite Shout
Tactics
15 Energy 60sec. Recharge
For 5-20sec. you and allies in the area move 25% faster, gain 20-80 life, and deal +3-10 damage in melee. All skills cost double as much energy and adrenaline.
Dj Tano
"Die!"
Shout
Tactics
10 Adrenaline 30sec. Recharge
Loose all energy. For every energy point lost your next attack deals +50-100 damage, and your armor is lowered by 50% for 5-15sec..
Shout
Tactics
10 Adrenaline 30sec. Recharge
Loose all energy. For every energy point lost your next attack deals +50-100 damage, and your armor is lowered by 50% for 5-15sec..