Skills I would like to see in game
UltimateWarrior101
I thought up a few skills for each profession that I think would be cool if they were in the game. I don't know how balanced they all are, but a lot of them are pretty original. Tell me what you think.
(All the damages are factored in if you have 1-12 in the attribute)
Necromancer:
Death Magic:
Vile Breath {Elite Spell}
Energy Cost: 5 Casting Time: 1/4 Recharge: 5
Spell. Target touched foe takes (12-60) damage and becomes dazed and poisoned for (5-17) seconds. Each time foe casts a spell that targets an ally, that spell has a (10-44)% chance of failure.
Curses:
Foolishness
Energy cost: 10 Casting Time: 1 Recharge: 10
Hex. For (5-17) seconds, target foe becomes dazed, crippled and suffers from bleeding the next time they attack or cast a spell.
Blood Magic:
Taste of Blood
Energy Cost: 10 Casting time: 2 Recharge: 60
Enchantment Spell. For (10-34) seconds, every time you cast a Blood Magic spell, you recieve +1 health regeneration for the duration of the enchantment.
Soul Reaping:
"Eat Your Soul!"
Energy Cost: 5 Recharge: 60
Shout. For 20 seconds, each time a creature dies you gain (1-3) energy and (3-15) health. (50% chance of failure with Soul Reaping 4 or less).
Soul Steal {Elite Spell}
Energy Cost: 10 Casting time: 1 Recharge: 30
Spell. Sacrifice 10% maximum health and steal (7-19) energy from target foe. That foe takes 3 damage for each point of energy lost.
Monk:
Divine Favor
Energy Shield {Elite Spell}
Energy Cost: 15 Casting time: 2 Recharge: 45
Spell. For (10-22) seconds, an Energy Shield is created at target ally's location. Ally's in the shield recieve energy regeneration of +1 and health regeneration of +1. Unfriendly hexes fail and target the caster instead. Energy Shield ends if they attack or use a spell. This spell is easily interrupted.
Smiting Prayers
Holy Armor {Elite Spell}
Energy Cost: 10 Casting time: 1 Recharge time: 20
Enchantment. For (5-17) seconds, target ally gains (20-34) armor against elemental and holy damage. When Holy Armor ends, all nearby foes take (50-110) holy damage.
Healing Prayers
Helping Hand
Energy cost: 10 Casting time: 2 Recharge: 5
Enchantment. Target other ally has energy regeneration of +2 for (1-12) seconds. For the duration of the spell, caster suffers from -1 energy regeneration and loses (20-8) energy when Helping Hand ends.
Protection Prayers
Call to Dwayna {Elite Spell}
Energy Cost: 15 Casting time: 2 Recharge: 60
Enchantment. For (5-17) seconds, each time you cast a spell that targets an ally, you and target ally are healed for an additional (3-36) health.
Mesmer:
Fast Casting:
Excitement
Energy cost: 5 Recharge: 60
Stance. For (10-34) seconds, all Mesmer skills recharge 50% faster. All non-Mesmer skills recharge 50% slower.
Domination Magic:
Glyph of Denial {Elite Spell}
Energy Cost: 5 Casting time: 1 Recharge: 60
Glyph. For (8-20) seconds, all foes in the area lose (1-3) energy each time they cast a spell.
Illusion Magic:
Phantom Grasp
Energy Cost: 10 Casting time: 2 Recharge: 45
Hex. For (5-17) seconds, target foe is unable to move. When Phantom Grasp ends, target foe moves 50% faster for (5-17) seconds. Phantom Grasp ends if target foe takes damage. (during immobility)
Inspiration Magic:
Imperfection
Casting time: 10 Cast time: 1 Recharge 30
Hex. For (5-17) seconds, target foe suffers from -2 energy regeneration for each enchantment on them. Target foe gains +2 health regeneration for each enchantment on them. Imperfection ends if target foe's energy reaches 0.
Ranger:
Beast Mastery:
Ferocity {Elite Spell}
Energy cost: 10 Recharge: 30
Shout. For (5-17) seconds, your animal companion gains (20-44) armor against physical and elemental damage, but loses (20-44) armor against holy damage. For (5-17) seconds, your animal companions attacks steal health. Ferocity is disabled for an additional 120 seconds if your animal companion dies.
Marksmanship:
Headshot {Elite Spell}
Energy cost: 5 Casting time: 1/4 Recharge: 15
Skill. Shoot an arrow that moves twice as fast and strikes for an additional (10-22) damage. If Headshot hits, target foe becomes dazed and crippled for (1-12) seconds. If Headshot fails to hit, all your attack skills are disabled for 10 seconds and you suffer from blindness for 10 seconds.
Expertise:
Steady Hand {Elite Skill}
Energy cost: 5 Casting time: 2 Recharge: 45
Prepartation. For (5-17) seconds, your arrows move twice as fast and interrupt spells when they hit. For each interrupted spell, you lose 2 energy and (20-8) health. Steady Hand ends if you are struck by a melee attack or your energy reaches 0.
Wilderness Survival:
Spirit of Life {Elite Spell}
Energy cost: 15 Casting time: 5 Recharge: 60
Spirit. Create a level (1-9) spirit. For (30-150) seconds, creatures within it's range cannot suffer from conditions. If Spirit of Life is killed, a shockwave is sent out damaging all nearby creatures for (50-170) damage and they are knocked down for 3 seconds.
Warrior:
Swordsmanship:
Samurai Strike
Adrenal cost: 7
Skill. Target foe is struck for an additional (1-12) damage and is knocked down. You lose all adrenaline.
Axe Mastery:
Butcher's Strike
Adrenal cost: 7
Skill. Target foe is struck down for an additional (1-12) damage. If target foe is bleeding while being struck with Butcher's Strike, they are knocked down and become crippled for 10 seconds.
Hammer Mastery:
Power Smash
Adrenal cost: 5
Skill. Target foe is struck for an additional (5-17) damage and suffers from bleeding for 10 seconds.
Strength:
"For Balthazar!" {Elite Spell}
Energy Cost: 5 Recharge: 45
Shout. If your health is below 50%, your attack speed increases by 75% for (2-14) seconds. "For Balthazar!" ends if you use a non-attack skill or enter a stance.
Tactics:
"No Mercy!"
Energy cost: 5 Recharge: 20
Shout. For (5-17) seconds, you and all adjacent allies deal (1-12) more damage in melee to foes who's health is below 50%. "No Mercy!" ends if you use a non-attack skill or enter a stance.
Elementalist:
Energy Storage:
Energy Pool {Elite Spell}
Energy cost: 5 Casting time: 1 Recharge: 60
Spell. For 20 seconds, your maximum energy is increased by (2-24). When Energy Pool ends, your maximum energy is decreased by (20-8) for 20 seconds.
Water Magic:
Chill
Energy cost: 10 Cast time: 1/4 Recharge: 15
Spell. Target foe and all adjacent foes are struck for (10-34) cold damage and encased in ice for (3-6) seconds, slowing their movement by 90%.
Earth Magic:
Annoyance {Elite Spell}
Energy cost: 15 Casting time: 3 Recharge: 60
Spell. Create an earthquake at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) earth damage and become knocked down.
Air Magic:
Lightning Storm
Energy Cost: 15 Cast time: 3 Recharge: 45
Spell. Create a lightning storm at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) lightning damage and become dazed.
Fire Magic:
Fire Well
Energy Cost: 15 Casting time: 3 Recharge: 45
Spell. Create a Fire Well at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) fire damage and suffer from burning for 10 seconds.
(All the damages are factored in if you have 1-12 in the attribute)
Necromancer:
Death Magic:
Vile Breath {Elite Spell}
Energy Cost: 5 Casting Time: 1/4 Recharge: 5
Spell. Target touched foe takes (12-60) damage and becomes dazed and poisoned for (5-17) seconds. Each time foe casts a spell that targets an ally, that spell has a (10-44)% chance of failure.
Curses:
Foolishness
Energy cost: 10 Casting Time: 1 Recharge: 10
Hex. For (5-17) seconds, target foe becomes dazed, crippled and suffers from bleeding the next time they attack or cast a spell.
Blood Magic:
Taste of Blood
Energy Cost: 10 Casting time: 2 Recharge: 60
Enchantment Spell. For (10-34) seconds, every time you cast a Blood Magic spell, you recieve +1 health regeneration for the duration of the enchantment.
Soul Reaping:
"Eat Your Soul!"
Energy Cost: 5 Recharge: 60
Shout. For 20 seconds, each time a creature dies you gain (1-3) energy and (3-15) health. (50% chance of failure with Soul Reaping 4 or less).
Soul Steal {Elite Spell}
Energy Cost: 10 Casting time: 1 Recharge: 30
Spell. Sacrifice 10% maximum health and steal (7-19) energy from target foe. That foe takes 3 damage for each point of energy lost.
Monk:
Divine Favor
Energy Shield {Elite Spell}
Energy Cost: 15 Casting time: 2 Recharge: 45
Spell. For (10-22) seconds, an Energy Shield is created at target ally's location. Ally's in the shield recieve energy regeneration of +1 and health regeneration of +1. Unfriendly hexes fail and target the caster instead. Energy Shield ends if they attack or use a spell. This spell is easily interrupted.
Smiting Prayers
Holy Armor {Elite Spell}
Energy Cost: 10 Casting time: 1 Recharge time: 20
Enchantment. For (5-17) seconds, target ally gains (20-34) armor against elemental and holy damage. When Holy Armor ends, all nearby foes take (50-110) holy damage.
Healing Prayers
Helping Hand
Energy cost: 10 Casting time: 2 Recharge: 5
Enchantment. Target other ally has energy regeneration of +2 for (1-12) seconds. For the duration of the spell, caster suffers from -1 energy regeneration and loses (20-8) energy when Helping Hand ends.
Protection Prayers
Call to Dwayna {Elite Spell}
Energy Cost: 15 Casting time: 2 Recharge: 60
Enchantment. For (5-17) seconds, each time you cast a spell that targets an ally, you and target ally are healed for an additional (3-36) health.
Mesmer:
Fast Casting:
Excitement
Energy cost: 5 Recharge: 60
Stance. For (10-34) seconds, all Mesmer skills recharge 50% faster. All non-Mesmer skills recharge 50% slower.
Domination Magic:
Glyph of Denial {Elite Spell}
Energy Cost: 5 Casting time: 1 Recharge: 60
Glyph. For (8-20) seconds, all foes in the area lose (1-3) energy each time they cast a spell.
Illusion Magic:
Phantom Grasp
Energy Cost: 10 Casting time: 2 Recharge: 45
Hex. For (5-17) seconds, target foe is unable to move. When Phantom Grasp ends, target foe moves 50% faster for (5-17) seconds. Phantom Grasp ends if target foe takes damage. (during immobility)
Inspiration Magic:
Imperfection
Casting time: 10 Cast time: 1 Recharge 30
Hex. For (5-17) seconds, target foe suffers from -2 energy regeneration for each enchantment on them. Target foe gains +2 health regeneration for each enchantment on them. Imperfection ends if target foe's energy reaches 0.
Ranger:
Beast Mastery:
Ferocity {Elite Spell}
Energy cost: 10 Recharge: 30
Shout. For (5-17) seconds, your animal companion gains (20-44) armor against physical and elemental damage, but loses (20-44) armor against holy damage. For (5-17) seconds, your animal companions attacks steal health. Ferocity is disabled for an additional 120 seconds if your animal companion dies.
Marksmanship:
Headshot {Elite Spell}
Energy cost: 5 Casting time: 1/4 Recharge: 15
Skill. Shoot an arrow that moves twice as fast and strikes for an additional (10-22) damage. If Headshot hits, target foe becomes dazed and crippled for (1-12) seconds. If Headshot fails to hit, all your attack skills are disabled for 10 seconds and you suffer from blindness for 10 seconds.
Expertise:
Steady Hand {Elite Skill}
Energy cost: 5 Casting time: 2 Recharge: 45
Prepartation. For (5-17) seconds, your arrows move twice as fast and interrupt spells when they hit. For each interrupted spell, you lose 2 energy and (20-8) health. Steady Hand ends if you are struck by a melee attack or your energy reaches 0.
Wilderness Survival:
Spirit of Life {Elite Spell}
Energy cost: 15 Casting time: 5 Recharge: 60
Spirit. Create a level (1-9) spirit. For (30-150) seconds, creatures within it's range cannot suffer from conditions. If Spirit of Life is killed, a shockwave is sent out damaging all nearby creatures for (50-170) damage and they are knocked down for 3 seconds.
Warrior:
Swordsmanship:
Samurai Strike
Adrenal cost: 7
Skill. Target foe is struck for an additional (1-12) damage and is knocked down. You lose all adrenaline.
Axe Mastery:
Butcher's Strike
Adrenal cost: 7
Skill. Target foe is struck down for an additional (1-12) damage. If target foe is bleeding while being struck with Butcher's Strike, they are knocked down and become crippled for 10 seconds.
Hammer Mastery:
Power Smash
Adrenal cost: 5
Skill. Target foe is struck for an additional (5-17) damage and suffers from bleeding for 10 seconds.
Strength:
"For Balthazar!" {Elite Spell}
Energy Cost: 5 Recharge: 45
Shout. If your health is below 50%, your attack speed increases by 75% for (2-14) seconds. "For Balthazar!" ends if you use a non-attack skill or enter a stance.
Tactics:
"No Mercy!"
Energy cost: 5 Recharge: 20
Shout. For (5-17) seconds, you and all adjacent allies deal (1-12) more damage in melee to foes who's health is below 50%. "No Mercy!" ends if you use a non-attack skill or enter a stance.
Elementalist:
Energy Storage:
Energy Pool {Elite Spell}
Energy cost: 5 Casting time: 1 Recharge: 60
Spell. For 20 seconds, your maximum energy is increased by (2-24). When Energy Pool ends, your maximum energy is decreased by (20-8) for 20 seconds.
Water Magic:
Chill
Energy cost: 10 Cast time: 1/4 Recharge: 15
Spell. Target foe and all adjacent foes are struck for (10-34) cold damage and encased in ice for (3-6) seconds, slowing their movement by 90%.
Earth Magic:
Annoyance {Elite Spell}
Energy cost: 15 Casting time: 3 Recharge: 60
Spell. Create an earthquake at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) earth damage and become knocked down.
Air Magic:
Lightning Storm
Energy Cost: 15 Cast time: 3 Recharge: 45
Spell. Create a lightning storm at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) lightning damage and become dazed.
Fire Magic:
Fire Well
Energy Cost: 15 Casting time: 3 Recharge: 45
Spell. Create a Fire Well at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) fire damage and suffer from burning for 10 seconds.
Bob of Maple Ave
cool ideas, I applaud you for your creative effort and originality. A lot of these skills (as you said may be the case) would throw things out of balance, however...
TheMosesPHD
Ya I agree, it looks like you put a lot of effort into these. Some of them seem crazy imbalanced, but a lot of em I really like. A few I think are really interesting are the Helping Hands skill, the "No Mercy" shout, and the Lightning Storm. Lightning Storm seems sort of like Air Magic's response to Meteor Shower. It seems a little too pwnage for just 15 mana though, but I like it none-the-less.
Mandy Memory
Quote:
Originally Posted by UltimateWarrior101
I thought up a few skills for each profession that I think would be cool if they were in the game. I don't know how balanced they all are, but a lot of them are pretty original. Tell me what you think.
|
UltimateWarrior101
Cool, thanks for the feedback. Which one(s) do you guys like the most and which ones do you think are the most overpowered???
actionjack
Wow.. big list... but atleast it is not 90+
I will just pikc the Warrior to critique....
too overpowering for the sword. Also the name could be better. (make it 10 strikes might be better)
I like the name. Seems good.
Bleeding with hammer? And only need energy?
okie.. but I think 75% is tad too high. Make it like 33% or even 50%, and gain double adrenaline.
Seems good.
I will just pikc the Warrior to critique....
Quote:
Warrior: Swordsmanship: Samurai Strike Adrenal cost: 7 Skill. Target foe is struck for an additional (1-12) damage and is knocked down. You lose all adrenaline. |
Quote:
Axe Mastery: Butcher's Strike Adrenal cost: 7 Skill. Target foe is struck down for an additional (1-12) damage. If target foe is bleeding while being struck with Butcher's Strike, they are knocked down and become crippled for 10 seconds. |
Quote:
Hammer Mastery: Power Smash Adrenal cost: 5 Skill. Target foe is struck for an additional (5-17) damage and suffers from bleeding for 10 seconds. |
Quote:
Strength: "For Balthazar!" {Elite Spell} Energy Cost: 5 Recharge: 45 Shout. If your health is below 50%, your attack speed increases by 75% for (2-14) seconds. "For Balthazar!" ends if you use a non-attack skill or enter a stance. |
Quote:
Tactics: "No Mercy!" Energy cost: 5 Recharge: 20 Shout. For (5-17) seconds, you and all adjacent allies deal (1-12) more damage in melee to foes who's health is below 50%. "No Mercy!" ends if you use a non-attack skill or enter a stance. |
Mandy Memory
Quote:
Originally Posted by UltimateWarrior101
Necromancer:
Death Magic: Vile Breath {Elite Spell} Energy Cost: 5 Casting Time: 1/4 Recharge: 5 Spell. Target touched foe takes (12-60) damage and becomes dazed and poisoned for (5-17) seconds. Each time foe casts a spell that targets an ally, that spell has a (10-44)% chance of failure. |
Quote:
Originally Posted by UltimateWarrior101
Curses:
Foolishness Energy cost: 10 Casting Time: 1 Recharge: 10 Hex. For (5-17) seconds, target foe becomes dazed, crippled and suffers from bleeding the next time they attack or cast a spell. |
Quote:
Originally Posted by UltimateWarrior101
Blood Magic:
Taste of Blood Energy Cost: 10 Casting time: 2 Recharge: 60 Enchantment Spell. For (10-34) seconds, every time you cast a Blood Magic spell, you recieve +1 health regeneration for the duration of the enchantment. |
Quote:
Originally Posted by UltimateWarrior101
Soul Reaping:
"Eat Your Soul!" Energy Cost: 5 Recharge: 60 Shout. For 20 seconds, each time a creature dies you gain (1-3) energy and (3-15) health. (50% chance of failure with Soul Reaping 4 or less). |
Quote:
Originally Posted by UltimateWarrior101
Soul Steal {Elite Spell}
Energy Cost: 10 Casting time: 1 Recharge: 30 Spell. Sacrifice 10% maximum health and steal (7-19) energy from target foe. That foe takes 3 damage for each point of energy lost. |
Quote:
Originally Posted by UltimateWarrior101
Monk: Divine Favor Energy Shield {Elite Spell} Energy Cost: 15 Casting time: 2 Recharge: 45 Spell. For (10-22) seconds, an Energy Shield is created at target ally's location. Ally's in the shield recieve energy regeneration of +1 and health regeneration of +1. Unfriendly hexes fail and target the caster instead. Energy Shield ends if they attack or use a spell. This spell is easily interrupted. |
Quote:
Originally Posted by UltimateWarrior101
Smiting Prayers
Holy Armor {Elite Spell} Energy Cost: 10 Casting time: 1 Recharge time: 20 Enchantment. For (5-17) seconds, target ally gains (20-34) armor against elemental and holy damage. When Holy Armor ends, all nearby foes take (50-110) holy damage. |
Quote:
Originally Posted by UltimateWarrior101
Healing Prayers
Helping Hand Energy cost: 10 Casting time: 2 Recharge: 5 Enchantment. Target other ally has energy regeneration of +2 for (1-12) seconds. For the duration of the spell, caster suffers from -1 energy regeneration and loses (20-8) energy when Helping Hand ends. |
Quote:
Originally Posted by UltimateWarrior101
Protection Prayers Call to Dwayna {Elite Spell} Energy Cost: 15 Casting time: 2 Recharge: 60 Enchantment. For (5-17) seconds, each time you cast a spell that targets an ally, you and target ally are healed for an additional (3-36) health. |
Quote:
Originally Posted by UltimateWarrior101
Mesmer: Fast Casting: Excitement Energy cost: 5 Recharge: 60 Stance. For (10-34) seconds, all Mesmer skills recharge 50% faster. All non-Mesmer skills recharge 50% slower. |
Quote:
Originally Posted by UltimateWarrior101
Domination Magic:
Glyph of Denial {Elite Spell} Energy Cost: 5 Casting time: 1 Recharge: 60 Glyph. For (8-20) seconds, all foes in the area lose (1-3) energy each time they cast a spell. |
Quote:
Originally Posted by UltimateWarrior101
Illusion Magic:
Phantom Grasp Energy Cost: 10 Casting time: 2 Recharge: 45 Hex. For (5-17) seconds, target foe is unable to move. When Phantom Grasp ends, target foe moves 50% faster for (5-17) seconds. Phantom Grasp ends if target foe takes damage. (during immobility) |
Quote:
Originally Posted by UltimateWarrior101
Inspiration Magic:
Imperfection Casting time: 10 Cast time: 1 Recharge 30 Hex. For (5-17) seconds, target foe suffers from -2 energy regeneration for each enchantment on them. Target foe gains +2 health regeneration for each enchantment on them. Imperfection ends if target foe's energy reaches 0. |
Quote:
Originally Posted by UltimateWarrior101
Ranger: Beast Mastery: Ferocity {Elite Spell} Energy cost: 10 Recharge: 30 Shout. For (5-17) seconds, your animal companion gains (20-44) armor against physical and elemental damage, but loses (20-44) armor against holy damage. For (5-17) seconds, your animal companions attacks steal health. Ferocity is disabled for an additional 120 seconds if your animal companion dies. |
Quote:
Originally Posted by UltimateWarrior101
Marksmanship:
Headshot {Elite Spell} Energy cost: 5 Casting time: 1/4 Recharge: 15 Skill. Shoot an arrow that moves twice as fast and strikes for an additional (10-22) damage. If Headshot hits, target foe becomes dazed and crippled for (1-12) seconds. If Headshot fails to hit, all your attack skills are disabled for 10 seconds and you suffer from blindness for 10 seconds. |
Quote:
Originally Posted by UltimateWarrior101
Expertise:
Steady Hand {Elite Skill} Energy cost: 5 Casting time: 2 Recharge: 45 Prepartation. For (5-17) seconds, your arrows move twice as fast and interrupt spells when they hit. For each interrupted spell, you lose 2 energy and (20-8) health. Steady Hand ends if you are struck by a melee attack or your energy reaches 0. |
Quote:
Originally Posted by UltimateWarrior101
Wilderness Survival:
Spirit of Life {Elite Spell} Energy cost: 15 Casting time: 5 Recharge: 60 Spirit. Create a level (1-9) spirit. For (30-150) seconds, creatures within it's range cannot suffer from conditions. If Spirit of Life is killed, a shockwave is sent out damaging all nearby creatures for (50-170) damage and they are knocked down for 3 seconds. |
Quote:
Originally Posted by UltimateWarrior101
Warrior: Swordsmanship: Samurai Strike Adrenal cost: 7 Skill. Target foe is struck for an additional (1-12) damage and is knocked down. You lose all adrenaline. |
Quote:
Originally Posted by UltimateWarrior101
Axe Mastery:
Butcher's Strike Adrenal cost: 7 Skill. Target foe is struck down for an additional (1-12) damage. If target foe is bleeding while being struck with Butcher's Strike, they are knocked down and become crippled for 10 seconds. |
Quote:
Originally Posted by UltimateWarrior101
Hammer Mastery: Power Smash Adrenal cost: 5 Skill. Target foe is struck for an additional (5-17) damage and suffers from bleeding for 10 seconds. |
Quote:
Originally Posted by UltimateWarrior101
Strength: "For Balthazar!" {Elite Spell} Energy Cost: 5 Recharge: 45 Shout. If your health is below 50%, your attack speed increases by 75% for (2-14) seconds. "For Balthazar!" ends if you use a non-attack skill or enter a stance. |
Quote:
Originally Posted by UltimateWarrior101
Tactics: "No Mercy!" Energy cost: 5 Recharge: 20 Shout. For (5-17) seconds, you and all adjacent allies deal (1-12) more damage in melee to foes who's health is below 50%. "No Mercy!" ends if you use a non-attack skill or enter a stance. |
Quote:
Originally Posted by UltimateWarrior101
Elementalist: Energy Storage: Energy Pool {Elite Spell} Energy cost: 5 Casting time: 1 Recharge: 60 Spell. For 20 seconds, your maximum energy is increased by (2-24). When Energy Pool ends, your maximum energy is decreased by (20-8) for 20 seconds. |
Quote:
Originally Posted by UltimateWarrior101
Water Magic: Chill Energy cost: 10 Cast time: 1/4 Recharge: 15 Spell. Target foe and all adjacent foes are struck for (10-34) cold damage and encased in ice for (3-6) seconds, slowing their movement by 90%. |
Quote:
Originally Posted by UltimateWarrior101
Earth Magic: Annoyance {Elite Spell} Energy cost: 15 Casting time: 3 Recharge: 60 Spell. Create an earthquake at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) earth damage and become knocked down. |
Quote:
Originally Posted by UltimateWarrior101
Air Magic:
Lightning Storm Energy Cost: 15 Cast time: 3 Recharge: 45 Spell. Create a lightning storm at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) lightning damage and become dazed. |
Quote:
Originally Posted by UltimateWarrior101
Fire Magic:
Fire Well Energy Cost: 15 Casting time: 3 Recharge: 45 Spell. Create a Fire Well at your location for (10-22) seconds. Every 2 seconds, all nearby foes are struck for (10-34) fire damage and suffer from burning for 10 seconds. |
Where did water well go?
Alcazanar
very much overpowering so im gonna be sarcastic
why not add a skill like this?
SUDDEN DEATH (SD)
15 energy 1/4 cast 25 recharge
target foe dies unless he got 300AL LOL
why not add a skill like this?
SUDDEN DEATH (SD)
15 energy 1/4 cast 25 recharge
target foe dies unless he got 300AL LOL
Ggraphix
Really like "energy shield", "head shot" could lose the blindness, "steady hand" is great, "for balthazar" needs a longer recharge time. Altogether nice work.
what about Ritualist and Assassin?
- possible skills
Maybe for Rt:
Force Dome- creates a hovering dome of force over caster, which blocks incoming area effect and projectile spells along with arrows and wand attacks for a period of time....
Force Bubble (E)- same as above but can be cast on any player
suggestions for casting times etc are wanted along with new skill ideas
come on people keep this topic alive
what about Ritualist and Assassin?
- possible skills
Maybe for Rt:
Force Dome- creates a hovering dome of force over caster, which blocks incoming area effect and projectile spells along with arrows and wand attacks for a period of time....
Force Bubble (E)- same as above but can be cast on any player
suggestions for casting times etc are wanted along with new skill ideas
come on people keep this topic alive
Soul Shaker
Quote:
Originally Posted by Mandy Memory
This can easily be spammed to the whole opposing party...and that ~50% chance of failure is brutal.Perma-shutdown 1-2 character?you can easily keep this up over 60 seconds and you can constantly keep up 10 regen.Its quite goodStealing more energy than the best energy stealing skills....AND dealing damage? I must say monks might become primary necros so they can have good energy management.Spellbreaker + peace and harmony and some crazy freaking hex reversal. OW.if you take off that brutal armor ignoring damage and just make it give armor...you have a good spell.if you count spam it on everyone it would be a lot more balanced.I must admit...this is a weaker, removable form of their primary attributethey have something similar to this already.this couldnt be a glyph. it is just a hex.wow immobile. Thats better than the water hexes that do 90% Perhaps make it 75% slower and then 50% faster.Cool, I would use this.The only thing about this is the stealing health...which makes it ignore armour.a headshot causes cripple how? what about something else...take out the ending if struck by melee or else this would be useless once people recognize itWhy would life cause a shockwave and knockdown? perhaps if it is killed before it would expire everyone should suffer from all conditions they would have suffered fromknockdown doesnt fit with sword. this is also rather cheapaxes cant cause bleeding. but this would make a good elite with a few changesbleeding on a hammer? this is where the knockdown goesthis wouldnt work because of the 33% max attack speed boost and if you lower it that much its worthless.a cheap warrior order...that can be stacked with orders...ouchuseless. Elementalists need a way to recover energy, not get rid of it.I think this actually exists. In fact I think that is an exact skill.cool. Only thing is it would just be another useless AoE spellsame as before...but the dazed makes this one mean10 seconds of burning? thats 140 damage in itself.
Where did water well go? |
on your comment on chill, the skill of this that exists is mind freeze, elite, about the same damage with the usual conditional extra, causes exhaustion, energy cost of 10, and does a 2...6 sec 90% slow.
So, basically, chill is essentially overpowered until they buff mind freeze.
thor hammerbane
I have to give you kudos. All your skills are great ideas, and you tried really hard to keep them balance, and you did for the most part. I liked all your ideas, but i would only change a few a tiny bit. For example, Headshot, you should have a 25% chance to miss or something, because otherwise, there is like no chance for you to get the negative side of it.
Mr Slashalot
Quote:
Originally Posted by Alcazanar
very much overpowering so im gonna be sarcastic
why not add a skill like this? SUDDEN DEATH (SD) 15 energy 1/4 cast 25 recharge target foe dies unless he got 300AL LOL |
NAKED SUDDEN DEATH
30 Energy 1/4 Cast 6 Recharge
if target foe is naked target foe takes 9000 Cold Damage
That will teach them dam nudists to put there dam cloths on