Skills I would like to see in game

UltimateWarrior101

Banned

Join Date: Mar 2006

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.

Bob of Maple Ave

Academy Page

Join Date: Feb 2006

Unforgiven Servants

E/N

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

TheMosesPHD

Jungle Guide

Join Date: Feb 2006

Oregon

Mo Mo Patty Blinks [MoMo]

R/

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

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

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.
I would say that all the fairly balanced ones are already in the game under a different name, and the ones that are original cant really be balanced because they are extremely overpowered.

UltimateWarrior101

Banned

Join Date: Mar 2006

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

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Wow.. big list... but atleast it is not 90+

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.
too overpowering for the sword. Also the name could be better. (make it 10 strikes might be better)

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.
I like the name. Seems good.

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.
Bleeding with hammer? And only need energy?

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.
okie.. but I think 75% is tad too high. Make it like 33% or even 50%, and gain double adrenaline.

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.
Seems good.

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

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.
This can easily be spammed to the whole opposing party...and that ~50% chance of failure is brutal.
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.
Perma-shutdown 1-2 character?
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.
you can easily keep this up over 60 seconds and you can constantly keep up 10 regen.
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).
Its quite good
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.
Stealing 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.
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.
Spellbreaker + peace and harmony and some crazy freaking hex reversal. OW.
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.
if you take off that brutal armor ignoring damage and just make it give armor...you have a good spell.
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.
if you count spam it on everyone it would be a lot more balanced.
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.
I must admit...this is a weaker, removable form of their primary attribute
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.
they have something similar to this already.
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.
this couldnt be a glyph. it is just a hex.
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)
wow immobile. Thats better than the water hexes that do 90% Perhaps make it 75% slower and then 50% faster.
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.
Cool, I would use this.
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.
The only thing about this is the stealing health...which makes it ignore armour.
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.
a headshot causes cripple how? what about something else...
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.
take out the ending if struck by melee or else this would be useless once people recognize it
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.
Why 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 from
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.
knockdown doesnt fit with sword. this is also rather cheap
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.
axes cant cause bleeding. but this would make a good elite with a few changes
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.
bleeding on a hammer? this is where the knockdown goes
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.
this wouldnt work because of the 33% max attack speed boost and if you lower it that much its worthless.
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.
a cheap warrior order...that can be stacked with orders...ouch
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.
useless. Elementalists need a way to recover energy, not get rid of it.
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%.
I think this actually exists. In fact I think that is an exact skill.
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.
cool. Only thing is it would just be another useless AoE spell
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.
same as before...but the dazed makes this one mean
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.
10 seconds of burning? thats 140 damage in itself.


Where did water well go?

Alcazanar

Alcazanar

Lion's Arch Merchant

Join Date: Jan 2006

Cavalon (swe)

Desert Flame [DF]

W/N

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

Ggraphix

Frost Gate Guardian

Join Date: Feb 2006

Houston

N/A

R/Mo

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

Soul Shaker

Soul Shaker

Krytan Explorer

Join Date: Aug 2005

Sunshine Coast, Australia

Soul Crusaders

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?
hmmm..don't think the quote button worked right but anyways...

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

thor hammerbane

Forge Runner

Join Date: Jun 2005

Dark Side of the Moon

Fat Kids Are Hard To Kid[nap]

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

Mr Slashalot

Academy Page

Join Date: Feb 2006

W/

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
LoL lets try this 1

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