"Suicide" Skills

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Alex319
Ascalonian Squire
#1
These are my ideas for new skills. The common theme of all these skills is that they are "suicide" skills - that is, you die once you finish using them. Also, all the linked attributes are the primary attribute for that class.

WARRIOR - "Final Desperation" - Enchantment (cast on self). (Attribute: Strength) Gain 100-340 health when this enchantment is cast. While this enchantment is active, you receive +50% attack rate, +50% damage, and -15 health degeneration. This enchantment may not be removed.

MONK - "Gift of Life" - Spell. (Attribute: Divine Favor) When this spell is cast, you die. All other members of your party gain 30-100% of the amount of health you had remaining when this spell was cast.

ELEMENTALIST: "Energetic Surge" - Spell. (Attribute: Energy Storage). When this spell is cast, you die. All players (including allies) within a 3 meter radius take 3-7 points of damage for each point of energy you had remaining.

MESMER: "Distort Reality" - Enchantment (cast on self) (Attribute: Fast Casting). While this enchantment is in effect, all allies within 25 meters (except you) gain +3 health regeneration, +2 energy regeneration, and +10% damage, and all enemies within 25 meters suffer -3 health degeneration, -2 energy degeneration, and -10% damage. You suffer 12-7 energy degeneration and cannot move, attack, or use any other skills. When your energy reaches zero, you die. This enchantment cannot be removed.

NECROMANCER: "Death Vortex" - Enchantment (cast on self) (Attribute: Soul Reaping). You suffer (25-15) health degeneration and (50-25)% movement speed reduction. All enemies within 10 meters of you suffer (7-12) health degeneration. This enchantment cannot be removed.

RANGER: "Deadly Trap" - Trap. (Attribute: Expertise). After this trap is set, you may not move. Anyone coming within 2.5 meters of you sets off the trap. The trap kills you but does (100-280) points of damage to all enemies within 10 meters and also gives them the Bleeding, Crippled, and Deep Wound conditions for (7-15) seconds.
eA-Zaku
eA-Zaku
Krytan Explorer
#2
Quote:
ELEMENTALIST: "Energetic Surge" - Spell. (Attribute: Energy Storage). When this spell is cast, you die. All players (including allies) within a 3 meter radius take 3-7 points of damage for each point of energy you had remaining.
I can see it now...E/W uses Charge! then Sprint, and then suicides in the middle of the enemy team. Easily doing 400+ damage.
Winterclaw
Winterclaw
Wark!!!
#3
We shouldn't encourage PC's to go on a suicide run. Some are already doing that in PvP so necro can have corpses to work with. :\
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Alex319
Ascalonian Squire
#4
Good point, EA-Zaku. I had thought about that too. In order to balance that skill you would want to give it a reasonably long activation timer and recharge timer (say 5 seconds activation, 30 seconds recharge). That way it would be easy to interrupt, and if interrupted could not be quickly used again. Also, the fact that it does damage to everyone, including allies, makes it harder to use effectively. However, if an E/W were able to prevent his spells from being interrupted, he might be able to use it easily. Also the 5 second activation timer makes it so people can run away. This would make it a difficult-to-use spell, but one that could be extremely powerful if used properly.
eA-Zaku
eA-Zaku
Krytan Explorer
#5
You're right. Perhaps you should add in skill timers?

I don't see the need for recharge time. Honestly...even if they're ressurected, it should be like Signet of Ressurection. One-time use only.
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Alex319
Ascalonian Squire
#6
BTW: "Recharge time" for one-use skills (Signets of Resurrection and Capture are the only two in the game right now I think) still matter because if the skill is interuupted, it's not used up butyou have to wait for it to recharge to try to use it again. So recharge time does matter.
Aaaaagh
Aaaaagh
Wilds Pathfinder
#7
Quote:
Originally Posted by Alex319
BTW: "Recharge time" for one-use skills (Signets of Resurrection and Capture are the only two in the game right now I think) still matter because if the skill is interuupted, it's not used up butyou have to wait for it to recharge to try to use it again. So recharge time does matter.
I might be wrong, but if a rez signet is interupted its gone.
deathwearer
deathwearer
Krytan Explorer
#8
I don't like that idea of suicide bombs =|
Galatea
Galatea
Core Guru
#9
If the suicide skills are one-time use signets, then maybe. I could see how these could easily be abused, but perhaps with some development and thought, they could work some suicide skills into the game.

I think the warrior, mesmer, and ranger skills are too overpowering, but I like your idea for the Monk, Elementalist, and Necro suicide skills. The monk one especially, as it would be the ultimate sacrifice to save your team. I believe in FFXI, there was a similar skill that didn't suicide the healer, but brought them down SO low in life, they may as well have been dead. It wasn't used often (because all players suffered a temporary weakness penalty AND exp loss from death, and too many deaths could lead to de-leveling) -- but when a team was about to fall to its death, the monk could save the day (and hope that they would be able to survive without the primary healer to finish the battle).
ManadartheHealer
ManadartheHealer
Desert Nomad
#10
Quote:
Originally Posted by Aaaaagh
I might be wrong, but if a rez signet is interupted its gone.
I disagree. I do not think it is gone if you are interrupted (but I'm not 100% sure either )
Rhunex
Rhunex
Krytan Explorer
#11
what about a team of E/Ws? Doing the charge, sprint suicide thing? just have 1 person lay back, and have the others charge into battle to the various enemy groups to kill them all. Event with interruption hits, you can't disable an entire team unless you have all Rs and Ws. I know other classes have disruption abilities, but they take too much time to use, and couldn't stop them.

With the monk spell, what if the monk had buffs on that made them get 600+ HP? 30% of that is 180 HP. And that is assuming theres no points into divine favor(which is rediculous on a monk that uses a suicidal healing spell). Plus, you get the +X amount of points for using the healing spell.
Mordeth Lestalk
Mordeth Lestalk
Ascalonian Squire
#12
Sounds like Necro is the class for you, oh Suicidal one.
Starsky-sama
Starsky-sama
Forge Runner
#13
Quote:
Originally Posted by deathwearer
I don't like that idea of suicide bombs =|
actually there is a necro skill that can do a similar effect.

ie. death nova. ive used it alot in grouping w/ henchs/human players.
when i c someone is about close to death or you know they will. i cast and they turn into a mob poisoning/dmg dealing bomb.

L
Lazarus
Academy Page
#14
Quote:
Originally Posted by Alex319
...you would want to give it a reasonably long activation timer and recharge timer (say 5 seconds activation, 30 seconds recharge)....

Why worry about a 30 second recharge if the skill kills you?


lazarus
Silmor
Silmor
Wilds Pathfinder
#15
Quote:
Why worry about a 30 second recharge if the skill kills you?
Because then you can be resurrected with Vengeance, use your Ultimate Once In A Lifetime skill again, die from it, get resurrected with Vengeance, etc.

Broken suggestion.
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Alex319
Ascalonian Squire
#16
Like I said before, recharge time matters if the skill gets interrupted.

Also, I like Galatea's idea of the suicide skills being one-time-use. This would prevent the problem of being able to be resurrected and then use the skill again.
Howling Wind
Howling Wind
Lion's Arch Merchant
#17
Quote:
Originally Posted by Galatea
I think the warrior, mesmer, and ranger skills are too overpowering.
I don't think the warrior is too overpowered, he'll die very quickly because no one will use it unless they are on like 50 health so after skill he has 400 or so hp, that will go very quick -15 degen is 30hp per second plus getting +50% damage and +50% atk rate against him is like doubling damage.

I agree the ranger seems a bit a overpowered, elementalist maybe a little strong but I can see it now, every body want's a ranger in their teams, everyone is like screw the monk get the rangers. Then as PvP begins, put on whirling defense + storm chaser or lightning reflexes and cast deadly trap immediately, then the e/mo comes in behind the ranger with armour of earth and ward against melee etc... They will be like walking death bombs of uberness, battle will be determined by who sets the bomb of first :P

Anyway i'd like to see the monk suicide skill to be slightly better, instead of remaining hp, use max hp or 25-75% of max hp. I mean even with that skill, you don't want to loose a monk for it and most might only use it when they are near dead with remaining hp of 30-50 which isn't alot of healing. If however monks in the back un-attacked with full hp a (unlikely they get targeted first) decide to use it and someone can rez them later then It might be nice but I don't see it being used often.

Change the monk skill to use max hp and have all the suicide skills make it so that if you die due to this skill then you cannot be resurrected for 150-70s. Make its more balanced. Would be annoying to see a ranger do a deadly trap and cause like 340dmg on all opponents, then someone uses rez and he comes back alive on the same spot with enemie opponents around him and he uses deadly trap again..seriously most opponents would be dead by then unless there was serious protection buffing from monks like reversal of fortune.
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Alex319
Ascalonian Squire
#18
Quote:
Originally Posted by Howling Wind
...plus getting +50% damage and +50% atk rate against him is like doubling damage.
I meant that the Warrior who uses the skill gets +50% damage and +50% attack rate. (But now that I think of it, yes it might be a bit overpowered, you might want to reduce those to maybe 35% bonuses).
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Alex319
Ascalonian Squire
#19
Quote:
Originally Posted by Howling Wind
Then as PvP begins, put on whirling defense + storm chaser or lightning reflexes and cast deadly trap immediately, then the e/mo comes in behind the ranger with armour of earth and ward against melee etc... They will be like walking death bombs of uberness, battle will be determined by who sets the bomb of first.
They might be death bombs, but they won't be walking. I clearly said that the Ranger is not allowed to move once he sets the Deadly Trap.
Flame
Flame
Lion's Arch Merchant
#20
I was thinking about suicidal skills, but in my mind they were confined entirely to Necromancer.

The main one I thought of was something like:

25 Energy, 3 second cast, 60 second recharge time
You can use this only if you have full health. Target foe with less than 50% health is killed. You cannot be resurrected for 60 seconds.