the new abilities thread

spikydude

spikydude

Academy Page

Join Date: May 2005

Ottawa, ON

Divine Magic Resistance [Divine Favor]
For 5-10 seconds, all party members have a 10%-40% chance to evade enemy spells cast on them.
Cost: 15 energy
Casting time: 2 seconds
Cooldown: 40 seconds

Flesh Protection [Divine Favor]

For 10-30 seconds, the corpse of all dead party members cannot be exploited by an enemy's spell.
Cost: 10 Energy
Casting time: 1/4 second
Cooldown: 30 seconds

Purity of Soul [Protection Prayers]

Enchantment spell. Whenever target other ally inherits a new "Condition", that condition is immediately transferred to you. Everytime you receive target other ally's "Condition", you gain 1-3 energy.
Cost: 10 energy, 1 arrow of energy regeneration
Casting time: 1/4 second
Cooldown: none

psycore

psycore

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by Goonter
Necormancer:

Summon Lich (elite): (Death Magic) Exploit nearest corpse to summon a level 3-19 Lich. All animated bones and summons die when Lich is summoned.

Energy: 25 | Cast: 3 | Recharge: 60
I had an idea similar to this but more along the lines of:

Death Magic Elite - Orrian Destiny
Enchantment spell for 60 seconds, on death you are raised automatically for 10-30 seconds all your abilities intact, taking half damage from all sources, and double damage from holy. After the time limit expires you die and masterless bone minions are summoned.

It's like angry vengeance + aura of the lich

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

Ranger:

Sage Leaf{E}~Herb Lore~Resurects target ally to 50% health with poison and weakness for 30 seconds, after the 30 seconds if the target has not died(if target does die target does not have additional DP), the conditions Weakness and Poison are removed. 50% chance miss if herblore is below 4.

Energy:10 l Cast:6 l Recharge:0

(I implemented a new attribute-Herb Lore- because I think that the ranger should have herb lore, because, well he's a ranger! This idea is for the ranger being able to resurect people when they die!)

Alex319

Ascalonian Squire

Join Date: May 2005

Aura of Enchantment:

Monk Enchantment
Unlinked
Cost: 5 Energy
Cast time: 1/2 second
Recharge time: 1 second

This spell may be cast on any ally. This Enchantment lasts 90 seconds, but has no effect. (The reason to use this would be to power up skills such as Ether Renewal and Symbiosis that depend on the number of enchantments a player has on, or to "cover up" a more valuable enchantment to protect against enchantment removals.)

Invert Enchantments:

Mesmer Spell
Unlinnked
Cost: 10 Energy
Cast time: 1 second
Recharge time: 15 seconds

Reverse the order of the enchantments on target foe. After this is done, the enchantment that is now at the top is removed. (This makes it so even if the opponent has an enchantment on top of the one you want to remove in order to protect it, you can still remove the one you want.)

Adaptive Bond (Elite):

Monk Enchantment (Maintained)
Protection Prayers
Cost: 10 Energy
Cast time: 2 seconds
Recharge time: 2 seconds
-1 energy regeneration to maintain

Every time target ally's health would drop below zero, he is healed for (7-18) points and you lose 1 energy. If you do not have 1 energy to lose, this enchantment is terminated. (Explanation: This will always prevent a player from dying as long as you keep your energy up. Let's say a player with this enchantment on him (from a Monk with 12 Protection Prayers) has 50 hit points left and gets hit for 150, putting him at -100. Then he will keep getting healed for 18 until the hit points get above zero, which will take 6 heals. The net effect will be that the player will be at -100+(18*6) = 8 hit points, and the monk will lose 6 energy. I call this "Adaptive Bond" because it "adapts" to protect against the actual amount of damage the person needs to be protected against in order to not die.)

Spirit Bond (Elite):

This is an elite version of Life Bond. It works exactly like Life Bond, except that it protects against damage from all sources (except DOTs), not just attacks.

Siphon Energy:

Mesmer Hex
Inspiration Magic
Cost: 10 Energy
Cast time: 2 seconds
Recharge time: 30 seconds

For 15 seconds, every time target foe regains energy by a means other than normal energy regeneration, (20-50)% of that gain is redirected to you.

Scourge Energy:

Mesmer Hex
Inspiration Magic
Cost: 10 energy
Cast time: 2 seconds
Recharge time: 20 seconds

For 30 seconds, if target foe dies, you gain (20-50)% of that foe's remaining energy when he dies.

Recover Energy:

Monk Enchantment
Divine Favor
Cost: 10 energy
Cast time: 2 seconds
Recharge time: 20 seconds

For 30 seconds, if target other ally dies, you gain (20-50)% of that ally's remaining energy when he dies.

Balthazar's Caprice (Elite):

Monk Enchantment
Smiting Prayers
Cost: 25 energy
Cast time: 4 seconds
Recharge time: 60 seconds

This Enchantment is cast on self. For 45 seconds, all party members gain a damage bonus of (20-60)%, and you may not move. If you die or this enchantment is removed, the team that killed you or removed the enchantment gains the (20-60)% damage bonus for the remainder of the 45 second period. (This enchantment should probably be given a very distinctive and unique animation so that the opposing team can see when it is being cast and who casted it).

Infuse Energy:

Elementalist Spell
Energy Storage
Cost: 5 energy
Cast time: 2 seconds
Recharge time: 20 seconds

You lose half your remaining energy. Target other ally gains energy equal to (100-140)% of the amount you lost.

Disperse Healing:

Monk Enchantment
Healing Prayers
Cost: 10 Energy
Cast time: 1 second
Recharge time: 15 seconds

This enchantment is cast on self. For 15 seconds, whenever you heal an ally (this includes healing from Divine Boon and Divine Favor bonuses) the amount of healing is increased by (30-70)% and is split up among all party members. (For example, suppose you're in an 8 person party and have healing prayers of 6, so the healing amount is +50%, and you heal someone for 80 points. Now instead of the target getting healed for 80 points, everyone in the party gets healed for (80*1.5)/8 = 15 points. This is very useful in conjunction with Heal Party.)

Distributed Healing (Elite):

Monk Enchantment (Maintained)
Healing Prayers
Cost: 5 Energy
Cast time: 1/4 second
Recharge time: 1 second
-1 energy regen to maintain

This enchantment is cast on self. Whenever you heal an ally (this includes healing from Divine Boon and Divine Favor bonuses) the amount of healing is increased by (30-70)% and is split up among all party members. (This is an improved version of Disperse Healing. It is much more useful because it allows you to easily turn it on and off on command.)

Disperse Damage:

Monk Enchantment
Protection Prayers
Cost: 15 Energy
Cast time: 1/2 second
Recharge time: 30 seconds

This enchantment casts on the whole party, like Aegis. For (5-10) seconds, whenever any party member takes damage from any source, the damage is increased by (60-20)% and is distributed among the whole party. For example, if your Protection Prayers is 12 and someone gets hit for 100 damage, the damage increases to 120 but it is dispersed over all 8 party members, so each party member takes 15 points of damage instead of one person taking 100 points of damage. (Very useful in combination with Disperse Healing or Distributed Healing!)

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Warrior:
Healing Signet (Elite) Tatics
Heals 40 + 8*tactics. 2 second cast. 5 second recharge. -20 armor.

Flash Blade Swordsmanship
5 Adreneline, if this attack hits, it does no damage but enemy is blinded for 3-9 seconds.


Monk:
Dwanya's Rebirth (elite) Divine Favor
15 energy. 8 second cast, no recharge. Brings ally back to life with 25%-66% health and 0-50% energy. Also reduces death penalty by 5%.


Any:
Ressurection Signet 2 No attribute
Replaces Ressurection Signet (1). Fully heals ally, but unlike Res Sig (1), has a 2-5 minute recharge time.

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Armageddon [Elite]
Elementalist Fire

for 45 seconds a huge rain of fire and meteors come crashing down damaging everyone in area for 50-150. Causes Exhaustion

Cost - 30
Casting Time - 5 seconds
Cooldown - 3 minutes

Flash Flood [Elite]
Elementalist Water

You create a giant wave that spreads out from your position hitting everyone around you for 30-60 damage and stunning for 2-4 seconds. Causes Exhaustion

Cost - 25
Casting Time - 4 seconds
Cooldown - 3 minutes

Lightning Storm [Elite]
Elementalist Wind

You create a huge thundercloud above that randomly throws down bolts. Throws down 10-20 bolts each dealing 40-60 damage and has 25% armor piercing, then disperses. Causes Exhaustion

Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes

Earthquake [Elite]
Elementalist Earth

A huge Earthquake, with you as the epicenter, damages all enemies around you, dealing more damage the closer they are to you. deals 20-40 damage far range and 50-90 close range, also stunning 2 seconds at close range, while only 1 at far range. Causes Exhaustion

Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes

Mana Strike [Elite]
Elementalist Energy Storage

You take all your mana and shape it into a single bolt and throw it at the enemy. depletes all your mana, dealing 1.5-2.5 for each mana point to target enemy. Causes Exhaustion.

Cost - 10
Casting time - 3 seconds
Cooldown - 2 minutes

Glyph Of Expertise [Elite]
Elementalist General

The next spell you cast takes 1 second less, 10 mana less, and has half the cooldown.

Cost - 10
Casting time - 1
Cooldown - 6 minutes


As you see all of these are elite Elementalist spells. I don't now how balanced or cheap they are, so please don't flame me.

IgnusDei

Ascalonian Squire

Join Date: Jun 2005

Vancouver BC

Relic Battalion Arcana

W/Mo

Mesmer: wounding most untrue

Makes the target's health bar diminish. this does NOT actually damage the target, but causes it (and its fellow players) to think that his hp gauge is VERY rapidly depleting. Once the hp bar reaches 0, all the damage done by the hex vanishes, as it was never there.

john little

Frost Gate Guardian

Join Date: May 2005

UK, EU Server

And All That Could Have Been [AATC]

E/Mo

I'd like to see some more 'class combos' introduced, to try and alleviate all the FOTM builds and OTT class builds.

i.e.

Boiling Blood
Elementalist Fire

Enchantment. Increases the duration of Necromancer blood spells on target by 5...15 seconds

Cost - 10
Casting Time - 1/2 second
Cooldown - 12 seconds

(could have a similar water magic 'freeze blood' to protect party memebers from blood attacks)

Electromagnetic Volley
Elementalist Air

Enchantment. For 10..30 seconds all arrows have a 100% chance of hitting target

Cost - 10
Casting Time - 1/2 second
Cooldown - 45 seconds

Death Fall
Elementalist Earth

Ward. Any enemy character that is knocked down takes 10...50 earth damage.

Cost - 15
Casting Time - 1 second
Cooldown - 60 seconds

Kalrakhi

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by IgnusDei
monk:

Martyrdom (elite) heals and grants teammembers immortality for 10 seconds...at the cost of your own life. Can only be used once per mission.
Thats more of a Necro sorta spell

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

Quote:
Originally Posted by arnansnow
Armageddon [Elite]
Elementalist Fire

for 45 seconds a huge rain of fire and meteors come crashing down damaging everyone in area for 50-150. Causes Exhaustion

Cost - 30
Casting Time - 5 seconds
Cooldown - 3 minutes

Flash Flood [Elite]
Elementalist Water

You create a giant wave that spreads out from your position hitting everyone around you for 30-60 damage and stunning for 2-4 seconds. Causes Exhaustion

Cost - 25
Casting Time - 4 seconds
Cooldown - 3 minutes

Lightning Storm [Elite]
Elementalist Wind

You create a huge thundercloud above that randomly throws down bolts. Throws down 10-20 bolts each dealing 40-60 damage and has 25% armor piercing, then disperses. Causes Exhaustion

Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes

Earthquake [Elite]
Elementalist Earth

A huge Earthquake, with you as the epicenter, damages all enemies around you, dealing more damage the closer they are to you. deals 20-40 damage far range and 50-90 close range, also stunning 2 seconds at close range, while only 1 at far range. Causes Exhaustion

Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes

Mana Strike [Elite]
Elementalist Energy Storage

You take all your mana and shape it into a single bolt and throw it at the enemy. depletes all your mana, dealing 1.5-2.5 for each mana point to target enemy. Causes Exhaustion.

Cost - 10
Casting time - 3 seconds
Cooldown - 2 minutes

As you see all of these are elite Elementalist spells. I don't now how balanced or cheap they are, so please don't flame me.
one question which ones affect allies as well as enemies I saw that earthquake affects enemies as well as mana strike does?

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Originally Posted by Swarnt Brightstar
one question which ones affect allies as well as enemies I saw that earthquake affects enemies as well as mana strike does?

I Guess they all effect everyone, except for mana strike, as that targets a single person.

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

Okay just curious, then they're not overpowered if it affected enemies only then it would be overpowered cause, I mean150 dph is excessive for just enemies

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

They also cost a lot and have long cooldowns

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

3 min cooldown aint that bad... maybe five? except if this is more geared for PvP

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

I was just throwing out ideas, I have no idea if these are fair/balanced or not.

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

Good Ideas ^^

PippinTook

PippinTook

Academy Page

Join Date: Jun 2005

Im my own little world.

Acolytes Of Fayth

R/E

Warrior:

Dual Weilding {E} (Tactics or Strength) :Skill . Dual Weilding allows you to weild a weapon in your left hand instead of a sheild. This weapon deals 50%...35% less dmg.

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Originally Posted by PippinTook
Warrior:

Dual Weilding {E} (Tactics or Strength) :Skill . Dual Weilding allows you to weild a weapon in your left hand instead of a sheild. This weapon deals -5 to -1 dmg.

I think it would be better to have it do less % damage like "this weapon deals 10% to 5% less damage."

PippinTook

PippinTook

Academy Page

Join Date: Jun 2005

Im my own little world.

Acolytes Of Fayth

R/E

Quote:
Originally Posted by arnansnow
I think it would be better to have it do less % damage like "this weapon deals 10% to 5% less damage."
Good idea, Ill change it b/c thats better.

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Whirlwind Hammer [Elite]
Warrior Hammer

You swing your hammer around dealing 50-100 damage to all enemies around and knocking them down for 2 seconds. You are knocked down for 4 seconds.

Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Hilt Thrust [elite]
Warrior Sword

You strike the enemy with the hilt of your blade dealing 30-60 damage, dazing them for 5-10 seconds, and knocking them down for 1-2 seconds.

Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Trip Up [elite]
Warrior Axe

You swing your axe at the feet of your enemy, dealing 40-80 damage, knocking them down for 2 seconds, and crippling them for 10 seconds.

Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Throw [elite]
Warrior Strength

You pick up nearest enemy and throw him at target enemy dealing 30-60 damage to thrown enemy and 40-80 to enemies near target enemy. thrown enemy is knocked down for 3 seconds.


Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Pinpoint accuracy [elite]
Warrior Tactics

You found the weakpoint in the enemies defense and struck there with all your might. Deals 35-70 damage and has 35% armor piercing. causes 3 seconds bleeding


Cost - 8 adrenaline
Casting time - 1 second
Cooldown - 1 minute

As with my previous spell suggestions, these are all warrior elites. If any of these are cheap or not balanced please just say so, don't flame. (note, I haven't really played as a warrior much, so the Cost/Casting time/Cooldown may be bad).

PippinTook

PippinTook

Academy Page

Join Date: Jun 2005

Im my own little world.

Acolytes Of Fayth

R/E

Quote:
Originally Posted by arnansnow
Whirlwind Hammer [Elite]
Warrior Hammer

You swing your hammer around dealing 50-100 damage to all enemies around and knocking them down for 2 seconds. You are knocked down for 4 seconds.

Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Hilt Thrust [elite]
Warrior Sword

You strike the enemy with the hilt of your blade dealing 30-60 damage, dazing them for 5-10 seconds, and knocking them down for 1-2 seconds.

Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Trip Up [elite]
Warrior Axe

You swing your axe at the feet of your enemy, dealing 40-80 damage, knocking them down for 2 seconds, and crippling them for 10 seconds.

Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Throw [elite]
Warrior Strength

You pick up nearest enemy and throw him at target enemy dealing 30-60 damage to thrown enemy and 40-80 to enemies near target enemy. thrown enemy is knocked down for 3 seconds.


Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute

Pinpoint accuracy [elite]
Warrior Tactics

You found the weakpoint in the enemies defense and struck there with all your might. Deals 35-70 damage and has 35% armor piercing. causes 3 seconds bleeding


Cost - 8 adrenaline
Casting time - 1 second
Cooldown - 1 minute

As with my previous spell suggestions, these are all warrior elites. If any of these are cheap or not balanced please just say so, don't flame. (note, I haven't really played as a warrior much, so the Cost/Casting time/Cooldown may be bad).
Adrenaline skills do not have cooldown timers. You can hit it again as soon as you gain the adrenaline back. That would make a few of those unbalanced.

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

As I said I haven't played as a warrior much. I guess you can just increase adrenaline costs.

IgnusDei

Ascalonian Squire

Join Date: Jun 2005

Vancouver BC

Relic Battalion Arcana

W/Mo

pip, that's waaaaay too much damage, even for elite skills.

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

yup, that's what I was thinking... maybe + a certain amount of damage?

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Originally Posted by Swarnt Brightstar
yup, that's what I was thinking... maybe + a certain amount of damage?

So you are saying it should be something around the lines of "off-hand weapon does 5%...10% and 5...10 less damage"?



Quote:
(I implemented a new attribute-Herb Lore- because I think that the ranger should have herb lore, because, well he's a ranger! This idea is for the ranger being able to resurect people when they die!)
Wouldn't Wilderness be pretty much herb lore. e.g. troll unguent.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Ok, this:

Quote:
Originally Posted by Winterclaw
Warrior:
Flash Blade Swordsmanship
5 Adreneline, if this attack hits, it does no damage but enemy is blinded for 3-9 seconds.
Should instead cost 5 energy and have a recharge time of about 20 seconds to make it more balanced. As it was, it probably was too overpowered. If they want it to be adreneline based, require 8 ade and a non increasable 3 or 4 seconds of blindness.

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

Quote:
Originally Posted by arnansnow
So you are saying it should be something around the lines of "off-hand weapon does 5%...10% and 5...10 less damage"?





Wouldn't Wilderness be pretty much herb lore. e.g. troll unguent.

Well, yeah but it would be cool.

and no I dont I'm just rambling on again ^^

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

Warrior football lunge (Warrior) makes a dive on enemy, knocking him down for 5 seconds.

Butter fingers (warrior) knocks the weapon from the enemies hand, forcing him to pick it up again. [May require a bit of work hmmm...]

Eye gouge (Ranger) stabs the enemy in the eyes with an arrow, blinding him for 8-16 seconds.

Barbed tips (Ranger) preparation, arrows cause weakness.

Rib wrench (Necro) tear the ribcage of an enemy causing a deep wound and poisoning.

Tripwires (Ranger) Fast and cheap traps that trip the enemy but cause no damage.

Clone enchantments (undecided) Any enchantments (and hexes!) on youself have doubled effectiveness for X seconds.

Art of tracking (Signet/all classes) For 10 seconds, all enemy traps are visible.

Jesters curse (Mesmer) For 10 seconds whenever the enemy uses a skill, he casts a different skill to the one intended.

Tornado (Elementalist) Cast a tornado on the enemy, lifting him up for X seconds and preventing his movement.

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Warrior football lunge (Warrior) makes a dive on enemy, knocking him down for 5 seconds.
You could work on the name a bit
Quote:
Butter fingers (warrior) knocks the weapon from the enemies hand, forcing him to pick it up again. [May require a bit of work hmmm...]
It could just make him unable to attack for x seconds, and gets rid of all weapon/focus buffs for those seconds
Quote:
Eye gouge (Ranger) stabs the enemy in the eyes with an arrow, blinding him for 8-16 seconds.
This is a good idea, a long range throw dirt
Quote:
Barbed tips (Ranger) preparation, arrows cause weakness.
good

Quote:
Rib wrench (Necro) tear the ribcage of an enemy causing a deep wound and poisoning.
good, but it would alos cause bleeding.

Quote:
Tripwires (Ranger) Fast and cheap traps that trip the enemy but cause no damage.
Good, but it would cause damage, but very little

Quote:
Clone enchantments (undecided) Any enchantments (and hexes!) on youself have doubled effectiveness for X seconds.
It would probably be mesmer.

Quote:
Art of tracking (Signet/all classes) For 10 seconds, all enemy traps are visible.
Only useful in PvP, and against devourers in the desert

Quote:
Jesters curse (Mesmer) For 10 seconds whenever the enemy uses a skill, he casts a different skill to the one intended.
Fun and a good idea.

Quote:
Tornado (Elementalist) Cast a tornado on the enemy, lifting him up for X seconds and preventing his movement.
It would also prevent attacking, spells, and being attacked. Might also cause dazed.

Veteran War Pig

Ascalonian Squire

Join Date: Jul 2005

Dark StarLights (DS)

W/Mo

"GO TO HELL!!" (shout)
All nearby foes are imediatly provoked by this fiendish insult and all attack you

:P
__________________________________________________ _______________
I AM THE PWNAGE

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Originally Posted by Veteran War Pig
"GO TO HELL!!" (shout)
All nearby foes are imediatly provoked by this fiendish insult and all attack you

:P
__________________________________________________ _______________
I AM THE PWNAGE

Needs some work on the name. but funny idea.

PippinTook

PippinTook

Academy Page

Join Date: Jun 2005

Im my own little world.

Acolytes Of Fayth

R/E

Quote:
Originally Posted by IgnusDei
pip, that's waaaaay too much damage, even for elite skills.
I changed it to 50-35% less dmg. Does that sound better at all.

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

aye, aye, skipper!


Cant touch this! {E} Ranger-For 10 seconds you cannot be hit, if you attack or cast a spell then this enchantment automaticallly ends.

Energy:10 l casting time:instant l recharge:60

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Originally Posted by Swarnt Brightstar
aye, aye, skipper!


Cant touch this! {E} Ranger-For 10 seconds you cannot be hit, if you attack or cast a spell then this enchantment automaticallly ends.

Energy:10 l casting time:instant l recharge:15
Insanely cheap. For running you can be invincible for ten seconds and vunerable for 5, really cheap as it is. maybe put up the recharge a lot.

crazy diamond

crazy diamond

Wilds Pathfinder

Join Date: Jun 2005

Quote:
Originally Posted by Epinephrine
Wow, it's like the school for the design of unbalanced skills let out for the summer. And they congregate here...
Truer words were never spoken.

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Originally Posted by crazy diamond
Truer words were never spoken.

The reason to post skills here is to get other people to critique them and maybe make them less unbalanced

Or

To get some rough ideas to Anet, who can change them to make the balanced.

Crimson_1190

Crimson_1190

Academy Page

Join Date: Jun 2005

Take a wild guess.....

Reality Check

W/R

warrior
"Go for the Eyes" -shout. blind target for for 5-15 seconds. recharge 8 adreniline seconds tactics

slice tendon - sword attack severe the tendon of target enemies weapon hand, causing weakness for 4-22 seconds. 10 energy swordmanship

arnansnow

arnansnow

Jungle Guide

Join Date: Jun 2005

DOOM

E/N

Quote:
Originally Posted by Crimson_1190
warrior
"Go for the Eyes" -shout. blind target for for 5-15 seconds. recharge 8 adreniline seconds tactics

slice tendon - sword attack severe the tendon of target enemies weapon hand, causing weakness for 4-22 seconds. 10 energy swordmanship
How would a shout blind an enemy?

demonblade

Academy Page

Join Date: May 2005

Home

W/A

Necromancer

"Blink of Extinction" {Elite} - If you have more health than target foe, that foe loses 25%-100% remaining health and you take damage equals to the health lost. If target foe has more health, you lose all health and that foe take damage equals to 50%-150% health lost.
Attr: Soup Reaping; Energy: 25; Cast time: 3/4; Recharge time: 120sec

crazy diamond

crazy diamond

Wilds Pathfinder

Join Date: Jun 2005

Quote:
Originally Posted by arnansnow
The reason to post skills here is to get other people to critique them and maybe make them less unbalanced

Or

To get some rough ideas to Anet, who can change them to make the balanced.
Maybe, but you'd expect most of them to put a little thought into it before posting. Some of this stuff is ridiculous.