New Skill Possibilities
Maltare
I've been mulling over in my head some ideas, about what would make for some cool additions to the game. And I don't think classes are a very good adition, but some more skills could be fun. Here's some of my ideas.
I have 2 versions of the next skill that I'm going to propose.
Skill Name: Divine Protection
Description: While you maintain this enchantment protection enchantments you cast, effect the whole group, and cost 4-2 extra energy to cast.
Energy Upkeep: 1
Energy Cost: 15
Casting Time: 1
Recharge Time: 20 seconds
Skill Type: Enchantment Spell
Linked Attribute: Divine Favor
Skill Name: Divine Protection {Elite}
Description: For the next 10-30 seconds, any protection enchantments you cast, effect the whole group.
Energy Cost: 10
Casting Time: 1/4
Recharge Time: 60 seconds
Skill Type: Enchantment Spell
Linked Attribute: Divine Favor
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Very little thought has been put into this next skill
Skill Name: Fervor of the Mind {Elite?}
Description: For the Next 5-15 Seconds, Wands wielded by group members do 20-50% more damage, and attack 10-20% faster.
Energy Cost: 15
Casting Time: 1
Recharge Time: 60 seconds
Skill Type: Enchantment Spell
Linked Attribute: Illusion
OR
Skill Name: Fervor of the Mind {Elite?}
Description: For the Next 5-15 Seconds, Wands wielded by group members do 20-50% more damage, and attack 10-20% faster.
Adrenaline Cost: 12
Skill Type: Shout
Linked Attribute: Tactics
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Skill Name: Dark Terror {Elite?}
Description: Sacrafice 75-55% Maximum Health. Adjacent foes skills are disabled for 3-7 seconds.
Energy Cost: 15
Casting Time: 1/4
Recharge Time: 20
Skill Type: Spell
Linked Attribute: Death Magic
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Skill Name: Wind Lift
Description: Teleports Target ally to your location. Your skills are disabled for 10-3 seconds.
Energy Cost: 10
Casting Time: Instant
Recharge Time: 60
Skill Type: Spell
Linked Attribute: Air Magic
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Those are just a few ideas in my head. I have many others. Too tired to post them at the moment.
I have 2 versions of the next skill that I'm going to propose.
Skill Name: Divine Protection
Description: While you maintain this enchantment protection enchantments you cast, effect the whole group, and cost 4-2 extra energy to cast.
Energy Upkeep: 1
Energy Cost: 15
Casting Time: 1
Recharge Time: 20 seconds
Skill Type: Enchantment Spell
Linked Attribute: Divine Favor
Skill Name: Divine Protection {Elite}
Description: For the next 10-30 seconds, any protection enchantments you cast, effect the whole group.
Energy Cost: 10
Casting Time: 1/4
Recharge Time: 60 seconds
Skill Type: Enchantment Spell
Linked Attribute: Divine Favor
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Very little thought has been put into this next skill
Skill Name: Fervor of the Mind {Elite?}
Description: For the Next 5-15 Seconds, Wands wielded by group members do 20-50% more damage, and attack 10-20% faster.
Energy Cost: 15
Casting Time: 1
Recharge Time: 60 seconds
Skill Type: Enchantment Spell
Linked Attribute: Illusion
OR
Skill Name: Fervor of the Mind {Elite?}
Description: For the Next 5-15 Seconds, Wands wielded by group members do 20-50% more damage, and attack 10-20% faster.
Adrenaline Cost: 12
Skill Type: Shout
Linked Attribute: Tactics
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Skill Name: Dark Terror {Elite?}
Description: Sacrafice 75-55% Maximum Health. Adjacent foes skills are disabled for 3-7 seconds.
Energy Cost: 15
Casting Time: 1/4
Recharge Time: 20
Skill Type: Spell
Linked Attribute: Death Magic
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Skill Name: Wind Lift
Description: Teleports Target ally to your location. Your skills are disabled for 10-3 seconds.
Energy Cost: 10
Casting Time: Instant
Recharge Time: 60
Skill Type: Spell
Linked Attribute: Air Magic
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Those are just a few ideas in my head. I have many others. Too tired to post them at the moment.
Judas Paladin
don't you just hate it when you're healing a whole team and waiting for the recharge on OoH or WoH, etc and bam a guy dies while you still have 30 out of maybe 50 energy? Or maybe when you heal the guy and he gets hit again down to where he was at before?
Skill Name: Doubly Blessed
Description: Quick cast last casted healing spell. This spell doubles the cost of the originally cast spell
Energy cost: Variable
Casting Time: Instant
Recharge: 5 Seconds
Skill Type: Spell
Linked Attribute: None
Skill Name: Doubly Blessed
Description: Quick cast last casted healing spell. This spell doubles the cost of the originally cast spell
Energy cost: Variable
Casting Time: Instant
Recharge: 5 Seconds
Skill Type: Spell
Linked Attribute: None
Maltare
Quote:
Originally Posted by Judas Paladin
don't you just hate it when you're healing a whole team and waiting for the recharge on OoH or WoH, etc and bam a guy dies while you still have 30 out of maybe 50 energy? Or maybe when you heal the guy and he gets hit again down to where he was at before?
Skill Name: Doubly Blessed Description: Quick cast last casted healing spell. This spell doubles the cost of the originally cast spell Energy cost: Variable Casting Time: Instant Recharge: 5 Seconds Skill Type: Spell Linked Attribute: None |
Skill Name: Doubly Blessed
Description: For 10-30 seconds, your next healing prayer skill is cast twice with no recharge penalty, and Doubly Blessed ends.
Energy cost: 10
Casting Time: Instant
Recharge: 5 Seconds
Skill Type: Stance
Linked Attribute: Divine Favor
Another option would be to make it elite and reduce the energy cost to 5, so that there is no significant penalty. The non-elite version I fear would be too useless due to the 10 energy cost, but you couldn't reduce it to 5 without making it an elite for fear of creating a skill that's overpowered. I also changed it to a stance so that if it looks like you need to get a big heal in in the middle of a cast, you simply hit it while you're casting. I also put it under Divine Favor due to the nature of the skill. Tell me what you think about my changes, and here is the elite version....
Skill Name: Doubly Blessed {Elite}
Description: For 10-30 seconds, your next healing prayer skill is cast twice with no recharge penalty, and Doubly Blessed ends.
Energy cost: 5
Casting Time: Instant
Recharge: 5 Seconds
Skill Type: Stance
Linked Attribute: Divine Favor
Edit: Added duration.
Maltare
I can see this one as being hard to accomplish
Skill Name: Disarm
Description: Target touched foe has a 20-75% chance to drop it's weapon from it's primary hand. The weapon is moved to that foes inventory.
Energy Cost: 10
Casting time: Instant
Recharge: 60
Skill type: Spell
Linked Attribute: Expertise
Skill Name: Disarm
Description: Target touched foe has a 20-75% chance to drop it's weapon from it's primary hand. The weapon is moved to that foes inventory.
Energy Cost: 10
Casting time: Instant
Recharge: 60
Skill type: Spell
Linked Attribute: Expertise
Arcanis Imperium
What I would like to see is an Elite version of Conjure Phantasm.
Haunting Illusion {Elite}
Description: For 2-12 seconds, target foe experiences health degeneration of 5-10.
Energy Cost: 10 or 15, cant decide
Casting Time: 1 seconds
Recharge Time: 10 seconds
Skill Type: Hex Spell
Linked Attribute: Illusion
Haunting Illusion {Elite}
Description: For 2-12 seconds, target foe experiences health degeneration of 5-10.
Energy Cost: 10 or 15, cant decide
Casting Time: 1 seconds
Recharge Time: 10 seconds
Skill Type: Hex Spell
Linked Attribute: Illusion
Maltare
I would think something a little more like this....
Skill Name: Haunting Illusion {Elite}
Description: For 2-12 seconds, target foe experiences health degeneration of 3-7, and has 25% chance to miss with attacks.
Energy Cost: 10
Casting Time: 1 seconds
Recharge Time: 10 seconds
Skill Type: Hex Spell
Linked Attribute: Illusion
I dropped the max down from 10, and added the 25% chance to miss. The 10 health degen seemed a bit overpowered to me, but 7 seemed a little more acceptable, but alone also seemed a little underpowered, so i dropped on the 25% chance to miss, and dropped the energy cost to 10. I think the chance to miss would go along with the name well too implying that the haunting is making them flail aimlessly with attacks
Skill Name: Haunting Illusion {Elite}
Description: For 2-12 seconds, target foe experiences health degeneration of 3-7, and has 25% chance to miss with attacks.
Energy Cost: 10
Casting Time: 1 seconds
Recharge Time: 10 seconds
Skill Type: Hex Spell
Linked Attribute: Illusion
I dropped the max down from 10, and added the 25% chance to miss. The 10 health degen seemed a bit overpowered to me, but 7 seemed a little more acceptable, but alone also seemed a little underpowered, so i dropped on the 25% chance to miss, and dropped the energy cost to 10. I think the chance to miss would go along with the name well too implying that the haunting is making them flail aimlessly with attacks
Zell Murasame
Skill Name: Mind Quake {Elite}
Description: Target foe takes 15-51 earth damage. If you have more Energy than target foe, that foe suffers 15-51 additional earth damage and is blinded for 3-13 seconds. This spell causes Exhaustion.
Energy Cost: 15
Cast Time: 1 second
Recharge Time: 20 seconds
Skill Type: Spell
Linked Attribute: Earth Magic
Skill Name: Animate Bone Mage
Description: Exploit nearest target corpse to animate a level 1-12 Bone Mage. Bone Mages can attack at range and do cold damage. Bone Mages can cast Deathly Swarm, and their Death Magic is the same as its master's.
Energy Cost: 25
Cast Time: 3 seconds
Recharge Time: 5 seconds
Skill Type: Spell
Linked Attribute: Death Magic
Skill Name: Ancestral Knowledge
Description: For 8-18 seconds, you can activate up to 1-4 additional Glyphs. Each Glyph you use costs an additional 2 Energy to cast.
Energy Cost: 10
Cast Time: 1 second
Recharge Time: 60 seconds
Skill Type: Enchantment Spell
Linked Attribute: Energy Storage
Skill Name: Signet of the Reaper
Description: Target foe takes 13-73 damage. If this skill kills target foe, the Energy gained from Soul Reaping is doubled.
Energy Cost: N/A
Cast Time: 2 seconds
Recharge Time: 20 seconds
Skill Type: Signet
Linked Attribute: Soul Reaping
Skill Name: Bloodlust {Elite}
Description: For 8-18 seconds, you attack 25% faster than normal and do an additional 1-5 damage with attacks. Bloodlust ends if you use a non-adrenal skill.
Adrenal Cost: 7
Cast Time: Instant
Recharge Time: N/A
Skill Type: Stance
Linked Attribute: Strength
Description: Target foe takes 15-51 earth damage. If you have more Energy than target foe, that foe suffers 15-51 additional earth damage and is blinded for 3-13 seconds. This spell causes Exhaustion.
Energy Cost: 15
Cast Time: 1 second
Recharge Time: 20 seconds
Skill Type: Spell
Linked Attribute: Earth Magic
Skill Name: Animate Bone Mage
Description: Exploit nearest target corpse to animate a level 1-12 Bone Mage. Bone Mages can attack at range and do cold damage. Bone Mages can cast Deathly Swarm, and their Death Magic is the same as its master's.
Energy Cost: 25
Cast Time: 3 seconds
Recharge Time: 5 seconds
Skill Type: Spell
Linked Attribute: Death Magic
Skill Name: Ancestral Knowledge
Description: For 8-18 seconds, you can activate up to 1-4 additional Glyphs. Each Glyph you use costs an additional 2 Energy to cast.
Energy Cost: 10
Cast Time: 1 second
Recharge Time: 60 seconds
Skill Type: Enchantment Spell
Linked Attribute: Energy Storage
Skill Name: Signet of the Reaper
Description: Target foe takes 13-73 damage. If this skill kills target foe, the Energy gained from Soul Reaping is doubled.
Energy Cost: N/A
Cast Time: 2 seconds
Recharge Time: 20 seconds
Skill Type: Signet
Linked Attribute: Soul Reaping
Skill Name: Bloodlust {Elite}
Description: For 8-18 seconds, you attack 25% faster than normal and do an additional 1-5 damage with attacks. Bloodlust ends if you use a non-adrenal skill.
Adrenal Cost: 7
Cast Time: Instant
Recharge Time: N/A
Skill Type: Stance
Linked Attribute: Strength
MCS
Those last 2 sound pretty good, even if bloodlust is ripped off of WC3.
First one is just cheesy rip off of mind burn
Second would be amazingly overpowered. Even just 10 minnions casting a level 16 deathly swarm. 800 damage to 3 targets with a 3 sec cooldown .
The third, dunno, maybe?
First one is just cheesy rip off of mind burn
Second would be amazingly overpowered. Even just 10 minnions casting a level 16 deathly swarm. 800 damage to 3 targets with a 3 sec cooldown .
The third, dunno, maybe?
Zell Murasame
Quote:
Originally Posted by MCS
Those last 2 sound pretty good, even if bloodlust is ripped off of WC3.
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Quote:
Originally Posted by MCS
First one is just cheesy rip off of mind burn
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Quote:
Originally Posted by MCS
Second would be amazingly overpowered. Even just 10 minnions casting a level 16 deathly swarm. 800 damage to 3 targets with a 3 sec cooldown .
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Quote:
Originally Posted by MCS
The third, dunno, maybe?
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Sagius Truthbarron
Quote:
Originally Posted by Zell Murasame
Skill Name: Bloodlust {Elite}
Description: For 8-18 seconds, you attack 25% faster than normal and do an additional 1-5 damage with attacks. Bloodlust ends if you use a non-adrenal skill. Adrenal Cost: 7 Cast Time: Instant Recharge Time: N/A Skill Type: Stance Linked Attribute: Strength |
Skill name: Blood Fury (Seem like you couldn't call this Bloodlust with the "Ends if you use adrenalin skill" part) {Warrior Elite}
Description: For 8-18 seconds, you gain three times the adrinalin when attacking a bleeding foe. Bloodlust ends if you use an adrenalin skill.
Adrenalin cost: (? Should it cost adrenalin ?)
Cast Time: Instant
Recharge Time: Instant
Skill type: Stance
Attribute: Strength
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Skill name: War Awareness {Mesmer Elite}
Description: For 8-16 seconds, target foe loses 1 adrenalin and 1 energy every time nerby allys deal damage. If target foe uses an adrenalin skill, War Awareness ends and drains all of that foe's adrenalin.
Cast time: 6
Recharge Time: 30
Skill Type: Hex
Attribute: Illusion or Domination
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Skill name: Sneak {Ranger Elite}
Description: For 8-18 seconds, you become completely invisible to the enemy but you move 75-65% slower. Sneak ends if you usea non-trap skill or take damage.
Cast time: Instant
Recharge: 60
Skill type: Stance(?)
Attribute: Wilderness Survival
Zell Murasame
Quote:
Originally Posted by Sagius Truthbarron
What about:
Skill name: Blood Fury (Seem like you couldn't call this Bloodlust with the "Ends if you use adrenalin skill" part) {Warrior Elite} Description: For 8-18 seconds, you gain three times the adrinalin when attacking a bleeding foe. Bloodlust ends if you use an adrenalin skill. Adrenalin cost: (? Should it cost adrenalin ?) Cast Time: Instant Recharge Time: Instant Skill type: Stance Attribute: Strength |
Quote:
Originally Posted by Sagius Truthbarron
Skill name: War Awareness {Mesmer Elite}
Description: For 8-16 seconds, target foe loses 1 adrenalin and 1 energy every time nerby allys deal damage. If target foe uses an adrenalin skill, War Awareness ends and drains all of that foe's adrenalin. Cast time: 6 Recharge Time: 30 Skill Type: Hex Attribute: Illusion or Domination |
Good game.
Quote:
Originally Posted by Sagius Truthbarron
Skill name: Sneak {Ranger Elite}
Description: For 8-18 seconds, you become completely invisible to the enemy but you move 75-65% slower. Sneak ends if you usea non-trap skill or take damage. Cast time: Instant Recharge: 60 Skill type: Stance(?) Attribute: Wilderness Survival |
Maltare
Quote:
Originally Posted by Zell Murasame
Skill Name: Mind Quake {Elite}
Description: Target foe takes 15-51 earth damage. If you have more Energy than target foe, that foe suffers 15-51 additional earth damage and is blinded for 3-13 seconds. This spell causes Exhaustion. Energy Cost: 15 Cast Time: 1 second Recharge Time: 20 seconds Skill Type: Spell Linked Attribute: Earth Magic |
Quote:
Originally Posted by Zell Murasame
Skill Name: Animate Bone Mage
Description: Exploit nearest target corpse to animate a level 1-12 Bone Mage. Bone Mages can attack at range and do cold damage. Bone Mages can cast Deathly Swarm, and their Death Magic is the same as its master's. Energy Cost: 25 Cast Time: 3 seconds Recharge Time: 5 seconds Skill Type: Spell Linked Attribute: Death Magic |
Quote:
Originally Posted by Zell Murasame
Skill Name: Ancestral Knowledge
Description: For 8-18 seconds, you can activate up to 1-4 additional Glyphs. Each Glyph you use costs an additional 2 Energy to cast. Energy Cost: 10 Cast Time: 1 second Recharge Time: 60 seconds Skill Type: Enchantment Spell Linked Attribute: Energy Storage |
Quote:
Originally Posted by Zell Murasame
Skill Name: Signet of the Reaper
Description: Target foe takes 13-73 damage. If this skill kills target foe, the Energy gained from Soul Reaping is doubled. Energy Cost: N/A Cast Time: 2 seconds Recharge Time: 20 seconds Skill Type: Signet Linked Attribute: Soul Reaping |
Skill Name: Signet of the Reaper {Elite}
Description: Target foe takes 13-73 Shadow damage. If this skill kills target foe, the Energy gained from Soul Reaping is doubled.
Energy Cost: N/A
Cast Time: 2 seconds
Recharge Time: 15 seconds
Skill Type: Signet
Linked Attribute: Soul Reaping
Skill Name: Scythe of the Reaper
Description: Target foe takes 13-73 Shadow damage. If this skill kills target foe, the Energy gained from Soul Reaping is doubled.
Energy Cost: 5
Cast Time: 2 seconds
Recharge Time: 20 seconds
Skill Type: Spell
Linked Attribute: Soul Reaping
Skill Name: Signet of the Reaper
Description: Target foe takes 13-73 Shadow damage. If this skill kills target foe, the Energy gained from Soul Reaping is doubled.
Energy Cost: N/A
Cast Time: 2 seconds
Recharge Time: 30 seconds
Skill Type: Signet
Linked Attribute: Soul Reaping
NOTE: I also changed all the damage to shadow damage.
[/QUOTE]
Quote:
Originally Posted by Zell Murasame
Skill Name: Bloodlust {Elite}
Description: For 8-18 seconds, you attack 25% faster than normal and do an additional 1-5 damage with attacks. Bloodlust ends if you use a non-adrenal skill. Adrenal Cost: 7 Cast Time: Instant Recharge Time: N/A Skill Type: Stance Linked Attribute: Strength |
Maltare
Quote:
Originally Posted by Sagius Truthbarron
Skill name: Sneak
Description: For 8-18 seconds, you become completely invisible to the enemy but you move 75-65% slower. Sneak ends if you use a non-trap skill or take damage. Cast time: Instant Recharge: 60 Skill type: Stance Attribute: Wilderness Survival |
Sagius Truthbarron
Quote:
Originally Posted by Zell Murasame
...Wow... I guess you are totally illiterate, since you can barely spell and read... First of all, it's ADRENALINE, not adrinalin. Secondly, I said "Bloodlust ends if you use a NON-ADRENAL SKILL", i.e. something that costs Energy, like spells. So yes it does make sense, keep using attack skills and you keep being blood thirsty. Your "Blood Fury" is only good for Swordsmanship skills...
Sympathetic Visage - Enchantment Spell: For 8-18 seconds, whenever target ally is hit by a melee attack, all nearby foes lose all adrenaline and 3 energy. Good game. Completely invisible? Wow... what a stupid idea. |
Quote:
Originally Posted by Compact Oxford Dictionary
adrenalin
(also adrenaline) • noun a hormone that increases rates of blood circulation, breathing, and carbohydrate metabolism, secreted by the adrenal glands (especially in conditions of stress). |
I put Blood Fury as ends with an adrenal skill to stop abuse and to use it for GAINING adrenalin, not having an infinite ammount of it for 20 seconds.
I'm not correcting your take on how a skill you came up with, I'm giving my take on it.
And what is so dumb about being invisible to the enemy? You wouldn't like to sneak past enemy lines or put traps around a stationary enemy?
By the way: Bloodlust in Warcraft III makes you attack 25(or 33%, can't rememeber)% faster and deal more damage... Coincidence?
Maltare
I don't really see Blood Fury or especially your other one as being very usefull skills. Blood Flury would basically require that you're a sword wielder, and I think people would use Battle Rage over it 90% of the time. The other one really is just a differnt and not really usefull version of sympathetic visage. At least in my opinion.
Sagius Truthbarron
Quote:
Originally Posted by Maltare
I don't really see Blood Fury or especially your other one as being very usefull skills. Blood Flury would basically require that you're a sword wielder, and I think people would use Battle Rage over it 90% of the time. The other one really is just a differnt and not really usefull version of sympathetic visage. At least in my opinion.
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Sympathetic Visage effects all enemies when a target allie is attacked. War Awareness would effect one enemy every time their allies deal damage. Instead of the person losing 3 energy and all adrenalin they would most likely lose all their adrenalin and - depending on how many of their party members are atttacking - a good precentage or ALL of their mana.
Let's say 6 party members are attacking. That's a deduction of 6 energy for several seconds. You're telling me this would be useless compared to a skill that drains 3 energy?
Maltare
Skill name: War Awareness {Mesmer Elite}
Description: For 8-16 seconds, target foe loses 1 adrenalin and 1 energy every time nerby allys deal damage. If target foe uses an adrenalin skill, War Awareness ends and drains all of that foe's adrenalin.
Cast time: 6
Recharge Time: 30
Skill Type: Hex
Attribute: Illusion or Domination
Fine Fine, I'll make this skill better for you. As it stands, this skill is borderline completely useless because of the fact that it ends if the warrior uses an adrenal skill and because of the cast time of 6, which would turn into 12 against the ever present nature's renewal teams. So, even with good Fast cast you're still talking about a good 7 seconds at best, which is way too slow. The skill as you have it is just majorly unbalanced. It's either completely useless or insanely powerful. It would never be a good skill to cast on a warrior, and if you cast it on a monk it would be very powerful, unless of course they're running natures renewal, hex breaker, or several hex removal skills. That is why the skill as you have it is in my opinion useless in 80% of all circumstances.
Actually I said I would make it better for you, but to do so and keep it balanced, I would have to turn it into something completely different. So, you might as well just scatch this idea. At least in my opinion.
Description: For 8-16 seconds, target foe loses 1 adrenalin and 1 energy every time nerby allys deal damage. If target foe uses an adrenalin skill, War Awareness ends and drains all of that foe's adrenalin.
Cast time: 6
Recharge Time: 30
Skill Type: Hex
Attribute: Illusion or Domination
Fine Fine, I'll make this skill better for you. As it stands, this skill is borderline completely useless because of the fact that it ends if the warrior uses an adrenal skill and because of the cast time of 6, which would turn into 12 against the ever present nature's renewal teams. So, even with good Fast cast you're still talking about a good 7 seconds at best, which is way too slow. The skill as you have it is just majorly unbalanced. It's either completely useless or insanely powerful. It would never be a good skill to cast on a warrior, and if you cast it on a monk it would be very powerful, unless of course they're running natures renewal, hex breaker, or several hex removal skills. That is why the skill as you have it is in my opinion useless in 80% of all circumstances.
Actually I said I would make it better for you, but to do so and keep it balanced, I would have to turn it into something completely different. So, you might as well just scatch this idea. At least in my opinion.
Sagius Truthbarron
Skill name: War Awareness {Mesmer Elite}
Description: For 8-16 seconds, target foe loses 1 adrenalin and 1 energy every time nerby allys use an action (Spell/skill/enchant/ect What's a better word for all category skills?). If target foe uses an elite action or hex removal action, War Awareness ends and drains all of that foe's energy.
Cast time: 3
Recharge Time: 30
Skill Type: Hex
Attribute: Illusion or Domination
Comment: This would cuase alittle less energy loss, still being effective against warriors and server to help keep monks, mesmers and rangers from using anti-hexes (Such as NR).
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Name: Bond of Hatred {Necromancer Elite}
Description: For 6-10 seconds, caster and target enemy suffer 4-9 health degeneration. Both the caster and target enemy share damage from attacks dealt to them. If Bond of Hatred is severed prematuraly both the caster and target enemy die.
Cast time: 1
Recharge time: 60
Skill type: Hex/Enchantment
Attribute: Curses
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Description: For 8-16 seconds, target foe loses 1 adrenalin and 1 energy every time nerby allys use an action (Spell/skill/enchant/ect What's a better word for all category skills?). If target foe uses an elite action or hex removal action, War Awareness ends and drains all of that foe's energy.
Cast time: 3
Recharge Time: 30
Skill Type: Hex
Attribute: Illusion or Domination
Comment: This would cuase alittle less energy loss, still being effective against warriors and server to help keep monks, mesmers and rangers from using anti-hexes (Such as NR).
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Name: Bond of Hatred {Necromancer Elite}
Description: For 6-10 seconds, caster and target enemy suffer 4-9 health degeneration. Both the caster and target enemy share damage from attacks dealt to them. If Bond of Hatred is severed prematuraly both the caster and target enemy die.
Cast time: 1
Recharge time: 60
Skill type: Hex/Enchantment
Attribute: Curses
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