soul reaping skill
mortalis doleo
soul reaping skills are coming... hopefully...
anyway, since fast casting has a single elite, lets give reaping one too!
suggestion:
blah blah signet:
recharge: 25
cast time: 2
for 20 seconds, the next minion (any kind) you create has no health degeneration.
minion masters have no elite skill, so i figured this can help.
pve MM can now have an easier time keeping their minions alive, and pvp MM aren't over-powered, since even with mantra of signets/inscriptions, this skill cant be spammed...
any comments?
anyway, since fast casting has a single elite, lets give reaping one too!
suggestion:
blah blah signet:
recharge: 25
cast time: 2
for 20 seconds, the next minion (any kind) you create has no health degeneration.
minion masters have no elite skill, so i figured this can help.
pve MM can now have an easier time keeping their minions alive, and pvp MM aren't over-powered, since even with mantra of signets/inscriptions, this skill cant be spammed...
any comments?
Elena
don't see a harm in this /signed even though if i used this skill and then animate bone minions would both minions not have degen or only 1 ?
DeanBB
That sounds more like a spell for the Death realm, not Soul Reaping. I would think soul reaping would have to be related to deaths like it is now, so increased energy, energy + health, that sort of thing.
kitten
Half off topic...
Since Soul Reaping is an attribute that increases the amount of energy you get when things die near you...
what Skills are Soul Reaping related? I've found Items (collectors and drops) that Improve Soul Reaping Skills and Soul Reaping Skill Charge.
Huh?
I'm usually fighting beasties when I'm carrying the silly grim cesta around, so I haven't really been a great observer of what it DOES. Can anyone enlighten me?
Since Soul Reaping is an attribute that increases the amount of energy you get when things die near you...
what Skills are Soul Reaping related? I've found Items (collectors and drops) that Improve Soul Reaping Skills and Soul Reaping Skill Charge.
Huh?
I'm usually fighting beasties when I'm carrying the silly grim cesta around, so I haven't really been a great observer of what it DOES. Can anyone enlighten me?
Mosgerion
Nothing, I believe, since there are no soul reaping skills. 20%/+1 doesn't work either, since that's based on skill use.
chippxero
Quote:
Originally Posted by mortalis doleo
suggestion:
blah blah signet: recharge: 25 cast time: 2 for 20 seconds, the next minion (any kind) you create has no health degeneration. any comments? |
Minion sacrifice:
recharge: 20
cast time:1
Sacrifice closest minion, and give target ally 0-16 energy that's gained from the minions death through soul reaping.
mortalis doleo
you could have a max of 5 minions that are created through the signet, that could balance pve a bit more...
The Son Of Morgoth
goood idea but i woudlnt carry that elite....much better ones out there
my suggestion to the soul reaping skill is aimed whatever path u go curse blood or death.
like some elite skills:
for blood when something dies u get energy and health
when something dies a weaker minion is auto summoned?
when something dies a random curse from your bar is auto casted on a random enemy? this random curse has half the recharge time?
my suggestion to the soul reaping skill is aimed whatever path u go curse blood or death.
like some elite skills:
for blood when something dies u get energy and health
when something dies a weaker minion is auto summoned?
when something dies a random curse from your bar is auto casted on a random enemy? this random curse has half the recharge time?
lyra_song
Soul reaping Elite:
Festering Aroma [E]
10 energy 60s recharge
Elite Enchantment Spell: For the next 30 seconds the next death near you will give you 1-3 energy regen for 6-12 seconds
Festering Aroma [E]
10 energy 60s recharge
Elite Enchantment Spell: For the next 30 seconds the next death near you will give you 1-3 energy regen for 6-12 seconds
mortalis doleo
you could try this:
elite enchantement:
15 energy
60 recharge
2 cast time
for the next 40 seconds, whenever you create a minion, that minion has no health degeneration, but takes twice as much damage.
elite enchantement:
15 energy
60 recharge
2 cast time
for the next 40 seconds, whenever you create a minion, that minion has no health degeneration, but takes twice as much damage.
Amn_En_Tarsath
Soul Storage
Maintained Enchantment
10 Energy
30 seconds recharge
While you maintain this enchantment each time someone dies 1/4 of the energy you gain from soulreaping is put into the Soul Storage instead up to a maximum of 20-40 energy.
Each time a spell would cost more energy than you do have, the energy is taken from the soul storage. When you cancel this enchantment, the stored energy depletes into a wave of energy crediting everyone nearby (friend or foe) a bonus of 1-5 energy.
Maintained Enchantment
10 Energy
30 seconds recharge
While you maintain this enchantment each time someone dies 1/4 of the energy you gain from soulreaping is put into the Soul Storage instead up to a maximum of 20-40 energy.
Each time a spell would cost more energy than you do have, the energy is taken from the soul storage. When you cancel this enchantment, the stored energy depletes into a wave of energy crediting everyone nearby (friend or foe) a bonus of 1-5 energy.
Longasc
Nice that you try to make a balanced Elite.
But honestly, your suggestions are so weak and useless that I would use neither of them!
But honestly, your suggestions are so weak and useless that I would use neither of them!
glountz
I think the necro has many skills for mana regen anyway.
Maybe these?
Soul feast
Elite Enchantment
15 Mana
3sec cast
For 5sec*(insert your Soul Reaping score here+1), each time you gain Mana from Soul reaping, you and your allies gain (Insert your Soul Reaping Score+1) Health as well.
Consume corpses
Spell
5 mana
15% Health sacrifice
1/4 sec cast.
Each non-used corpse in your radar becomes consumed. You loose 5......1 mana for each corpse consumed.
Desecrate Souls
Enchantment
10 mana
2 sec cast
Each time a corpse is consumed, the one who consumed this corpse take 10....150 damage.
Soul cure.
Enchantment.
15 mana
1 sec cast
FOr 4sec/(1+Soul Reaping score) you don't gain mana from Soul reaping, but gain 6*(1+Soul Reaping Score) Health.
Maybe these?
Soul feast
Elite Enchantment
15 Mana
3sec cast
For 5sec*(insert your Soul Reaping score here+1), each time you gain Mana from Soul reaping, you and your allies gain (Insert your Soul Reaping Score+1) Health as well.
Consume corpses
Spell
5 mana
15% Health sacrifice
1/4 sec cast.
Each non-used corpse in your radar becomes consumed. You loose 5......1 mana for each corpse consumed.
Desecrate Souls
Enchantment
10 mana
2 sec cast
Each time a corpse is consumed, the one who consumed this corpse take 10....150 damage.
Soul cure.
Enchantment.
15 mana
1 sec cast
FOr 4sec/(1+Soul Reaping score) you don't gain mana from Soul reaping, but gain 6*(1+Soul Reaping Score) Health.
mortalis doleo
Quote:
Originally Posted by Longasc
Nice that you try to make a balanced Elite.
But honestly, your suggestions are so weak and useless that I would use neither of them! |
striderkaaru
why are you putting minion elites in soul reaping? might as well suggest it for death magic.
Carinae
Tears of the Soul
Enchantment Spell {Elite}
10 mana, 1 second cast, 45 second recharge
For 20-35 seconds, the effects of Soul Reaping are halved, and you gain +3 to all Necromancer attributes.
Enchantment Spell {Elite}
10 mana, 1 second cast, 45 second recharge
For 20-35 seconds, the effects of Soul Reaping are halved, and you gain +3 to all Necromancer attributes.
Trance Addict
Unholy Sacrifice
1/4 Second Cast
30 Second Recharge
10 Energy
For the next 10 seconds, if target other ally receives damage that would be fatal, the ally is healed back to (20%...80%) Health and you die instead of target ally. Deaths caused by Unholy Sacrifice do not incur a death penalty.
You need to think of something that doesn't fit in the Death/Curses/Blood line of skills.
1/4 Second Cast
30 Second Recharge
10 Energy
For the next 10 seconds, if target other ally receives damage that would be fatal, the ally is healed back to (20%...80%) Health and you die instead of target ally. Deaths caused by Unholy Sacrifice do not incur a death penalty.
You need to think of something that doesn't fit in the Death/Curses/Blood line of skills.
Fungus Amongus
Soul Sacrifice
Signet
2 Second Cast
30 Second Recharge
Sacrifice 10%...20% max health and for the next 5...9 seconds receive double energy from soul reaping.
Awaken the Soul
Elite Enchantment
10 Energy
1 Second Cast
45 Second Recharge
For the next 30-60 seconds gain and additional 1...3 energy from each death in the area.
Signet
2 Second Cast
30 Second Recharge
Sacrifice 10%...20% max health and for the next 5...9 seconds receive double energy from soul reaping.
Awaken the Soul
Elite Enchantment
10 Energy
1 Second Cast
45 Second Recharge
For the next 30-60 seconds gain and additional 1...3 energy from each death in the area.
Rancour
Scorned Spirit
Enchantmen
3 second cast
40 second recharge
Elite Enchantment. For the next 5...20 seconds you gain energy regeneration of 1 for each corpse in the area. While Scorned Spirit is active, all necromancer skills (except signet rings) cost you 5% max health instead of energy. When Scorned Spirit ends you and all nearby enemies take 20...60 shadow damage.
Possibly a bit overpowered (dunno, don't play necro's very often) but I like it and it most certainly gets you some energy.
Enchantmen
3 second cast
40 second recharge
Elite Enchantment. For the next 5...20 seconds you gain energy regeneration of 1 for each corpse in the area. While Scorned Spirit is active, all necromancer skills (except signet rings) cost you 5% max health instead of energy. When Scorned Spirit ends you and all nearby enemies take 20...60 shadow damage.
Possibly a bit overpowered (dunno, don't play necro's very often) but I like it and it most certainly gets you some energy.
mortalis doleo
im making my skils for soul reaping, since MM have a high sol reaping, and im dying to have some soul reaping skills
and i liked all of the other suggestions... Anet better be listening...
and i liked all of the other suggestions... Anet better be listening...
Carinae
How about some nasty spells, like:
Inversion (Hex Spell)
3 second cast, 45 second recharge
For 10 seconds, target foe suffers reversed effects of damage and healing. While afflicted, target can be targeted by friends and foes.
In other words, healing becomes damage, and damage becomes healing.
Inversion (Hex Spell)
3 second cast, 45 second recharge
For 10 seconds, target foe suffers reversed effects of damage and healing. While afflicted, target can be targeted by friends and foes.
In other words, healing becomes damage, and damage becomes healing.
Carinae
Wraith Summons (spell)
Summon 2 level x Wraiths. Wraiths suffer the same degeration as minions, but are immune to physical damage.
Unholy Barrier {Elite}
15 energy / 2 sec cast / 5 sec recharge / 1 pip maintainence
While you maintain this Enchantment, damage dealt to all undead allies is reduced by 20-44%. If your health is below 25% when that ally takes damage, Unholy Barrier ends.
Summon 2 level x Wraiths. Wraiths suffer the same degeration as minions, but are immune to physical damage.
Unholy Barrier {Elite}
15 energy / 2 sec cast / 5 sec recharge / 1 pip maintainence
While you maintain this Enchantment, damage dealt to all undead allies is reduced by 20-44%. If your health is below 25% when that ally takes damage, Unholy Barrier ends.
Dragonblood
Quote:
Originally Posted by striderkaaru
why are you putting minion elites in soul reaping? might as well suggest it for death magic.
|
And I should know, I play a necro MM in PvE. Maybe think along the lines of Glyph of Lesser Energy and Glyph of Renewal.
Bale_Shadowscar
OMG This is it!!:
http://img524.imageshack.us/img524/4...ellcast9cv.png
Ok, Not really, just something I made when I was bored. Although it seems most of these ideas are just basically "Increase Soul reaping efficiency". Not many skills do this in GW though, and I don't think anyone would use it anyway, especially if it was Elite. I mean, Strength skills don't increase the efficiency of Strength, Energy storage skills don't directly increase the power of energy storage etc. I think if we had one, it would be something like this:
Soul Ritual
Enchantment Spell
Sacrifice 15% Max health.For [15...30] seconds, if you die whilst enchanted with Soul Ritual, all nearby allies gain +[5...15] energy.
You know, something different. This spell would be like giving all your allies Soul reaping just for your death.
http://img524.imageshack.us/img524/4...ellcast9cv.png
Ok, Not really, just something I made when I was bored. Although it seems most of these ideas are just basically "Increase Soul reaping efficiency". Not many skills do this in GW though, and I don't think anyone would use it anyway, especially if it was Elite. I mean, Strength skills don't increase the efficiency of Strength, Energy storage skills don't directly increase the power of energy storage etc. I think if we had one, it would be something like this:
Soul Ritual
Enchantment Spell
Sacrifice 15% Max health.For [15...30] seconds, if you die whilst enchanted with Soul Ritual, all nearby allies gain +[5...15] energy.
You know, something different. This spell would be like giving all your allies Soul reaping just for your death.
Yellow_lid
Suggestions:
~Offering of the Soul{Elite}
60 sec Recharge
3 sec cast
sacrifice 33%max health
Energy cost 20
For 20-30sec when any minion in area dies, another minion of same type at lvl 1-23 (level of minion is 1.25xsoulreaping attribute level, ie.. 12 sr = lvl15 minion) is raised in it's place at full health, you have no energy regeneration, and you have no soulreaping for an additional 20-30sec.
~Imagined souls
Enchantment
10 manna
1/4 sec cast
3 sec recharge
for the next 5-10 seconds, every time something in the area dies, you also gain energy from an imaginary death.
Spin off ideas:
Thanx to Carinae Dragonblood,
~Tears of the Soul{Elite}
Elite Enchantment
10 mana
1 second cast
45 second recharge
For 20-35 seconds, the effects of Soul Reaping are halved, and you gain +3 to all Necromancer attributes.
Glountz,
~Blood harvest
Enchantment
15 Mana
3sec cast
45sec recharge
4sec*(Soul Reaping+1), you gain +(Soul Reaping+1*4)health anytime you would have used soulreaping.
Fungus Amongus,
~Awaken the Soul{Elite} (I like the name)
Enchantment
25 Manna
1 Second Cast
45 Second Recharge
For the next 30-60 seconds you and your allies gain and additional 1...4 energy from each death in the area.
chippxero,
~Minion sacrifice
5 Manna
1 Second cast
Sacrifice closest minion and give target ally a +1-3 energy regen for 2-15sec.
mortalis doleo,
~Gift of a Soul{Elite}
elite enchantement:
15 energy
60 recharge
2 cast time
for the next 20-60 seconds, whenever you create a minion, that minion has no health degeneration, but takes twice as much damage.
~Offering of the Soul{Elite}
60 sec Recharge
3 sec cast
sacrifice 33%max health
Energy cost 20
For 20-30sec when any minion in area dies, another minion of same type at lvl 1-23 (level of minion is 1.25xsoulreaping attribute level, ie.. 12 sr = lvl15 minion) is raised in it's place at full health, you have no energy regeneration, and you have no soulreaping for an additional 20-30sec.
~Imagined souls
Enchantment
10 manna
1/4 sec cast
3 sec recharge
for the next 5-10 seconds, every time something in the area dies, you also gain energy from an imaginary death.
Spin off ideas:
Thanx to Carinae Dragonblood,
~Tears of the Soul{Elite}
Elite Enchantment
10 mana
1 second cast
45 second recharge
For 20-35 seconds, the effects of Soul Reaping are halved, and you gain +3 to all Necromancer attributes.
Glountz,
~Blood harvest
Enchantment
15 Mana
3sec cast
45sec recharge
4sec*(Soul Reaping+1), you gain +(Soul Reaping+1*4)health anytime you would have used soulreaping.
Fungus Amongus,
~Awaken the Soul{Elite} (I like the name)
Enchantment
25 Manna
1 Second Cast
45 Second Recharge
For the next 30-60 seconds you and your allies gain and additional 1...4 energy from each death in the area.
chippxero,
~Minion sacrifice
5 Manna
1 Second cast
Sacrifice closest minion and give target ally a +1-3 energy regen for 2-15sec.
mortalis doleo,
~Gift of a Soul{Elite}
elite enchantement:
15 energy
60 recharge
2 cast time
for the next 20-60 seconds, whenever you create a minion, that minion has no health degeneration, but takes twice as much damage.
Kool Pajamas
Offering of Energy
Lose all energy. For 30 seconds you gain double benefit from soul reaping.
Energy Transfer:
Enchantment. For X...Y seconds whenever you receive energy from soul reaping, it is transfered to target ally instead.
Lose all energy. For 30 seconds you gain double benefit from soul reaping.
Energy Transfer:
Enchantment. For X...Y seconds whenever you receive energy from soul reaping, it is transfered to target ally instead.
Kool Pajamas
Quote:
Originally Posted by Bale_Shadowscar
OMG This is it!!:
http://img524.imageshack.us/img524/4...ellcast9cv.png Ok, Not really, just something I made when I was bored. Although it seems most of these ideas are just basically "Increase Soul reaping efficiency". Not many skills do this in GW though, and I don't think anyone would use it anyway, especially if it was Elite. I mean, Strength skills don't increase the efficiency of Strength, Energy storage skills don't directly increase the power of energy storage etc. I think if we had one, it would be something like this: Soul Ritual Enchantment Spell Sacrifice 15% Max health.For [15...30] seconds, if you die whilst enchanted with Soul Ritual, all nearby allies gain +[5...15] energy. You know, something different. This spell would be like giving all your allies Soul reaping just for your death. |
Fungus Amongus
Quote:
Originally Posted by Kool Pajamas
Energy Transfer:
Enchantment. For X...Y seconds whenever you receive energy from soul reaping, it is transfered to target ally instead. |
mortalis doleo
Quote:
Originally Posted by Dragonblood
I agree, even when your minion dies your get some energy back from it(the minion that is). So mortalis doleo your suggestion would not work as a Soul Reaping skill, or as a elite Death Magic. Because alot of MMs would only use that spell(skill) to make minions. Ands I got a feeling Anera Net would nerf that spell(skill) days after. Plus it would not work for PvPers.
And I should know, I play a necro MM in PvE. Maybe think along the lines of Glyph of Lesser Energy and Glyph of Renewal. |
i know there are other elites that can be used with MM (echo s also good), but there should be one designed for them...
and thx yellow lid, for summing most of the skills up...
Plague
I can think of a couple to help in PvP:
To give a boost for the corpse-targeters:
False Incarnation
Elite Hex
5 energy
60 recharge
3/4 cast time
Target foe is hexed with False Incarnation for 10 seconds. If that foe dies while hexed with False Incarnation, he sustains no death penalty and is resurrected at full health and energy 10 seconds later, if still dead. After (15...1) seconds, if still living, that foe is killed and suffers no death penalty.
To make minions more available, despite the low death count, without becoming a problem in PvE:
Festering Corpse
Corpse Ritual
25 energy
30 recharge
3 cast time
Target corpse is reanimated as a level (4...20) spirit. For each foe in the area, this spirit suffers health degeneration of 1. After 30 seconds, if this spirit is still alive, it dies, and all exploited corpses in the area become exploitable again.
To give a boost for the corpse-targeters:
False Incarnation
Elite Hex
5 energy
60 recharge
3/4 cast time
Target foe is hexed with False Incarnation for 10 seconds. If that foe dies while hexed with False Incarnation, he sustains no death penalty and is resurrected at full health and energy 10 seconds later, if still dead. After (15...1) seconds, if still living, that foe is killed and suffers no death penalty.
To make minions more available, despite the low death count, without becoming a problem in PvE:
Festering Corpse
Corpse Ritual
25 energy
30 recharge
3 cast time
Target corpse is reanimated as a level (4...20) spirit. For each foe in the area, this spirit suffers health degeneration of 1. After 30 seconds, if this spirit is still alive, it dies, and all exploited corpses in the area become exploitable again.