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  1. #171
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    Vile Exploitation (attrib: Death Magic)
    15/2/30
    Elite Spell. Exploit all corpses in the area. Foes standing adjacent to those corpses are diseased for 4..16 seconds.

    Animate Vile Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Vile Golem. Attacks by the Vile Golem steal 2..30 health and cripple foes for 1..5 seconds. Vile Golems leave exploitable corpses. You may only have one Vile Golem at a time.

    Animate Terror Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Terror Golem. The Terror golem moves 33% faster than normal minions and its attacks cause knockdown. Terror Golems leave exploitable corpses. You may only have one Terror Golem at a time.

    Animate Mist Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Mist Golem. Attacks by the Mist Golem deal cold damage and cause target foe to move 66% slower for 1..8 seconds. Mist Golems leave exploitable corpses. You may only have one Mist Golem at a time.

    Animate Shadow Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Shadow Golem. Shadow Golems cannot be the target of hostile spells. Shadow Golems are capable of Shadowstepping, and attacks made by the Shadow Golem cause blindness for 1..4 seconds. Shadow Golems leave exploitable corpses. You may only have one Shadow Golem at a time.

    Animate Blessed Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Blessed Golem. Attacks made by Blessed Golems do Light Damage, and steal 2..30 health, which is distributed evenly among all your minions. When a Blessed Golem Dies, it leaves an exploited corpse and all nearby allied minions gain 20..100 health. You may only have one Blessed Golem at a time.

  2. #172
    GWOnline.Net Member jvxmtg's Avatar
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    Quote Originally Posted by PsyBuster View Post
    Grave Digger (Death Magic)
    10e / 1c / 15r
    Elite Spell. Exploit all corpses in the area. You gain 5-20 Health and 1-4 Energy for each corpse exploited this way
    This is so unseable. Compare to Consume Corpse, you get more health and energy plus a cool teleportation effect. Never mind the fact the CC has no RT.

    "Hold On!" (Motivation)
    5e / 0c / 25r
    Elite Shout. For 10 seconds, all party members within earshot and below 50% Health, gain an additionnal 5-30 Health when healed.
    Interesting, but I would word it this way. "For 10 seconds, all party members below 50% health within earshot gain an additional 5-30 health when healed."

    Weapon Swap (Strength)
    5e / 0c / 30r
    Elite Stance. For 15 seconds, your next 1-4 Attack Skills use your Strength attribute instead of its normal attribute.
    [/QUOTE]

    Insteresting, but why stance? This should be a skill or signet.

    Quote Originally Posted by MStarfire View Post
    Vile Exploitation (attrib: Death Magic)
    15/2/30
    Elite Spell. Exploit all corpses in the area. Foes standing adjacent to those corpses are diseased for 4..16 seconds.
    hmmm...it's a waste of corpse IMO. I rather animate minions with all those corpse.

    Animate Vile Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Vile Golem. Attacks by the Vile Golem steal 2..30 health and cripple foes for 1..5 seconds. Vile Golems leave exploitable corpses. You may only have one Vile Golem at a time.
    Does the attack deals damage also in addition to stealing health, or it just steals health? If the former, it's overpowered, it would be better than Flesh Golem. If the latter, then how can it cause cripple if it doesn't deal damage?

    Animate Terror Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Terror Golem. The Terror golem moves 33% faster than normal minions and its attacks cause knockdown. Terror Golems leave exploitable corpses. You may only have one Terror Golem at a time.
    Overpowered. This would be better than a Warrior in Bull Charge. the knockdown should only trigger against moving foes.

    Animate Mist Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Mist Golem. Attacks by the Mist Golem deal cold damage and cause target foe to move 66% slower for 1..8 seconds. Mist Golems leave exploitable corpses. You may only have one Mist Golem at a time.
    This one is very interesting and a posible keeper. It would depends on what level it will get.

    Animate Shadow Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Shadow Golem. Shadow Golems cannot be the target of hostile spells. Shadow Golems are capable of Shadowstepping, and attacks made by the Shadow Golem cause blindness for 1..4 seconds. Shadow Golems leave exploitable corpses. You may only have one Shadow Golem at a time.
    An untargetable, shadowstepping, blind causing minion? It's a big "O" Maybe remove the Shadowstepping part to keep it balance and make it so it only cause blind and doesn't deal damage.

    Animate Blessed Golem (attrib: Death Magic)
    15/2/45
    Elite Spell. Exploit nearest corpse to create a level (whatever) Blessed Golem. Attacks made by Blessed Golems do Light Damage, and steal 2..30 health, which is distributed evenly among all your minions. When a Blessed Golem Dies, it leaves an exploited corpse and all nearby allied minions gain 20..100 health. You may only have one Blessed Golem at a time.
    Another big "O". But I like the health stealing idea and being distributed to your minions. Maybe something like this;

    "Elite Spell. Exploit nearest corpse to create a level 1..14 Blessed Golem. Whenever Blessed Golem deals damage, all your minions gain health equal to that amount. Blessed Golem leaves an exploitable corpse. You may only have one Blessed Golem at a time. (Attrib: Death Magic)"
    ~jvxmtg

    ~ I officially quit Guild Wars and will not buy any Anet product in the future starting today, June 19, 2007. I've given all my items and cash to Erasculio and I'm sure he'll be rich with some of them. :wink: ~

  3. #173
    GWOnline.Net Member Ajk Loej's Avatar
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    Animate Atrocious Horror 20E, 2C,60R
    Elite Spell. Exploit a nearby corpse and animate an Atrocious Horror. This minion is dumb and cannot attack. He does nothing other than stand next to you. When this minion dies after 120...50 seconds, he explodes, causing nearby enemies to take 100...300 damage. They also begin suffering from disease and poison. This Minion cannot be harmed by spells or physical damage, he cannot be the target of hexes, enchantments or any other beneficial or negative spells. He can only die from his own degeneration. You may only have 1...2 Atrocious Horror at at time. (Atrib: Death Magic).

    Notes: you can have two at 14 Death Magic. The 60 recharge is so that you have 10 seconds after the minion died before you can use this skill again (at 8 Death Magic). He does not need a level, because he cannot take any damage from any sources. His degeneration is always as long as what is stated in the description. So for example if he lasts for 50 seconds, it takes 50 seconds for him to degenerate. I realize that his lifespan is long, so you can suggest a means to what it what it can be shortened to.

    Hexing Enchantment 15E, 1C, 20R
    Elite Hex. For 10...20 seconds your target enemy begins suffering from this hex if he is under the effects of an enchantment. That enchantment's duration is halved, and the next enchantment put on him is immediately removed and that enemy takes 25...70 damage. Hexing Enchantment ends when the damage is done. (Atrib: Domination Magic)
    Last edited by Ajk Loej; 27-01-2007 at 00:05.

  4. #174
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    Metroid_01's Avatar
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    Quote Originally Posted by Ajk Loej View Post
    Animate Atrocious Horror 20E, 2C,60R
    Elite Spell. Exploit a nearby corpse and animate an Atrocious Horror. This minion is dumb and cannot attack. He does nothing other than stand next to you. When this minion dies after 120...50 seconds, he explodes, causing nearby enemies to take 100...300 damage. They also begin suffering from disease and poison. This Minion cannot be harmed by spells or physical damage, he cannot be the target of hexes, enchantments or any other beneficial or negative spells. He can only die from his own degeneration. You may only have 1...2 Atrocious Horror at at time. (Atrib: Death Magic).
    I think this one is a bit too wordy, leave the thing at a mobile nuke and itll be cool. There are way too many things going on here otherwise tho.

  5. #175
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    Price of Cowardice
    Elite Hex
    Domination Magic
    10 EN/ 2 CT/ 20 RT
    For 5..13 seconds, target foe and adjacent foes suffer from -8 Health degen if the are moving. Foes that are moving faster than normal suffer from -2..5 Energy degen.

    Crimson Illusion
    Elite Hex
    Domination Magic
    5 EN/ 2 CT/ 25 RT
    For 5..13 seconds, all of target foe's non-attack skills are disabled.

    Ghastly Mirage
    Elite Hex
    Domination Magic
    5 EN/ 2 CT/ 25 RT
    For 5..13 seconds, all of target foe's attack skills are disabled.

    Mystical Mirror
    Elite Spell
    Domination Magic
    10 EN/ 1/4 CT/ 20 RT
    If target foe is casting a spell, that spell is interrupted. If that spell is a hex spell, that hex is applied on the caster. If that spell is an enchantment, you gain that enchantment.

    Ether Leak
    Elite Hex
    Domination Magic
    10 EN/ 3/4 CT/ 25 RT
    For 10 seconds, each time target foe casts a spell, all nearby foes to target foe takes damage equal to 3..6 times the energy cost of that spell.

    Unrestrained Fury
    Elite Hex
    Domination Magic
    5 EN/ 3/4 CT/ 20 RT
    For 10 seconds, each time target foe uses an adrenaline skill, all nearby foes to target foe takes damage equal to 5..10 times the adrenaline cost of that adrenaline skill.

    Rage of the Mists
    Elite Spell
    Channeling Magic
    10 EN/ 1 CT/ 15 RT
    For each spirit within earshot of you and target foe, target foe is struck for 15..30 lightning damage up to a maximum of 175.

    Revenge
    Elite Binding Ritual
    Channeling Magic
    10 EN/ 3 CT/ 45 RT
    Create a level 1..9 spirit that dies after 60 seconds. Everytime an ally takes damage, one foe within earshot of this spirit takes 10..34 damage, and this spirit loses 60..32 health.

    Rage
    Elite Binding Ritual
    Channeling Magic
    10 EN/ 3 CT/ 45 RT
    Create a level 1..9 spirit that dies after 15..39 seconds. Each time you cast a Channeling spell within earshot of this spirit, up to 1..2 foes adjacent to target of the Channeling spell are struck for 15..51 lightning damage, and this spirit loses 60..32 health.

    Leech
    Elite Binding Ritual
    Spawning Magic
    15 EN/ 4 CT/ 45 RT
    Create a level 1..8 spirit that dies after 15..29 seconds. Attacks made by that spirit gives you 1..2 energy and 5..12 health.

    Chaotic Weapon
    Elite Weapon Spell
    Communing
    10 EN/ 1 CT/ 15 RT
    For 10 seconds, next 1..3 attacks deal a random condition for 3..13 seconds.

    Hasty was Ryong
    Elite Item Spell
    Channeling Magic
    10 EN/ 2 CT/ 30 RT
    Hold Ryong's ashes for up to 10..20 seconds. While you hold his ashes, your spells and binding rituals cast 12..33% faster.

    Offering of Flesh
    Elite Spell
    Spawning Magic
    10 EN/ 1 CT/ 10 RT
    Sacrifice 17% of maximum of health. All spirits within earshot gains 100..225% of sacrificed health.

  6. #176
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    Quote Originally Posted by MStarfire View Post
    Good call on the unlinked. Make it a flat 66% energy regain.

    And still, I think your glyph is a bit underpowered. THink about it: it's an elementalist glyph, so that's the only way to use it, right? And since anyone going even Elementalist Secondary would use that for Elementalist spells, the existing glyph is still the better choice.



    Ughm... Well of Power?
    Elite Well spell. Exploit nearest corpse to create a Well of Power at that location. For 8...18 seconds, allies within the area of Well of Power gain +1...5 Health regeneration and +2 Energy regeneration.



    Ughm...Life Transfer?
    Elite Hex Spell. For 6...11 seconds, target foe suffers Health degeneration of 3...7, which you gain as Health regeneration.
    you can counter life transfer easy with regen, this is almost same but bit better...well of power :S you can run out of it because they put a shower on it, doesnt work so good...this whould be better i think

  7. #177
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    PsyBuster's Avatar
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    Quote Originally Posted by jvxmtg View Post
    This is so unseable. Compare to Consume Corpse, you get more health and energy plus a cool teleportation effect. Never mind the fact the CC has no RT.
    You might want to increase the numbers, but I think its the best corpse denial skill there could be around.

    To DarkWizard, those skill ideas are very, very good. The post was too long to quote it, but I think every skills in it are increadible.

    Quote Originally Posted by fire magic wins View Post
    you can counter life transfer easy with regen, this is almost same but bit better...well of power :S you can run out of it because they put a shower on it, doesnt work so good...this whould be better i think
    They are overpowered... The first can kill a character in 1 cast. The second could allow you to survive almost anything.

  8. #178
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    Dwayna's Lightning
    Elite Spell
    No Attribute (Monk)
    5 EN/ 3 CT/ 10 RT
    All foes adjacent to target ally are knocked down for 4 seconds. If target ally is dead, he is resurrected with 50% health and 5% energy for each rank in Divine Favor. If target ally is resurrected, then all nearby foes loses 50 health.

    Unholy Shield
    Elite Enchantment
    Death Magic
    5 EN/ 1 CT/ 10 RT
    For 7..17 seconds, target and nearby allies take 25..50% less damage from any damage type that ignores armor.

  9. #179
    GWOnline.Net Member draugaer's Avatar
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    Some ideas for rangers:

    Arrow of might- marksmanship 10en 3ct 10rt
    If this attack hits an enemy, that enemy is knocked down

    Longshot- marksmanship 10en 8rt
    Shoot an arrow that has double normal range but strikes for 22-10 less damage

    Hail of arrows (e)- marksmanship 10en 15rt
    shoot an arrow at 2-10 foes in the area.

    Camouflage (e)- wilderness survival 5en 3ct 60rt
    skill. For 5-15 seconds you cannot be the target of any enemy spells or attacks. This skill ends if you move or attack

    Marksman's focus (e)- expertise 15en 2ct 24rt
    elite preperation. for 3-15 seconds all of your bow attack skills take 50% longer to activate and result in critical hits.
    Last edited by draugaer; 28-01-2007 at 01:27.

  10. #180
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    not sure if i posted this one already

    aura of the blood
    elite enchantment spell
    10-1-20
    for 5..20 seconds you have +4 blood magic but -3..2 from every other attribute (also second/first prof attributes). this skill ends if you are below 50% health. while under the effect of this enchant you can not be under the effect of any other enchantment. (50% failure chance with blood magic 8 or less)

    not sure if this is overpowerd

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