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  1. #101
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    Verata's Secret Summonings
    Elite Spell
    Death Magic
    20 EN/ 3 CT/ 20 RT
    Exploit nearest corpse to animate a level 1..14 Blood Horror. Whenever your Blood Horrors hits a target, you gain 1 energy and steal 1..12 health from foe the Blood Horror attacked.

    Verata's Knowledge
    Elite Enchantment
    Death Magic
    10 EN/ 2 CT/ 45 RT
    For 15..20 seconds, whenever you animate minions, all minions have +10 health regeneration and +10..20 armor for 10..40 seconds when they are animated.

    Verata's Cruelty
    Elite Enchantment
    Death Magic
    10 EN/ 2 CT/ 10 RT
    For 3..7 seconds, target ally minion's attacks inflict either Blindness, Daze, Bleeding, Poison, Disease, Deep Wound, or Cripple for 3..7 seconds.

    Order of Verata's Greed
    Elite Spell
    Death Magic
    10 EN/ 1 CT/ 5 RT
    For 5 seconds, all allied minions gain 25..50% of damage dealt as health. You lose 2% of your maximum health each time an ally minion gains health this way.

    Verata's Grand Creation
    Elite Spell
    Death Magic
    15 EN/ 3 CT/ 30 RT
    Exploit near by corpse to animate a level 3..21 Soul Golem. Each time the Soul Golem hits a foe, that foe loses 1..3 energy. You can only control one Soul Golem at any time.

    -Soul Golem-
    Melee minion like the Flesh Golem. Attacks causes foe to lose 1..3 energy.
    Last edited by DarkWizard; 14-01-2007 at 04:39.

  2. #102
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    those are really nice!

  3. #103
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    Spellcaster's Vigor
    Elite Enchantment
    Energy Storage
    5 EN/ 0 CT/ 45 RT
    For 10 seconds, the length of aftercast delay is reduced by 25..80%. When Spellcaster's Vigor ends, you suffer from 20 points of Exhaustion.

    Glyph of Everlasting Flames
    Elite Glyph
    Fire Magic
    5 EN/ 1 CT/ 20 RT
    For 15 seconds, your next 2 elemental spells with fixed durations is extended by 1..2 seconds.

    Plasma Sphere
    Elite Spell
    Air Magic
    15 EN/ 2 CT/ 35 RT
    For 20 seconds, a Plasma Sphere is summoned at target foe's location and will strike up to 3..9 nearby foes for 5..41 air damage 1 second apart. This spell causes exhaustion.

    Flame Shield
    Elite Spell
    Fire Magic
    15 EN/ 1 CT/ 25 RT
    For 10 seconds, target ally is enchanted with Flame Shield. All adjacent foes to target ally takes 20..48 each second.

    Damage Amplify
    Elite Hex
    Curse
    10 EN/ 2 CT/ 30 RT
    For 10..34 seconds, target foe has -20 armor against all sources of damage. Foes adjacent to target foe has -15 armor against physical damage.

    Fatigue
    Elite Hex
    Illusion Magic
    10 EN/ 3/4 CT/ 25 RT
    For 10 seconds, the length of aftercast delay of target foe is increased by 25..60%.
    Last edited by DarkWizard; 15-01-2007 at 05:04.

  4. #104
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    Remorse for the Departured
    Elite Hex
    Curse
    5 EN/ 2 CT/ 25 RT
    For each dead creature in range, target foe suffers 10 seconds of -1..3 energy degen, and move and attack 15..25% slower.

    Mourning
    Elite Spell
    Death Magic
    5 EN/ 1 CT/ 25 RT
    Exploit all corpses within range. Any foes within nearby range of exploited corpse lose all adrenaline and 5..15 energy.
    Last edited by DarkWizard; 16-01-2007 at 05:21.

  5. #105
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    Quote Originally Posted by thehulkuk View Post
    I think every class should have a critical elite last option skill. One that ends all other skills that character has running and depletes all energy for 5 seconds. It would also maybe take a minimum of 3 seconds to activate, with a long regen time and have a very obvious animation plus it would also be disabled for a further 60 seconds if it can be countered. If it is seen coming in time it could be easily avoided, however if not it could have major devastating effects, possibly even for the allys party never mind the enemy.

    For instance an elementalist skill (please note this isnt probably very well thought out but its the core concept I want to get across):

    Black Hole.

    25 energy, cast time 3 seconds, regen 120 seconds, duration 10 seconds, all the users running skills are stopped immediately, after spell is cast his energy derops to 0 and all of his or her skills are all disabled for 5 seconds. If interrupted the skill is also disabled for 120 seconds.

    The black hole opens up "near" the caster for 10 seconds and any character, whether ally or enemy can be sucked into it. The spell can be interrrupted as usual.

    Anyone or monster "adjacent" to the black hole is swept in immediatley, anything "near" has a second to react and anything in the area gets 2 seconds. A victim "near" who sees the black hole as it is just cast should be able to run away in time unless blocked, crippled, slowed or knocked down. This means the caster himself must be quick enough to get out of there once the spell is cast. If sucked in the victim cannot be seen but his hud will still be displayed and he will be shown to loses 30 health a second for the remaining duration. Whilst inside no other skill can help or harm the victim. When the black hole disappears the bodies will appear where the black hole was either dead on the ground or knocked down.

    Tactically this spell could be a succesful last minute attempt to save the day but considering it sucks in both allies and enemy, it could backfire not only if its planned badly but if the enemy have a counter plan in the event the spell is used on them.

    From an entertainment point of view each animation for every critical elite last option skill should be qute OTT and the possibilities of the ensuing panic could be fun.

    ...what?


    Indifference (attrib: Domination Magic)
    10/2/30
    Elite Hex. For the next 8..24 seconds, all of target foe's AoE spells (of every type) can also damage caster's allies.

    Phalanx's Charge (attrib: Tactics)
    10/0/30
    Elite Stance. For 3...14 seconds, if you have a sword and shield equipped, you move 33% faster and gain +40 armor until you sucessfully strike a foe. This foe begins bleeding for 4..24 seconds and becomes crippled for 1..12 seconds.

    Devastating Reverb (attrib: Command)
    5/0/30
    Elite Echo. For 2..6 seconds, whenever a Shout or Chant ends on an ally, all adjacent foes are knocked down.

    Tinnitus (attrib: Command)
    10/0/60
    Elite Shout. For 6..30 seconds, whenever a foe within earshot uses a Shout, Chant, or Echo, all affected foes take 4...30 damage and begin bleeding for 2..10 seconds. That Shout, Chant, or Echo is then disabled until Tinnitus ends.

    Brutal Onslaught (attrib: Strength)
    15/0/60
    Elite Stance. Your next 1..5 attack skills cause knockdown. If target foe is already knocked down, your attack skills deal +1..15 damage. This stance ends if you are knocked down.

    Unsteady Melody (attrib: Command)
    10/0/30
    Elite Chant. For 4..24 seconds, all stances used by foes within earshot end 50% faster. When a stance ends in this way, that foe is knocked down.

    Agony of Defeat (attrib: Curses)
    15/3/60
    iElite Hex. For 2..8 seconds, If target foe dies while hexed with Agony of Defeat, he leaves an exploited corpse and cannot be the target of ressurection spells or signets for 4..15 seconds.

    Claim of the Master (attrib: Death Magic)
    15/2/30
    Elite Enchantment Spell. For 4..16 seconds, if target ally dies while enchanted with Claim of the Master, all adjacent foes take 26..85 cold damage and become weakened and crippled for 2..10 seconds. Target ally's corpse is exploited and replaced with two level 0..10 Bone Minions.

    Energetic Renewal (attrib: Energy Storage)
    5/.25/30
    Elite Enchantment Spell. For 10 seconds, you experience +1 energy regeneration for every recharging spell on your skillbar.

  6. #106
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    Energetic Vigor (attrib: Energy Storage)
    10/1/30
    Elite Enchantment Spell. For 20 seconds, you experience +1..6 energy regeneration, but your spells cost an additional 100..50% energy to cast.

  7. #107
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    PsyBuster's Avatar
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    Kaleidoscope (Energy Storage)
    5e / ¾c / 3r
    Elite Spell. Target foe is struck for 15-65 damage. The damage dealt is either Cold, Earth, Lightning or Fire damage.

    Fiery Breath (Fire Magic)
    10e / 2c / 20r
    Elite Hex Spell. For 2-10 seconds, every time target foe uses a Shout or Chant, all foes affected by that Shout or Chant are set on fire for 1-4 seconds.

    Ghostly Grasp (Communing)
    10e / 2c / 45r
    Elite Enchantment Spell. For 5-15 seconds, the next item spell you drop activates its effect twice and you loose 15-7 energy.

  8. #108

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    Quote Originally Posted by PsyBuster View Post
    Kaleidoscope (Energy Storage)
    5e / ¾c / 3r
    Elite Spell. Target foe is struck for 15-65 damage. The damage dealt is either Cold, Earth, Lightning or Fire damage.
    Never happen.
    Last edited by Auntie I; 17-01-2007 at 11:50. Reason: Removed reference to deleted post

  9. #109
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    Piercing Shot
    Elite Bow Attack
    Marksmanship
    10 Energy/0 Activation/ 6 Recharge Time

    If Piercing Shot hits, you deal +10...25 damage and target foe suffers deep wound, lowering that foe's maximum Health by 20% for 5...17 seconds. This attack has 20% armor penetration.

  10. #110
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    Delayed Justice - Smiting Prayers
    10e 1s 20r
    Elite enchantment spell
    For 10 seconds, this enchantment does nothing. While Delayed Justice ends, all foes in the area are knocked down for 5 seconds and set on fire for 1...7 seconds. Delayed Justice fails to trigger if it ends prematurely.


    Blood Spray - Blood Magic
    15e 1s 15r
    Elite hex spell
    Steal up to 5...63 health from target foe. And if target foe is bleeding, target foe is hexed with Blood Spray for 5 seconds and loses 5...33 health each second, allies near that foe gain 5...33 health each second.


    Dark Raid - Deadly Art
    5e 15r
    Elite stance
    For 2...6 seconds, if your target is not attacking you, your attacks deals +5...+16 damage and can not be blocked or evaded.


    Final Assassination - Dagger mastery
    10e 30r
    Elite Dual atack
    Must follow an offhand attack. Final Assassination deals +20...+74 damage. If Final Assassination finishes your prey successfully, it recharges instantly.

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