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Vendication (Communing)
5e / 4c / 30r
Elite Binding Ritual. Create a level 1-7 Spirit. This Spirit's attacks deal 5-25 damage and deal an additional +5 damage each time it receives damage. This Spirit dies after 30-80 seconds.
Retaliation (Channeling)
10e / 4c / 30r
Elite Binding Ritual. Create a level 1-8 Spirit. Whenever a non-Spirit ally in its range takes damage, every foes adjacent to that ally take 5-45 damage and the Spirit takes 45-15 damage. This Spirit dies after 30 seconds.
Binding (Communing)
15e / 5c / 45r
Elite Binding Ritual. Create a level 1-7 Spirit. This Spirit's attacks deal 5-25 damage and slow the foe's movement by 33-85% for 3 seconds. This Spirit dies after 30-80 seconds.
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Mind Crush
Elite Spell
Earth Magic
5 EN/ 1 CT/ 10 RT
Target foe takes 5..41 earth damage. If you have more energy than target foe, that foe takes an additional 5..41 earth damage and suffers from Dazed for 3..8 seconds. This spell causes exhaustion
Heart to Soul
Elite Spell
Energy Storage
10 EN/ 1 CT/ 35 RT
Remove all exhaustion. For each point of exhaustion lost, you lose 3..1 health. If you have an enchantment on, you gain 1 energy for every 10..5 health lost due to this spell.
The Mind spell is cool, but probably too easy to Daze any other class...
The second one is great too. It could change the way we see exhaustion spells, and create totally new skill combinations, since exhaustive spells would now be more than welcome in your build. Obsidian Flame spikes would become deadly. But... does it remove exhaustion only from yourself or can it be used on others ?
Charm Monster [ELITE]
Beast Mastery
10 EN/10 CT
"Charm target non-boss melee foe (must be stupid*) Once charmed, your monster companion will travel with you whenever you have Charm Monster equipped."
What do you say? This is a revolutionary skill.
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Serenity (Restoration Magic)
10e / 5c / 45r
Elite Binding Ritual. Create a level 1-8 Spirit. All party members within its range receive +25 armor and 1-5 Health regeneration while not moving. This Spirit dies after 30 seconds.
Bloodlust (Blood Magic)
5e / ¾c / 15r
Elite Enchantment Spell. Sacrifice 25% maximum health. For 5 seconds, target ally gains +1-5 Health regeneration. Bloodlust is reapplied if that ally uses an attack skill. (50% failure chance with Blood Magic of 5 or less.)
Luck (Inspiration Magic)
5e / 0c / 5r
Elite Stance. For 1-4 seconds, you have a 75% chance to "block" attacks. Whenever you block an attack this way, you steal 1-5 Energy from the attacker and Luck ends.
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Signet of Individuality (unlinked, belongs to all professions)
0/2/45
Elite Signet. Your next 1..5 skills are linked to your primary attribute instead of their normal attribute.
Crooked Posture (attrib: Illusion Magic)
5/1/20
Elite Hex Spell. For 6..24 seconds, target foe is hexed with Crooked Posture. If target foe is already in a stance, that foe is knocked down and suffers crippled and weakness for 3..10 seconds. If that foe is not in a stance, all stances are disabled for 60 seconds.
First one is good. Perhaps too good...
And again, unlinked cannot vary... so maybe a fixed 2 or 3 skills.
The second should just be a Spell. Nothing warrents it to be an Hex since there is no long term negative effect other than the ones applied at the moment of casting. If he is in a stance, he is knocked down and gets conditions. If not, all his stances are disabled.
Also, I think the 60 disabling and 20 recharge time might be too good to lock the stances of the foe forever.
Other than that, it has good potential.
Last edited by PsyBuster; 04-02-2007 at 14:52.
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