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Time for some skills that are more for flavor than serious usage. Attribute levels are given from 0..15.
Increase Voltage - Air Magic
10/2/30
Enchantment Spell. For 10..30 seconds, lightning damage you deal is increased by 25% (maximum 150 lightning damage) but whenever you take lightning damage, that damage is increased by 33..27% and you gain 1 Energy.
E-management with a price.Excellent in PvE if you know what you're up against, especially against the higher-armor monsters. Use it in GvG against mind shock split on Corrupted Isle and you are screwed. Cap of 150 prevents 220-damage lightning orbs at VoD, but doesn't (and shouldn't) override the VoD effect, like Signet of Mystic Wrath.
Intensifying Flurry - Water Magic
10/1/20
Hex Spell. For 5..11 seconds, whenever target foe takes damage, that foe's movement is slowed by 1..3% (maximum 66%).
Would be win against flag runners, as if their job needed to be harder...
Red Dragon's Claws - Dagger Mastery
5/0/9
Off-Hand Attack. If Red Dragon's Claws hits after your successful lead attack on target foe, you strike for +10..22 damage and cause Burning for 1..3 seconds.
For the hold-outs who like lead-offhand-dual, effectively +60 damage at a high dagger spec if the Burning is not removed.
Leech's Grip - Blood Magic
5/1/10
Hex Spell. For 10 seconds, target foe suffers 1 Health degeneration. After 10 seconds you gain 20 Health. If Leech's Grip is removed prematurely, you steal 3..40 Health from target foe.
Like Ether Phantom for Health, but with lifesteal attached.
Close Wound - Healing Prayers
5/0.75/2
Spell. Remove one condition from target ally. If the removed condition is a Deep Wound, that ally is healed for 12..98 Health.
Condition removal in the Healing Prayers line. If you nab the Deep Wound on a spike it's a near 200-HP swing. On other conditions Close Wound is a meaningless heal (DF only) but at least it's self-targettable.
Whirling Dervish - Scythe Mastery
5/0.75/6
Melee Attack. Attack all adjacent foes. Each attack that hits deals +5..10 damage. If you are not wielding a scythe, you lose 5..3 Energy.
Energy loss to prevent axe abuse, +dmg is minor enough to not really care about. A PvE skill for sure, one that I'd like to see in EotN. No real reason to take this over Eremite's or Mystic in PvP, which have higher damage potential and adjacent AoE is rather negligible.
Leg Eater Sweep - Scythe Mastery
5/0/5
Elite Scythe Attack. If Leg Eater Sweep hits, you strike for +1..16 damage and target foe is Crippled for 5..10 seconds. If struck foe is already Crippled, you inflict a Deep Wound for 15 seconds.
Not abusable on one character with Grenth's Grasp, and Harrier's Grasp is conditional enough and has already been nerfed. Jumping through hoops for Deep Wound is fine, I'm starting to really really like Wearying Strike even when I'm not running Melandru.
Balthazar's Slash - Swordsmanship
5/0/8
Elite Sword Attack. If Balthazar's Slash hits, you inflict a critical hit, causing Burning for 2 seconds and dealing +5..35 holy damage. Balthazar's Slash cannot be blocked.
Should explain itself. This is basically a much better version of Pure Strike. On a squishy this thing will guarantee ~90 damage (16 sword) and the Burning deals an additional 28, so it's not going to displace Final Thrust or anything.
Last edited by Seef II; 03-04-2007 at 08:51. Reason: tweaking
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Sounds similar... However, I am not sure the concept is identical. Also, I think there is a good place for PvP as well. This means the player can run past opposition- but that leaves him high and dry all on his own when invisibility ends.
In retrospect, I can see why this is a bad idea. One can imagine a whole team of players suddenly vanishing before your eyes and people frantically casting skills to try to see where they have got to. Yes- definitely a stupid skill. Sorry for bringing it up![]()
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Elementalists:
Burning Curse-Fire Magic
Cost: 10 energy
Cast time: 1/2 second
Recharge: 30 seconds
Elite Spell: For 10....30 seconds target foe takes 10....50 fire damage each time that foe strikes with a melee attack and begins burning for 1....3 seconds. This spell causes exhaustion.
Thunderstorm-Air Magic
Cost: 15 energy
Cast time: 3 seconds
Recharge: 40 seconds
Elite Skill: Cast a thunderstorm at target foes location, target and adjacent foes are struck for 10....85 air damage. This spell causes exhaustion.
Monks:
Dwayna's Escape-Divine Favor
Cost: 10 energy
Cast time: 1/2 second
Recharge: 20 seconds
Enchantment Spell: For 5....20 seconds you run 25% faster
Revive Life-Protection Prayer
Cost: 10 energy
Cast time: 3 seconds
Recharge: 8 seconds
Spell: Revive the life of a fallen ally. That ally is teleported to your location and healed for 5....30 health.
Last edited by Mathos Ragnar; 04-04-2007 at 01:25.
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Verata's Benediction (attrib: Death Magic)
10/2/20
Enchantment Spell. For 15..60 seconds, any undead minions you create are 1..3 levels higher than normal, but whenever you create a minion, you sacrifice 50..20% maximum health.
Note: The minion's extra levels caps out at 3. At 16 Death Magic, you sacrifice 17% health whenever you create a minion.
Aura of the Vampire (attrib: Blood Magic)
10/1/30
Elite Enchantment Spell. For 5..20 seconds, whenever you suffer damage, you steal 10..50 health from up to 1..5 enemies in the area.
Note: Health degeneration and sacrifice costs do not count as damage for the purposes of this skill.
In the end, all we have are the stories we can tell. And, if we are fortunate, somebody who will listen. - sylara{Z}
---------------------------------------------------------------------------------------------Zainol the Tainted (N/E) - Brianna Halwind (Mo/Me) - Sir Belidan of Ri (W/R) - Kazumi Ranzou (A/Rt) - Khaemhet Rekhotep (P/D)
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This is way too powerful (on most melee attackers it will be constant burning and ~50 damage every 1-2 seconds or so, or they could never attack at all, plus for only 10 energy.)
I'd suggest making this 15 energy, and/or making the time it lasts lower (5-15 seconds seems o.k.)
Strength: Fuel my Fire [E]
5Adr
Shout. All Adjacent foes suffer 10-92 fire damage.
Tactic: "Have Mercy" [E]
5En 0Ct 30Sec
Shout. If you are below 25% Health. Target foe's next 1-6 attacks deal 1-25 less.
Strength: "Surrender Yourself" [E]
8Adr
Shout. Target foe is knocked down for 1-3sec.
Channeling Magic. Spirit Bomb [E]
15En 3Ct 30Sec
Spell. All Ally spirits within earshot loses all 5-85% Health. For each spirit within earshot one nearby foe is stuck for 20-119 Holy damage (The same foe cannot be stuck more than once).
Last edited by kondichael; 05-04-2007 at 16:41.
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I like the Spirit bomb!
Tilt. 5,5,45.
Elite Expertise Nature Ritual. Create a level 1...8 Spirit. Non-Spirit creatures that cause knockdown are also knocked down. When this Spirit dies, all creatures within its range are knocked down. This Spirit dies after 30...126 seconds.