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shadow clone
stance-create 2...5 shadow clones of your self, they do 50% of your damage and are destroyed after one hit. after all colnes are destroyed, you gain 5...10 energy.(atribute: shadow arts)
-cost: 10 -recharge: 40
masive shadow clone{elite}
stance-create 3..6 shadow clones of you self, the do 75% of you damage and have the same armor as you. after explotion, all ajusting enemy's are blinded for 5 seconds.(atribute: shadow arts)
-cost: 10 -recharge: 30
do know that the clones can not be healed but dont have a health degree and also have no time limit.
the health act like a player, so they gain health when out of battle.
Last edited by sorudo; 01-01-2007 at 13:28.
Shield of Faith. 15mp - 2s cast - 40sec recharge.
For 10..30 seconds, every time target foe takes damage, that damage is nullified and you lose 7..5..3 energy. This spell ends prematurly if you dont have anymore energy left.
A spell that deals 380 damage to a single foe, with 25% AP, casts instantly so it cannot be interrupted, costs 5 energy and recharges in 15 seconds...
Did I miss something ?
Attraction (Curses)
15 energy
2 casting
30 recharge
Elite Hex Spell. For 1-5 seconds, all attacks made by foes in the area are redirected against target foe.
Reanimate (Death Magic)
20 energy
4 casting
60 recharge
Elite Spell. Loose all energy. Reanimate target dead foe to full Health and 20-80% Energy, with its original skills and armor level. That foe becomes an ally, cannot be healed or enchanted and suffers from 8-5 Health degeneration. Cannot target Bosses. (50% chance of failure with Death Magic 6 or less.)
Psychic Blur (Domination Magic)
10 energy
1 casting
30 recharge
Elite Hex Spell. For 5-20 seconds, any skill used by target foe targets a random creature in range instead of its original target.
Hurricane (Air Magic)
25 energy
2 casting
25 recharge
Elite Enchantment Spell. For 10 seconds, foes adjacent to you take 10-25 cold damage each second. Casting foes take an additionnal 10-15 damage each second.
Meditation Of The Reaper [Channeling Magic]
25 Magic
8 Seconds to cast
12 Adrenaline to cast
120 Second Recharge
Halves Casting Time if you have points in Scythe Mastery
You create a Spirit Scythe that deals 30-69 lightning damage. Each attack with the Spirit Scythe Interrupts. This skill is disabled for 120 seconds.
Ooo, too cheap. Well, now that I think of it, it's not too bad...
Blackenguard Swipe[Strength]
(Melee Attack)
1 Second Casting Time
20 Magic
60 Second Recharge
Lunge out at a foe, and deal 12...60 extra Dark damage.
A bit overpowered, maybe I'd lower the 60 Maximum Damage to 50 Maximum Damage...
Shadow Swap [Elite Spell]
You and target foe shadowsteps to each other location.
E:50 C:˝ R: 15
(Assassin- Attributeless)
Claw of the Crow [Elite Lead-attack]
Target foe suffers bleeding for 5-17 and is knocked-down for 3 seconds.
E:10 R: 10
(Dagger Mastery)
Fangs of Darkness [Elite Spell]
You shadowstep to target foe, all foes Adjacent foes is blinded for 1-10 seconds and you gain 32-130 health.
E:5 C:˝ R:25
(Shadow Arts)
Shadowy Dagger (Elite Spell)
You send a dagger against your foe, if this dagger hits it will cause 12-60 damage and Foe suffers dazing, blind and deep wound for 2-10 seconds, this spell must fellow a Off-hand Attack.
E:10 C:˝ R:15
(Deadly Arts)
Palm of Grenth(Elite Touch-skill) If target touched foe has more health than you, you gain half the difference (up to your maximum health), and that foe loses an equal amount, this skill counts as a Off-hand attack.
E: 10 C: ˝ R:15
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I realise the wording of this is cumbersome. Target foe would NOT recieve the damage effects for adjacent, nearby, and in the area, and an adjacent foe would not recieve the damage from "nearby" or "in the area". Only the location-specific damage would be dealt, so the max would be 140 with 25% AP.
The Frozen Dead (attrib: Channeling Magic)
15/3/30
Elite Binding Ritual. Summon a level (whatever) spirit. This spirit's attacks deal cold damage. If a foe is struck while moving, that foe moves 33% slower for 3 seconds. This spirit dies after (10...30) seconds.
Meditation of the Reaper: Monster Skill. For 30 Seconds, Shiro meditates and absorbs the next 500 damage. When this skill ends, Shiro steals 20 health from all foes for each second this skill was active.
I'm assuming your version is an Elite Weapon Spell. No spell ever uses adrenaline. No spell of any kind. There are non-elites that fill this role already: wailing weapon, etcetera. Why not just daze your opponent and use a Shocking scythe?
Last edited by MStarfire; 01-01-2007 at 22:20.
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Natural Ignorance (attrib: Wilderness Survival)
5/1/30
Elite skill (maybe stance?). For 10...60 seconds, you are unaffected by nature rituals.
Predatory Mauling (attrib: Beast Mastery)
5/0/20
Elite pet attack. Your animal companion attempts a Predatory Mauling. If Predatory Mauling hits a moving foe, that foe is knocked down, begins bleeding and becomes crippled for 4...18 seconds.
Deafening Roar (attrib: Beast Mastery)
10/2/20
Elite Pet Attack. You animal companion lets forth a Deafening Roar. For 6...24 seconds, all foes within earshot cannot receive the benefits of Shouts, Chants, or Echoes. This skill is easily interrupted.
Last edited by MStarfire; 04-01-2007 at 20:34.
Whine Nerf
Elite Shout
0 Adreneline
Decide you don't want to change your build, and cry "Nerf!" as fast as you can hit the button. Target skill gets gimped by ANet for 1..2 seasons.
I see this skill too much already...
Elementalist Elite:
Elemental Dexterity (attrib: Energy Storage)
5/3/15
Elite Enchantment Spell. For 30 seconds, spells which do elemental damage cost 125% more energy and recharge 20...45% faster.
Something like that.
It's like Expert's Dexterity only it's for elementalists.
Mana Tap (Attrib: Inspiration Magic) [Elite Hex Spell] 15e 3c 30r
For 1...5 seconds target foe is hexed with Mana Tap. While foe is hexed with Mana Tap, you use hexed foe's energy instead of yours. Mana Tao ends prematurely if hexed foe's energy reaches 0.
Protruding Spikes (Attrib: Water Magic) [Elite Spell]25e 3c 30r Exhaustion
Protruding Spikes appear at target foe's location. Target foe and adjacent foes take 20...50 damage and suffer from bleeding for 3...10 seconds. Causes exhaustion.
Monster Skill: "You're fired!" Used by Angry Boss.
You stop receiving gold drops and item drops. You are able to be targeted in-town by NPC's and other players. This lasts for 5 hours. This is a result of farming too much.
Last edited by soulwar; 05-01-2007 at 04:54.