Divine Magic Resistance [Divine Favor]
For 5-10 seconds, all party members have a 10%-40% chance to evade enemy spells cast on them.
Cost: 15 energy
Casting time: 2 seconds
Cooldown: 40 seconds
Flesh Protection [Divine Favor]
For 10-30 seconds, the corpse of all dead party members cannot be exploited by an enemy's spell.
Cost: 10 Energy
Casting time: 1/4 second
Cooldown: 30 seconds
Purity of Soul [Protection Prayers]
Enchantment spell. Whenever target other ally inherits a new "Condition", that condition is immediately transferred to you. Everytime you receive target other ally's "Condition", you gain 1-3 energy.
Cost: 10 energy, 1 arrow of energy regeneration
Casting time: 1/4 second
Cooldown: none
the new abilities thread
3 pages • Page 3
Quote:
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Originally Posted by Goonter
Necormancer:
Summon Lich (elite): (Death Magic) Exploit nearest corpse to summon a level 3-19 Lich. All animated bones and summons die when Lich is summoned. Energy: 25 | Cast: 3 | Recharge: 60 |
Death Magic Elite - Orrian Destiny
Enchantment spell for 60 seconds, on death you are raised automatically for 10-30 seconds all your abilities intact, taking half damage from all sources, and double damage from holy. After the time limit expires you die and masterless bone minions are summoned.
It's like angry vengeance + aura of the lich
Ranger:
Sage Leaf{E}~Herb Lore~Resurects target ally to 50% health with poison and weakness for 30 seconds, after the 30 seconds if the target has not died(if target does die target does not have additional DP), the conditions Weakness and Poison are removed. 50% chance miss if herblore is below 4.
Energy:10 l Cast:6 l Recharge:0
(I implemented a new attribute-Herb Lore- because I think that the ranger should have herb lore, because, well he's a ranger! This idea is for the ranger being able to resurect people when they die!)
Sage Leaf{E}~Herb Lore~Resurects target ally to 50% health with poison and weakness for 30 seconds, after the 30 seconds if the target has not died(if target does die target does not have additional DP), the conditions Weakness and Poison are removed. 50% chance miss if herblore is below 4.
Energy:10 l Cast:6 l Recharge:0
(I implemented a new attribute-Herb Lore- because I think that the ranger should have herb lore, because, well he's a ranger! This idea is for the ranger being able to resurect people when they die!)
A
Aura of Enchantment:
Monk Enchantment
Unlinked
Cost: 5 Energy
Cast time: 1/2 second
Recharge time: 1 second
This spell may be cast on any ally. This Enchantment lasts 90 seconds, but has no effect. (The reason to use this would be to power up skills such as Ether Renewal and Symbiosis that depend on the number of enchantments a player has on, or to "cover up" a more valuable enchantment to protect against enchantment removals.)
Invert Enchantments:
Mesmer Spell
Unlinnked
Cost: 10 Energy
Cast time: 1 second
Recharge time: 15 seconds
Reverse the order of the enchantments on target foe. After this is done, the enchantment that is now at the top is removed. (This makes it so even if the opponent has an enchantment on top of the one you want to remove in order to protect it, you can still remove the one you want.)
Adaptive Bond (Elite):
Monk Enchantment (Maintained)
Protection Prayers
Cost: 10 Energy
Cast time: 2 seconds
Recharge time: 2 seconds
-1 energy regeneration to maintain
Every time target ally's health would drop below zero, he is healed for (7-18) points and you lose 1 energy. If you do not have 1 energy to lose, this enchantment is terminated. (Explanation: This will always prevent a player from dying as long as you keep your energy up. Let's say a player with this enchantment on him (from a Monk with 12 Protection Prayers) has 50 hit points left and gets hit for 150, putting him at -100. Then he will keep getting healed for 18 until the hit points get above zero, which will take 6 heals. The net effect will be that the player will be at -100+(18*6) = 8 hit points, and the monk will lose 6 energy. I call this "Adaptive Bond" because it "adapts" to protect against the actual amount of damage the person needs to be protected against in order to not die.)
Spirit Bond (Elite):
This is an elite version of Life Bond. It works exactly like Life Bond, except that it protects against damage from all sources (except DOTs), not just attacks.
Siphon Energy:
Mesmer Hex
Inspiration Magic
Cost: 10 Energy
Cast time: 2 seconds
Recharge time: 30 seconds
For 15 seconds, every time target foe regains energy by a means other than normal energy regeneration, (20-50)% of that gain is redirected to you.
Scourge Energy:
Mesmer Hex
Inspiration Magic
Cost: 10 energy
Cast time: 2 seconds
Recharge time: 20 seconds
For 30 seconds, if target foe dies, you gain (20-50)% of that foe's remaining energy when he dies.
Recover Energy:
Monk Enchantment
Divine Favor
Cost: 10 energy
Cast time: 2 seconds
Recharge time: 20 seconds
For 30 seconds, if target other ally dies, you gain (20-50)% of that ally's remaining energy when he dies.
Balthazar's Caprice (Elite):
Monk Enchantment
Smiting Prayers
Cost: 25 energy
Cast time: 4 seconds
Recharge time: 60 seconds
This Enchantment is cast on self. For 45 seconds, all party members gain a damage bonus of (20-60)%, and you may not move. If you die or this enchantment is removed, the team that killed you or removed the enchantment gains the (20-60)% damage bonus for the remainder of the 45 second period. (This enchantment should probably be given a very distinctive and unique animation so that the opposing team can see when it is being cast and who casted it).
Infuse Energy:
Elementalist Spell
Energy Storage
Cost: 5 energy
Cast time: 2 seconds
Recharge time: 20 seconds
You lose half your remaining energy. Target other ally gains energy equal to (100-140)% of the amount you lost.
Disperse Healing:
Monk Enchantment
Healing Prayers
Cost: 10 Energy
Cast time: 1 second
Recharge time: 15 seconds
This enchantment is cast on self. For 15 seconds, whenever you heal an ally (this includes healing from Divine Boon and Divine Favor bonuses) the amount of healing is increased by (30-70)% and is split up among all party members. (For example, suppose you're in an 8 person party and have healing prayers of 6, so the healing amount is +50%, and you heal someone for 80 points. Now instead of the target getting healed for 80 points, everyone in the party gets healed for (80*1.5)/8 = 15 points. This is very useful in conjunction with Heal Party.)
Distributed Healing (Elite):
Monk Enchantment (Maintained)
Healing Prayers
Cost: 5 Energy
Cast time: 1/4 second
Recharge time: 1 second
-1 energy regen to maintain
This enchantment is cast on self. Whenever you heal an ally (this includes healing from Divine Boon and Divine Favor bonuses) the amount of healing is increased by (30-70)% and is split up among all party members. (This is an improved version of Disperse Healing. It is much more useful because it allows you to easily turn it on and off on command.)
Disperse Damage:
Monk Enchantment
Protection Prayers
Cost: 15 Energy
Cast time: 1/2 second
Recharge time: 30 seconds
This enchantment casts on the whole party, like Aegis. For (5-10) seconds, whenever any party member takes damage from any source, the damage is increased by (60-20)% and is distributed among the whole party. For example, if your Protection Prayers is 12 and someone gets hit for 100 damage, the damage increases to 120 but it is dispersed over all 8 party members, so each party member takes 15 points of damage instead of one person taking 100 points of damage. (Very useful in combination with Disperse Healing or Distributed Healing!)
Monk Enchantment
Unlinked
Cost: 5 Energy
Cast time: 1/2 second
Recharge time: 1 second
This spell may be cast on any ally. This Enchantment lasts 90 seconds, but has no effect. (The reason to use this would be to power up skills such as Ether Renewal and Symbiosis that depend on the number of enchantments a player has on, or to "cover up" a more valuable enchantment to protect against enchantment removals.)
Invert Enchantments:
Mesmer Spell
Unlinnked
Cost: 10 Energy
Cast time: 1 second
Recharge time: 15 seconds
Reverse the order of the enchantments on target foe. After this is done, the enchantment that is now at the top is removed. (This makes it so even if the opponent has an enchantment on top of the one you want to remove in order to protect it, you can still remove the one you want.)
Adaptive Bond (Elite):
Monk Enchantment (Maintained)
Protection Prayers
Cost: 10 Energy
Cast time: 2 seconds
Recharge time: 2 seconds
-1 energy regeneration to maintain
Every time target ally's health would drop below zero, he is healed for (7-18) points and you lose 1 energy. If you do not have 1 energy to lose, this enchantment is terminated. (Explanation: This will always prevent a player from dying as long as you keep your energy up. Let's say a player with this enchantment on him (from a Monk with 12 Protection Prayers) has 50 hit points left and gets hit for 150, putting him at -100. Then he will keep getting healed for 18 until the hit points get above zero, which will take 6 heals. The net effect will be that the player will be at -100+(18*6) = 8 hit points, and the monk will lose 6 energy. I call this "Adaptive Bond" because it "adapts" to protect against the actual amount of damage the person needs to be protected against in order to not die.)
Spirit Bond (Elite):
This is an elite version of Life Bond. It works exactly like Life Bond, except that it protects against damage from all sources (except DOTs), not just attacks.
Siphon Energy:
Mesmer Hex
Inspiration Magic
Cost: 10 Energy
Cast time: 2 seconds
Recharge time: 30 seconds
For 15 seconds, every time target foe regains energy by a means other than normal energy regeneration, (20-50)% of that gain is redirected to you.
Scourge Energy:
Mesmer Hex
Inspiration Magic
Cost: 10 energy
Cast time: 2 seconds
Recharge time: 20 seconds
For 30 seconds, if target foe dies, you gain (20-50)% of that foe's remaining energy when he dies.
Recover Energy:
Monk Enchantment
Divine Favor
Cost: 10 energy
Cast time: 2 seconds
Recharge time: 20 seconds
For 30 seconds, if target other ally dies, you gain (20-50)% of that ally's remaining energy when he dies.
Balthazar's Caprice (Elite):
Monk Enchantment
Smiting Prayers
Cost: 25 energy
Cast time: 4 seconds
Recharge time: 60 seconds
This Enchantment is cast on self. For 45 seconds, all party members gain a damage bonus of (20-60)%, and you may not move. If you die or this enchantment is removed, the team that killed you or removed the enchantment gains the (20-60)% damage bonus for the remainder of the 45 second period. (This enchantment should probably be given a very distinctive and unique animation so that the opposing team can see when it is being cast and who casted it).
Infuse Energy:
Elementalist Spell
Energy Storage
Cost: 5 energy
Cast time: 2 seconds
Recharge time: 20 seconds
You lose half your remaining energy. Target other ally gains energy equal to (100-140)% of the amount you lost.
Disperse Healing:
Monk Enchantment
Healing Prayers
Cost: 10 Energy
Cast time: 1 second
Recharge time: 15 seconds
This enchantment is cast on self. For 15 seconds, whenever you heal an ally (this includes healing from Divine Boon and Divine Favor bonuses) the amount of healing is increased by (30-70)% and is split up among all party members. (For example, suppose you're in an 8 person party and have healing prayers of 6, so the healing amount is +50%, and you heal someone for 80 points. Now instead of the target getting healed for 80 points, everyone in the party gets healed for (80*1.5)/8 = 15 points. This is very useful in conjunction with Heal Party.)
Distributed Healing (Elite):
Monk Enchantment (Maintained)
Healing Prayers
Cost: 5 Energy
Cast time: 1/4 second
Recharge time: 1 second
-1 energy regen to maintain
This enchantment is cast on self. Whenever you heal an ally (this includes healing from Divine Boon and Divine Favor bonuses) the amount of healing is increased by (30-70)% and is split up among all party members. (This is an improved version of Disperse Healing. It is much more useful because it allows you to easily turn it on and off on command.)
Disperse Damage:
Monk Enchantment
Protection Prayers
Cost: 15 Energy
Cast time: 1/2 second
Recharge time: 30 seconds
This enchantment casts on the whole party, like Aegis. For (5-10) seconds, whenever any party member takes damage from any source, the damage is increased by (60-20)% and is distributed among the whole party. For example, if your Protection Prayers is 12 and someone gets hit for 100 damage, the damage increases to 120 but it is dispersed over all 8 party members, so each party member takes 15 points of damage instead of one person taking 100 points of damage. (Very useful in combination with Disperse Healing or Distributed Healing!)
Warrior:
Healing Signet (Elite) Tatics
Heals 40 + 8*tactics. 2 second cast. 5 second recharge. -20 armor.
Flash Blade Swordsmanship
5 Adreneline, if this attack hits, it does no damage but enemy is blinded for 3-9 seconds.
Monk:
Dwanya's Rebirth (elite) Divine Favor
15 energy. 8 second cast, no recharge. Brings ally back to life with 25%-66% health and 0-50% energy. Also reduces death penalty by 5%.
Any:
Ressurection Signet 2 No attribute
Replaces Ressurection Signet (1). Fully heals ally, but unlike Res Sig (1), has a 2-5 minute recharge time.
Healing Signet (Elite) Tatics
Heals 40 + 8*tactics. 2 second cast. 5 second recharge. -20 armor.
Flash Blade Swordsmanship
5 Adreneline, if this attack hits, it does no damage but enemy is blinded for 3-9 seconds.
Monk:
Dwanya's Rebirth (elite) Divine Favor
15 energy. 8 second cast, no recharge. Brings ally back to life with 25%-66% health and 0-50% energy. Also reduces death penalty by 5%.
Any:
Ressurection Signet 2 No attribute
Replaces Ressurection Signet (1). Fully heals ally, but unlike Res Sig (1), has a 2-5 minute recharge time.
Armageddon [Elite]
Elementalist Fire
for 45 seconds a huge rain of fire and meteors come crashing down damaging everyone in area for 50-150. Causes Exhaustion
Cost - 30
Casting Time - 5 seconds
Cooldown - 3 minutes
Flash Flood [Elite]
Elementalist Water
You create a giant wave that spreads out from your position hitting everyone around you for 30-60 damage and stunning for 2-4 seconds. Causes Exhaustion
Cost - 25
Casting Time - 4 seconds
Cooldown - 3 minutes
Lightning Storm [Elite]
Elementalist Wind
You create a huge thundercloud above that randomly throws down bolts. Throws down 10-20 bolts each dealing 40-60 damage and has 25% armor piercing, then disperses. Causes Exhaustion
Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes
Earthquake [Elite]
Elementalist Earth
A huge Earthquake, with you as the epicenter, damages all enemies around you, dealing more damage the closer they are to you. deals 20-40 damage far range and 50-90 close range, also stunning 2 seconds at close range, while only 1 at far range. Causes Exhaustion
Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes
Mana Strike [Elite]
Elementalist Energy Storage
You take all your mana and shape it into a single bolt and throw it at the enemy. depletes all your mana, dealing 1.5-2.5 for each mana point to target enemy. Causes Exhaustion.
Cost - 10
Casting time - 3 seconds
Cooldown - 2 minutes
Glyph Of Expertise [Elite]
Elementalist General
The next spell you cast takes 1 second less, 10 mana less, and has half the cooldown.
Cost - 10
Casting time - 1
Cooldown - 6 minutes
As you see all of these are elite Elementalist spells. I don't now how balanced or cheap they are, so please don't flame me.
Elementalist Fire
for 45 seconds a huge rain of fire and meteors come crashing down damaging everyone in area for 50-150. Causes Exhaustion
Cost - 30
Casting Time - 5 seconds
Cooldown - 3 minutes
Flash Flood [Elite]
Elementalist Water
You create a giant wave that spreads out from your position hitting everyone around you for 30-60 damage and stunning for 2-4 seconds. Causes Exhaustion
Cost - 25
Casting Time - 4 seconds
Cooldown - 3 minutes
Lightning Storm [Elite]
Elementalist Wind
You create a huge thundercloud above that randomly throws down bolts. Throws down 10-20 bolts each dealing 40-60 damage and has 25% armor piercing, then disperses. Causes Exhaustion
Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes
Earthquake [Elite]
Elementalist Earth
A huge Earthquake, with you as the epicenter, damages all enemies around you, dealing more damage the closer they are to you. deals 20-40 damage far range and 50-90 close range, also stunning 2 seconds at close range, while only 1 at far range. Causes Exhaustion
Cost - 30
Casting time - 4 seconds
Cooldown - 2 minutes
Mana Strike [Elite]
Elementalist Energy Storage
You take all your mana and shape it into a single bolt and throw it at the enemy. depletes all your mana, dealing 1.5-2.5 for each mana point to target enemy. Causes Exhaustion.
Cost - 10
Casting time - 3 seconds
Cooldown - 2 minutes
Glyph Of Expertise [Elite]
Elementalist General
The next spell you cast takes 1 second less, 10 mana less, and has half the cooldown.
Cost - 10
Casting time - 1
Cooldown - 6 minutes
As you see all of these are elite Elementalist spells. I don't now how balanced or cheap they are, so please don't flame me.
I
j
I'd like to see some more 'class combos' introduced, to try and alleviate all the FOTM builds and OTT class builds.
i.e.
Boiling Blood
Elementalist Fire
Enchantment. Increases the duration of Necromancer blood spells on target by 5...15 seconds
Cost - 10
Casting Time - 1/2 second
Cooldown - 12 seconds
(could have a similar water magic 'freeze blood' to protect party memebers from blood attacks)
Electromagnetic Volley
Elementalist Air
Enchantment. For 10..30 seconds all arrows have a 100% chance of hitting target
Cost - 10
Casting Time - 1/2 second
Cooldown - 45 seconds
Death Fall
Elementalist Earth
Ward. Any enemy character that is knocked down takes 10...50 earth damage.
Cost - 15
Casting Time - 1 second
Cooldown - 60 seconds
i.e.
Boiling Blood
Elementalist Fire
Enchantment. Increases the duration of Necromancer blood spells on target by 5...15 seconds
Cost - 10
Casting Time - 1/2 second
Cooldown - 12 seconds
(could have a similar water magic 'freeze blood' to protect party memebers from blood attacks)
Electromagnetic Volley
Elementalist Air
Enchantment. For 10..30 seconds all arrows have a 100% chance of hitting target
Cost - 10
Casting Time - 1/2 second
Cooldown - 45 seconds
Death Fall
Elementalist Earth
Ward. Any enemy character that is knocked down takes 10...50 earth damage.
Cost - 15
Casting Time - 1 second
Cooldown - 60 seconds
K
Quote:
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Originally Posted by arnansnow
Armageddon [Elite]
Elementalist Fire for 45 seconds a huge rain of fire and meteors come crashing down damaging everyone in area for 50-150. Causes Exhaustion Cost - 30 Casting Time - 5 seconds Cooldown - 3 minutes Flash Flood [Elite] Elementalist Water You create a giant wave that spreads out from your position hitting everyone around you for 30-60 damage and stunning for 2-4 seconds. Causes Exhaustion Cost - 25 Casting Time - 4 seconds Cooldown - 3 minutes Lightning Storm [Elite] Elementalist Wind You create a huge thundercloud above that randomly throws down bolts. Throws down 10-20 bolts each dealing 40-60 damage and has 25% armor piercing, then disperses. Causes Exhaustion Cost - 30 Casting time - 4 seconds Cooldown - 2 minutes Earthquake [Elite] Elementalist Earth A huge Earthquake, with you as the epicenter, damages all enemies around you, dealing more damage the closer they are to you. deals 20-40 damage far range and 50-90 close range, also stunning 2 seconds at close range, while only 1 at far range. Causes Exhaustion Cost - 30 Casting time - 4 seconds Cooldown - 2 minutes Mana Strike [Elite] Elementalist Energy Storage You take all your mana and shape it into a single bolt and throw it at the enemy. depletes all your mana, dealing 1.5-2.5 for each mana point to target enemy. Causes Exhaustion. Cost - 10 Casting time - 3 seconds Cooldown - 2 minutes As you see all of these are elite Elementalist spells. I don't now how balanced or cheap they are, so please don't flame me. |
Quote:
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Originally Posted by PippinTook
Warrior:
Dual Weilding {E} (Tactics or Strength) :Skill . Dual Weilding allows you to weild a weapon in your left hand instead of a sheild. This weapon deals -5 to -1 dmg. |
I think it would be better to have it do less % damage like "this weapon deals 10% to 5% less damage."
Whirlwind Hammer [Elite]
Warrior Hammer
You swing your hammer around dealing 50-100 damage to all enemies around and knocking them down for 2 seconds. You are knocked down for 4 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Hilt Thrust [elite]
Warrior Sword
You strike the enemy with the hilt of your blade dealing 30-60 damage, dazing them for 5-10 seconds, and knocking them down for 1-2 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Trip Up [elite]
Warrior Axe
You swing your axe at the feet of your enemy, dealing 40-80 damage, knocking them down for 2 seconds, and crippling them for 10 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Throw [elite]
Warrior Strength
You pick up nearest enemy and throw him at target enemy dealing 30-60 damage to thrown enemy and 40-80 to enemies near target enemy. thrown enemy is knocked down for 3 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Pinpoint accuracy [elite]
Warrior Tactics
You found the weakpoint in the enemies defense and struck there with all your might. Deals 35-70 damage and has 35% armor piercing. causes 3 seconds bleeding
Cost - 8 adrenaline
Casting time - 1 second
Cooldown - 1 minute
As with my previous spell suggestions, these are all warrior elites. If any of these are cheap or not balanced please just say so, don't flame. (note, I haven't really played as a warrior much, so the Cost/Casting time/Cooldown may be bad).
Warrior Hammer
You swing your hammer around dealing 50-100 damage to all enemies around and knocking them down for 2 seconds. You are knocked down for 4 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Hilt Thrust [elite]
Warrior Sword
You strike the enemy with the hilt of your blade dealing 30-60 damage, dazing them for 5-10 seconds, and knocking them down for 1-2 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Trip Up [elite]
Warrior Axe
You swing your axe at the feet of your enemy, dealing 40-80 damage, knocking them down for 2 seconds, and crippling them for 10 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Throw [elite]
Warrior Strength
You pick up nearest enemy and throw him at target enemy dealing 30-60 damage to thrown enemy and 40-80 to enemies near target enemy. thrown enemy is knocked down for 3 seconds.
Cost - 8 adrenaline
Casting time - instant
Cooldown - 1 minute
Pinpoint accuracy [elite]
Warrior Tactics
You found the weakpoint in the enemies defense and struck there with all your might. Deals 35-70 damage and has 35% armor piercing. causes 3 seconds bleeding
Cost - 8 adrenaline
Casting time - 1 second
Cooldown - 1 minute
As with my previous spell suggestions, these are all warrior elites. If any of these are cheap or not balanced please just say so, don't flame. (note, I haven't really played as a warrior much, so the Cost/Casting time/Cooldown may be bad).
