Design a level 100 skill for your class.
Longknife - Harshlands
Posts: 4,843 Arc User
A week ago I made a thread saying that the level 100 skills have illogical cooldowns with all the powerful 100 skills being practically spammable and all the decent to sucky 100 skills having epic cooldowns.
This week, I'm curious what the community would be able to come up with as far as level 100 skill ideas go. I think a level 100 skill should be something that basically...adds a new dimension to a class. It shouldn't be some OP piece of **** that can OHKO everyone but can only be used every 5 minutes; it should be something that's so different, so new and yet so tricky that it both requires the player to know what they're doing to utilize it correctly AND makes them just that much more powerful if they can do so, becoming one of their key skills in any PVP situation. I'd say Seal of God for Clerics sort of fits this mold; dunno if I would call Seal of God PERFECT (seems pretty OP, actually), but it's the type of skill you have to understand your class to understand it's purpose.
That's my opinion anyways. People are free to come in here and say "OMG LYK I'D GIV MAI ASSASSUN DA ABILITY TO GO SUPAR SAYAN AND TAKE 80 PURSENT LESS DAMAGE AND DEAL ADDISHUNAL 500 PURSENT 4 5 MINUTES," but the above is the formula I'm following.
So I'll start off. If I were in charge? This is what I'd give Psychics:
Provocation
Range: 30 Meters (or 28.5, whatever)
Mana: 500
Channel: 1.0 second
Cast: 1.0 second
Cooldown: 1 minute
Weapon: Soulsphere
Every time the target takes any sort of offensive measure towards another player (an attack, genie skill, ailment etc), they will deal an additional 500 points of physical damage to that player. Lasts 1 Minute. Effective only on hostile targets.
Most of you probably don't understand the impact of such a skill for Psychics, but the Psychics should. I'd kill for this skill, personally.
So what can you guys come up with?
This week, I'm curious what the community would be able to come up with as far as level 100 skill ideas go. I think a level 100 skill should be something that basically...adds a new dimension to a class. It shouldn't be some OP piece of **** that can OHKO everyone but can only be used every 5 minutes; it should be something that's so different, so new and yet so tricky that it both requires the player to know what they're doing to utilize it correctly AND makes them just that much more powerful if they can do so, becoming one of their key skills in any PVP situation. I'd say Seal of God for Clerics sort of fits this mold; dunno if I would call Seal of God PERFECT (seems pretty OP, actually), but it's the type of skill you have to understand your class to understand it's purpose.
That's my opinion anyways. People are free to come in here and say "OMG LYK I'D GIV MAI ASSASSUN DA ABILITY TO GO SUPAR SAYAN AND TAKE 80 PURSENT LESS DAMAGE AND DEAL ADDISHUNAL 500 PURSENT 4 5 MINUTES," but the above is the formula I'm following.
So I'll start off. If I were in charge? This is what I'd give Psychics:
Provocation
Range: 30 Meters (or 28.5, whatever)
Mana: 500
Channel: 1.0 second
Cast: 1.0 second
Cooldown: 1 minute
Weapon: Soulsphere
Every time the target takes any sort of offensive measure towards another player (an attack, genie skill, ailment etc), they will deal an additional 500 points of physical damage to that player. Lasts 1 Minute. Effective only on hostile targets.
Most of you probably don't understand the impact of such a skill for Psychics, but the Psychics should. I'd kill for this skill, personally.
So what can you guys come up with?
I AGOREY
Post edited by Longknife - Harshlands on
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Comments
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Super Spirit Bomb
Range: Over 9000
Mana: 1
Channel: Instant
Cast: Instant
Cooldown: Too ****ing long
Weapon: Axe/Hammer
Syphons the chi of every player on the server to cast an Ultimate Move enabling a server-wide 1 shot kill.Some people risk to employ me
Some people live to destroy me
Either way they die0 -
Mana Rupture
Wizard class, lvl 100 req
channel: instant
cast: instant
cooldown: 1 minute
For 8 seconds, all non-instant spells have a cooldown of 1 second, and you gain 10 chi whenever you cast a spell.[SIGPIC][/SIGPIC]
I replied to the 7th topic on the 1st page of mystic forums, and got reported for necro. Plz save mystic forums.0 -
Some cool name here
Req Class: Mystic
Req Level: 100
Mana: All
Channel: 0.5 seconds
Cast: 0.5 seconds
Cooldown: 30 minutes
Sacrifice all of you mana to gain 500 MP recovery per second for 15 minutes. Sacrificed mana is gained back upon casting.
I don't know.. something to make our mana stop being so damn... wasted? b:surrender
I would be uber cool~[SIGPIC][/SIGPIC]
˙buoɹʇs ǝq ןן,ı ʇɐɥʇ ɟןǝsʎɯ ןןǝʇ ı os0 -
OmgWtfBBQ (Blademaster)
Range 35 meters
channel 1.5 seconds
cast 3 seconds
cooldown 60 minutes
weapon: any
Costs 399 chi
Teleport to the target stuning, freezeing, and silenceing it for 6 seconds dealing 200% base damage and amplifying all damage delt to target by 100%. For the next 6 seconds you gain 10% crit and 30% attack speedGifs are hard to make work here0 -
Ok, I might be able to think of something..... how about this.
Lighting Leach
Req Class: Cleric
Req Lvl:100
Channel: 1.5 sec
Cast: 1
Cooldown: 30 sec
Mana: 1200
Deals metal damage 3x as much as your basic magic attack, 20 meter AoE around target, and transfers 50% of your targets MP to you.
I might think up of another one later.[SIGPIC][/SIGPIC]
✰The Nostradamus of PWI ✰
★ A not so Retired Veteran of PWI ★
✰ ~SilverCleric~ ✰0 -
SilverCleric - Lost City wrote: »Ok, I might be able to think of something..... how about this.
Lighting Leach
Req Class: Cleric
Req Lvl: 79
Channel: 1.5 sec
Cast: 1
Cooldown: 30 sec
Mana: 1200
Deals metal damage 3x as much as your basic magic attack, 20 meter AoE around target, and transfers 50% of your targets MP to you.
I might think up of another one later.
Didn't read thread title did you?
lvl 79 =/= lvl 100Some people risk to employ me
Some people live to destroy me
Either way they die0 -
Thread title needs renamed...
"Why PWI players aren't Devs"
I would make this skill:
Fist/Sword mastery (Venomancers)
Enables a Venomancer to Equip swords and fists and use skills. Mana is reduced by 50% while sword/fist is equipped.
Gain 5% damage bonus physical and 3.5% damage bonus magical per skill level, max level 10.
Skill replaces Melee Mastery.
Tempted to make it Fist/Sword/Pole/Axe mastery, but... Eh. No point.
THEN AGAIN... There's no point to MELEE MASTERY, now, IS THERE? Use a magic weapon, you shatter the **** out of it fast. Use fists, sword, axe, pole, and you can't use skills. So... It's fail overall.101 Sage Sin*/Archer
100 Demon BM*/Barb
96 Demon Cleric/Sage Seeker
95 Demon Wiz/
94 Sage Veno
85 Psy/80 Mystic
And a handful of other alts, all 79 and under.
*Pre RB level0 -
Silent Sea
Range 35.0 Meters
Mana 190
Channel 5 seconds
Cooldown 2 minutes (after skill is canceled)
Weapon Daggers
Requisite Spiritual Cultivation Celestial Sage/Demon
Assassin goes into a trance drawing the power of ocean around him, using his power to lower the temperature of his body drastically and change the shape of water to minute needles.
Consuming 300 mana and 300 health every 3 seconds, assassin releases countless frozen needles unto the enemy and its surroundings within a 12.0 meter radius, inflicting base physical damage plus 200% of weapon damage plus 3000, slowing the targets by 40% (5 seconds slow after leaving skill radius)
Skill will not stop until you cancel.
This skill shares cooldown with Shadow Escape.0 -
Boom-shaka-laka
Range: 50m
Mana: 200
Cooldown: 5 secs
Class: Mystics
Attack instantly deals 44x weapon damage, plus an additional 15,000 damage over 3 seconds. Attack also has a 99% chance to Seal OR stun for 30 seconds. Slows the target by 90% & weakens target by 99%.
There is a 1% chance the entire skill will fail, resulting in the user loosing 100% of their HP.
Requires 5 chi.
that would SUCK if you got the 1% fail chance!, i would lol so hard if i saw it fail on someone[SIGPIC][/SIGPIC]
RUN DOGGY, RUN!!!!!
-Retired Indefinitely- b:surrender0 -
Curse of the Damned
Range: 30 Meters
Mana: 500
Channel: 1.0 second
Cast: 1.0 second
Cooldown: 5 minutes
Weapon: None
When the curse is cast on target, the target will lose all health upon attacking another player. The curse cannot be purified. Curse lasts for 10 minutes.
(Takes 3 sparks)
SAGE: Range +10M
DEMON: 50% of target's HP and MP are transfered to you.
b:chuckle[SIGPIC][/SIGPIC]0 -
Xarathox - Dreamweaver wrote: »Super Spirit Bomb
Range: Over 9000
Mana: 1
Channel: Instant
Cast: Instant
Cooldown: Too ****ing long
Weapon: Axe/Hammer
Syphons the chi of every player on the server to cast an Ultimate Move enabling a server-wide 1 shot kill.
Boo, no one got my DBZ joke. QQSome people risk to employ me
Some people live to destroy me
Either way they die0 -
Xarathox - Dreamweaver wrote: »Didn't read thread title did you?
lvl 79 =/= lvl 100
I'll edit that..... lol b:surrender[SIGPIC][/SIGPIC]
✰The Nostradamus of PWI ✰
★ A not so Retired Veteran of PWI ★
✰ ~SilverCleric~ ✰0 -
coup de grace
50% chance to instantly kill any enemy.
Range 30m.
Mana: 5000.
Channeling: 10 sec.
Cast: 3 sec
cooldown: 1h.
Class: Cleric
Learned at lvl 100.
requires 3 sparks to cast[SIGPIC][/SIGPIC]
Im a troll ;..;b:cute0 -
oooo this sounds like fun b:pleased
(ignore the badly named skills lol)
Cleric: Scape Goat
Range: 40 metres
Mana: 750
Channel: 1.0 second
Cast: 1.0 second
Cooldown: 30 seconds
Bonds with a single ally and transfers 50% damage and debuffs applied to ally to yourself. Damage that is transferred to the cleric is reduced by 25%. Bond is canceled if recast or ally walks out of range.
Wizard: Kapow
Range: 8 metres
Mana: 1000
Channel: instant
Cast: .5
Cooldown: 1 minute
Removes all debuffs (stuns, freeze, sleep etc) and deals 8 metre aoe around you of basic magic damage that silences targets for 3.5 seconds. Can be casted while stunned, slept, slowed, frozen etc.0 -
SkogDyr - Lost City wrote: »Curse of the Damned
Range: 30 Meters
Mana: 500
Channel: 1.0 second
Cast: 1.0 second
Cooldown: 5 minutes
Weapon: None
When the curse is cast on target, the target will lose all health upon attacking another player. The curse cannot be purified. Curse lasts for 10 minutes.
(Takes 3 sparks)
SAGE: Range +10M
DEMON: 50% of target's HP and MP are transfered to you.
b:chuckle
Might be a more reasonable skill if it were AoE and only lasted 5-10 seconds, and only took 50% hp, which is still a lot. Could be used in TW to stop a push0 -
Good to see you're all doing your best not to make your skills too OP.I AGOREY0
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Oh **** i poked the wrong mob
Range: 30 Meters
Mana: all of it
Channel: Instant
Cast: Instant
Cooldown: 10 Minutes
Weapon: Daggers
The assassin's true strength is its awesome defense some assassin's defense have become so great that it works on allies. When skill is cast all squad members become stealthed for 30 seconds. Stealth dissappears after attacking. adds 30 stealth levels to non assassin members and 10 stealth levels to assassin members.0 -
pwi has sins and rank 9, think we're past the point of broken alreadyGifs are hard to make work here0
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Credit Overcharge
Skill Costs x gold to cast, the more gold used, the more powerful this skill becomes.
Class: Any
Range: 1 + x meters
AOE radius: 5 + 5x meters
Mana: none
Channel: 2 - (.1 * x)
Cast: 2 - (.1 * x)
Cooldown: 600 - 20x seconds
Weapon: Credit Card
Deals x * 100% basic damage plus x * 200% weapon damage plus 2500x damage to all targets within the listed radius from the listed range. Has a x * 5% chance to shatter x/2 (rounded down) pieces of targets gear instantly. Has a x * 1% chance to instantly kill all targets in radius. Has a x * 10% chance to stun/amp by x * 50% all targets for x seconds.
Makes caster indestructible for x seconds. Every 20 gold spent the x factor multiples itself by 2 (insert 2x for x at 20 gold, 4x for x at 40 gold etc). If enemy dies from skill, skill procs itself again on x opponents killed up to x times in a massive chain reaction effect.0 -
Wonder if you're related to Rawrgh...Some people risk to employ me
Some people live to destroy me
Either way they die0 -
All / any classes:
Increase detection level by 50 (or w/e arbitrary number to allow you to see any sins) for 5minutes. Cannot be purged and is not lost upon death.[SIGPIC][/SIGPIC]0 -
Seal of God
(about the same effects Expect the caster get 90% all damge reduction, not the target.)
b:victory clerics are the heart of most squads, from lv 15 - 99 all they know is how to heal, give em the skill to survive a almost party wipe situation to revive the barb / squad0 -
Lazer Eye
Class Required: Mystic
Range: Server-wide
Mana cost: 0
Channel: 5 seconds
Cast: instant
Cooldown: 0 seconds
Charge a powerful lazer from the Earthguards third eye and create an atomic explosion that deals over 9000% base magic attack + 1337 wood damage.[SIGPIC][/SIGPIC]
vixter (101 Heavy Veno) ~ TT farmer
Peachie (102 Mystic) ~ Main character0 -
Alumin - Sanctuary wrote: »Seal of God
(about the same effects Expect the caster get 90% all damge reduction, not the target.)
b:victory clerics are the heart of most squads, from lv 15 - 99 all they know is how to heal, give em the skill to survive a almost party wipe situation to revive the barb / squad
Agreed!
Also.
*cool name here*
Uses 2 sparks to give caster the ability to cast skills for 10 seconds through any movement/skill debuff.
That way us clerics won't have to use apoth/genies to survive a sin.[SIGPIC][/SIGPIC]
jellytoast - Demon Cleric
Wizzypop - Demon Wizard
"We cannot solve our problems with the same
thinking we used when we created them." -Albert Einstein0 -
Seal of God is seriously under-rated.
Stormrage Eagleon (Let's try this again)
Range: 34 meters
Mana: 750.0
Channel: 1.5 second
Cast: 1.8 second
Cooldown: 30.0 second
Weapon: Ranged Weapons
Launches a magical bird of prey to attack all the enemies in a straight line 34 meters in front of you and knock them 34 meters back. Inflicts Metal damage equal to base physical damage plus 12000.
Requires 1 arrow, bolt or unit of shot.
Requires two Sparks
Only difference? It'd be AOE and no longer a 30s DoT. Good to use with STA and Thunderous to take out groups of stupid people gathered around a Catapult Barb.0 -
Scarab Destruction
Range: 26.5 Meters
Class Required: Venomancer
Mana: 2250
Channel: 2.5 seconds
Cast: 0.5 seconds
Cooldown: 1 minute
Weapon: Unarmed, Magic Instrument
Showers the enemies with scarabs.
All targets in range of 40 meters have a 60% chance of removing all positive effects and be affected by various status ailments.
Curse: Makes all targets take 40% more damage for 10 seconds.
Stun: Stuns all targets for 5 seconds.
Incurable: Makes all targets unable to heal themselves with potions, charms, and skills for 5 seconds.
Mana Burn: Burns 60% of their mana in 10 seconds.
Sleep: Puts the enemy to sleep up to 30 seconds.
Costs 2 Sparks.[SIGPIC][/SIGPIC]0 -
RRARRRRGGHHH - Sanctuary wrote: »Credit Overcharge
Skill Costs x gold to cast, the more gold used, the more powerful this skill becomes.
Class: Any
Range: 1 + x meters
AOE radius: 5 + 5x meters
Mana: none
Channel: 2 - (.1 * x)
Cast: 2 - (.1 * x)
Cooldown: 600 - 20x seconds
Weapon: Credit Card
Deals x * 100% basic damage plus x * 200% weapon damage plus 2500x damage to all targets within the listed radius from the listed range. Has a x * 5% chance to shatter x/2 (rounded down) pieces of targets gear instantly. Has a x * 1% chance to instantly kill all targets in radius. Has a x * 10% chance to stun/amp by x * 50% all targets for x seconds.
Makes caster indestructible for x seconds. Every 20 gold spent the x factor multiples itself by 2 (insert 2x for x at 20 gold, 4x for x at 40 gold etc). If enemy dies from skill, skill procs itself again on x opponents killed up to x times in a massive chain reaction effect.
Would actually make me LOL to see a skill like this implemented.. haha.. At least the chain reaction part.. lol0 -
Controlled Frenzy
Range: Melee
Mana: 1000
Channeling: .5 seconds
Cast Time: .5 seconds
Cooldown: 2 minutes
Requisite Weapon: Fist/Claw
Requisite Class: Blademaster
Requisite Cultivation: Celestial Sage/Demon
Long ago in the time of the Greek gods, Zeus fought Typhoeus. A giant who tried to overthrow heaven. Typhoeus was to large to damage, so Zeus had developed an attack to defeat him. He was praised for defeating the giant. He named it Controlled Frenzy.
Deals base physical damage plus 3333 to the target. Has a 100% chance to freeze the target for 6 seconds, increases attack speed, physical attack and critical rate by 25%, and amplifies the targets damage by 100%. The caster of this skill will have their physical defense and magical defense reduced to 0 and take double damage
Requires 2 sparks.AP classes are a real butt pounding...0 -
For a sin
Shadow Clone
Mana: 750
Channel: 0.5 second
Cast: 0.5 second
Cooldown: 2 minute
Weapon: Daggers
Summons a random amount (from 1-3) identical clones. Each clone has exactly half the summoners attributes for every stat. The clones will be summoned in random positions around the summoner, either to the left or right sides and move in perfect synchronisation with the summoner. Anyone targeting the assassin before this move is cast will have their target randomly shuffled between the clones and the real sin. The clones can not be controlled but will auto attack anything the summoner attacks.
Clones last for 20 seconds or until killed.
Costs 1 spark
Though I'd settle for a decent aoe/ranged hit with a short cool down.
Super saiyan mode would be awesome too. Also turning into the giant monkey or being able to fuse with psychics. I'd fuse with longknife and become permanently immune to physical damage whilst never going out of stealth even to spam my 5 attack per second earth vectors, aqua canons, headhunts and kamehameha's.0 -
ArchSaber - Sanctuary wrote: »Controlled Frenzy
Range: Melee
Mana: 1000
Channeling: .5 seconds
Cast Time: .5 seconds
Cooldown: 2 minutes
Requisite Weapon: Fist/Claw
Requisite Class: Blademaster
Requisite Cultivation: Celestial Sage/Demon[/COLOR
Deals base physical damage plus 3333 to the target. Has a 100% chance to freeze the target for 6 seconds, increases attack speed, physical attack and critical rate by 25%, and amplifies the targets damage by 100%. The caster of this skill will have their physical defense and magical defense reduced to 0 and take double damage
Requires 2 sparks.
I like it...
How about....
When player has 350+chi he is unable to take damage from more than two normal attacks per second, per person.
Skills are unaffected...0
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