New Wizard Skills Thread
Comments
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Zoroastra - Sanctuary wrote: »lots of demon wizs haters QQ
many of our demon version skills sucks. the only good ones are the ones that sucked b4 lvl 11 like embestorm and hailstorm. And u guys wanna nerf that? QQ
Make stone rain stun chance up to 33 or 50%.
Give demon ultis some decent effect. They all suck. 50% chance interrupt, 20% chance of only using one spark and 5 metters increase of range... would trade that for sage bids anytime.
sounds like you shoulda gone sage b:chuckleYoutube Channel: youtube.com/user/D2VeT/videos?flow=grid&view=0
Current gear: pwcalc.com/6ab2893fbfb080a8
[SIGPIC]http://tinypic.com/view.php?pic=684hgk&s=5[/SIGPIC]0 -
hell no. i love being demon wiz. i just dont want any nerf to demon versions0
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Aquagirl - Raging Tide wrote: »OP, you have no clue what wizards need as new skills.
Learn the class , come back after you've been in some PvP/TWs for a few months.
Now I guess you have an advice for sage/demon paths too? you're around the appropriate lvl to come up with that stuff.
b:bye
So it would seem that PWI is introducing the troll?
6/100 -
Forget the spells, lets just put out there the pipe dream of every wizzy....
Give us zerk sword and we wont need any new stinking spells...lol0 -
Galox - Heavens Tear wrote: »[I'm just gonna make a new post here instead]
New Skill Template:
How to use: Copy the template into your post, and make the necessary adjustments. {Thanks to SovereignVis for the colour schemes used in this template!}
[HTML]Level (X) (What level is the skill at in your post?
Mana Input the required mana usage here
Channel Insert channel time here seconds
Cast Insert cast time here seconds
Cooldown Insert the skills cooldown timer here (1,2,3secs or 1,2,3mins ect. seconds
Weapon Insert what weapon must be equipped in order to use the skill here. (Example: Unarmed, Magical Instruments)
Description:Input the description of your skills. Also, tell us any damage, %modifiers here.
Requisite Cultivation Insert Cultivation here (Transcendant, Spirtual Adept ect.Anything inbetween these two tags will be a light blue colour. This means these values change as the skill levels up. Non-changing factors should be written in white. Example: Most damage should be written in blue, as it usually gets more powerful the more the skill is levelled.
Requires Insert amount of Chi needed to use skill here. If no chi is needed, just delete this section. Chi[/HTML]
When posted, it will look something like this:
Note: This skill gains 10% more weapon damage, a 0.5meter range increase and 275.6 additional damage increase per level.
(Formula: Level 10 damage minus level 1 damage, divided by 10.)
~~~~~~~~~~~SUGGESTED NEW SKILLS~~~~~~~~~~~
In progress.
~~~~~~~~~~~~~SUGGESTED IMPROVEMENTS TO CURRENT SKILLS~~~~~~~~~~~~~
In Progress.
You're welcome, b:thanks but still have a few things you didn't tell people. And you left out range in the template. Some skills need that listed.
These are the colors for the elements.
Fire:#ff6464
Water:#4abbff
Earth:#efef55
Wood:#5ddd5d
Metal:#e6bd4e
If it's physical damage or has no elemental effect just leave it white.
Colors for Sage and Demon.
Sage:#f7dfa5
Demon:#d618e7
And I came up with a color system for all of the classes. I use these colors on my radar in the game. So when I see a friend on radar I know which class they are by the color. b:victory
Blademaster:#ff6800 ---- RGB:255,104,0
Wizard:#0082ff ---- RGB:0,130,255
Barbarian:#ffa800 ---- RGB:255,168,0
Venomancer:#ff7cff ---- RGB:255,124,255
Archer:#00ff80 ---- RGB:0,255,162
Cleric:#ffff68 ---- RGB:255,255,104
Assassin:#ff0000 ---- RGB:255,0,0
Psychic:#8200ff ---- RGB:130,0,255
Seeker:#A00056 ---- RGB:160,0,86
Mystic:#7CAFE0 ---- RGB:124,168,224
Yes I know the new classes are not going to come out for a while, but I just like to be really for the good and/or the bad. >_<
Also notes like new skill or upgrade or what is added/changed/formula per level should be in green.
(#00ff00)0 -
Level 100 Fracture Reality
Range 30.0 meters
Mana 2000
Channel 2.0 seconds
Cast 6.0 seconds
Cooldown 15 minutes
Weapon Unarmed, Magical Instruments
Requisite Cultivation Celestial Sage/Demon
The combined powers of the elements creates a fracture in reality freezing time and dealing massive damage in a 14.0 meter radius.
Enemies caught in the blast are stunned regardless of immunity to movement debuff, unable to use items or genie skills, unable to heal, charms do not tick. Affected enemies are immune to physical, metal, or wood damage and are granted 80% damage reduction to fire, earth, and water damage for 6 seconds.
Deals fire earth and water damage equal to base magic damage plus 200% of weapon damage plus 5000.0.
Requires 3 Sparks
----
Notes: Damage would be like BT, each element contributing the full amount. Damage would occur at the end of the effect (after resistances from the effect have worn out but before charms can tick). The stun/item lock/damage immunity/resistance would occur during the 6 second cast time like FoW.
For a visual, something along the lines of a black hole would be good.
The ultimate TW ulti.0 -
Karmay - Sanctuary wrote: »Level 100 Fracture Reality
Range 30.0 meters
Mana 2000
Channel 2.0 seconds
Cast 6.0 seconds
Cooldown 15 minutes
Weapon Unarmed, Magical Instruments
Requisite Cultivation Celestial Sage/Demon
The combined powers of the elements creates a fracture in reality freezing time and dealing massive damage in a 14.0 meter radius.
Enemies caught in the blast are stunned regardless of immunity to movement debuff, unable to use items or genie skills, unable to heal, charms do not tick. Affected enemies are immune to physical, metal, or wood damage and are granted 80% damage reduction to fire, earth, and water damage for 6 seconds.
Deals fire earth and water damage equal to base magic damage plus 200% of weapon damage plus 5000.0.
Requires 3 Sparks
----
Notes: Damage would be like BT, each element contributing the full amount. Damage would occur at the end of the effect (after resistances from the effect have worn out but before charms can tick). The stun/item lock/damage immunity/resistance would occur during the 6 second cast time like FoW.
For a visual, something along the lines of a black hole would be good.
The ultimate TW ulti.
LOL. I like the black hole visual (of course using one of the top three most powerful phenomenon in nature is good..other two are the star and a hydrogen bomb blast)(lightning storm at sea comes a distant 4th)(someone tossing a motorboat over a hedge is like 50th on the list, but I mention it just for context). Ok, if we're going full fantasy; How about this?:)
Skill name: Utter Anhilliation
Skill description: Uses all your MP in one mighty stroke of cleansing, soul purifying vengance. Every MP point expended deals 10 damage against all enemies within a 35 meter radius. Immediately stuns all enemies caught in the shroud for 6 seconds. 3 second channel so they can see the visual I am about to describe. Instant cast. 2 minute cooldown for fairness. No spark required.
Visual: A white puff of smoke rolling in all directions for 35 meters followed by grisly spatterings of red exposions and then a lingering black smiley face (>> ).0 -
And on a more serious note, here's the ultimate new Wizard skill that I can think of:
Skill name: TOUCH OF GOLD
Skill description: Passive sage and demon skill that can be acquired at level 100. Allows the Wizard to engage in true alchemy. Can mix certain genie skills with magic attacks and apothecary powders, herbs, and substances for unique results. A beginner's handbook instructs as to basic mixture lines, but advanced alchemy remains unknown, and be careful to guard against accidents....
First Basic mixture: GOLDFINGER
Purpose: Causes the sage-demon pyro attack to additionally stun the target for 3 seconds.
Ingredients: Initialize alchemical mixing by pressing TOUCH OF GOLD tab and consumes one perfect chi stone in inventory. Consumes one mirage stone in inventory for minimum stun effect; Stun effect duration may be increased before casting by each pyro invocation. Each doubling of the mirage stones consumed increases the stun effect by 1 second. Maximum stun effect allowed: 10 seconds.
Second Basic mixture: SOLID GOLD
Purpose: Causes the sage-demon gush attack to additionally break any stun effect that may be in effect.
Ingredients: Initialize alchemical mixing by pressing TOUCH OF GOLD tab and consumes one perfect chi stone in inventory. Consumes one mirage stone in inventory for each stun break.
Third Basic mixture: SUTRA GOLD
Purpose: Increases the duration of Sutra by 20 seconds.
Ingredients: Initialize alchemical mixing by pressing TOUCH OF GOLD tab and consumes one perfect chi stone in inventory. Then quickly use any genie skill or apothecary item that decreases channelling time.
LOL I know, I'm just a crazy wizard. [but I like it]0 -
Level (1) Shatter Dreams
Mana 280
Channel 0.6seconds
Cast 1 seconds
Cooldown 2 minutes
WeaponUnarmed, Magical Instruments
Range 20.4 meters
Requisite CultivationTranscendant,
Description: Distorts the targets mind, causing base magic damage to the target as fire damage. Interrupts enemy channelling, makes them unable to attack for 2 seconds, and decreases there Defence level by 10 for 10 seconds.
Requires 1 Spark
Level (10) Shatter Dreams
Mana 420
Channel 0.6seconds
Cast 1 seconds
Cooldown 2 minutes
WeaponUnarmed, Magical Instruments
Range 28.5 meters
Requisite CultivationTranscendant,
Description: Distorts the targets mind, causing base magic damage to the target as fire damage. Interrupts enemy channelling, makes them unable to attack for 7 seconds, and decreases there Defence level by 20 for 10 seconds.
Requires 1 Spark
Sage: Decrease cooldown by 20 seconds.
Demon: Reduce the targets defence level by 25 for 10 seconds
^ Just an Idea if we need some control skills. Makes the opponent a sitting duck for 7 seconds at level 10. Damage is minimal; but thats to even it out, also thrown in a spark cost with a 2 minute cooldown. And since it's lowering there defence level, it means you SHOULD be doing 25% more damage per hit with demon version (Assuming you, and your opponents attack/defence levels are 0.) Unless these are affected by diminishing returns?[SIGPIC][/SIGPIC] b:victory0 -
almost all the other classes have some kind of built in vacuity mechanic to their movement speed buffs
red sprint, wings of whatever archers call it, barbs 79 skill, venos demon summer sprint and sage to purify,
what would make wizards not overpowered but instead... not terrible, is allowing distance shrink to have some kind of immune to debuff involved. or another cool thing would be to allow you to change the direction of your blink before you actually use it
also some physical immune bosses in nirvana would be hot0 -
Proski - Archosaur wrote: »almost all the other classes have some kind of built in vacuity mechanic to their movement speed buffs
red sprint, wings of whatever archers call it, barbs 79 skill, venos demon summer sprint and sage to purify,
what would make wizards not overpowered but instead... not terrible, is allowing distance shrink to have some kind of immune to debuff involved. or another cool thing would be to allow you to change the direction of your blink before you actually use it
also some physical immune bosses in nirvana would be hot
If they would give us ALCHEMY. One of the problems is that the developers like to do the alchemy themselves and then give it to us as a skill. After reaching 100, we should be able to combine to TRY to develop the skills we want. This would break the game open at the top for everybody. I'm not 100% sure they have the technical sophistication to allow for it right now as a matter of economics, but I know it could be done. That would change the game in revolutionary ways.
Can u imagine? Rez the cleric, Rope a Dope, Damage Reflectors, Acids, Mass Heal Prevention, and Wizard Stealth? Magic interval gearing. Squad levitation tactics. Attack while moving. Waxed flooring so they can't stop and run into walls. Advanced combinational alchemy, ie..wiz and cleric combine alchemy to give a radial stun or aoe poison. Two wizards combine for a no channel auto attack. And, don't forget the downside, mis-time or mis-mix....and boom u dead. It just goes on and on. LOL
Scroll up for GOLDFINGER. We want the Midus Touch. We want gold. Only gold. Our hearts are cold. We want gold!0 -
Level (1) Will Suppression
Mana 1000
Channel 2seconds
Cast .5 seconds
Cooldown 2 minutes
WeaponUnarmed, Magical Instruments
Range self
Requisite CultivationCelestial Demon, Celestial Sage
Description: Manipulate the elements of fire, water, and earth to shatter the will of surrounding enemies. Upon casting, stealthed opponents within 15 meters will be forced out of invisibility. For 15 seconds after use, the caster is immune to all immobilization statuses (stun, sleep, immobilize, occult). Opponents attempting to inflict one of these statuses during this time have a 50% chance to be charged 1 spark. If this effect activates and no spark can be sacrificed, the opponent is immobilized by the skill they attempted to use, ignoring anti-movement debuff effects. Elemental attacks cast against opponents within the area of effect will deal 25% more damage for the duration of this effect. Requires the user to have Sage/Demon force of will and elemental masteries.
Requires 2 Sparks
Level (1) Elemental sacrifice
Mana 3000
Channel 4seconds
Cast instant seconds
Cooldown 5 minutes
WeaponUnarmed, Magical Instruments
Range 20 meters
Requisite CultivationAware of the Myriad, Aware of the Void
Description: Channels the power of the elements into the caster, sacrificing their body to perform a powerful retaliatory attack. Increases damage taken by the caster 500% for 30 seconds. During this time, if the caster is killed, all enemies within 20 meters suffer damage equal to the 400% of the damage dealt by the killing blow + 2500 fire, water, and earth damage. Slows opponents by 80% for 5 seconds, reduces accuracy 65% for 5 seconds, and lose 5 chi each time they are attacked for 30 seconds.
Requires 3 Sparks
Celestial Sage: Has a 33% chance to grant all allies within 10 meters 50 chi. Elemental damage before resistances is increased by 500 points for each ally that gains chi.
Demon: Has a 33% chance to drain 50 chi from all opponents within 10 meters. For every 50 chi drained, elemental damage is increased by 750 points for each opponent that loses chi.
The first skill provides an anti-movement debuff skill, as well as an anti-stealth skill and reason for people to have to think before attacking when it's active. If someone sees you cast it and tries to stun anyways, then they pay a price for it. Also provides a small damage amp.
The second skill is a suicide attack, and is TW oriented. The 3 sparks/mp cost are so that you can't just use it every time it's off cooldown, and have to think about it. It also requires opponents to be more cautious when attacking, because if the skill is active they don't want to use a skill that will deal a lot of damage to you, since their damage is part of the skill's damage calculation. It also requires the caster to be willing to die, so they have to make sure it's actually the best choice in the situation. Would suck to be killed and not hit anyone with the skill lol.
Just random ideas i had.0 -
Level (1) Wizard Mastery
Mana N/A
Channel N/Aseconds N/A
Cast N/Aseconds
Cooldown N/Aseconds
Range N/A
Weapon N/A
Requisite Cultivation Aware of Harmony
Description:Decreases the channel time of all skills by 1% .
Level (10) Wizard Mastery
Mana N/A
Channel N/Aseconds N/A
Cast N/Aseconds
Cooldown N/Aseconds
Range N/A
Weapon N/A
Requisite Cultivation Aware of Harmony
Description:Decreases the channel time of all skills by 5% .
Sage: Decrease channel time by 7% for all skills
Demon: Grants a 2% Increase to your critical hit rate
"It might not compete with 5 APS, but stacking an additional -7% channel makes us hit faster, and could make our gear cost less. If you already have stacked -chan gear, this will give you a big boost; if you haven't got any -chan gear, it can save you some money in the long run. (I have a current -chan value of -6%. If this skill was here (and I'd maxed it) I'd be on -11% channel. Sage version grants a tad more DPS, with Demon version giving you more spike damage with the crit. This will level like other masteries."[SIGPIC][/SIGPIC] b:victory0 -
Galox - Heavens Tear wrote: »Level (1) Wizard Mastery
Mana N/A
Channel N/Aseconds N/A
Cast N/Aseconds
Cooldown N/Aseconds
Range N/A
Weapon N/A
Requisite Cultivation Aware of Harmony
Description:Decreases the channel time of all skills by 1% .
Level (10) Wizard Mastery
Mana N/A
Channel N/Aseconds N/A
Cast N/Aseconds
Cooldown N/Aseconds
Range N/A
Weapon N/A
Requisite Cultivation Aware of Harmony
Description:Decreases the channel time of all skills by 5% .
Sage: Decrease channel time by 7% for all skills
Demon: Grants a 2% Increase to your critical hit rate
"It might not compete with 5 APS, but stacking an additional -7% channel makes us hit faster, and could make our gear cost less. If you already have stacked -chan gear, this will give you a big boost; if you haven't got any -chan gear, it can save you some money in the long run. (I have a current -chan value of -6%. If this skill was here (and I'd maxed it) I'd be on -11% channel. Sage version grants a tad more DPS, with Demon version giving you more spike damage with the crit. This will level like other masteries."
I love the idea of a -chan mastery!
I made a completely new Elemental Invocation:Wizard: lvl 100
Elemental Invocation Level 1
Range 26meters
Mana 2000
Channel 3 seconds
Cast 1 second
Cooldown 10 minutes
Weapon Unarmed, Magic Instruments
Requisite Cultivation Celestial Sage/Demon
Utilizes elemental energies to attack the enemy.
The power of Water washes away target's spirit by reducing target's mana by 200% of the targets maximum mana over 20 seconds.
The power of Fire burns up target's soul by making it lose 40 Chi every 2 seconds for 16 seconds total.
The power of Earth strikes target's body, with a 80 % chance to stun the target for 3 seconds. If the stun lands, the target will suffer from a 60 % increased damage taken for 6 seconds.
The powers of Water and Fire affect only non-monster
targets. Caster's mana is still spent even if the spell is interrupted.
Requires two Spark
What do you think? Looks like the ultimate barb killing skill now.[SIGPIC][/SIGPIC]0 -
Oooh, I've looked at Elemental Invocation on ecatomb, but never really understood what it does, along with Manifest Virtue. Does any 10x Wiz have these 2 skills? I'd like to see what they look like, on a video or something. Just interested ^^
Oh, and I think the alchemy-idea would get really confusing for me, anyways![SIGPIC][/SIGPIC] b:victory0 -
Personally I'd like to see a new shield type on the wizzys, or rather a pair of shields.
personally I'd like to see this:
Poison's embrace:
Mana 27
Channel 1.0 seconds
Cast 1.2 seconds
Cooldown 3.0 seconds
Weapon Unarmed, Magic Instruments
After Rigorous study of the poisonous skills of the untamed, Wizards have learned to use small portions of magics to shield themselves from it. Use your energy to form a Wood-resistant barrier around you.
Adds 10% Wood Resistance and a chance to resist negative status by 5% for 15 minutes.
Or
Adds 10% wood resistance and increases your chance to resist interruption by 5% for 15 minutes.
(admittingly that comes off a bit over powered but hey, it might be something)
Static Shell:
Mana 27
Channel 1.0 seconds
Cast 1.2 seconds
Cooldown 3.0 seconds
Weapon Unarmed, Magic Instruments
After study of the winged elves, the wizards have learned a method of channeling some of their skills into their own. Focus all of your energy to form an meta lBarrier around you.
Adds 10% metal resistance and a chance to resist stun by 5% for 15 minutes.Good intentions are like peeing yourself in dark leather pants, you get warm feelings inside, but it doesn't show.0 -
Galox - Heavens Tear wrote: »Oooh, I've looked at Elemental Invocation on ecatomb, but never really understood what it does, along with Manifest Virtue. Does any 10x Wiz have these 2 skills? I'd like to see what they look like, on a video or something. Just interested ^^
Oh, and I think the alchemy-idea would get really confusing for me, anyways!
I've got ele invocation and used it and still haven't really seen what it does. I heard it helps regenerate chi, so I use it occasionally and forget about it. I don't know any barb who has ever asked me to give him a 4 second magic resist buff. And, it has never "dispelled all status affects" (a mythical 10% chance). So, except for the chi regen which is difficult to detect on screen, I don't see any practical use for it...but I keep trying.
As to alchemy, the idea I think, is confusing...which is kinda the point. But, I wouldn't worry about it since it would take an extra 10 bibles of code to write, or have to be administered by as of yet non-existent artificial intelligence. So....maybe in our children's lifetime.0
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