Let's hit 'em, really hard!
Human
Inactive Player
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Blacksmith
Pathfinder
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Post by Emmerich on Sept 8, 2014 23:26:41 GMT
Here are some ideas I had for the guardian.
Shield Raid | Guardian Skill Tier II
Throw the shield at the opponent for Moderate damage and High aggro increase
Shield Punish | Guardian Skill Tier II
Can only be use after successfully using parry. Swing the shield at the opponent for high damage and stun them for 3 seconds
Shield Reflect | Guardian Skill Tier II
Use the Shield to redirect physical and magical projectiles at the opponent, damage done is by half and they are also effected by the extra effects.
Vigilant Eye | Guardian Skill Tier II
Becomes immune to critical hits for a short period of time
Fortified Will | Guardian Skill Tier II
Recover from physical debuffs
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Human
Inactive Player
Gold:
Pharmacist
Scholar
Guild:
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Post by Lavinia on Sept 9, 2014 0:40:26 GMT
Skill Name: Elemental Ray Class: Summoner Tier: Tier II Description: The Summoner borrows the physical properties of a follower to fuel a energy ray attack. It fires a think laser aoe attack that hits an individual target or a area on the ground. If used on 3 or more targets this spell will deal more damage than it's single target Energy Bolt counterpart. Weakens the summon that the power was borrowed from for 15 seconds. Has a moderate MP cost. Has a cast time of 4 second cooldown of 30 seconds.
Skill Name: Elemental Blast Class: Summoner Tier: Tier I Description: The Summoner borrows the physical properties of a follower to fuel a series of energy blast attacks. This fires a series of weak but fast moving energy blasts based on the summon the power was borrowed from. Due to it's low mana cost and fast cooldown this spell is best used as a filler attack while waiting for the other more power spells to become available. At level 30 this spell only fires one energy blast then at 60 it will fire two and at 90 will fire three. Weakens the summon that the power was borrowed from for 2 seconds. It has a cast time of 0.5 seconds and a cooldown of 3 seconds.
Skill Name: Elemental imbue Class: Summoner Tier: Tier I Description: The Summoner borrows the physical properties of a follower to imbue their weapon or weapons with that element. Weakens the summon that the power was borrowed from for 15 seconds. When an enemy is hit with a imbued weapon they take physical based on the weapon and elemental damage based on the element imbued. It has a cast time of 0.5 seconds, a cooldown of 5 seconds and requires a small amount of mana I maintain the imbue effect.
Elemental release could be combined with Elemental Imbue if to underwhelming.
Skill Name: Elemental release Class: Summoner Tier: Tier III Description: The Summoner borrows the physical properties of their weapon imbue to unleash a special attack. Weakens the elemental properties of that weapon for 5 seconds. It has a cast time of 0.5 seconds, a cooldown of 30 seconds. Fire: Fire Dot on next strike + fire damage
Ice: Slow effect on next strike + ice damage
Lightning: short stun effect + lightning damage
Earth: same as above I guess + Earth Damage
Wind: Knock back on strike + Wind Damage
Water: Dont know lol + Water Damage
Darkness: some sort of mind debuff + Darkness Damage
Light: Fires a wave of light to hit a single target, if ally heals them, if enemy deals light damage
Rough ideas, Elemental Release is meant to be used along side Elemental Imbue as a sort of combo, take them for what they are worth. I just like the idea of a Summoner that can do some melee damage if necessary.
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If you think yourself the hero, then beware the villains.
Human
Inactive Player
Gold:
Alchemist
Courtesan
Guild:
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Post by Scoria on Sept 12, 2014 10:21:28 GMT
Skill Name: Empathy Class: Courtesan Tier: idk Level 41+? Description: The Courtesan is one who manipulates the emotions and moods of those around him. While an Animal Tamer may be able to make mobs see them in a better light, the Courtesan passively does the same for all Sentient beings, although that will not prevent Sentient mobs from assaulting a Courtesan. Further, they are able to toggle this skill to monitor the 'moods' of those around him. One could tell if someone is hostile at a glance, wary, friendly, and the like. Naturally, this is far more effective on non-Adventurers, and some Adventurers even consider the use of this skill an extreme invasion of their own privacy. Those that know about it, anyway.
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Aquarius
Werecat
Inactive Player
Gold:
Blacksmith
Berserker
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Post by lukavminaev on Sept 19, 2014 0:39:27 GMT
0,0) several ideas for crafting subclass skills
Alchemist
Artisan
Blacksmith
Brewer
Chef
Mechanic
Pharmachist
Scribe
Tailor
woodcrafter
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Elf
Shaman
Gold:
Artisan
Scholar
Guild:
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Post by Haneroze on Sept 19, 2014 1:43:44 GMT
I like the concept of converting mana into paint, and so I approve~
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Wolf Hair
Inactive Player
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Artisan
Berserker
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Post by Caligula on Sept 21, 2014 3:07:14 GMT
Skill Name: Asura Barrier Class: Shaman Tier: Tier II Description: An offensive barrier that can explode at the users whim, doing moderate damage. This is done by creating a barrier with surplus energy and then later giving it an unstable structure. This structure is stable enough for it to retain a shape and not go off without the user choosing to do so. This also has its downsides, as it is technically a barrier, its an attack that can be "broken" by hitting it repeatedly with attacks, however it has the advantage by being able to be controlled by the users will. This skill has an a 3 second cast-time, indefinite duration but a long cooldown. As the user Tiers up the damage and number of barriers one can create increases.
Skill Name: Manifested Buddha Class: Shaman Tier: Tier II Description: Toggle skill. This barrier takes the form of the upper half a large Buddha with two arms and 2 forearms on every arm, it has a face and body-type that varies from user to user and an aura that forms a cloak. Before the catastrophe it merely boosted ones block rate using its appendages to block attacks, being merely cool to look at. In this form because it only defended in line of sight and had a high MP cost it was rated low and unpopular. However after the catastrophe, just as the Shikigami shares its senses with the Shaman, the giant Buddha shares its movements with the Shaman, causing renewed interest in offensive capabilities. With every tier up it can become larger and gains two more arms, these arms merely assist the two primary arms however.
Note: Each of these skills is based on Buddhist, Hindu and Shinto stories in order to keep with the theme of shamans, except for the first which is simply a controlled mistake. For those interested, the second is based on how the Asura are said to be the protectors of the Buddha.
I'll be posting a third. The third that is based on how the Buddha punished Sun-Wu-Kong, the monkey king, by dropping a mountain on him for causing problems in heaven.
Skill Name: Mountain Tantra Sealing Class: Shaman
Tier: Tier II
Description: The user will slam their palm against a target. Upon doing so four kanji appear above, to the sides and below the hand. The kanji vary from person to person and use to use. However the user will then focus energy upon the marked individual causing nearby stones to fly to their direction first attaching to the space between the kanji and be stuck there, then elsewhere. The stones do not move at all unless pushed, and they do not fall unless "peeled" off. They do light earth damage upon impact. The stones will continue to hit the target for as long as they focus upon them, slowly draining the users MP, but this skill ends immediately after the user stops. The unique upsides to this spell is that it doesn't activate until the user focuses on them and can even be used on targets in the air.
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If you think yourself the hero, then beware the villains.
Human
Inactive Player
Gold:
Alchemist
Courtesan
Guild:
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Post by Scoria on Oct 4, 2014 4:00:39 GMT
Skill Name: Hall of the Moon Class: Druid Tier: 3 Description: The Druid's alternative to Court of the Sun, Hall of the Moon shifts the balance of nature in the surrounding area. Naturally, the limits of this skill dictate that it must be cast in view of the sky and between dusk and dawn. When this skill is performed, an area of 50 meters surrounding the druid will experience cascading pale moonlight, simultaneously providing a small source of gentle light and drawing the entire area into greater darkness. This boundary remains stationary even if the druid should move. While standing in this area, the temperature will feel as though it were 5 degrees C (~9 degrees F) cooler. Enemies weak to ice, water, or darkness will be lightly slowed and suffer a minor accuracy debuff. Additionally, ice, water, and darkness skills have their area of effect and duration increased greatly. The effect of Hall of the Moon lasts for 10 minutes. It has a casting time of 10 seconds and a cooldown time of 30 minutes.
- Basically a Court of the Sun counterpart. Promotes 'zone control' over the high speed that Court of the Sun promotes. It's tricksy and such, whereas Court of the Sun is a more 'blast them away' sorta thing. I would really encourage Ice, Water, and Darkness, because it fits thematically and I think the effects are slightly weaker here in comparison to Court of the Sun. K. Yeah.
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Elf
Inactive Player
Gold:
Woodcrafter
Cavalier
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Post by rexxar on Oct 6, 2014 21:17:03 GMT
Skill Name: Split Soul Class: Assassin Tier: Tier 2 Description The assassin makes a second copy of himself this copy takes half the Hp, damage, Mana, ect. And can attack two different enemies (1 form attacks 1 monster another attacks another.) You can put yourself together earlier, if so combine the leftover hp from your second form to your current hp.
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Skeleton Enthusiast
Ritual
Inactive Player
Gold:
Blacksmith
Idol
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Post by Franny Stein on Oct 14, 2014 22:45:54 GMT
Skill Name: Soul Reaping Class: Summoner Tier: Tier 1, requires an active undead minion. Action: Toggle-type, minute and a half long deactivation cooldown. Cost: .5% max HP Drain per second. Description: An iconic build defining skill for “Necromancer-Type” Summoners. When targets are slain in the character’s vicinity, excess anima will be gathered into up to five shimmering blue ghost flames around the summoner’s person. Each Will-O-Wisp provides negligent light in darkness but their primary use is for consumption. When the skill is detoggled, wisps are detonated to provide pulses of HP and MP refresh to party members based upon 10% of the original victim’s values. In the case of there being multiple wounded, the spell will always prioritize the summoner before spilling over to those with the lowest health. Due to the 5 wisp limit, excess orbs will always be detonated for their effect regardless of timing which helps to make this skill popular. Representing a gamble intrinsic to the classic Necromancer style of snowballing upon the enemy’s numbers, there is a risk in miscalculating its use in a battle of attrition. Even so, the skill has proven very popular for its ability to sustain larger numbers of forces so long as one remains aggressive. Though this spell is popular for its thematics, it is a notorious aggro magnet and an obvious beacon of vulnerability for enemy players.
I'm worried this description might be too long. The wisps providing small amounts of light is actually meant to be a disadvantage by revealing your location and making it very obvious that you are draining out your own hp. With the way this works, 1% hp per second may make this more balanced, though yours truly is bad with math. The general idea is there though: a necromancer sustaining their forces and supporting their party through marching over the enemy. In light of the calamity, I imagine this spell probably won't make one too popular among The People of the Land.
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Post by Deleted on Oct 18, 2014 20:06:00 GMT
Honey, have I got suggestions for you! Now instead of just copy + pasting the myriad of skills from the variety of places I have found them, I shall instead post the links 'to' them here for everyone to skim through. That being said, if they/you all want me to go and hand pick skills and throw them up here, I do not mind, it's a bit of lengthy work but I'd be more than happy to help out. I love the idea of filling out the skills/spells of the classes and heck a lot of these links also contain professions which can be utilized to make even the subclasses more robust. Without further ado, here's the links! Slayers (Lina Inverse woot woot!) Final Fantasy: ARR (MMO, for all classes including spell casters and martial weapon users!) Guild Wars 2 (Their skills are all weapon based, so click on a weapon and see the variety of skills they can pull off!) City of Heroes (It's an older MMO and more geared towards sci-fi rather than fantasy, BUT they do have magic, elemental attacks, summonings, shield attacks, swords and martial arts and other misc that can be skimmed through) Dragon Nest (It's a lil MMO but hey, look! More skills! :D) World of Warcraft ( I know, it's one of the oldest and well known MMO's, which has a variety of classes so why don't we use what's already given?) If you need any help or would like me to start compiling the various skills, then please let me know. :3
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Post by Deleted on Oct 18, 2014 22:09:54 GMT
Skill Name: Senpai will never notice you (Disordered Barrier is the technical name) Class: Heretic Tier: Tier II Description: Creates a barrier around the user which renders any damage dealt to them nonexistent(except for light damage). The barrier lasts for 1 second, has a casting time of 2 seconds and a cooldown of 20 seconds. The Heretic is also unable to cast spells/attack while under the effect of ethereal barrier.
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Alright time to start my adventure! Also added a first post to my tumblr for Sophora's altered look
Wolf Hair
Inactive Player
Gold:
Tailor
Fortune Teller
Guild:
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Post by Sophora on Oct 19, 2014 1:44:46 GMT
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Post by Deleted on Oct 19, 2014 4:57:17 GMT
Druid
Name: Slumber Spores Type: Ranged - CC - Single Target Range: 25 yards Tier: I Cast Time: 2.5 seconds Cooldown: 2.5 seconds Duration: 30 seconds Description: By gathering enchanted spores around the Druids hands/staff/item they then send them flying towards the intended target, upon being hit, their senses are overwhelmed and are afflicted with the Sleep status for up to 30 seconds or until awakened by an attack and/or being cured of said status.
Name: Bramble Rapture Type: Ranged - CC/DoT - AoE Tier: II Cast Time: 3 seconds Cooldown: 20 seconds Duration: 8 Seconds Description: The Druid harnesses the power of earth and wild brambles fan out around him, rooting any enemies who are within 12 yards around him, those who are captured suffer initial damage and are 'rooted' in place for eight seconds, being dealt a little damage every 1.5 seconds. Allowing the Druid to root multiple enemies for either an escape or to allow allies to capitalize on multiple now stationary targets.
Name: Tree of Life Type: AoE Heal Tier: III Cast Time: 5 seconds Cooldown: 3 minutes Duration: 25 seconds Description: By infusing their essence into the elements below the earth a tree, born of mana sprouts at the Druids feet. This tree grows rapidly and glow a golden color, those within a radius of 45 yards are healed for half of their full health. Then a HoT is applied on them, healing then ever 1.5 seconds for up to 10 seconds and this HoT is applied again once it runs out and the Tree still stands. After twenty five seconds have passed though the tree begins to rapidly shrink and then digs it's self right back into the earth as if nothing had happened before.
Name: Toxic Thorns Type: Ranged - DoT - Single Target Tier: I Cast Time: Instant Cooldown: 2.5 seconds Duration: 10 seconds Description: By harnessing the power of the flora kingdom, the Druid then has thorns sprout out from their staff, whip, etc and surge forth to then stab into the target, dealing them a small portion of damage and 'poisons' the target, inflicting a DoT on them that damages them every 1.5 second for 10 seconds.
Name: Herbal Healing Type: Healing - Status Cure - Single Target Tier: I Cast Time: 2.5 seconds Cooldown: 2.5 seconds Duration: Instant Description: By harnessing the magical properties of nature's curative powers, the Druid targets a single ally to then have that ally glow a bright green. When applied, this removes a single detrimental effect from them.
Name: Blessing of Stone Type: Buff - Single Target Tier: I Cast Time: 3 seconds Cooldown: 2.5 seconds Duration: 30 mins Description: The Druid harnesses the protective powers of nature, of stone and crystal to enhance and bolster an allies Physical Defenses by 10%, this percentage increases in increments as the Druid levels up, starting small then shifting to medium and finally large.
Name: Blessing of Wind Type: Buff - Single Target Tier: I Cast Time: 3 seconds Cooldown: 2.5 seconds Duration: 30 seconds Description: The Druid harnesses the protective powers of wind and air, for 30 seconds, there is a 100% chance of inflicting additional damage to the target each time the ally attacks.
Name: Billowing Updraft Type: CC - Single Target Tier: I Cast Time: 3 seconds Cooldown: 2.5 seconds Duration: 5 seconds Description: By commanding the winds to flurry around a single target, that target is momentarily lifted off the ground and is swirled around inside a miniature tornado's vortex, made sure to keep them dizzy and unable to touch the ground. After 5 seconds are over they are unceremoniously dropped from the air to then suffer, temporarily, from a case of confusion and/or nausea.
Name: Meddlesome Mire Type: Ranged - CC - AoE Tier: I Range: 25 yards Cast Time: 2.5 seconds Cooldown: 2.5 seconds Duration: 30 seconds Description: By commanding the spirits of earth and water, the Druid turns an area of about 10 yards into muddy swamp land, which, when enemies sink into it, hampers their movement to a crawl and allows the Druid not only a chance to escape but to also allow their team mates ample time to counter attack. This can also be used to setup traps, as the muddy muck is rather hard to move through, applying a movement speed debuff for as long as the target(s) are in it.
Name: Floral Fellowship Type: Party Heal/Buff Tier: III Range: 15 yards Cast Time: 3 seconds Cooldown: 2 minutes Duration: 40 seconds Description: The druid summons forth flower symbols to appear over her and her allies hearts, connecting them together. While this 'buff' is active, every time one person is healed, it is divided up amongst the other party members, with the exception that those with the lowest amount of health get healed more than those who aren't as injured. While this buff is active, all healing spells effects are increased by 20%. When this ability ends, it applies a 10 second heal over time spell, that is shown to be flower petals flowing down around them, this HoT only heals a small percentage of health.
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Post by Deleted on Oct 19, 2014 9:02:09 GMT
I noticed the lack of a lot of barriers for the Shaman class. Basically only three real 'barrier' skills at tier one, which I found to be a little sad, since most of them were either about compounding and/or modifying said barriers and only one of the was about pure damage mitigation, IE what is one of the main draws of the class. Also could we get the name "Damage Interception" changed to something that sounds more like a name of a spell instead of just a description? Like... Protective Barrier or Purification Barrier? I am also noticing some of the noted skills aren't present there, which has me wondering why not.
Anyways! Here's some suggestions for the Shaman class! I hope you like them. Some of these have been taken directly from the official Log Horizon TRPG book.
Shaman
Name: Guardian Barrier Type: Defensive Magic - Multiple Allies/Self Tier: III Range: 15 yards Cast Time: 5 seconds Cooldown: 120 seconds Duration: 60 seconds Description: AoE Purification Barrier, allies within the radius of the Shaman have the damage they receive reduced by a moderate amount. After the shaman recites some ancient prayers, all allies within range will seemingly be 'protected' with opaque sphere's that appear to have the same look as glass, these will shine for a moment and then disappear, but will appear each time the protected ally would receive damage.
Name: Purification Barrier Type: Defensive Magic - Single Target Tier: I Range: 30 yards Cast Time: Instant Cooldown: 3 seconds Duration: 30 mins Description: The Shaman summons forth the protective power of the spirit world, a opaque circular shield that appears in front of the target at the moment before receiving an attack. When cast, the shield reduces damage received by a moderate amount.
Name: Shroud of Spirits Type: Aggro Debuffer - Single Target Tier: II Range: 15 yards Cast Time: Instant Cooldown: 180 seconds Duration: - Description: Summoning forth the mysterious power of the spirit realm, the Shaman commands the spirits of darkness and shadow to descend and temporarily 'cloak' the target in the shadows, allowing the 'hate' that person has accumulated to dissipated slowly. When this spell is cast, the target's shadow seems to envelope them, momentarily blending them into the background, though team mates can see them, enemies temporarily cannot.
Name: Safe Journey Type: Recovery Magic - Single Target Tier: I Range: 10 yards Cast Time: 3 seconds Cooldown: 2.5 seconds Duration: - Description: Removes one negative status effect/debuff affecting the party member. The shaman focuses his energies upon the person, making them glow a bright white for a single moment to then alleviate them from their torment. That person cannot be cured again until five seconds have passed, to prevent over-curing.
Name: Fortune's Path Type: Teleport - Single Target Tier: II Range: 10 yards Cast Time: Instant Cooldown: 180 seconds Duration: - Description: By concentrating and commanding the spirits, the person is then seemingly 'spirited away' towards a specified area within 10 yards of the Shaman. This middle ground teleport spell allows the Shaman to 'pull' allies away from danger OR allows for the Shaman to position allies into certain locations such as throwing a tank in front themselves or when a mob suddenly appears.
Name: Prayer of Purity Type: Status Clearer & Preventive - Single Target Tier: I Range: Close Cast Time: 3 seconds Cooldown: 40 seconds Duration: - Description: Selecting a single negative status effect on the target (Sleep, stun, bleed, etc) the Shaman 'cures' the target of it and for the next 30 seconds that target cannot receive that status again. The target glows a bright white and then a protective 'seal' appears momentarily in front of them. When the 30 seconds are up, that 'seal' then shatters and vanishes completely.
Name: Bolstering Prayer Type: Single Target Buff Tier: I Range: Close Cast Time: 3 seconds Cooldown: 6 seconds Duration: 30 minutes Description: Increases the target's main attribute (Strength, Intellect or Wisdom, depending on the class) by 5% and Physical Defense and Elemental Resistances by 10% for 30 minutes.
Name: Replenishing Barrier Type: Defensive and Healing Magic - Single Target Tier: II Range: 10 yards Cast Time: 3 seconds Cooldown: 5 seconds Duration: 60 seconds Description: A barrier is thrown onto an ally, just like Purifying Barrier, in that it negates 5% of damage for 60 seconds, if the barrier isn't broken in those 60 seconds, the barrier will 'burst'. Showering allies within 5 yards in a dome of healing magic that heals a small percentage of health. Used wisely, one could throw this shield onto someone in the background of themselves and just as the shield is about to 'burst', to slide next to damaged allies for a small boost in their health.
Name: Wrathful Barrier Type: Shield - Damage Spell - Single Target Tier: II Range: 15 yards Cast Time: 3 seconds Cooldown: 5 seconds Duration: 60 seconds or when broken Description: The shaman throws a barrier onto a person, this barrier is red in color and get's redder each time it's hit. This shield protects the person, absorbing a moderate percentage of damage and when it receives enough damage or when the timer runs out, the shield explodes outwards into a cone of shards that resemble broken glass, damaging nearby enemies with that portion of damage it had previously absorbed. It's great to throw onto a tank, allowing the tank, not only to be defended, but blast back a portion of ALL of the damage they had been absorbing.
Name: Elder Barrier Type: Defensive Magic - Single Target Tier: II Range: 30 yards Cast Time: Instant Cooldown: 5 seconds Duration: 30 seconds Description: The Shaman surrounds the target in a sphere of opaque light that absorbs a high amount of damage and lasts for 30 seconds. Protected targets cannot benefit from this spell again for 20 seconds.
Name: Prayer of Paralysis Type: Single Target Damage and CC Tier: I Range: Close Cast Time: Instant Cooldown: 1 minute Duration: 5 seconds Description: Casting upon a single enemy, they take mild damage and are stunned for 4 seconds. Spirits sent forth to wrap around and temporarily 'paralyze' the intended target, meant primarily as a way to either escape or to stun an enemy in the middle of an attack.
Name: Static Barrier Type: CC & Shield Tier: II Range: Close Cast Time: Instant Cooldown: 5 seconds Duration: 30 seconds/3 seconds Description: Surrounds the target in a lightning shield that lasts 30 seconds and absorbs moderate amount of damage. Protected targets become deionized and cannot benefit from Static Barrier again for 20 seconds. When the barrier's time runs out and it hasn't been destroyed, it leaves the player with a floating orb of lightning that swirls slowly around them, the next attack they suffer, will momentarily stun the attacker for 3 seconds.
Name: Barrier of Immunity Type: Shield Tier: III Range: Self Cast Time: Instant Cooldown: 180 seconds Duration: 30 seconds Description: Projects a forceful barrier around the Shaman, granting immunity to all control, damage, and negative effects while channelled. While protected by this barrier, charges will build up (1 stack every 2 seconds for a total of 15 stacks) and grant 'Enduring Bastion', a barrier that absorbs an amount of damage based off the charges that are present when Force Barrier ends. Enduring Bastion also grants immunity to interrupts.
Guardian
Name: Shield Sling Type: Attack - Multiple Enemies - Aggro Tier: II Range: 10 yards Cast Time: 5 seconds Cooldown: 20 seconds Duration: - Description: The guardian grabs their equipped shield and lobs it forward, hitting up to four enemies that are close by one another. Each time the shield hits it deals less damage, also every enemy hit has their aggro spiked towards the Guardian. This move is good for grabbing those straying mobs that the Guardian is not within melee range of. Also it's a great looking trick.
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Post by Deleted on Oct 19, 2014 19:43:41 GMT
Summoner
Name: Elemental Blast Type: Ranged - AoE Range: 10 yards Tier: I Cast Time: 2 seconds Cooldown: 2.5 seconds Duration: - Description: Just like Elemental Bolt, save for when the target is hit, the element of choice blasts around the target also hitting any targets within 5 yards of the initial target.
Name: Potent Panacea Type: Ranged Cure - Single Target Range: 10 yards Tier: I Cast Time: 2 seconds Cooldown: 3 seconds Duration: - Description: The Summoner focuses healing energies upon his summoned creature, the creature glows a faint white before one of their oldest negative status effects are cleansed away. This spell can also be used upon an ally, but cannot be applied to them again for 5 seconds.
Name: Sustaining Pact Type: Ranged - Heal - Single Target Range: 10 yards Tier: II Cast Time: 1.5 seconds Cooldown: 3 seconds Duration: - Description: The Summoner sacrifices 10% of their maximum HP to continuously restore 8% of summon's HP over a period of 10 seconds. This spell cannot be executed if the Summoner's HP is below 10%. This spell is seen as the summoner glowing a reddish color, usually with their hand/weapon pointed at their summoned creature which then begins to glow during the 10 seconds. This spell allows one to 'heal' their summoned creature(s) and thus allow them to fight longer without having to worry about a healer wasting too much time healing their creatures.
Name: Phantasmal Purity Type: AoE - Buff - Self/Multiple Allies Range: 10 yards Tier: II Cast Time: 1.5 seconds Cooldown: 3 seconds Duration: 20 seconds Description: The Summoner pours healing energies out around him in a radius of 10 yards, those affected by this increases the effect of curative magic by 20% for 20s.
Name: Rousing Rally Type: Ranged - Buff - Single Target Range: 10 yards Tier: II Cast Time: Instant Cooldown: 20 seconds Duration: 1 minute Description: Increases the spirit's Physical and Magical Attack by 40%, while increasing it's Physical and Elemental Defenses by 10% and finally it's Speed by 30% for 1 minute.
Name: Ultra Rally Type: Ranged - Buff - Single Target Range: 10 yards Tier: III Cast Time: Instant Cooldown: 120 seconds Duration: 20 seconds Description: The Summoner calls forth the primal energies swelling within nature to then pass them onto his creature. When this creature is enchanted it glows red and has a more savage appearance. While this spell lasts, the creature's magical and physical attacks are increased by 50%!
Name: Focused Hatred Type: Aggro Removal - Self Range: 15 yards Tier: II Cast Time: Instant Cooldown: 1 minute Duration: - Description: The summoner causes his spirit to absorb any hatred that might have been gained by the summoner and thus redirect any incoming enemies wrath towards the spirit instead of the summoner.
Sorcerer
Name: Lightning Bolt Type: Ranged - Single Target Range: 25 yards Tier: I Cast Time: 2.5 seconds Cooldown: 2.5 seconds Duration: - Description: Summons forth the power of the storm to then send a bolt of lightning crashing from their staff, book, etc towards the target who is blasted for moderate damage. This damage is doubled if the target in and/or on water. Also if the target is wearing metallic armor this skill gains a slight homing edge.
Name: Lightning Nebula Type: AoE Range: 10 yards Tier: II Cast Time: 3 seconds Cooldown: 5 seconds Duration: - Description: The Sorcerer calls upon the power of the storm to gather the destructive power of lightning and then 'spreads' it out in a expanding area up to 10 yards around him, those hit by this suffer moderate damage and if they have been struck by other lightning based attacks before this attack, they will be stunned for 3 seconds.
Name: Flare Arrow Type: Single Target - DoT Range: 20 yards Tier: I Cast Time: 2.5 seconds Cooldown: 2.5 seconds Duration: 10 seconds Description: The sorcerer summons forth the destructive power of fire and shapes it into an arrow, they then send it screaming towards it's intended target, exploding on contact and dealing moderate damage. Targets also have a chance of being afflicted with the 'burning' status effect as any flammable clothing may be set on fire, which will deal damage each second for 10 seconds.
Name: Mist Form Type: Self Enchantment Range: Self Tier: II Cast Time: 3 seconds Cooldown: 120 seconds Duration: 10 seconds Description: The sorcerer concentrates and then transmutes himself with the power of water into a form of mist. While in this form next to nothing can harm the Sorcerer and the Sorcerer cannot harm anything in return. The Sorcerer is able to move around during this spell and this spell is more often than not used as a last ditch escape method. Though on a clear day, one can clearly see the mist moving around so most tend to use this as a way to mitigate hate.
Name: Flash Freeze Type: Single Target - Ranged - CC Range: 10 yards Tier: I Cast Time: 2.5 seconds Cooldown: 3 seconds Duration: 5 seconds or until hit/cured Description: The sorcerer summons forth the freezing powers of wind and water, chilling their target instantly in a block of ice that incapacitates them for up to 5 seconds. They sorcerer may not target the person again until after 10 seconds has passed. The frozen target may not move nor say anything but is capable of hearing and seeing everything within their range of sight/hearing. The only way to break someone free of this is to physically hit the ice which will shatter, releasing the target OR to have a healer 'cure' it.
Name: Static Field Type: CC - AoE Range: 10 yards Tier: II Cast Time: 3 seconds Cooldown: 5 seconds Duration: 10 seconds Description: Calling forth lightning to protect him and his allies, the Sorcerer has charged blasts of lightning descend into a ring around him and his alllies, this ring extends 10 yards from the Sorcerer and is visible as purple electricity interwoven like a braid around them. Enemies who touch or pass through this ring are instantly stunned for three seconds at the spot where they passed/touched the ring.
Name: Sudden Shockwave Type: AoE - Damaging Spell Range: 12 yards Tier: II Cast Time: 3 seconds Cooldown: 5 seconds Duration: 5 seconds Description: Calling forth the element of earth, the Sorcerer then causes a small scale earthquake centered upon them and expanding outwards in a 12 yard radius, enemies who are caught up in this have their legs suddenly engulfed in earth and are unable to move for 5 seconds. Though they can still launch ranged attacked if they wanted to.
Name: Stone Shards Type: Single Target - Ranged - DoT Range: 15 yards Tier: I Cast Time: 2.5 seconds Cooldown: 2.5 seconds Duration: 5 seconds Description: The sorcerer blasts forth sharpened shards of stone from the earth, these shards are razor sharp and those hit by it are dealt a small amount of damage but a 'Bleeding' debuff is applied to them for five seconds, dealing a little bit of damage for every second that passes.
Name: Elemental Finale Type: Single Target/AoE - Ranged Range: 20 yards Tier: III Cast Time: 5 seconds Cooldown: 180 seconds Duration: - Description: By summoning forth the various elements into one spot, the Sorcerer then crashes the elements to have them explode in a brilliant blast that deals severe damage to the initial target and moderate damage to any other enemies with 10 yards of the main target. This attack applies all the various elemental attributes to it's attack, making sure that unless they are resistant to all elemental attacks, that one or more elements will break through the toughest defense.
Name: Cyclone Sundering Type: DoT - Single Target Range: 30 yards Tier: I Cast Time: 2.5 seconds Cooldown: 2.5 seconds Duration: 10 seconds Description: The summoner summons down the wrath of the wind, billowing the target in a flurry of cutting winds, which deal an initial burst of damage and then will continue to swirl about the target, randomly cutting them, dealing damage every 2 seconds for 10 seconds.
Bard
Name: Song of Slumber Type: CC - AoE Range: 4 yards/10 yards Tier: I Cast Time: 2.5 seconds Cooldown: 30 seconds Duration: 10 seconds/10 minutes Description: While playing a soothing tune, this spell puts up to 6 enemies within 4 yard radius around the bard to sleep for 10s unless they are hit/cured and increases all allies within 10 yards Elemental Defenses for 10 minutes.
Name: Melancholy Melody Type: CC - AoE Range: 20 yards Tier: I Cast Time: 2.5 seconds Cooldown: 10 seconds Duration: 1 minute Description: While playing a slow tune, all enemies within ear shot will have their movement speed and attack speed drop by 30% for one minute.
Name: Purifying Paean Type: Cure - Single Target Range: 10 yards Tier: II Cast Time: Instant Cooldown: 10 seconds Duration: - Description: The bard enchants one's immune system to magically 'reject' one negative status effect on themselves or an ally.
Name: Captivating Call Type: CC - Single Target Range: 15 yards Tier: I Cast Time: Instant Cooldown: 16 seconds Duration: 8 seconds Description: The bard focuses all their charm and music at one target, 'captivating' them and immobilizing them for up to 8 seconds. Those captivated have been known to focus the bard, more out of adoration than hate and some bards have had monsters follow them for miles after being captivated.
Name: Healthy Hymn Type: Buff - Single Target Range: 15 yards Tier: II Cast Time: Instant Cooldown: 20 seconds Duration: 1 hour Description: The bard focuses their upbeat melody into a hymn to honor and bolster an ally, raising their maximum HP by 10% for up to an hour.
Name: Coward's Ballad Type: Aggro Removal - Single Target Range: Self Tier: II Cast Time: Instant Cooldown: 2 minutes Duration: - Description: The bard focuses on fleeting tones and scurrying notes to then form into a song which drops all current aggro focused upon the bard, this song magic cannot be played again for another full two minutes.
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Human
Inactive Player
Gold:
Pharmacist
Scholar
Guild:
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Post by Lavinia on Oct 20, 2014 23:56:44 GMT
All are Enchanter skills.
Astral Rage Tier II Skill The Enchanter picks a point on the ground, upon a successful cast any non party member within a 4 meter radius will receive the enraged debuff. This debuff causes monsters to attack more hastily drastically lowering their hit change leaving them open for easy counter attacks. While adventures/landers under this effect will feel a burning rage at the party members of the enchanter perhaps causing them to make foolish choices or to make mistakes. This skill has a casting time of 2 seconds, a duration of 30 seconds and a cooldown of 45 seconds.
Astral Fear Tier II Skill The Enchanter picks a point on the ground, upon a successful cast any non party member within a 4 meter radius will receive the fear debuff. While monsters under the rank of field boss will flee in terror of the party for the effects duration, adventures and landers will perhaps feel compelled to flee themselves or experience a lack of resolve to face the enchanter's party. This skill has a casting time of 2 seconds, a duration of 30 seconds for monsters 15 seconds for adventures/landers and a cooldown of 30 seconds.
Ethereal binding chains Tier III Skill The Enchanter picks a point on the ground, upon a successful cast any enemy, party member or even the enchanter within a 4 meter radius will become chained to the ground by a pure white chain. Almost unbreakable by those under it's effect this skill binds anyone in the radius for 5 seconds, once this expires those within the radius have 1 second to escape the radius or they will be bound again for another 5 seconds. This skill has a casting time of 5 seconds, a duration of 11 seconds and a cooldown of 60 seconds.
Ethereal Image Tier III Skill The enchanter selects a friendly target and upon completion a clone made from raw magic energy is created. This clone is physically identical to the target in every way, voice, scent and so forth, but they lack the memories of their target and therefor personalities. This also includes the item level of their equipment they had equipped at the time, but reforges are not carried over. This clone is unable to access skills of any type and only has access to the auto attack skill. Under normal circumstances this clone acts in a similar manner to a Summoner's minion, it requires a constant large upkeep of MP to be sustained and acts under orders of the target, not the enchanter. It also has a duration of 20 seconds in this state, after that duration is up it is desummoned or desummoned early if the enchanter can not maintain the MP upkeep required. Under a special circumstance this spell can be paired with Mana Trance, the Enchanter will enter a trance like state that would allow him or her to control the clone as if it was their own body, while their actual body would be disabled and unable to act for as long as the trance is maintained. The MP that would normally be given with Mana Trance now goes to fueling the clone, giving it a much extended duration. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
Ethereal Port Tier II Skill This spell has several names like "Noob Saver" or "Trollport" from when Elder take was still a game. Before the catastrophe this skill was used primarily to harass party members by dropping them off cliffs or to save new players from standing in dangerous area of effect spells, now it actually can save a healers life or save someone from a trap. Ethereal Tug instantly teleports a friendly target of the enchanters choosing to their side if that target is within 10 meters. This skill has a casting time of 1 seconds, and a cooldown of 60 seconds.
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Adventurer
Gold:
Pharmacist
Hunter
Guild:
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Post by Kaytina on Oct 25, 2014 6:47:55 GMT
Skill Name: Holy Shield Class: Cleric Tier: 2 Description: Passive skill that allows a cleric to use their wielded shield as a somewhat useful melee weapon. The shield glows bright white when bashed into the enemy. Attack power is based on the shield's magic defense stat. Attack ignores enemy defenses.
This is a skill used by a character who specializes in it and will appear in the anime a little later down the road.
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Hero in Red
Fox Tail
Inactive Player
Gold:
Pharmacist
Exorcist
Guild:
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Post by Tyonis on Oct 27, 2014 1:24:41 GMT
Skill Name: Ace Move: Rairyusen (Lightning Dragon Flash) Class: Samurai Tier: 2 Description: Chain X. Reverts Chain to 0 after use. The Samurai focuses his Ki into the length of his blade and releases it in the form of an explosion of light that generates threat and inflicts Blind on all targets within three meters. The amount of additional threat and the potency and duration of the Blind are determined by how many Chains consumed vs the target's level. This Skill is typically used to secure threat during the opening phases of a boss battle and to help mitigate an enemy's auto-attack damage. As a consequence of Elder Tale becoming real, the bright animation also now serves as a possible AoE Stun, like a flash grenade would in real life. This Skill has an animation time of 2 seconds and a cooldown of 30 seconds.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Oct 28, 2014 16:26:08 GMT
Note we're also looking for a lot more Subclass skills. The core skills in all Tier I-II lists are essentially all finished, so we'll still accept skills but might adjust based on demand.
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Elf
Shaman
Gold:
Artisan
Scholar
Guild:
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Post by Haneroze on Oct 28, 2014 21:35:01 GMT
A common demand for Shamans is more Shields that aim to reduce the damage. I would suggest looking at the Feca in Dofus and Wakfu for some inspiration (They've just done an overhaul on Dofus too, it's worth giving another look if it was already done). Anyway, you want some Subclass skills? I decided to do a package for our highest level subclass. It may inspire you for other Craft subclasses too. So here goes! I'll keep editting until someone else posts. (All suggestions edited into the following post: log-horizon.proboards.com/post/15942/thread )
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