Thread: new skill ideas
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Old 01-06-2011, 04:16 AM
Iron Iron is offline
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Join Date: Jan 2008
Posts: 47
Default new skill ideas

So I had some ideas for some new skills. Skills these days seem to mostly be going in the direction of bigger/badder/higher damage/longer lasting with longer prevents. Here are (mostly) some ideas going in the other direction. Something of mini-skills that are used more for harassment.

I don't really know for certain what would be the best class for all of these, some are kind of obvious. Personally, I would rather see these (and most new skills) go to specific sub-classes, just so we can start seeing more hard diversification between the sub-classes. Btw, the names here suck, I know, but here goes:


throat punch - prevents opponent from casting for 2-3 seconds
- 20 second prevent
- training reduces prevent time and/or resistance check

imbalance - prevents opponent from using skills for 2-3 seconds
- 20 second prevent
- training reduces prevent time and/or resistance check


wrist slap (left/right) - prevents opponents attacks from 1 hand 4 seconds
- 40-60 second prevent
- training reduces prevent time and/or resistance check

subdue - prevents opponent from dodge/parry/evade 4 seconds
- 30-40 second prevent
- training reduces prevent time and/or breaking impairment

Preparedness - Makes you immune to impairment for first 2-3 rounds of start of next combat
- only usable outside of combat
- buff lasts limited time to start combat (40-60 seconds)
- training improves time to start combat and slightly time of immunity (1 second/100% maybe)


engage - forces the first combat round to start immediately after combat is initiated (preventing all spammables from either side beyond the first that initiated combat until after the first combat round)
- buff lasts limited time to start combat (40-60 seconds)
- training improves time to start combat

Mass Bash - bashes everything non-grouped in the room, including the user (think flying tackle of a crowd in old western bar fight)
- cannot "break" your own impairment, must wear off normally
- maybe only usable outside of combat, so you have to take yourself out of the spammables business for a while in order to bash everyone (along with getting beat on by everyone).


punt - Whatever the mesmeric ogres use to punt you across town
- training increases distance.... can we get field goal stats on that too?


summon bodyguard - a pet that is summonable in combat that has a lot (or fair amount) of hps, appears, rescues you, locks your opponent, and basically stands there to die (does little damage, mortal pet maybe)
- good fit for Paladins... they 're bound have a squire around ready to die somewhere

Boo - force flee command into opponents command queue (without output notification)
- good fit for necros

stall - briefly (6-8 seconds) adds 2 seconds lag to all non-information commands for you and your opponent (essentially stalling the fight by delaying all spammables)
- 20-30 second prevent

Pause - basically temple touches everyone in the room including the user.... "lets just take a breather and start round 2 in a few seconds"
- non-aggressive, only usable in combat, long prevent

Leech - 2-4 seconds of healing 25-50% of combat damage dealt
- 20 second prevent
- training increases % healing
- pretty obvious marauder territory here

Fatigue - 2-4 seconds of combat damage doing damage equally (not split) to all 4 pools
- 20 second prevent


Aura shield - counters that hit non-health pools
- should be low % counters 1-5% anything higher will get OP really fast
- should trigger on all damage, not just physical
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