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Ninjam wrote on 2011-08-03 07:51
There should be passives to add effects to skills.
For example, magic bolt enhance.
Allows you to cast a bolt on yourself/ your weapon. Effect increases the damage of the next melee or ranged skill you do and gives it the element you cast.
Smash enhance- Allows you to stack charges of smash similarly to stacking magic/bolt charges. Does not increase damage of smash but instead gives it a wider splash radius and grants you increased movement speed during smash.(or something like that)
More passives would be nice, stuff to increase movement speed or toggleable skills giving us elemental damage. We already have masteries for pretty much all the weapons, so mabey some nice masteries for shoes and gloves, with different effects like the movement speed buff for shoe mastery and glove mastery increases your balance and attacking speed with weapons.
Also i wana see new transformation skills. More actives would be nice, perhaps a skill that drains your mp and stamina to let you swing your weapons in a wider area, giving you more splash range on them. It would work kinda like the final skills, with a short time limit too.
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protoman206 wrote on 2011-08-03 07:55
Maybe a skill where hp can be converted into mp?
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Schezo wrote on 2011-08-03 08:15
Gonna be stealing a page from Royale's idea...
Imbue Element (You need to bring Mass Elementals to a Magic Teacher to learn it, but starting the quest requires all of the bolt skills to be at least rank F with one of each of the three element items in your inventory.)
With a currently charged up Bolt Spell, you can temporarily give an Elemental Attribute to equipment. The duration is dependent on how many bolts are stacked and the rank of the Imbue Element skill. Strength of the elemental enchantment is determined by bolt rank and skill rank. At rank 1, there is a small chance the element may cause a special effect if used on clothing/armor.
Ice: May immobilize target, similar to Frozen Blast but only short enough to run away.
Lightning: Forces target into hitstun.
Fire: May burn target, inflicting DoT.
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Iyasenu wrote on 2011-08-03 08:18
Quote from Schezo;536387:
Gonna be stealing a page from Royale's idea...
Imbue Element (You need to bring Mass Elementals to a Magic Teacher to learn it, but starting the quest requires all of the bolt skills to be at least rank F with one of each of the three element items in your inventory.)
With a currently charged up Bolt Spell, you can temporarily give an Elemental Attribute to equipment. The duration is dependent on how many bolts are stacked and the rank of the Imbue Element skill. Strength of the elemental enchantment is determined by bolt rank and skill rank. At rank 1, there is a small chance the element may cause a special effect if used on clothing/armor.
Ice: May immobilize target, similar to Frozen Blast but only short enough to run away.
Lightning: Forces target into hitstun.
Fire: May burn target, inflicting DoT.
The "putting it on weapons" part of this skill idea reminds me of the skills from Star Ocean 3 like Ice Blade and such.
The enchant on non-weapons has cool effects.
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Northwind wrote on 2011-08-03 10:58
enchant modifying: allows you to improve given stats of the enchant scroll before enchanting it to an item. lets take marshall as example:
normal: +6-12hp, -15int, +3% crit if counter r6+, +1% protection
after succesful modification: +8-13hp, -12int +4% crit if counter r6, +1-2% protection
succesful modification consumes durability of the scroll (amount is dependent on the rank of the scroll) and failed attempt completely destroys it. you can modify scroll that has been already modified, but the succes rate will be half of the original (so it will never be 50%+ :XD:) succes rates are affected by skill rank and enchants rank (higher rank scrolls are ofc harder to modify)
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truefire wrote on 2011-08-03 12:13
Stick and Fling: Requirements--r1 Smash, r1 Windmill, r1 Combat Mastery, r1 Sword Mastery. Stamina cost at rank 1--35. Loading time--2 seconds (1.8 if giant). Cooldown--40 seconds at rF, 25 seconds at r1. Effect--after prepping the skill, run your sword or dagger through an enemy--the enemy is now grabbed for three seconds and unable to take any action, but you are still free to move while the enemy is impaled on your blade (the skill cannot be cancelled while an enemy is grabbed). Choose a second enemy. You will now spin to generate momentum before flinging that enemy (for Smash damage) at the designated target. Enemies around you at the time of the fling take half smash damage (unlike Windmill damage, this includes when wielding a 2-hander) If the enemy is not flung in 3 seconds, but there are enemies in range, you will randomly pick a second target and automatically fling (in this case, all damage is reduced to 66% of its full potential). If no enemies are in range, the enemy is released for no damage and free to automatically retaliate. SnF cannot be used on enemies with Advanced Heavy Stander. Cooldown starts at the moment of the fling, not the moment of the grab.
Slash and Slice: Requirements--r1 Assault Slash, r1 Charge, r1 Combat Mastery, r1 Axe Mastery. Stamina cost at r1--25. Loading Time--1 second. Cooldown--10 seconds. Effect--Using your axe, you slice a vertical arc at point blank against an enemy that deals 1.5x damage (3x damage if a giant) to the enemy and all enemies within the arc's path (the arc has about the reach of a non-wand bolt spell and about the aoe splash of Flame Burst). All enemies within the way of the vertical arc are knocked back (no impact on the knockback gauge, however). Enemies further away from you take less damage from the vertical arc attack. Next, you charge through to the max reach of your vertical arc, producing a horizontal arc as you pass, which deals 2x damage (2.5 x damage if elf) to everyone in the path. Enemies who were at the very end of the vertical arc will be knocked out of range of the horizontal attack unless they were against a wall. The second attack also knocks back, but does affect knockdown gauge. It also ignores protection when calculating crit. You are invulnerable during the vertical arc, but have passive defense against magic and melee attacks and damage reduction against arrows during the horizontal arc (unlike charge, melee and magic will not stop your movement here).
Beat and Pound: Requirements--r1 Combat Mastery, r1 Blunt Mastery, either r1 Wind Guard or r1 Final Hit. Loading time--2.5 seconds (cannot be interrupted, but can be cancelled before activation). Stamina cost--20 for activation, 3 stamina per second for duration. Duration--20 seconds at rF, 40 seconds at r1. Cooldown--5 minutes at rF, 3 minutes at r1. Effect--During duration, you are unaffected by attacks that would stun you. The ability is slightly different depending on the race using it. For humans, attacks that would automatically knock you back/down do half damage and shave off 5 seconds of your duration instead. Once every 10 seconds you can click a spot on the ground to teleport to and resume your attack there. For giants, you do not lose duration time if hit by attacks that automatically knock you back/down, but you do take full damage. The attack still will not knock you down. If you are dual-wielding maces you get in 1.5 times as many attacks. If you are wielding a shield (giant only), all incoming damage you take is treated as though you are in Wind Guard. For both races (in the event a giant is not using a shield), you take 90% damage from all incoming attacks, but throughout the duration you will beat the ground furiously, dealing 2x damage to all in range (radius is 300) every 2 seconds (1.34 seconds if a giant dual-wielding maces). Each attack will knock all affected enemies down without affecting their knockdown gauge. All passive defenses you have on (including those from transformation) will be disabled during the loading and duration of this skill. Using Final Hit or Wind Guard will give this skill an equivalent cooldown time, and vice versa. This skill does not ignore protection for calculating crit.
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Ninjam wrote on 2011-08-03 13:36
I got one. Multi slash (until i think of a better name)
Basicly, at rank f it does 70% damage per hit. You charge the skill like bolts, and each charge adds another hit. So charging it 5 times will do 5 hits.
At rank f, its 70% damage, 2 charges max.
At rank 9, 90% damage, 3 charges, faster load.
rank 5, 100% damage, 4 charges, swing speed increases.
rank 1, 125% damage, 5 charges, faster load.
Master title- hold the hotkey while chargeing to increase the damage and range of the slashes while consuming mp, caps out at 20% more range and 25% more damage but consumes all of your mp.
The load time will be something like 4 seconds rf, 3 seconds r9, 2.2 seconds r1. R1 costs at least 30 stamina a charge, and has a cooldown of 2 minutes after the skill is executed.
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GlyphZero wrote on 2011-08-03 17:06
i'ma drop this here for melee cause you really need something like this and if i made a game like mabi, this would be there;
Employ Shield
usable when shield is equiped, activated skill
a character's shield will be brought forward and the character will be forced to walk. during use, non-knockback range and magic attacks made on the character will not stop their advancement if attacked from the front. if a knockback attack is made on the character they will be briefly stunned. if the character moves close enough to strike with melee, the character may advance into the target character and "bump" them, interrupting attacks. skills that may be loaded from employ shield; lance charge, charge, evade, defend, stomp, and windguard. ranks determine base % protection(rF 10, r1 27) from range/magic attacks and load time(rF 1.8,r9 1.4, r5 0.8, r1 0.4) 20 second cooldown. perma stats increased are will and hp. spamming now no longer=winning.
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Xentaros wrote on 2011-08-03 23:55
Cleave
A giant skill that can only be used with Axes
It hits A area in front of you
At Rank 1 it basically covers view range
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Komachi wrote on 2011-08-04 00:13
Summon Fire Golem
Grades(flame colour): Red<Green<White<Blue<Black (black cannont be created via crystal making)
Skill Set
<same as normal golem>
Immolation(passive): Burns near by enemies by a fix amount per second (does not stun or affect knock back guage). Base damage burned increases with Fire Golem grade, AM and fire mastery.
Burning Touch(passive): Ignites enemies the fire golem hits with its physical attacks (except stomp) and burns for a fix amount per second (does not stun or affect knock back guage). Stacks with Immolation but not itself. Duration increases with skill Summon Fire Golem rank and damage increases with Fire golem grade, AM and fire mastery. Some enemies cannont be ignited (ie bosses). Black flame golem's burning touch lasts until the target dies.
Flame golems stats (mainly physical attack dmg) will be generally lower due to the 2 extra skills the fire golem has over the regular golem.
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Kaeporo wrote on 2011-08-04 00:37
Silence Shot (Reviving this idea)
Damage: 75%, 100%, 120%, 150%
Cancellation multiplier: x5
Bolt Silence Duration: 8, 14, 20, 25
Int Silence Duration: 0, 10, 12, 15
Required AP: 3, 36, 98, 185
Load Time: 1.2, 1, 0.8, 0.5
Maximum Aim Duration: 5 seconds, enhanced by ranged attack
Ranged attack designed to combat magic users. The skill temporarily disables the opponents ability to load magic skills. Additionally, if the attack strikes a target that is either loading a magic skill or has a magic skill loaded, the attack will deal five times more damage and will knock the target down instead of temporarily stunning them. Similarly to Wind Blast, if Silence Shot is used too frequently the skill will suffer a 10 second cooldown.
Whirlwind
Damage per second: 10-20, 45-60, 80-95, 100-140
Fall Damage: 50-150, 400-550, 750-900, 950-1350
Duration (seconds): 10, 10, 15, 18
Cooldown (seconds): 180, 180, 120, 90
Area of Effect: 0-200, 0-400, 0-600, 0-800
Maximum proximity from target: 100, 100, 200, 300
Load Time: 6, 4.5, 3, 2.5
Required AP: 10, 80, 140, 255
Wind Alchemy attack which disrupts enemies within range. The skill summons a tornado which randomly travels around the character within a set range. The area of effect is variable. Enemies caught by the twister will be helplessly pulled towards the center of the cyclone (excluding those with advanced heavy stander) Each enemy caught within the skills range will decrease the range of the skill by 100 units. If the skills area of effect is reduced to zero, all enemies caught by the attack will be thrown from the twister and will receive fall damage upon impact with the ground. The distance targets will be thrown from the attack is half the gale distance of the players Wind Blast.
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Conor wrote on 2011-08-04 00:41
Ice Barrier-
Condense the water molecules in the air using your mana in order to create an icy barrier effect, much like barrier spike.
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protoman206 wrote on 2011-08-04 03:32
Quote from Komachi;537366:
Summon Fire Golem
Grades(flame colour): Red<Green<White<Blue<Black (black cannont be created via crystal making)
Skill Set
<same as normal golem>
Immolation(passive): Burns near by enemies by a fix amount per second (does not stun or affect knock back guage). Base damage burned increases with Fire Golem grade, AM and fire mastery.
Burning Touch(passive): Ignites enemies the fire golem hits with its physical attacks (except stomp) and burns for a fix amount per second (does not stun or affect knock back guage). Stacks with Immolation but not itself. Duration increases with skill Summon Fire Golem rank and damage increases with Fire golem grade, AM and fire mastery. Some enemies cannont be ignited (ie bosses). Black flame golem's burning touch lasts until the target dies.
Flame golems stats (mainly physical attack dmg) will be generally lower due to the 2 extra skills the fire golem has over the regular golem.
That I like >:D
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Eyeoftiger wrote on 2011-08-04 04:05
New Demigod Skill Set
(from a random generation introducing Aton Cemini and the second-tier gods, etc.)
Atonement of Cemini
Summary in Skill Window: In exchange for skill exp, you shall send a prayer to Aton Cemini to give your additional; Strength, Speed, Dexterity, Intelligence, Mane {the mandatory Nexon misspelling}, Stamina, Health, and have a boost to all cylinders to increase Alchemy (so that Warriors/Mages/Rangers only get this pro skill). Be warned, this skill consumes it's exp in order to send a heavenly request.
Information: At increasing rates as ranked, Aton Cemini may answer your prayers and you will momentarily have a wing of thorns and another of vines (like G13's mysterious symbol), along with the listed stat's boost. This also gives an additional (hidden) +40% heavy stander, and a larger Arat Berry radius.
This skill's stats are decreased when wearing the Nuadha Set (naughty Nuadha)
Jeamiderark's Stagnation
Nexon Summary: Releases your imbued power of Jeamiderark, the god of Peace, to lull enemies in the radius to a calmness, leaving them open to attack. Be warned, this skill consumes exp upon usage.
Information: At a rank:radius ratio of 1:100, this skill basically removes all monster AI, including Aggro, intuition, etc. Does not work on certain enemies like giant field bosses, or high level bosses.
Prison of Atonement
Nexon Summary: Using the combined powers of Hymerark and Lymilark, a select creature is paralyzed and then drained of it's Erg. Be wary, this skill uses exp upon usage.
Information: Select a monster, then use the skill. The enemy will be frozen (and open to attack), and drained of it's Erg (inflicting a 100% injury rate) At rF the rate is 5/s but at r1 it is 100/s. Good for bosses and such. Lasts 30 seconds at rF and 1 minute and 30 seconds at r1
(0.001 exp per second is consumed when active, and casting costs 3.000 exp)
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Anwell wrote on 2011-08-04 06:06
Shakespeare's Quill - Mastery
After your stories with Shakespeare has given you his quill for safe-keep. It is an excellent quill that replace ink with mana, you've use it for most of your composing, writing your secret recipes, and homework from Lassar [Bleh]. As you've used it many times you realize it's true powers; success of magic music scrolls creation increased, increase life skills success, lessen enchant penalty, and increase custom enchanting success.
Shakespeare's Quill - Enchant [You'll need paper, glowing paper, faded-gold pages, or dark scrolls, the better the paper the better the enchant is, Gold > Dark > Silver > Bronze > Faded > Glowing > Regular; allows you to customize your own unique enchant.]
After your stories with Shakespeare has given you his quill for safe-keep. Imbuing magic effects on an item with an enchant scroll requires the enchant skill but imbuing magic effect on a plain scroll requires Shakespeare's Quill.
Rank F - [I was think it would choose stats from rank F enchant scrolls and rank E enchants scrolls at rank E.]
Shakespeare's Quill - Character [You'll need paper, glowing paper, faded-gold pages, dark scrolls, or Macbeth Script* to bind an monster/animal, the better the page the more the monster is buffed.]
Binds a tamed monster/animal into your literature as characters. Readers can summon them under their commands as if they are the original tamer.
Rank F - 100% monster's buff, 50% summon time
Rank 5 - 150% monster's buff, 100% summon time
Rank 1 - 200% monster's buff, 200% summon time, can summon one more monster with 70% chance of offstaging.
Master Title "the Director" - -50% monster's buff, -50% summon time, -70% chance of offstaging.
*Note: Macbeth Script lets you summon a monster as if they are your pet with a certain time limit. Reusable and nontransferable.