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Skill suggestions


Deltaman

Do you think Warspear online need new skills?  

89 members have voted

  1. 1. Do you think Warspear online need new skills?

    • Yes
      56
    • Yes, but only passive
      21
    • Yes, but no passives
      4
    • No
      8


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As it is right now, each class only have 5 active skills, and 1 passive skill. Ws needs more skills and I've heard that you will remake the skill system in coming updates and hopefully you will add new, mega cool skills then. So here are some serious skill suggestions that i think would make the game even more interesting. I didn't make up all these skills by myself and some of them are often used in other games similar to Warspear online. If you got ant good skill suggestion or if you want to point something out about these skills, feel free to leave a reply. I would especially like some feedback from you moderators, devs and admins.

 

Active skills:

 

Blade tornado: You swing your weapon around dealing physical dmg to all surrounding enemies.

Type: Surround dmg skill

Parameter increasing with lvl: Amount of physical dmg dealt

For: Barbarian

 

Sniper: Increases your characters range, accuracy and critical hit chance by a certain amount of percantage points for a certain amount of time. (range is increased with 1 yard) While this skill buff is active, the character cannot walk. But the effect could be broken by clicking the skill icon.

Type: Buff skill for user only

Parameter increasing with lvl: Added percentage points to accuracy and critical hit chance

For: Ranger

 

Spell barrier: This skill activates a buff on you for a few seconds. If an enemy uses a skill against you while the buff is active, it will be blocked. There is also a chance that the skill will instead be turned on the one who casted it. This skill only work for single-target skills.

Type: Buff skill for user only

Parameter increasing with lvl: Chance of reflecting the skill

For: Cloth armor class

 

Wounded leg: You cut an enemy in his leg, decreasing his walking speed for a certain amount of per cent for a certain amount of time.

Type: Single target control skill

Parameter increasing with lvl: The percentage of the slow-down. Lvl 1 may be 30%, lvl 2 35%, lvl 3 40%, lvl 4 45% and lvl 5 50%

For: Heavy armor class

 

Knife throw: You throw a knife at an enemy for a distance of maximum 3 yards. The knife is poisoned and makes the enemy incapable of moving or using skills for a certain amount of time.

Type: Single-target control skill

Parameter increasing with lvl: Duration of the "stun" effect

For: Rogue

 

Dark venom: Adds a small amount of dark dmg to each normal attack or skill for a certain amount of time. The amount of added dark dmg is according to the amount of dark dmg you have.

Type: Buff skill for user only

Parameter increasing with lvl: Duration of the buff

For: Death knight

 

Intense light: A light ray hits the ground, turning enemies in the area on fire making them suffer some sun dmg each second for a certain amount of time.

Type: Drag'n'drop dmg skill

Parameter inreasing with lvl: Duration of the burn effect

For: Mage

 

Energy explosion: Turns a big amount of your nrg into [insert type] dmg that you deal on an enemy with the next hit.

Type: Single-target dmg skill

Parameter increasing with lvl: Amount of dmg dealt

For: Cloth armor class

 

Angels blessing: Increases the physical defense for all surrounding allies by a certain amount of percentage points for a certain amount of time. (Works like aura)

Type: Surrounding support skill

Parameter increasing with lvl: The amount of percentage points added to physical defense

For: Paladin

 

Heavy nock back: Makes you push an enemy two yards away. After the push, the enemy can't move for a small amount of time. This skill also adds a buff to you that increases the succes rate of charge by a certain amount of percentage points. (This skill should make it easier to use charge in melee combat. Taunting only works against noobs)

Type: Single-target control skill

Parameter increasing with lvl: Amount of added percentage points to the succes rate of charge.

For: Barbarian

 

Tear armor: Decreases an enemies physical defense with a certain amount of percentage points for a certain amount of time.

Type: Single-target effect skill

Parameter increasing with lvl: Amount of decreased percentage points on physical defense

For: Heavy class

 

Mana transfering: Restore a certain amount of an allys nrg. The amount of restored nrg is according to your own maximum nrg.

Type: Single-target support skill. Not for user

Parameter increasing with lvl: The amount of restored nrg

For: Cloth armor class

 

Bloodthirsty: Activates a buff on you that makes a certain amount of per cent of your dmg into health restoration for a certain amount of time.

Type: Buff skill for user only

Parameter increasing with lvl: Amount of per cent of dmg that is used as  health restoration

For: Barbarian

 

Mighty whirlwind: Summon a whirlwind around you for a certain amount of time that deals a small amount of moon dmg to surrounding enemies

.

Type: Surround dmg skill

Parameter increasing with lvl: Amount of dealt moon dmg

For: Druid, Shaman

 

Dark tentacles: All enemies around you become incapable of using skills or walk for a certain amount of time.

The animation would be like black "roots" coming up from the ground, tangling enemies.

Type: Surround control skill

Parameter increasing with lvl: Duration of the "stun"

For: Necromancer

 

Poisonous stab: Attack an enemy with a poisoned dagger/sword that makes him suffer some physical dmg each second for a certain amount of time.

Type: Single-target dmg skill

Parameter increasing with lvl: The amount of physical dmg dealt

For: Rogue

 

Ancient cure: You have a chance to remove negative effects from you or an ally for as example stuns, poisioning and weaking effects. The succes rate of curing a negative effect is separate for each effect. If you for example have two negative effects on your character and you have a 50% curing chance, you have a 50% chance of curing the first effect and then a 50% chance of curing the second one.

Type: Single-target support skill

Parameter increasing with lvl: The succes rate of cure in percentage points

For: Healing classes

 

Berserk: Your atk speed/physical dmg and physical defense/maximum hp get hightened by a certain amount of per cent for a certain amount of time.

Type: Buff skill for user only

Parameter increasing with lvl: Amount of added atk speed/physical dmg and physical defense/maximum hp.

For: Barbarian

 

Sharp blade: Increses your critical attack dmg with a certain amount of per cent for a certain amount of time.

Type: Buff skill for user only

Parameter increasing with lvl: Amount of added critical dmg in per cent

For: Dmg dealing class

 

Protection of light: Activates a buff on you for a certain amount of time.  When you succesfully block an attack while this buff is active, a certain percentage of the dmg that would have been dealt on you is instead dealt on the attacker.

Type: Single-target buff skill for user only

Parameter increasing with lvl: The percentage of reflected dmg

For: Paladin

 

Fast recover: Activates a buff on your character for a certain amount of time that increases your health regeneration with a certain amount of points.

Type: Single-target buff skill for user only

Parameter increasing with lvl: Amount of added health regeneration points

For: Blade Dancer

 

Spinning Blades: If you press the skill icon and then press on a spot on the map maximum 3 yards away, you will "walk" to that spot while you spinn with your blades like a tornado, dealing physical dmg each second to surrounding enemies.

Type: Surrounding dmg skill

Parameter increasing with lvl: Amount of physical dmg dealt

For: Blade Dancer

 

Magic trap: You can place a magical trap somewhere on the map. When an enemy walks on the trap, it explodes dealing [insert type] dmg to him. A maximum of 3 traps can be placed at the same time.

Type: One-square dmg trap skill (nice name, right?)

Parameter increasing with lvl: [insert type] dmg dealt to the enemy

For: Cloth armor class

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Powerful armor: You have a small chance of reflecting a certain amount of the dmg taken for a certain amount of time. The special armor can only take 3 hits, then it won't work.

Type: Buff skill for user only

Parameter increasing with lvl: Chance of reflecting dmg

For: Blade Dancee

(Based on a suggestion from Christiano)

 

Spiritual totem: You summon a totem on the map for a certain amount of time that increases surrounding allies health regeneration by a certain amount of points. The amount of increased health regeneration is according to your amount of astral magic.

Type: Surounding support skill

Parameter increasing with lvl: Amount of added health regeneration points

For: Druid and Shaman

 

Flame barrier: You can place a flame barrier anywhere on the map. It will stay there for a certain amount of time, and enemies who walk or stand into it will get dmg dealt on them each second. (the area affected could for example be 1x4 yards)

Type: Drag'n'drop dmg skill

Parameter increasing with lvl: Sun dmg dealt to the enemies

For: Mage

 

Unholy sphere:  You summon an unholy sphere around you that deals dmg to surrounding enemies. (The sphere would follow you as the mage armor skill)

Type: Buff skill for user only

Parameter increasing with lvl: Amount of dmg dealt to surrounding enemies

For: Warlock

 

Passive skills: I think it would be really nice if you added more passive skills to each class that can be studied to higher lvls. That would make the characters even more customizable and ws would become even more interesting. Here i started giving every class 5 passive skill suggestions, except from the cloth armor ones. Because i don't really know what would be good for them.

 

Blade Dancer:

 

Muscle strength: Increses your physical dmg with a certain amount of per cent.

Parameter increasing with lvl: Percentage of added physical dmg

 

Resistant skin: Increases your defense against all kind of dmg with a certain amount of percentage points. (Let tanks be tanks!)

Parameter increasing with lvl: Amount of added percentage points to all kinds of defense

 

Strong endurance: Increases your maximum hp with a certain amount of per cent.

Parameter increasing with lvl: Percentage of added maximum hp

 

Parrying master: Each time you succesfully parry an attack, your attack speed is increased by a certain amount of percentage points for a certain amount of time.

Parameter increasing  with lvl: Amount of added percentage points to attack speed

 

Nature's protection: Each time you are getting hit, there is a small chance that your magic and physical defense is increased with a certain amount of percentage points.

Parameter increasing with lvl: Amount of added percentage points

 

Ranger:

 

Bow specialist: When you are equipped with a bow, your physical dmg is increased by a certain amount of per cent.

Parameter increasing with lvl: Percentage of increased physical dmg

 

Crossbow specialist: When you are equipped with a crossbow, your atk speed is increased by a certain amount of percentage points.

Parameter increasing with lvl: Amount of added percentage poibts added to attavk speed

 

Lethal hit: Increases your accuracy and critical hit by a certain amount of per cent.

 

Athletic body: While your dodge buff is active, there is a chance of further increasing your dodge each time you deal an attack.

Parameter increasing with lvl: Chance of further increasing your dodge

 

Trained eye: While your sniping buff is active, the succes chance of ranger blessing is increased with a certain amount of percentage points.

Parameter increasing with lvl: Amount of added percentage points to succes rate of ranger blessing

 

Druid:

 

Enhanced healing: Your healing power is increased by a certain amount of per cent.

Parameter increasing with lvl: Percentage of added healing power.

Parameter increasing with lvl: Percentage of added healing power

 

Mana master: Increases your maximum nrg and nrg restoration with a certain amount of points.

Parameter increasing with lvl: Amount of added maximum nrg and nrg reatoration points

 

Mage:

 

Enhanced light: Increases your sun dmg by a certain amount of per cent.

Parameter increasing with lvl; Percentage of added sun dmg

 

Mana master

 

Priest:

 

Enhanced healing

 

Mana master

 

Paladin:

 

Light-weapon specialist: When you are equipped with a one-handed weapon, your physical dmg is increased by a certain amount of per cent.

Parameter increasing with lvl: Percentage of added physical dmg

 

Shield expert: While you are equipped with a shield, your block chance is increased by a certain amount of percentage points.

Parameter increasing with lvl: Amount of percentage points added to block chance

 

Resistant skin

 

Strong endurance

 

Shaman:

 

Enhanced healing

 

Mana master

 

Rogue:

 

Sword specialist: While you are equipped with atleast 1 one-handed sword, your physical dmg is increased by a certain amount of per cent.

Parameter increasing with lvl: Percentage of added physical dmg

 

Fast hand: While you are equipped with atleast one dagger, your attack speed is increased by a certain amount of percentage points.

Parameter increasing with lvl: Amount of added percentage points to attack speed

 

Lethal hit

 

Your critical dmg is increased by a certain amount of per cent.

Parameter increasing with lvl: Percentage of added critical dmg

 

Assasination: When attacking an enemy from stealth, the cooldown time of Merciless Strike is decreased by (for example) 2 seconds for a certain amount of time

Parameter increasing with lvl: Duration off the buff

 

Barbarian:

 

Heavy-weapon specialisation: While you are equipped with a two-handed weapon, your physical dmg is increased by a certain amount of per cent.

Parameter increasing with lvl: Percentage of increased physical dmg

 

Shield expert

 

Resistant skin

 

Strong endurance

 

Ferocious revenge: Each time you get hit, there is a chance that your physical dmg is increased by a certain amount of per cent.

Parameter increasing with lvl: Percentage of added physical dmg

 

Warlock:

 

Enhanced darkness: Increases your dark dmg by a certain amount of per cent.

Parameter increasing with lvl; Percentage of added dark dmg

 

Mana master

 

Necromancer:

 

Enhanced healing

 

Mana master

 

Death Knight:

 

Heavy-weapon specialisation

 

Shield expert

 

Resistant skin

 

Strong endurance

 

Healing darkness: A small percentage of the dark dmg you deal is also healing you, restoring your hp.

Parameter increasing with lvl: Percentage of dark dmg turned into health

 

Stand-alone passive skills:

All of these are for the cloth armor classes.

 

Ancestor's guidance: All healing skills performed by a person standing it the radius of the totem, will have a higher chance of going critical.

Parameter increasing with lvl: Amount of added percentage points to the succes rate of critical heals

 

Chaotic energy: Each time you succesfully deal a critical atk, there is a chance that one of your used skills cooling down will get a certain seconds of its cooldown decreased.

Parameter increasing with lvl: Amount of decreased seconds

 

Side effect: Each time you perform a heal, there is a small chance of increasing the healed one's physical defense for a certain amount of time.

Parameter increasing with lvl: Amount of added physical defense

 

 

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blade dancer skill - twisting slash  swords moving around blade dancer and dealing dmg to everyone who is around him  ofc if they near him

 

Nice skill suggestion....but, isn't this almost the same as my "Spinning blades" skill?
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Just for some quick math. How many skills for each class, accounting active and passive?

If you please can make a quick, short relation of them, would be nice. For the sake of interface and balance.

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Just for some quick math. How many skills for each class, accounting active and passive?

If you please can make a quick, short relation of them, would be nice. For the sake of interface and balance.

 

I don't know how much the developers can handle, but i think it maybe would be good to add 5 new active skills and 5 passive skills to each class. That means a total of 15 skills. But that is just my suggestion :drinks:
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Awesome skills, really well thought-out. It would be amazing to see these in-game.

 

Tnx, I spent a lot of time thinking these out. (A couple of hours) It sure would be nice with some new skills :)
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Great suggestions, but there's too many and if 5 new active skills were added to the game it would make the game more versatile in different setups but it would make the game a skill spam fest and only fairly nice thing about warspear at the moment is pvp (if you happen to find good opponent) and it would ruin the skill of timing different skills, at least for healers. Whole pvp would become who can spam the most skills in the shortest time. 1 skill every time level cap increases is fine for now. However more passives would definietly make the game more interesting.

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Deltaman,

 

Sniper: Increases your characters range, accuracy and critical hit chance by a certain amount of percantage points for a certain amount of time. (range is increased with 1 yard) While this skill buff is active, the character cannot walk. But the effect could be broken by clicking the skill icon.

Type: Buff skill for user only

Parameter increasing with lvl: Added percentage points to accuracy and critical hit chance

For: Ranger

This one i disagree, because many people already say rangers are OP by their blessing. Now imagine something like an battle on arena 2X2, with one priest/ druid and ranger; IF the heal is good, the ranger use this skill and cant move, but he got a healer u know, just with blessing he could kill another ranged class with 1,2 hits (with some luck and power), if he amp his acc and crit, it would be like "god", something like 'i aim u, ur dead'.

Obviously, there are variables, like everyone stats; the much that the skill would increase your stats; the skill time and cooldown...

 

I'll keep reading the other suggestions, ive just started. :D

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Blade flurry

For: Bladedancer

You summon up to 4 swords spinning around you, those swords deflect any damaging hit back to enemy for 80% chance. Swords last 6 seconds. Sword are consumed when skill is used. ( So if enemy player uses skill or you use skill sword will disappear.

Skill lvl build: 1 sword 4sec; 2 swords 4sec; 3 swords 4sec; 6sec; 4 swords

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Great suggestions, but there's too many and if 5 new active skills were added to the game it would make the game more versatile in different setups but it would make the game a skill spam fest and only fairly nice thing about warspear at the moment is pvp (if you happen to find good opponent) and it would ruin the skill of timing different skills, at least for healers. Whole pvp would become who can spam the most skills in the shortest time. 1 skill every time level cap increases is fine for now. However more passives would definietly make the game more interesting.

 

Idk really. I guess it could become a bit to much skills. But I guess u would have to be a bit more tactic then. And who doesn't like being skilled? 8)
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Deltaman,

 

This one i disagree, because many people already say rangers are OP by their blessing. Now imagine something like an battle on arena 2X2, with one priest/ druid and ranger; IF the heal is good, the ranger use this skill and cant move, but he got a healer u know, just with blessing he could kill another ranged class with 1,2 hits (with some luck and power), if he amp his acc and crit, it would be like "god", something like 'i aim u, ur dead'.

Obviously, there are variables, like everyone stats; the much that the skill would increase your stats; the skill time and cooldown...

 

I'll keep reading the other suggestions, ive just started. :D

 

Yea, rangers would become a bit op. But I guess u could nerf them by changing some parameters as you said.
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Blade flurry

For: Bladedancer

You summon up to 4 swords spinning around you, those swords deflect any damaging hit back to enemy for 80% chance. Swords last 6 seconds. Sword are consumed when skill is used. ( So if enemy player uses skill or you use skill sword will disappear.

Skill lvl build: 1 sword 4sec; 2 swords 4sec; 3 swords 4sec; 6sec; 4 swords

 

Hmm. Isn't this a bit too op?
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I think we all agree when I say that those few spells in game are kinda boring..well they get boring after some time..it'd be really awesome if there'd be a skill trainer so pay gold for training new skills simmilar to wow skill system :P

Some of those skills u wrote are not bad..mby they'll think about it in future updates :D

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I think we all agree when I say that those few spells in game are kinda boring..well they get boring after some time..it'd be really awesome if there'd be a skill trainer so pay gold for training new skills simmilar to wow skill system :P

Some of those skills u wrote are not bad..mby they'll think about it in future updates :D

 

Last time played WoW 4 years ago :facepalm: But really you have outdated info xP

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Hmm. Isn't this a bit too op?

 

Yea... sorry but i thought about that, here is what i got from my mind: Lets change to deflect damage to player 50% and it has 80% to ignore in coming damage.

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Yea... sorry but i thought about that, here is what i got from my mind: Lets change to deflect damage to player 50% and it has 80% to ignore in coming damage.

 

Sry, but i still think it is bit too good...But i will still implement it, first i will just make a few changes  :)
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I think we all agree when I say that those few spells in game are kinda boring..well they get boring after some time..it'd be really awesome if there'd be a skill trainer so pay gold for training new skills simmilar to wow skill system :P

Some of those skills u wrote are not bad..mby they'll think about it in future updates :D

 

I have never played WoW so i don't really know how that system would work. But sure the skills are kinda boring. Especially barbs. Heavy blow: Kinda ok dmg skill, nothing amazing Roar: Extremely useless Chop: Is also kinda ok Taunt: Not very helpful in pvp Charge: The only cool skill, but fails a bit to much even if it is at lvl 5. So that is why i suggeated some xtra cool skills for the barb class :yahoo:
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I think that the passive skills are the things to look here.

Too much active skills may hinder gameplay, for the one using and the people playing with/against..

Maybe if we could choose which skills to take along since the beginning of the game, like when we create our chars or something the like.  :unknw:

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I think that the passive skills are the things to look here.

Too much active skills may hinder gameplay, for the one using and the people playing with/against..

Maybe if we could choose which skills to take along since the beginning of the game, like when we create our chars or something the like.  :unknw:

 

Yea, maybe. Or the devs can add special skill trees where you have to choose from two different skill paths. And when you choosed one path, the other one closes. Like:

                                                -Tank skills

Barbarian neutral skills-(

                                                -Pseudotank/dmg-dealer skills

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Yea, maybe. Or the devs can add special skill trees where you have to choose from two different skill paths. And when you choosed one path, the other one closes. Like:

                                                -Tank skills

Barbarian neutral skills-(

                                                -Pseudotank/dmg-dealer skills

 

 

I realy think skills tree are something more funny and attractive than fill the game with more and more skills bacause of the spamming skills (as said before by someone here) and, the main thing on warspear, that is a phone game, so it could be harder to play, since u have 10 hotkeys only.

 

 

An skill tree give more options and ways to build a character, and we can plus the idea of skills u can study by level or doing some quest (it would be funnier).

 

 

We (people on forum willing to help) may take your skills, and try to organize it on skill tree model and keep developing it, if u allow/ like the idea.

 

 

:drinks:

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Sry, but i still think it is bit too good...But i will still implement it, first i will just make a few changes  :)

 

Forget say that vbd cant use skills in that mode, sorry :facepalm:

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I realy think skills tree are something more funny and attractive than fill the game with more and more skills bacause of the spamming skills (as said before by someone here) and, the main thing on warspear, that is a phone game, so it could be harder to play, since u have 10 hotkeys only.

 

 

An skill tree give more options and ways to build a character, and we can plus the idea of skills u can study by level or doing some quest (it would be funnier).

 

 

We (people on forum willing to help) may take your skills, and try to organize it on skill tree model and keep developing it, if u allow/ like the idea.

 

 

:drinks:

 

Yea. Skill trees would be really cool, and i really support the idea. So you fully have my permission to take these skills and organize them, that would be more than epic :drinks:  But only if i get some credit for my skills then ;D
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Yea. Skill trees would be really cool, and i really support the idea. So you fully have my permission to take these skills and organize them, that would be more than epic :drinks:

 

 

I've tried to do the basic skill tree. I'm doing many things right now while in forum, so feel free to change it or something.

 

 

Ranger skills tree (based on Deltaman skills)

 

 

 

Bow specialist - you've trained overly in the ways of the bow, becoming a master with this fast weapon. You can choose this passive skill on level 11.

 

 

Crossbow specialist - you've trained overly in the ways of the crossbow, becoming royal hunter with this strong weapon. You can choose this skill on level 11.

 

 

Lethal Hit: With an sharp eye, you see trough your enemy's armor a gap; sadly he noticed after you. You must be an specialist with level 14.

 

 

Athletic body: You have not only trained your arms and eye but your whole body, becoming agile over your prey. You must have 3 skill points on Dodge)

 

 

Sniper: You stand and concetrate all you training and with no fear you face any enemy with your weapon and clear vision. You must be an 3th grade Specialist, and be at level 18.

 

 

Trained eye: After countless battles and victories, you feel Nuadu's soul always beside, and his vision from de skies above becomes one with yours, and there's nowhere to hide from the rain you shoot upon the enemies.  You must have 5 skill points on Ranger Blessing and be at level 20.

 

 

Hope you enjoy it. I didn't counted skill points that the character received at any level because once you want to increase number of skill, you must increase skill points you won too.

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I've tried to do the basic skill tree. I'm doing many things right now while in forum, so feel free to change it or something.

 

 

Ranger skills tree (based on Deltaman skills)

 

 

 

Bow specialist - you've trained overly in the ways of the bow, becoming a master with this fast weapon. You can choose this passive skill on level 11.

 

 

Crossbow specialist - you've trained overly in the ways of the crossbow, becoming royal hunter with this strong weapon. You can choose this skill on level 11.

 

 

Lethal Hit: With an sharp eye, you see trough your enemy's armor a gap; sadly he noticed after you. You must be an specialist with level 14.

 

 

Athletic body: You have not only trained your arms and eye but your whole body, becoming agile over your prey. You must have 3 skill points on Dodge)

 

 

Sniper: You stand and concetrate all you training and with no fear you face any enemy with your weapon and clear vision. You must be an 3th grade Specialist, and be at level 18.

 

 

Trained eye: After countless battles and victories, you feel Nuadu's soul always beside, and his vision from de skies above becomes one with yours, and there's nowhere to hide from the rain you shoot upon the enemies.  You must have 5 skill points on Ranger Blessing and be at level 20.

 

 

Hope you enjoy it. I didn't counted skill points that the character received at any level because once you want to increase number of skill, you must increase skill points you won too.

 

Nice skill descriptions, but i don't see any skill trees.  :unknw:
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Rogue: Execute

Deals 200% damage to enemy with huge accuracy. Can be used when enemy has lower than 10% hp

Damage increases by leveling

 

Rogue: Beyond

Rogue teleport back to enemy and adds movement speed decreasing effect.

Effect of slowness and time of it increases by leveling

 

Rogue: Decoy

Rogue summons copy of himself to fight against enemy. Decoy has same amount hp and dmg that you have. Decoy lasts max 15 seconds and it cant use skills.

Decoy's lifespan increases from 5 seconds to 15 seconds by leveling up

 

Rogue: Death from behind (passive)

Whenever rogue hits enemy from behind, he deals extra damage

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Rogue: Execute

Deals 200% damage to enemy with huge accuracy. Can be used when enemy has lower than 10% hp

Damage increases by leveling

 

Rogue: Beyond

Rogue teleport back to enemy and adds movement speed decreasing effect.

Effect of slowness and time of it increases by leveling

 

Rogue: Decoy

Rogue summons copy of himself to fight against enemy. Decoy has same amount hp and dmg that you have. Decoy lasts max 15 seconds and it cant use skills.

Decoy's lifespan increases from 5 seconds to 15 seconds by leveling up

 

Rogue: Death from behind (passive)

Whenever rogue hits enemy from behind, he deals extra damage

 

I'm impressed. Really cool skills. But not sure about decoy :)
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I'm impressed. Really cool skills. But not sure about decoy :)

 

I will make more of these, and check News and Updates and then Dungeons, there you will see my PvE passive skill suggestions :drinks:

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I will make more of these, and check News and Updates and then Dungeons, there you will see my PvE passive skill suggestions :drinks:

 

I'm waiting.... Nice suggestion there, reminds me of these passive here
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I'm impressed. Really cool skills. But not sure about decoy :)

 

But that execute's parameter increasing with lvl is the amount of dealt dmg fells a bit uncessesary. 10% of 3000 (normal health at lvl 20) is 300, and rogues often have atleast 300 dmg. 200% of 300 is 600, so already that would be a bit to muxh than even needed

 

I will also change Beyond since it is an op charge

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Execute: You deal an very powerful physical dmg attack on an enemy.It can only be used on an enemy with maximum [insert number] of its maximum hp.

Type: Single-target dmg skill

Parameter increasing with lvl: Limit of % of enemy's health

For: Rogue

(Based on Christiano's suggestion)

 

Backstab: Each time you attack an enemy from behind, you deal increased physical dmg. Requires that you are equipped with atleasr one dagger. (You can atleast try devs, may become a bit bugged).

Parameter increasing with lvl: Amount of added per cent of physical dmg

Type: Passive

For: Rogue

(Based on Christiano's suggestion)

 

Smoke bomb: Adds a buff to you. While the buff is active, you can enter stealth even if you are in battle mode.

Type: Surround control skill

Parameter increasing with lvl: Duration of the effect

For: Rogue

(Loosly based on Christiano's suggestion)

 

Powerful spirit: Instantly restore surrounding allies health by a certain amount of health points. The casting time would be long, maybe 3-5 seconds. If you get effected by any kind of stun during that time, "Powerful spirit" is counted as used but without any healing effect.

Type: Surround support skill

Parameter increasing with lvl: Amount of restored health points

For: Healing class

(Based on Christiano's suggestion)

 

Grapling hook: You fire a grapling hook towards an enemy from a maximum range of 3 yards. It pulls you towards the enemy, and the enemy towards you. When you hit eachother, you make the enemy incapable of moving for a small amount of time.

Type: Single-target control skill

Parameter increasing with lvl: Stun duration

For: Blade Dancer

(Developed in association with Christiano)

 

Timeless: when you use "Timelord", you have a chance of decreasing the cooldown of all your skills by a certain amount of seconds for a certain amount of time.

Type: Passive

Parameter increasing with lvl: Reduction of cooldown

For: Mage

(Developed in association with Christiano)

 

Warrior's last chance: If you die maximum 10 seconds after this skill is used, you won't die and you can continue attacking and using skills for a certain amount of time. But when you are "dead", your dmg is decreased by [insert number] %. After the duration ran out, you will die again.

Type: Buff skill for user only

Parameter increasing with lvl: Duration of the time you can keep on living.

For: Paladin

 

Light footed: Activates a buff on you. If you are affected by a control skill while this buff is active, you have a chance each second to break the control skill and increase your walking speed with a certain amount of per cent for a short time. Can be used while stunned.

Type: Buff skill for user only

Parameter increasing with lvl: Chance of succesfull effect

For: Melee class

(Developed in association with Christiano)

 

Timelord: When used, your nrg amount, health amount and skill cooldowns become the same as they were [insert amount] seconds ago. (It may sound op, but if used at wrong moment, it will instead be bad for you.

Type: Effect skill for user only

Parameter increasing with lvl: How far you travel back in time

For: Mage

(Developed in association with Christiano)

 

Threat: THIS IS JUST A NAME ON THE MOB AGGRO-SYSTEM, AND NOT A SKILL.  I know that this kind of system already is in-game, I just wanted to give it a name so it is easier to work with. It sinply works so that the one with the most threat points raised towards an mob, is the one who is taking the dmg. Threat points are collected by dealing dmg (or using taunt) on a mob, and your current amount of threat points raised towards an mob is erased when the mob is dead or evaded. Here i have some skills uggested by CHRISTIANO that are related to this. They would make it easier for tanks to be tanks. Right now it doesn't matter since the defence difference between the different classes is very small. But if tanks would get a greater defence-boost, it would be good if tanks more easily can take aggro.

 

Skills:

 

Provoke anger: Increases the amount of threat points you get when you deal dmg by a certain amount of per cent.

Type: Passive

Parameter increasing with lvl: Percentage of added threat points

For: Heavy armor classes

 

Calming spirit: Decreases the amount of threat points you get when you deal dmg by a certain amount of per cent.

Type: Passive

Parameter increasing with lvl: Percentage of decreased threat points

For: Light armor classes

 

Burning rage: When you are equipped with a 2h weapon and your hp drops below a certain amount of per cent, your physical dmg is increased with a certain amount of per cent.

Type: Passive

Parameter increasing with lvl: Percentage of your maximum hp you can have to activate this skill

For: Barbarian

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Nice skill descriptions, but i don't see any skill trees.  :unknw:

 

I know, but let me explain it.

 

1. The specialist: ive pit these on 11th lvl as the "seed", cause for newbies I tought it would be too soon to choose before 11 lvl. On lvl 11 the player have passed trough 2 arena divisions (4-6, 7-10), next level he's going to irselnort, changing equipment... So you had time to prefer one.

 

2. Analyzing the proposed skills, like lethal hit and sniper, that will change stats and range, they seems to be for higher level, u know, a level 1,2 ,3,4,... Wouldn't be strong like this, it's like a baby ranger born knowing how to do headshots.

 

3.The athletic one works the same way, cause you already can up Dodge skill for more success, so why another to do it? But, if we imagine something like a ranger who trained his dodging, been able to receive a "blessing" for his efforts for train Dodge, the Athletic skil becomes available.

 

I did this following this guideline, as I think ok other skills. Oh, and taking count of our max lvl, 20, even knowing iy will be increase. I think wr can post skills suggestion on the classes too.

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I know, but let me explain it.

 

1. The specialist: ive pit these on 11th lvl as the "seed", cause for newbies I tought it would be too soon to choose before 11 lvl. On lvl 11 the player have passed trough 2 arena divisions (4-6, 7-10), next level he's going to irselnort, changing equipment... So you had time to prefer one.

 

2. Analyzing the proposed skills, like lethal hit and sniper, that will change stats and range, they seems to be for higher level, u know, a level 1,2 ,3,4,... Wouldn't be strong like this, it's like a baby ranger born knowing how to do headshots.

 

3.The athletic one works the same way, cause you already can up Dodge skill for more success, so why another to do it? But, if we imagine something like a ranger who trained his dodging, been able to receive a "blessing" for his efforts for train Dodge, the Athletic skil becomes available.

 

I did this following this guideline, as I think ok other skills. Oh, and taking count of our max lvl, 20, even knowing iy will be increase. I think wr can post skills suggestion on the classes too.

 

Ok, i get that part. But isn't a skill tree a tree with branches and paths that are even more depending on each other?
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But that execute's parameter increasing with lvl is the amount of dealt dmg fells a bit uncessesary. 10% of 3000 (normal health at lvl 20) is 300, and rogues often have atleast 300 dmg. 200% of 300 is 600, so already that would be a bit to muxh than even needed

 

I will also change Beyond since it is an op charge

 

How is it op ? Rogues cant kill any caster nowdays 'cos rogues doesnt have ranged skill. So thats why I made teleport back to enemy ;)

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Druid: Heirvine

Druid "casts" ( 2-4 seconds) to use mass heal. Itis instantly healing skill which is more effective in PvE. Heal is cancelled if player uses CC effect skill.

Healing increases leveling up

 

Some close combat classes: Light footed (passive)

When CC effect is casted on character, it cancels it and gains 30% more speed for 4 seconds. Can be occur every 30 seconds

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