Post by One on Dec 12, 2008 22:16:56 GMT -6
These could be replaced/altered still. Give me your ideas if ya like.
2 unclean: group may proc dispel good upon targets. (vs devout)
12 vampiric: group drains 3% of physical damage done as health. (vs fortify)
22 shroud: attacks taken upon group will be reduced by a factor of the victim's remaining mana.
the hit will reduce victim's mana by a percentage of the damage taken. does not proc unless there is
more than enough mana to maintain the effect. (vs serene)
32 damaged: group's damaged or brittle items will gain bonuses toward its ability to mitigate
damage in that location or to damage potential if it is a weapon. (vs artifact)
42 spiritwail: 25% chance to block 20% of incoming damage and randomly retaliate for some darkness damage.
these effects do not necessarily happen together.
(vs rebuke)
52 latent: small chance for everyone in group to get double damage physical hits that do not count as
critical hits. (vs intervention)
62 malfeasance: poison aura, group all have a chance to proc a random level of poison with their
melee hits. (vs trial)
72 brightside: all holy damage/healing from targets in scourge's group increased by a small amount.
darkness-based damage spells will do less damage, and necromancy spells also cost less mana. (vs cavalry)
82 defy: prevents targets of group's soulshock from flying out of the room and prevents
attacker's soulshocks from doing it too. (vs harmless)
92 soulspire: damages group slowly but increases scourge's damage by a factor of how many players
are in his or her group. (vs sanctify)
2 unclean: group may proc dispel good upon targets. (vs devout)
12 vampiric: group drains 3% of physical damage done as health. (vs fortify)
22 shroud: attacks taken upon group will be reduced by a factor of the victim's remaining mana.
the hit will reduce victim's mana by a percentage of the damage taken. does not proc unless there is
more than enough mana to maintain the effect. (vs serene)
32 damaged: group's damaged or brittle items will gain bonuses toward its ability to mitigate
damage in that location or to damage potential if it is a weapon. (vs artifact)
42 spiritwail: 25% chance to block 20% of incoming damage and randomly retaliate for some darkness damage.
these effects do not necessarily happen together.
(vs rebuke)
52 latent: small chance for everyone in group to get double damage physical hits that do not count as
critical hits. (vs intervention)
62 malfeasance: poison aura, group all have a chance to proc a random level of poison with their
melee hits. (vs trial)
72 brightside: all holy damage/healing from targets in scourge's group increased by a small amount.
darkness-based damage spells will do less damage, and necromancy spells also cost less mana. (vs cavalry)
82 defy: prevents targets of group's soulshock from flying out of the room and prevents
attacker's soulshocks from doing it too. (vs harmless)
92 soulspire: damages group slowly but increases scourge's damage by a factor of how many players
are in his or her group. (vs sanctify)