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Post by vkeris on Apr 25, 2006 13:14:27 GMT -6
Barb 200 - Furious-strike - for the next dex/2 attacks, barb has an increased chance to do a critical hit (+2% ?)
Sam150 - Quicken - For a short time, the samurai has innate evasion equal to level/60. Has delay like pall150 shieldhaste.
Druid200 - Naturewrath - For a short time, the druid gains fire boost, ice boost, electric boost, earth boost, and wind boost. Has significant delay after fading.
Cleric200 - Permutation - Through prayers to his god, a cleric can remove a single restriction from a piece of equipment at a cost of 100k gold x lvl of the item. There is a chance of a spectacular failure of course.
or
Cleric200 - Convert - Through prayer, a cleric can gain a devoted follower from a existing mob. Mob gets a reduced save and cleric's charisma works as mage charm to determine the number of mob levels a cleric can convert. Duration is longer than mage charm though.
Ninja150 - Subvert - With this skill, the ninja reduces all regens on the target. The ninja cannot be fighting to use this skill and this skill will initiate combat or if the mob is already fighting, force a switch to the ninja.
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Post by One on Apr 25, 2006 13:15:19 GMT -6
Just so we're clear, these are the skills you will get at level 150200.
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Post by One on Sept 3, 2006 2:15:50 GMT -6
Keep em coming, yo. These are pretty cool.
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Post by One on May 13, 2008 19:54:30 GMT -6
It's starting to look like these are going to end up on the back burner in favor of quadra class profs. I still intend to do them someday though... so keep those original ideas coming.
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Post by One on Mar 26, 2009 22:11:56 GMT -6
Yeah. Each class is gonna get a skill at 150 and 200. This is not part of the prof stuff. Feel free to give some ideas, yo.
pala 150 - shieldhaste - greatly increased blocking chance for a short time, usable every 10 minutes or so. cleric 150 - holylight - heal target for about 25% hp, works through !magic. mage 150 - magistrike - basic magiskill damage attack,single target. immune to silence etc. 200 - antisave - adds an additional check to spells, if the target does not make their spell save... damage is vastly increased. sorc 150 - powerspell - 40% increased damage, +40 mana cost. not compatible with overdrive. necro 150 - detonate - explode a corpse for ae magic damage.
Ok. The 150/200 skills are all in game now. They are not, however, generally the skills listed in this thread. I am leaving this thread up just for some of the concepts listed here that were not used.
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sayaka
Screeching Monkey
Posts: 8
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Post by sayaka on May 21, 2009 0:33:59 GMT -6
Thanks One!
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Post by One on May 24, 2009 19:41:37 GMT -6
ripped from the update board in-game: (the formatting looks terrible pasted into here)
skills for all classes at level 150 and 200. Warrior 150:avenging - whenever you are struck for damage you have a chance to gain a 20% bonus to damage for a short time. 200:stonewall - inflict a melee hit that gains increased damage when you're in defensive modes and inflicts greater damage with a chance to stun if you are using a shield. Cleric 150:expedience - whenever you cast an offensive spell you will have reduced mana cost toward your next defensive/healing spell and vice versa. 200:rapture - ae magical hit that also heals you for a portion of the total damage done. Mage 150:powerspell - mode that grants increased spell damage but causes all spells to have a chance to overload and hurt the caster. 200:expel - magic damage attack. reduces the chance for overload to hit the caster for a short time. Barbarian 150:disregard - gain some hp back and get some agitation instead of being damaged when hit by offensive spells, this mode lasts for a short time. also increases crit chance by a portion of your agitation amount for the duration. 200:unhinge - consumes agitation to inflict a major hit. Ranger 150:friendofnature - inflict greater damage and take reduced when outside. can proc also, which gives the ability while inside for a short time. 200:hawkstrike - melee hit and increases chance for critical hits for a short time. functions as a ranged strike if you're in archer mode. Paladin 150:purityofsoul - sometimes creates a soul crystal when you heal or buff a friendly char. 200:zeal - inflict physical and magical damage upon target. inflicts greater damage when you're under the effect of barrier. also inflicts greater damage when the target is affected by barrier. has no delay if the first hit kills the target. Scourge 150:corruptionofsoul - sometimes creates a soul crystal when you damage an opponent. 200:leech - magic drain hit that gives a portion of the damage done to everyone in the party Assassin 150:windup - whenever you strike someone with a weak skill hit you will gain a damage bonus for next skill hit. 200:danceofshadows - melee damage to all targets in room. strikes your main target multiple times. Judoka 150:absolutequickness - doubles vitality regeneration rate for a short time.
200:overpower - melee hit, inflicts greater damage after you dodge. Necromancer 150:imbecile - increases the damage doing and taking capacity of one pet by a huge margin, and causes you to take control of it directly, instead of your own body. 200:shattersoul - magical damage and is boosted greatly by soul crystals. conventiently also creates them. Mystic 150:guardianspirit - a guardian spirit enters you for a short time, increasing your healing and damage, reducing damage taken. grants an improved bonus toward any target that is low on health. 200:spook - inflicts magical damage initially, then distracting and reducing their regeneration. Bard 150:actionhero - acrobat works much more often for short time. 200:orchestra - magically plays all instruments in inventory Druid 150:balance - whenever you cast a nuke you gain a bonus toward the healing power of your next heal. whenever you cast a heal you gain a bonus toward the damage power of your next heal. 200:seed - your regrowth ability grants the seed status instead. works as regrowth plus adds a small bonus to the damage and whenever someone disrupts seed in combat they will be damaged. seed is also slightly less likely to be disrupted. Shapeshifter 150:secondwind - increases all regeneration rates for a short time after changing forms. 200:instinctualstrike - melee hit usable in any form. also buffs the shifter for a time. Samurai 150:unsheathe - any time you unsheathe your weapon you gain a large damage bonus toward your next strike. 200:painless - reduces damage taken by 50% for a short time. Ninja 150:necessity - increase haste by 30 for a while. 200:extinguish - melee hit followed by a magical hit, inflicts greater damage when not targetted, or if hidden etc. has no delay if the first hit kills target. Sorcerer 150:remnant - casting offensive spells can sometimes cause your next defensive spell to cost no mana. 200:wrack - magic damage and causes target to feel increased pain for a lil while, taking 10% more damage
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