Archmage_Lloyd
Soulsand
- Joined
- Jan 24, 2012
... that reminds me of a really dirty starwars thing
From what I have seen several of the level 60 abilities emphasize on covering a *portion* of a class weakness; samurai mobility, being SEEN as a thief, Necromancers being tunneled in pvp. Disciples being as versatility focused as they are I can see them being one of the most difficult to make an absolute decision with.
Body of will- Disciple enters a meditative state of mind for 8 seconds, regenerating 2 health, mana, and stamina every one second and granting a minor increase to stamina and mana regeneration for 30 seconds afterwards, 45 second cooldown. Cost 3 stamina (This could easily be replaced with a damage increase)
Font of Vitality - Disciple becomes a monument to vigor, gaining a passive 1.5 armor and a passive 2hp every 5 seconds health regeneration.
Paralyzing Palm - Disciple strikes a vital spot on his opponent, causing them to halt in place and drop what they are currently holding. Undead targets would be immune to this effect, as the unliving have no vital spots on them. 30 second cooldown.
Cobalt Soul - The disciple fills himself with a volatile energy for 8 seconds, causing melee attackers to be (rooted, stunned, slowed, weakened, variable debuff goes here) for X amount of time. Force abilities on Cobalt Soul debuffed targets double in damage. (or range pushed by force effects) 45 second cooldown.
Inner Fire - The monks perfected discipline comes to surface and ignites, causing his unarmed attacks to deal an additional 1-2 points of fire damage. Lasts for 20 seconds. These attacks have a chance to catch opponents on fire. Costs 25 mana 1 stamina 45 second cooldown.
Soul Conduit - Disciple fills his mind and body with a void energy for 12 seconds, absorbing harmful magic damage equal to 45% of current missing mana. Magic damage absorbed this way turns into mana. 75 second cooldown. Costs 3 stamina and 5 mana.
I can think of other things as well but these are just some surface food-for-thoughts.
How is 50 damage balanced o.o....The bolt for Ninja needs to do at least 50 damage to be balanced.
Dragoon - either old charge, like a aimed blink only teleporting at other players. Or a replenish stam skill, I think bost of these are already suggested tho
Bloodmage - Vampire, Bleeds target for 6 ticks each dealing 4 damage have to hit the target to initiate.
Yeah I don't really know eitherYeah.. do you not remember what happened with charge like that last map? that was like 60% of my bans.
You have obviously never played dragoon.I don't think Dragoons need charge. They already have jump, which can bring them to their target, so charge wouldn't help much.
Maybe ''Super-Ultra-Mega-Power-Fusion-Jump''?, whereas you jump so high that you break the barriers of space and time and travel to ''The End''. Or you hit the skybox and die.. :L
But seriously, how about a more powerful ''Quake'', that could have a larger area effected or more damage done?