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View Full Version : New Skills and Improved Skills (Updating Over Time!)


siruschaos
05-26-2009, 12:46 AM
Gonna start here a grandmaster suggestion list of Skills that should receive improvement and level addition, while aiming to cover all classes. NEW skill ideas will be placed here as well. If there is anything that makes it more worth to grind its getting new skills to improve your character or just to look flashy~. As my ideas flow in over time, I'll be updating this. Everyone else may feel free to suggest skill ideas too which if they sound good, I'll add in and give credit to the creator! :)

Current Skills to Improve/Add More Skill Levels

Sorrow Shout - Warlord Skill- Aoe skill used by Warlords which as the skill says "none can avoid its wrath"...therefore this skill will never miss its targets and deal heavy damage.
Lv1 - 100% Accuracy (Lv136)
Lv2 - 100% Accuracy, Increased Damage from Lv1 (Lv156)
Lv3 - 100% Accuracy, Increased Damage from Lv2 (Lv176)

Triangle Slash - Warlord Skill - Fixed the MP reduction effect which it will seriously wound a target's MP. In addition the skill will lock a target's recovery on MP (so they can't spam MP Pots for instance while under the "curse" of Triangle Slash).
Lv1 - Reduce Target MP by 100, MP recovery Lock 2 second (Lv131)
Lv2 - Increased Damage, Reduce Target MP by 150, MP recovery Lock 3 second (Lv146)
Lv3 - Increased Damage, Reduce Target MP by 200, MP recovery Lock 4 second (Lv161)
Lv4 - Increased Damage, Reduce Target MP by 250, MP recovery Lock 5 second (Lv176)

Attraction - Squire Skill - Skill is seriously underpowered, which more skills will increase the damage (by the time it hits Lv121 its stronger than Starlight Shot but still longer cooldown), and lowers the cooldown with every skill level increase.
Lv2 - Increased Damage, -1 second on Lv1 Cooldown (Lv61)
Lv3 - Increased Damage, -2 second on Lv1 Cooldown (Lv76)
Lv4 - Increased Damage, -3 second on Lv1 Cooldown (Lv91)
Lv5 - Increased Damage, -4 second on Lv1 Cooldown (Lv106)
Lv6 - Increased Damage, -5 second on Lv1 Cooldown (Lv121)
Lv7 - Increased Damage, -6 second on Lv1 Cooldown (Lv136)
Lv8 - Increased Damage, -7 second on Lv1 Cooldown (Lv151)
Lv9 - Increased Damage, -8 second on Lv1 Cooldown (Lv166) *By this time, the Skill only has a 2 second Cooldown

Patience - Knight Skill - Skill Gained more Level Increase in effects in addition to increasing the user's hit rate for better accuracy.
Lv1 - +10 Critical, Skill Critical and Hit Rate upon receiving damage (Lv66)
Lv2 - +12 Critical, Skill Critical and Hit Rate upon receiving damage (Lv91)
Lv3 - +14 Critical, Skill Critical and Hit Rate upon receiving damage (Lv116)
Lv4 - +16 Critical, Skill Critical and Hit Rate upon receiving damage (Lv141)
Lv5 - +18 Critical, Skill Critical and Hit Rate upon receiving damage (Lv166)

Reticle Trap - Scout Skill - No big changes except how this skill now activates. Clicking on the ground determines where the AoE will strike, not require the user to be at a certain close range. This skill becomes a long range AoE skill. The range availibilty increases the higher the skill level.
Lv1 - Select a on screen range to attack multiple targets once (Lv71)
Lv2 - Increased Damage and Range from Lv1 (Lv96)
Lv3 - Increased Damage and Range from Lv2 (Lv121)
Lv4 - Increased Damage and Range from Lv3 (Lv146)
Lv5 - Increased Damage and Range from Lv4 (Lv171) *Range is super far at this point, you can hit targets so far away they'll run instead of aggroing the user

Marked Point - Archer Skill - Slower to spam than Wind Blow still, but now this Skill has a Never Miss Effect which will always hit its targets, with that nifty stun chance.
Lv1 - 100% Accuracy, 30% Stun Chance on Target (Lv101)
Lv2 - 100% Accuracy, Increased Damage from Lv1, 35% Stun Chance on Target (Lv121)
Lv3 - 100% Accuracy, Increased Damage from Lv2, 40% Stun Chance on Target (Lv141)
Lv4 - 100% Accuracy, Increased Damage from Lv3, 45% Stun Chance on Target (Lv161)

Arrow Rampage - Archer Skill - Upgrade the skill into having a multiple hit effect similar to the Mage Skill Icicle. In addition, the ground targeting for this skill is changed to chosing its range of fire (An Archer will not be dragged into close range just in order to unleash the skill, clicking the ground determines its striking range for the AoE, granting the Archer to strike from afar. They can also select a target and hotkey activate the skill from the furthest distance possible. This skill however isnt as far striking as Reticle Trap, but does more damage overall).
Lv1 - Damage targets in the selected range 3 times (Lv111)
Lv2 - Increased Damage and Range, Damage targets in the selected range 4 times (Lv136)
Lv3 - Increased Damage and Range, Damage targets in the selected range 5 times (Lv161)

Sniper Shot - Ranger Skill - Takes more time to recall than even Marked Point. Skill now has a 50% chance of nailing a critical hit + user's skill critical rate. If the target's level is equal or lower than the user (White Monsters or lower, or Players equal to or lower the user's level in PvP), it may automatically down a target instantly.
Lv1 - 50% Critical Chance+, 15% OHKO Chance on weaker Targets (Lv121)
Lv2 - Increased Damage, 50% Critical Chance+, 20% OHKO Chance on weaker Targets (Lv146)
Lv3 - Increased Damage, 50% Critical Chance+, 25% OHKO Chance on weaker Targets (Lv171)

Last Judgment - Ranger Skill - This skill now becomes a Gatling/Barrage type attack like Magic Fire, with a cooldown around 8-12 seconds (doesn't become a main attack, but a high speed damaging skill surely used in between Wind Blows). Increasing the skill level increases the number of damage hits (again similar to Magic Fire, just on a Ranger's level).
Lv1 - Hit and damage a target up to 4 times (Uses 4 arrows) (Lv136)
Lv2 - Increased total damage output, Hit a target up to 5 times (Uses 5 arrows) (Lv156)
Lv3 - Increased total damage output, Hit a target up to 6 times (Uses 6 arrows) (Lv176)

Light Masque - Assassin Skill - Increased stun lock upon the skill's activation. The cooldown is now 30 seconds. Increasing the skill level increases the damage done to targets and stun time.
Lv1 - Stun targets in range for 3 seconds (Lv116)
Lv2 - Increased Damage, Stun targets in range for 4 seconds (Lv136)
Lv3 - Increased Damage, Stun targets in range for 5 seconds (Lv156)
Lv4 - Increased Damage, Stun targets in range for 6 seconds (Lv176)

Introspection - Holy Avenger Skill - Lasts now for 1 minute self buff for the user. Increases the user's MEN stat and HP recovery heal rate (for example, with Auto Genesis and Introspection both activated, Lv1 Introspection will make it so Auto Genesis heals 100 HP instead of 90 HP upon recovery).
Lv1 - +10 MEN and +10 HP self-recovery (Lv131)
Lv2 - +12 MEN and +15 HP self-recovery (Lv151)
Lv3 - +14 MEN and +20 HP self-recovery (Lv171)

Counter Measure - Holy Avenger Skill - Skill becomes like a mixture of Shock Troops with Auto Genesis type activation. Upon being hit in succession, the user will receive an increase in attack rate for a certain period of time during the 1 minute buff period.
Lv1 - Increase Attack Rate by 15% upon receiving damage (Lv136)
Lv2 - Increase Attack Rate by 20% upon receiving damage (Lv156)
Lv3 - Increase Attack Rate by 25% upon receiving damage (Lv176)

New Skill Suggestions

Permaguard - For Warrior/Warlord - Self Buff skill that negates harmful status effects against the user. Requires a Savior Tonic (new consumable item). Has a 23 second cooldown. Requires the user to be equipped with a Shield.
Lv1 - Negate status effects inflicted from targets near similar level for 10 seconds - MP Cost 10 (Lv101)
Lv2 - Negate status effects inflicted from targets near similar level for 15 seconds - MP Cost 11 (Lv131)
Lv3 - Negate status effects inflicted from targets near similar level for 20 seconds - MP Cost 12 (Lv161)
Skill Example: A lv101 Warrior dueling a Lv101 range Archer will be unable to be ankle binded when under Permaguard. Note that Permaguard however CAN be Antibuffed. Works against monsters with effects too, as long they're not too high in level (Red Name Monsters will most likely break through Permaguard).

Precision - For Scouts/Archers/Rangers- Scout AoE Buff Skill that increases the user and surrounding targets Hit Rate. This AoE buff would work similar to that of Accuracy.
Lv1 - +10 Hit Rate to user/surrounding players - MP Cost 7 (Lv61)
Lv2 - +12 Hit Rate to user/surrounding players - MP Cost 8 (Lv81)
Lv3 - +14 Hit Rate to user/surrounding players - MP Cost 9 (Lv101)
Lv4 - +16 Hit Rate to user/surrounding players - MP Cost 10 (Lv121)
Lv5 - +18 Hit Rate to user/surrounding players - MP Cost 11 (Lv141)
Lv6 - +20 Hit Rate to user/surrounding players - MP Cost 12 (Lv161)

Binding Sphere - For Cleric/Preist/Paladin - Temporary freeze time within the surrounding area (AoE), locking all targets within range and ceasing their actions. Cooldown is 40 seconds. Targets will be unable to move until the effect duration is over (you can damage immoblized targets still and they won't be released, similar to like Light Masque)
Lv1 - Immoblize surrounding targets for 4 seconds - MP Cost 80 (Lv86)
Lv2 - Immoblize surrounding targets for 5 seconds - MP Cost 83 (Lv116)
Lv3 - Immoblize surrounding targets for 6 seconds - MP Cost 86 (Lv146)
Lv4 - Immoblize surrounding targets for 7 seconds - MP Cost 89 (Lv176)

Reaper Slash - For Shadow Master - Deadly skill that upon chance, may down a target instantly if equal to or lower than the player's level. If the target survives, target will lose its Hit Rate and Defense for 10 seconds. Cooldown is 25 seconds for this skill. Using Amplification with this skill will double the chance of downing a target.
Lv1 - Reduce Defense by 20 and Hit Rate by 40%, 25% Chance of Target OHKO - MP Cost 18 (Lv151)
Lv2 - Increased Damage, Reduce Defense by 23 and Hit Rate by 45%, 30% Chance of Target OHKO - MP Cost 21 (Lv161)
Lv3 - Increased Damage, Reduce Defense by 26 and Hit Rate by 50%, 35% Chance of Target OHKO - MP Cost 24 (Lv171)

Stay tuned for more!

bobalitos
05-26-2009, 01:07 PM
damn u been thinking a lot about this

pretty good suggestions, they need to put more so that people who are 146+ have something else to look forward to other than gears >.<

add more for archmage and paladins and shadows XD

poochyenarulez
05-26-2009, 01:29 PM
cleric-
dot stun skill
stuns monsters and causes damge over time
basicly an aoe ghost steal~
it can be used to kill mobs, and to run away from mobs~

Arkova
05-26-2009, 03:53 PM
Alright, two suggestions for the time being.

Soul Break: as skill description implies, it should lower defense or hit through it entirely..."renders target defenseless"
-however this skill is not entirely broken, as it does stun. It would be nice for the skill to match up to its description though.

Force Cut: "twice range as other skill"...this skill does the same damage as Penetration. Perhaps lvl 2 Force Cut does more than penetration master level but I do not know. At any rate, Force Cut should either have a slightly longer range than the other main attack skills (slash and penetration) or be an upgraded attraction.

sedfvgt
05-29-2009, 01:41 AM
ummm you made it kinda confusing, it sounds like the skills have been fixed but isnt ... but it just might be me its kinda late ..any ways, i got an idea for templar class

Annihilate - Summon the combined powers of Pollution and Jureah, and annihilate the enemy
> basically a single combat attack that takes 3/4 hp and mp of the enemy, it doesnt matter how much it has to be 3/4 of both has to be removed from the enemy's bars

and ...

Sacrifice - Sacrifice ones powers for the good of others. (ah modify it all you guys want)
> An aoe Saint Rising, with the exception of the caster losing half of his/her defense and attack
> last as a 1 min buff for others, 30 sec curse for the caster
> of course the caster can cast SR right after since it does only last 9 seconds

my mage ides

Enlightenment - the caster receives enlightenment
> a buff that increases int maybe add +10 int ? 2 min buff?

Flaming Ice - The elements of fire and ice released by caster's energy to destroy the enemy.
> must take up 4/5 mp , must be the best damaging aoe, no amount of sc buffs or pet buff or any kind of buff should make another skill hit harder than this skill .... add sc item to that list
> something for the archmages to have as a goal, other than lame helmets

MarvHartigan
05-29-2009, 07:24 AM
well, lvl1 Saint Rising should heal 150 hp over time according to the book description however it heals 40hp.

Another Skill that should be revised is Burning Hands, the skill doesnt improve anything with each new lvl... I mean, lvl1 BH = lvl2 BH = lvl3 BH = lvl4 BH, but more MP consumption with every higher lvl. I think every new lvl should add more range to the skill or at least less mp cost.

I like that Sacrifice skill, it'd be a decent skill to save the day in a party whipe situation.

Adios!

celestialayu
05-31-2009, 01:38 PM
Well nice skills for the healer class but just a name suggestion on Binding Sphere.


Either um Time Stop or Chrono Flux ._.

Heh heh x.x

Other than that you've also balanced the skills for all the classes. Well done =)

techno-viking
05-31-2009, 04:38 PM
Some higher lvls of chain blockfor temps/ha's might be nice and just add extra time to the damage reduction it does.

Templar skill: Sacrificial Strike.

Holy strike is a single attack that causes a great deal of damage, however this comes at a cost...your hp.

lvl 1 Sacrificial Strike: 200% damage - 25% health reduction (or 100 hp) 30 second cooldown. avalible at lvl 116.
lvl 2 Sacrificial Strike: 400% damage - 40% health reduction (or 200hp) 20 second cooldown avalible at lvl 136.
master lvl Sacrificial Strike: 600% damage - 75% health reduction (or 400hp) 15 second cooldown avalible at lvl 166.

numbers can be changed to give it more balance.

basiclly this skill would be cool for non aoe partys/grinding.

siruschaos
06-02-2009, 07:15 PM
Nice contributions everyone. Been out taking a break awhile before, knocking classes out of the way. I'll touch back up on this soon and update again. Need to find that file I had for many more skill ideas are jam packed on it.

Alas though, seeing new skills and expanded ones doesn't seem likely anytime soon. :/

Topic is still fun for pulling creative ideas together!

aika101010
11-11-2010, 01:33 AM
no wuv for the mage class D:

siruschaos
11-11-2010, 07:57 PM
no wuv for the mage class D:

Because...this is kinda a scrapped idea thing from long ago.

Reborn is coming, don't see any reason to give anymore thought on this now.