I like the format of having more than four skills tbh, rather anoying that I can't use more than one offensive skill in PvP (jugg, heal, and blood are all must haves). But I would also like to see more skill. One buff/debuff (the lower row) skill, and one offensive skill (the top row). Here are some suggested skills.
don't take any numbers as hard set. Obviously this isn't a 100% final draft of my ideas.
Warriors:
Offensive-
Double edge: deals short range damage to a single target, restores users hp by 15% of the damage dealt. 15sec cool down
1) Refined edge: increase damage of double edge by 10%
2) Broad edge: increase heal returned by 20% of damage dealt
3) lasting wound: target now takes bleed damage over time
4) First aid: charging double edge now self heals user
Buff/debuff-
Sound of agony: user releases a note from their horn taunting all in range and chance to aply feeble to targets in range and increase the crit chance of allies in range by crit 10% for 4secs. 3m radius. 20sec cool down
1) Loungs of steel: increase radius of (?) to 6m
2) Change of tune: all targets in range of the (?) have their armor and damage reduced by 5% for 8secs.
3) Sound of death: all targets in range of the (?) are stunned for 2secs
4) Lasting noise: all effects of the (?) Are increased by 40%
mages:
Offensive-
Rock stab: a rock pierces out of the floor hitting a single, but random, target within an 6m foward of a 30° section of area in the direction the caster is facing. 6sec cool down.
1) Statue: rocks that were summoned stay in play untill they take two attacks.
2) Earth splitter: now the caster will create 1-3 Rocks each cast.
3) Sand pit: a small sand pit reducing targets movement speed by 30% surounds each hit site.
4) hard as stone: each target hit has a 20% chnace if being stunned.
Buff/debuff-
Carnivorous Vines: user drops a seed that grows a mass of vines that attacks up to 5 targets in range every second for 6secs. 3m range. 20sec cool down.
1) Get a grip: when vines first sprout there is a 20% chance five targets in range will be pull to the middle of the plant. Vines will also snare all targets hit.
2) Circle of life: when vine dies it has a 15% chance to immediately regrowing another plant.
3) Animal instinct: vines deal 15% more damage a hit.
4) overgrow: range of the carnivorous vines extended to 5m.
Rouges:
Offensive-
Shadow clone: a duplicate of the caster made of shadows is summoned aiding its master for 8secs. The globe's damage is equal to 20% of its master, but cannot crit. 20sec cool down.
1) dark matter: clone(s) will last an additional 2secs.
2) double trouble: the caster now creates two clones. each clone has 15% of its caster's damage.
3) strength in numbers: clone(s) will absorb 10% of the damage caster takes (having multiple clones doesn't change percentage of damage reduction).
4) master of disguise: clone(s) recieve buffs from pets.
Buff/debuff:
Acid pool: a small pool of acid applies poison damage to targets who touch it every second and for three seconds after a target steps off the acid pool. Pool lasts 3 seconds. 20sec cool down. 3m range.
1) concentrated: poison affect also reduces target's armor by 5%.
2) lasting stain: acid pool now lasts 5secs.
3) potent blend: poison damage deals 15% more damage a second.
4) chemical engineered: acid pool is now a cloud that will move toward targets slowly.
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