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Old 02-15-2007, 02:29 PM   #11 (permalink)
TeamSKKeris
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I think this is more of a wish-list for later AA type additions Vel.

MORE:

Darkness
For 10 seconds the mob is blind. Accuracy is reduced 10% x level of DC. 10 min recast.

Divide and Conquer
For 15 seconds 20% x level of DC damage the DK takes is divided amongst his group members. Usable every 20 minutes.

Flowing Fear
For 15 seconds 20% x level of DC damage the DK does is divided amongst his group members as a heal. Usable every 20 minutes.

Paralyzing Visage
For 2 sec x level of DC mob is unable to move or act. Nothing breaks it. 10 min recast.

Into the Darkness
For 10 seconds the Dread Knight draws his target into a place of pure dread and fright. All bonuses given by DC are doubled. 30 minute recast.

Devour Essence
Draws 125 STR, VIT, WIS, INT and 75 DEX, CON from the target giving it to the dread knight. Overwrites all other devour lines.

Whispers
Using his knowledge of fear the Dread Knight is able to spike the mind of a mob, causing them to hear whispers which lead them to believe friends are enemies and enemies friends. Lasts 30 seconds max. Short duration charm spell. 5 minute recast.

Void of Fear
Causes all mobs around the dread knight to fall into a void of fear, seeing no one but him. They attack him for 2 attacks and this adds xx hate. Usable every minute.

Unspeakable Word
Used before a Word of Doom spell this causes three times the damage, but splits it evenly between up to three mobs. Usable every 20 minutes.

Nightmare
Summon a nightmare, duh!

Symbol of Panic
Every hit to the dread knight has a 10% chance to snare and fear the attacker for 5 seconds.

Dread
The dread knight has gone beyond his mortal coil and wrapped himself in pure fear. His face becomes cloaked in shadow for one look would scare even a friend away, only visible are his eyes which are void and lifeless. He receives a 2x bonus to DC generation, and all DC effects are increased. Fear spells become nonresistable or at least very hard to resist.

Cold Heart
The dread knight has no forgiveness for his enemies. He is ruthless and brutal. Due to this cold heart all his attacks have a 10% x level of DC chance to do 100 cold damage and cause the effect chilled on the target. Lasts 1 minute. Recastable every 1.5 minutes.
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Old 02-16-2007, 01:29 PM   #12 (permalink)
Jooma
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Symbol of Feeding - Your regular attacks (autoattack) returns 5% life each hit.


Insinuating Doubt - The intimidation of your frightful stature causes your foes to hesitate before each attack lowering target creatures Accuracy and Attack Speed by 15% for 60 seconds.


Fervent Hold - The Dread Knight grabs hold of his Target preventing it from moving or attacking. Must be used from behind. Dread Knight becomes rooted with the target and cannot use spells or abilities. Fervent hold breaks on attack. The Dread Knight loses X life per second where X ='s 1% of the Dread Knights total health pool. Y increases by 1 per second. Generates X Hate per second.


Slaughter - Passive - Your Dreadful Countenance increases faster for each corpse, friend of foe, within 20m of the Dread Knight.
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Old 02-16-2007, 01:45 PM   #13 (permalink)
velzevul
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Jooma:
Quote:
Slaughter - Passive - Your Dreadful Countenance increases faster for each corpse, friend of foe, within 20m of the Dread Knight.
I think this ability is FANTASTIC and falls right in line with our class's roleplay image. Also I think this one is very realistic to expect from developers, and it is also a really awesome raiding ability, since lots of ppl will be dying with AOE and adds and what not, and we will be generating more and more hate. GREAT IDEA Jooma! I am looking forward to this one, we should push developers to add it, maybe as a self buff for now, AA later on.
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Old 05-26-2007, 03:55 AM   #14 (permalink)
Jooma
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/bump for DK Vent Discussion
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Old 05-26-2007, 01:11 PM   #15 (permalink)
Blitterskrag
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Jooma, your Slaughter idea actually got me to stop lurking, I love it!

I really like the idea of utilizing the corpses of your enemies, so along the same lines, I came up with:

Desecration: Requires target lock on enemy corpse to activate. AOE effect that enrages nearby enemies, locking them onto the DK for X attacks. Lowers enemies' DC rating and defense, while increasing attack and (significantly) boosting hate for the duration of the target lock. Flanking damage done to affected enemies is also increased.
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Old 05-27-2007, 03:15 AM   #16 (permalink)
Azgod
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Too many AA's made playing a warrior boring for me, agro lock combined with superior mitigation/avoidance meant group encounters became tedious. I think all 3 tanks should be balanced wrt hate generation and mitigation, but not too much of either, leave enough unpredictability to keep the players on their toes. Thats what I thought "Third Generation MMO" was going to be about, better mob AI, not retreading the AA system from EQ.
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Old 05-28-2007, 12:35 AM   #17 (permalink)
ellestil
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More than anything else, AA's have the biggest potential to unbalance an already teetering balance act with the tanks. Eq2's AA's were done in a way that everyone's was lackluster to try and keep it from being unbalancing. The trick is, you need to find a good way to bring some true improvements with the classes, without giving any one of them an overpowering advantage, and still make the choices unique and fun.

That's harder said than done though. Err on one side and you make a preferred tank class. Err on the other and players scream about irrelevance and time sinks.
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Old 07-25-2007, 02:29 PM   #18 (permalink)
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Re: Alternate Advancement Ideas

This area is being closed. You can find this thread here.
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