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Ideas. spells & abilities
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Post by
HiVolt
(...)
Well, shadowslake, while I like your ideas, they aren't exactly suited to the Shaman class of WoW. Shamanism in Warcraft is not exactly the same as Shamanism in the real world, for instance being able to enter into the spirit world is not something a normal Shaman would be able to do, that would be something for the
Spirit Walkers
. Shaman in Warcraft are able to commune with the spirits and ask for their help and guidance, but journeying into the Spirit World is not a common trait among Shaman.
I'm not saying they're bad, or that they don't fit with the Shaman class completely, but they're a little off for the Shaman class.
Post by
278451
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Post by
HiVolt
Well, first, I don't think you should generalize the class so much. The moment you start making comparisons like that is the moment you begin to think that the class isn't unique, which it is. As far as improving the the ideals of the Shaman class, there isn't much that can be done. It's roles are well defined as is, though I would like to see more melee strikes in the Enhancement category, like Lava Lash and Stormstrike, hence my idea for Thundering Strike.
For increasing interaction with the spirit world, it seems like that may not necessarily be spell and ability related, but instead lore and quest related. However, if one were to include spells and abilities into the spectrum of spirit communication and interaction, your spells might do nicely, even if, in my opinion, they don't necessarily fit perfectly into the Shaman idea.
But, we're sort of getting off the track of the OP here...
Post by
278451
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Post by
Morec0
Death Knight
Unholy Rejection:
Ability: 1 unholy, 1 blood, 1 frost,
4 sec cast time
Pushes away all enemies in a melee range radius around the death knight 12 yards. The pushed units will then be pulled back to the location they were pushed from, regardless of where the death knight is at the current moment.
20 min cooldown, shares a cooldown with Army of the Dead.
thoughts?
Post by
229054
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Post by
Morec0
OP in Battlegrounds =D.
Well of course it will have a massive cooldown, in fact I'll add that in.
Now it has the same cooldown as AoTD
Post by
451927
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Post by
Morec0
They look good, Frigid tomb looks a lot like Howling Wind, though.
At least I think it's howling wind, nvr went Frost on my DK.
Post by
465231
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Post by
229054
This post was from a user who has deleted their account.
Post by
Morec0
OP in Battlegrounds =D.
Well of course it will have a massive cooldown, in fact I'll add that in.
Now it has the same cooldown as AoTD
Got it. But I think that other classes could use super, tide changing abilities, instead of giving another one to the DK class.
Regardless, its a creative idea.
Give me a while, I think I can come up with some. Besides, in my eyes, they've nerfed DKs to the point where they could use this kind of abiliy. Esspecially against Holy/Prot Pallys.
Post by
229054
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Post by
Zokalar
warlock-
desesperate doom: blast all enemies in is front and knock them 20yards away causing them fear for 5secs, and increasing the warlock's movement speed for 40%
20%mana cost
instant cast
demonology spell
Post by
235201
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Post by
Haxzor
Warrior
-Through the flames-
Whenever the warrior is critically hit by a spell or reflects a spell he takes X% less damage from that magic for the next Y seconds, stacking up to Z times
-In the hands of the merciless-
After being disarmed you're physical damage and attack power is increased by X% for twice the duration of the disarm
-Final struggle-
Warrior enters a state of preperation for death, takes full damage from targeted opponent (only one) and only 10% from all outside forces for X seconds, once selected target dies, warrior recieves previously mitigated damage.
first one is ok, second two are OP.
Final Struggle is op beyond imagining. I'd just target the healer and pop it, they dont do too much damage.
Post by
393224
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Post by
465192
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Post by
285341
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Post by
Morec0
Death Knight
Unholy Rejection:
Ability: 1 unholy, 1 blood, 1 frost,
Pushes away all enemies in a melee range radius around the death knight 3 yards. The pushed units will then be pulled back to the location they were pushed from, regardless of where the death knight is at the current moment.
20 min cooldown, shares a cooldown with Army of the Dead.
thoughts?
What good will that do DKs?... I mean a push is cool and all but what would be the point of pushing an enemy back 3 yrds (which is only a little more than melee range) just for them to be pulled back? And share CD with Army? I wouldn't use the ability because:
1. Long cooldown
2. Share cooldown with Army
3. ONLY 3yrds?
4. The enemy just gets moved back and forth...
I say make it a push that shares a cooldown with deathgrip and push the enemies back 10-15 yrds.
range is a bit short, I'll change that. And it's all enemies in melee range around the DK. Basically its to give them a little breathing room while they regain health and whatnot.
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