Old 05-23-2010, 07:51 AM   #41
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even then its basically a cheap taunt gem a tank could put it in play and forget about taunting for the rest of the match. part of being the tank in a group is managing your gem pouch keeping a huge amount of taunts for the constant upkeep imagine if you could hold 60% of all the dmg with just 1 gem.


also since most people are not robots there is some time before noticing the gem has run out and changing targets and even then you might not be able to get a hit in before your taunted again
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Old 07-03-2010, 11:37 PM   #42
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Aura of Concentration:
Psych Magic
r1. (10) The next taunt type gem played will have no effect on the user, with a 0% chance of gem staying in play.
r5. (93) "" , with a 66% chance of cem staying in play.
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Old 07-31-2010, 03:31 AM   #43
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So... I've been thinking a lot about Flame Call and Flare Up auras...
Seems kinda unfair that DD magic is only... unfair is not the right word.. imbalanced per se....
is the only "weapon" in the game that revieves a direct increase in damage due to an aura in play (besides Rabid which increases pet Dmg).

In regards to this situation I propose the following new auras be introduced all at once:
  • DoT's: Rev Up Aura: Increases the max damage of Damage over Time Gems.
  • Max Melee: Samson's Locks Aura: Increases the max damage of Crits w/ melee weapons, staves and whips excluded.
  • Min Melee: Trifle Aura: Increases minimum melee damage by a % for
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Old 07-31-2010, 12:27 PM   #44
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Aura of Pain
Red Magic

Rank 1 (10) - This aura increases melee and ranged damage by 5%.
costs 7 mana and 5 energy every 5 seconds for upkeep.

Rank 2 (22) - 10% increase for 13 mana and 8 energy every 5 seconds.

Rank 3 (35) - 15% increase for 32 mana and 12 energy every 5 seconds.

Rank 4 (49) - 20% increase for 40 mana and 16 energy every 5 seconds.

Rank 5 (60) - 25% increase for 60 mana and 22 energy every 5 seconds.

Rank 6 (75) - 35% increase for 110 mana and 55 energy every 5 seconds.

Rank 7 (100) - 45% increase for 190 mana and 85 energy every 5 seconds.

Beet Da Brat
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Old 12-15-2010, 08:09 AM   #45
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Black Magic

Double Edge Aura
r1: This aura adds 25% dmg to the enemy target's strikes but adds 45% to your melee dmg. (excluding whips and staves)
r2: 5/5 upkeep. "" 35%.........55%
r5: 20/20 upkeep. "" 100%..........250%
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Old 12-15-2010, 03:50 PM   #46
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Aura of Unmiss
Makes you miss less.

Aura of Cnc
Makes you be resisted less. 10% chance to avoid daze.

Aura of Crit
Makes you crit more.

Aura of Priest
Increases healing. Works extra good for staff users.

Aura of Confusion
Chance for enemy to get dazed whenever they hit you.

Aura of Brutality
Prevents you from being healed by pets or gems, but increases all damage.

Aura of (colour)
Increases your (colour) gem effects.
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Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 01-03-2011, 03:15 PM   #47
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Wizarding Sword Aura:
Blue Magic

(10) Rank 1: This Aura allows melee users to play gems at 90% of their energy/mana req's.
(21) Rank 2: This Aura allows melee users to play gems at 83% of their energy/mana req's.
""
""
(99) Rank 7: This Aura allows melee users to play gems at 60% of their energy/mana req's.
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Old 01-03-2011, 03:40 PM   #48
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Vampiric Health, Mana, and Energy Auras (Each one is a separate gem)

Red Magic

Rank 1(20): 1% of Melee, Ranged, Pet, DD damage drain
Rank 2(40): 2%
Rank 3(60): 3%
Rank 4(80): 4%
Rank 5(100): 5%

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