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New Spell Ideas
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Post by
Arberian021
Use this post to suggest different spells/talents for any class :
I am very interested to see some new ideas...
My suggestion:
Death Knight:
-Soul Torture: Deals X(medium damage) damage every 2 seconds for 12 seconds . Cd: 2 mins
Blood:Also Causes your meele attacks which hit the target affected by Soul Torture to heal you for 20% of the damage done.
Frost/Unholy: Increases Frost and Shadow Damage taken by the target by 10%.
( I wanna improve healing of the Blood DK and the damage of Frost/Unholy)
Druid:
-Freedom of the Wild:(Passive)
Causes your shapeshifting to heal you for 6% of your HP and to increase the damage and healing of the next ability by 10% . Cannot occur more than once every 12 seconds.
-Guardian: Also reduces damage taken by 15% for the next 3 seconds. Cannot occur more than once every 15 seconds.
(The shapeshifting is almost a lost of time for druid and this talent doesnt improve movement speed while in Travel Form , I want to make Shapeshifting more useful)
Warlock:
-Summon Pit Lord : Cd:3 Mins
Summon a Pit Lord to deal damage for the next 45 seconds. Pit Lord deals high AoE Damage and has these abilities: Charge , Cleave, Fel Breath, Shattering Strike ,Hand of Doom and Howl of Terror.( Hand of Doom cant be used on players because deals high damage )
-------------------------AoE Abilities: Cleave , Fel Breath , Shatering Strike , Howl of Terror.
Post by
Rankkor
Death Knight:
-Soul Torture: Deals X(medium damage) damage every 2 seconds for 12 seconds . Cd: 2 mins
Frost/Unholy: Increases Frost and Shadow Damage taken by the target by 10%.
These are very unimaginative. The idea of a new spell is that its not redundant, or a reskin of a spell already there on the class. DKs already have 2 dots, and 3 abilities that deal damage every second for a certain amount of time. If it doesn't have any new mechanics, or any new gimmick to set it apart from the rest, then its a boring ability, and a redundant spell that would just serve as bar clutter. It would be better to simply buff existing dots than to add a third one that behaves exactly like the other two.
Also increasing Frost and Shadow damage....... that's already done by mastery. Again I'm all for imagining new spells in the game, and I regret having to give negative feedback, but yeah these are very redundant.
Blood:Also Causes your meele attacks which hit the target affected by Soul Torture to heal you for 30% of the damage done.
( I wanna improve healing of the Blood DK and the damage of Frost/Unholy)
Blood spec previously could heal based on damage done, and it was removed due to being imbalanced. Back then it was 5% damage done as heals and it was considered too strong, can you even imagine 30%?
Druid:
-Freedom of the Wild:(Passive)
Increases the movement speed while not shapeshifted , while in bear Form , Moonkin Form and Cat form by 5% . Also Causes your shapeshifting to heal you for 3% of your HP.
Hmmm that talent
already exists
man. Feline Swiftness increases movement speed by 15% regardless of what form you are. Also causing shapeshifts to heal you for 3% of your HP seems a little wasteful, it would be a better use of mana to simply cast a single rejuvenate on you. OR use
this talent
which heals for 5% of your life every 5 seconds.
Again, the idea with new spells is that they're not redundant, they need to feel different from what's already there in the class, otherwise its just bar clutter.
(The shapeshifting is almost a lost of time for druid and this talent doesnt improve movement speed while in Travel Form , I want to make Shapeshifting more useful)
This would cause balance concerns. Shapeshifting is already TOO useful, as it frees the druid from any snares and slows, and makes them immune to polymorph effects. To add a heal, or heavens forbid, a damage reduction would really cause issues in pvp.
Warlock:
-Summon Pit Lord : Cd:3 Mins
Summon a Pit Lord to deal damage for the next 45 seconds. Pit Lord deals high AoE Damage and has these abilities: Charge , Cleave, Fel Breath and Howl of Terror.
While I do desire a pitlord added to the roster of warlock pets, this one seems kinda odd. All of his abilities are pretty much the same as the Fel Guard, what would make the pit lord any different? more damage? where's the point in that?
Here are a few wish list spells for some classes.
Monks:
Quivering Palm: Cost 4 chi, strike the enemy with the palm of your hand dealing 110% weapon damage immediately, and an additional 60% weapon damage over 6 seconds. While the target is receiving this extra damage they will be unbalanced, and will be unable to dodge, parry or block any attacks for 6 seconds. Cooldown: 10 seconds.
Hunters:
Boon of the Wilds: For the next 8 seconds all damage taken by either you or your pet is split between each other. 2 min CD.
Death Knights:
Shadow Prison: Encases the target in a web of shadows, while imprisoned, the target can only move at 80% speed, and will take X amount of Shadow Damage every second for 6 seconds. Every time the target moves shadow prison's duration is refreshed, the speed reduction increases by 10% and the damage over time gains a stack up to a maximum of five stacks. Maximum duration is 20 seconds. 2 minute cooldown.
Rogue:
Whirling Blades: Raise multiple spinning blades around you. Every time you are hit by a melee strike, the enemy receives X amount of physical damage. Lasts 6 seconds, but its duration is refreshed every time you are hit up to a maximum of 30 seconds. 2 minutes cooldown. Shares a cooldown with Combat Readiness.
Post by
Jkpman
Monks:
Quivering Palm: Cost 4 chi, strike the enemy with the palm of your hand dealing 110% weapon damage immediately, and an additional 60% weapon damage over 6 seconds. While the target is receiving this extra damage they will be unbalanced, and will be unable to dodge, parry or block any attacks for 6 seconds. Cooldown: 10 seconds.
Hunters:
Boon of the Wilds: For the next 8 seconds all damage taken by either you or your pet is split between each other. 2 min CD.
Death Knights:
Shadow Prison: Encases the target in a web of shadows, while imprisoned, the target can only move at 80% speed, and will take X amount of Shadow Damage every second for 6 seconds. Every time the target moves shadow prison's duration is refreshed, the speed reduction increases by 10% and the damage over time gains a stack up to a maximum of five stacks. Maximum duration is 20 seconds. 2 minute cooldown.
Rogue:
Whirling Blades: Raise multiple spinning blades around you. Every time you are hit by a melee strike, the enemy receives X amount of physical damage. Lasts 6 seconds, but its duration is refreshed every time you are hit up to a maximum of 30 seconds. 2 minutes cooldown. Shares a cooldown with Combat Readiness.
One reason non of these aren't really viable, PvP. (The hunter one isn't too bad)
Thinking a little outside the box, I'd like to see something profession based.
Alchemy:-
Mad Alchemist:- Enrage increasing all damage dealt by 200% for 10 Seconds, 10 min CD (Does not share a CD with other Enrage effects such as Time Warp and Bloodlust, is not raid or group wide.)
Engineering:-
Transformers, Shredders in Disguise:- Transform into a shredder for 10 seconds, Shredding all in front of you for 150% weapon damage, CD 5 mins.
Blacksmithing:-
Hard as nails:- Take on steel form becoming impervious to all stun, root and fear effects for 5 seconds, whilst in Steel form any incoming damage is reflected back to the enemy. 5 min CD
Skinning:-
Beast Within:- Take on the form of a nearby beast and are granted the abilities of that beast for 10 seconds. (This would work like a random summons, using the in game abilities of Hunter's pets) 2 min CD
Archeology:-
Call of the Ancients:- Summon an ancient warrior to fight alongside you, Duration 10 seconds.
This would work like exisiting trinket procs, the warrior could be from any of the archeology races.
1 per min.
Just a couple of ideas, nothing too OP more cosmetic to add a little spice to leveling etc.
Post by
morginar
I'd like a glyph for affliction warlocks to replace the pets with undead minions.
Something in the lines of
Imp turnes into Skeleton archer/mage
Voidwalker turns into Zombie/Ghoul
Sucubus turns into Nerubians
Felhunter turns into Wraith/Banshee
As we have a talent that upgrades the pet. We need the undead to come in pairs.
Summon Pit Lord
I'd rather not add Pit Lords and Dreadlords to be summonable, they are to powerfull in my opinion. And eredar will get the wierdest moments with dreanei.
Some spells now ey?
Death Knight:
Locust Swarm, suround yourself in a swarm of insects that will damage those around you. Eaither as a hellfire like spell or a bit more like snake trap.
Mage:
Divination or scrying. A copy paste of the hunters eagle eye or the priests mind vision, or something new or similar.
Arcane boom. A bolt of arcane is hurled towards the target enemy and deals a area of effect damage.
Warlock.
Voidphased. Embarce the void and phase yourself against physical attacks, but does not work against magic, and you can still cast spells while phased. 2-3 min cd. More or less slefbanish. Like you could do with kael'thas in wc3.
Purple fire quest. Like the green fire, but purple and void/shadowflame based.
And a female/ non-night elf metamorphis model.
Post by
Roguesaxaphone
Rogue
Rope Dart
20 Energy
10-20yd
Launches a rope dart that interrupts spell casting and applies your lethal poison and a shiv effect of your non-lethal poison. (30 second cooldown)
Or we can get a placement aoe.
Poison Bomb
30yd
Hurls a poisonous bomb dealing (whatever formula with attack power) on impact and also affects the targets with whatever poisons you have. (1min cooldown) I don't know if the poisons should be a weaker version so it can be a separate poison debuff from the ones you have.
Ghostly Strike...nuff said.
Post by
Nulgar
And eredar will get the wierdest moments with dreanei.
Actually, Warlocks already can summon and control Eredar in the form of the
Wrathguard
(
Wowpedia
)
Though it is debatable whether these are "elder" Eredar that were alive when Sargeras corrupted this race.
Post by
Lennyw
Paladin:
Link of The Ligh : (Cd:1 min )
You connect the target within 30 yards with yourself granting a benefit based on Spec, lasts 20 seconds:
-Holy: Causes you and the target to share the healing 50%/50% also reduces the damage that you and your target take by 10%.
-Retrybution: Causes your attacks to heal the target for 5% of the damage done and causes your target attacks to heal you for 10% of the damage done .
-Protection: Causes your attacks to heal the target for 15% of the damage done and the target's attacks to heal you for 10% of the damage done.
Post by
Jkpman
Death Knight:
Locust Swarm, suround yourself in a swarm of insects that will damage those around you. Eaither as a hellfire like spell or a bit more like snake trap.
So
Unholy Blight
Mage:
Arcane boom. A bolt of arcane is hurled towards the target enemy and deals a area of effect damage.
and this?
Charred Glyph
Post by
Arberian021
Death Knight:
Locust Swarm, suround yourself in a swarm of insects that will damage those around you. Eaither as a hellfire like spell or a bit more like snake trap.
So
Unholy Blight
Mage:
Arcane boom. A bolt of arcane is hurled towards the target enemy and deals a area of effect damage.
and this?
Charred Glyph
As for the DK suggestion its not the same : Unholy Blight damages nearby enemies and infects them with deseases , but Locust Swarm is like Hellfire , you may choose to keep it active at the cost of your HP and Runic Power. This doesnt spread plagues....
Arcane Boom is not spliting ice. AoE doesnt mean it strikes ano enemy --> Area of Effect. It strikes all enemies near the target.
Paladin:
Link of The Light : (Cd:1 min )
You connect the target within 30 yards with yourself granting a benefit based on Spec, lasts 20 seconds:
-Holy: Causes you and the target to share the healing 50%/50% also reduces the damage that you and your target take by 10%.
-Retrybution: Causes your attacks to heal the target for 5% of the damage done and causes your target attacks to heal you for 10% of the damage done .
-Protection: Causes your attacks to heal the target for 15% of the damage done and the target's attacks to heal you for 10% of the damage done.
Immagine if a Holy Paladin has this talent; he can use Lay on Hands to heal both target and himself at the same time. Good Suggestion, one of the best suggestions i have seen...
Death Knight:
-Soul Torture: Deals X(medium damage) damage every 2 seconds for 12 seconds . Cd: 2 mins
Frost/Unholy: Increases Frost and Shadow Damage taken by the target by 10%.
These are very unimaginative. The idea of a new spell is that its not redundant, or a reskin of a spell already there on the class. DKs already have 2 dots, and 3 abilities that deal damage every second for a certain amount of time. If it doesn't have any new mechanics, or any new gimmick to set it apart from the rest, then its a boring ability, and a redundant spell that would just serve as bar clutter. It would be better to simply buff existing dots than to add a third one that behaves exactly like the other two.
Also increasing Frost and Shadow damage....... that's already done by mastery. Again I'm all for imagining new spells in the game, and I regret having to give negative feedback, but yeah these are very redundant.
Blood:Also Causes your meele attacks which hit the target affected by Soul Torture to heal you for 30% of the damage done.
( I wanna improve healing of the Blood DK and the damage of Frost/Unholy)
Blood spec previously could heal based on damage done, and it was removed due to being imbalanced. Back then it was 5% damage done as heals and it was considered too strong, can you even imagine 30%?
It was OP but that doesnt mean that it is still OP . It just heals when you deal damage to X target . It is not the same.
Post by
Rankkor
Death Knight:
Locust Swarm, suround yourself in a swarm of insects that will damage those around you. Eaither as a hellfire like spell or a bit more like snake trap.
So
Unholy Blight
Not really. Unholy blight just applies your diseases to the target. If the target already has your diseases then Unholy Blight does nothing.
What Morg was refering to, was the ORIGINAL incarnation of Unholy Blight that DKs used to have, a sustained spell that dealt shadow damage to those around you but drained your RP progressively. I would had preferred that blizzard nerfed it rather than just flat out remove it.
Post by
Arberian021
Druid:
Power of The Forest :
Gives passive benefits based on druid's spec :
Balance :
Increases the critical chance of your Moonfire and Sunfire by 25% on targets below 25% HP.
Feral:
Increases the Damage of Ferocious Bite by 20% on targets below 25% HP.
Guardian:
Reduces the damage taken by 30% when below 20% HP.
Restoration:
Rejuvenation heals 20% more all targets who are below 30% HP.
Post by
Lennyw
Druid:
Power of Stars :
Gives a benefit based on your specialisation:
-Balance:
Starstrike(Instant Cast(: Deals 30% of the damage dealt by Starsurge and heals you for 20% of the Damage. Replaces Starsurge: Cd: 5 seconds.
-Resto: When a strike brings you below 25% HP you are shielded for 40% of your HP. Cannot occur more often than once every 3 mins.
-Guardian: When a strike brings you below 25% HP you are shielded for 40% of your HP. Cannot occur more often than once every 3 mins.
-Feral: Causes your rake to heal you for 5% of the damage dealt.
Post by
Rankkor
Death Knight ability:
Maleficar Strike: Cost 1 Unholy Rune, and 1 Frost rune. Cooldown 10 seconds.
Deal 50% weapon damage to the enemy, and apply the debuff "Marked Soul". The debuff lasts five seconds, and if the enemy dies while under the effects of Marked Soul, it will revive as a temporal minion of the Death Knight for 30 seconds. Enemies revived this way will incur a 30% attack speed penalty, and a 50% casting speed penalty. Can't be used on enemies above your own level, against dungeon bosses, Mechanical enemies, Elemental Enemies, or Enemy players.
I feel like this is the missing link for the Dks.
Due to the theme of the class, its incredibly unlikely to ever see a necromancer caster class ever added to the game (not only the theme of undeath is already present on the death knight, the black magic user is already filled by warlocks and shadow priests) but I always wanted to have a small army of undead minions behind me and Army of the Dead with its lengthy cooldown can't accomplish that. This is why I loved so much my Tier 15 set bonus, as it allowed me to have an army of undead zandalari behind my back at all times. This ability would allow us to temporarily raise enemy units as our own for a short duration, while actually letting us choose when or IF we want to have extra temporal minions.
Since I couldn't imagine a way for this to work in pvp, I figure it may as well be unusable in pvp (wouldn't be the first time, Curse of Doom for a long time was not usable on players either)
Post by
morginar
necromancer caster class
I'd like a glyph for affliction warlocks to replace the pets with undead minions.
Something in the lines of
Imp turnes into Skeleton archer/mage
Voidwalker turns into Zombie/Ghoul
Sucubus turns into Nerubians
Felhunter turns into Wraith/Banshee
As we have a talent that upgrades the pet. We need the undead to come in pairs.
This is how I see a future necromancer class, as the class exist in the warlock class, but with demonic minons rather than the necromantic pets.
Death Knight:
Locust Swarm, suround yourself in a swarm of insects that will damage those around you. Eaither as a hellfire like spell or a bit more like snake trap.
So
Unholy Blight
Not really. Unholy blight just applies your diseases to the target. If the target already has your diseases then Unholy Blight does nothing.
What Morg was refering to, was the ORIGINAL incarnation of Unholy Blight that DKs used to have, a sustained spell that dealt shadow damage to those around you but drained your RP progressively. I would had preferred that blizzard nerfed it rather than just flat out remove it.
And I was also thinking of the Crypts lords ultimate spell from WC3. It's a cool spell that fits the death knight theme.
Post by
Rankkor
And I was also thinking of the Crypts lords ultimate spell from WC3. It's a cool spell that fits the death knight theme.
It fits so well we actually had it
Unholy Blight
And I loved it, it made Unholy tanking GOOD. Then blizz killed it, and pretty much killed unholy tanking with it, to the point that for 80% of WOTLK, all DK tanks were either blood, or frost, but not unholy.
I really miss that spell, it used to be GLORIOUS (though admittedly with the way DKs work today, needing to spend RP on our official RP dumps, it would not be so viable to sustain anymore)
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