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Jeriatric's Makin' Stuff Up

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Post  theblackabbot Mon Mar 15, 2010 12:10 pm

Jeriatric posted this on the wowminis.com forums. I'm bringing it over here.

BA

So, I have been having lots of fun making up new ABCs. I know some of you have already done that, although I have not had a chance to check them out yet. These are totally untested, and are likely unusable/op, but they were fun. I tried to follow the design style of the originals. The following are what I thought were the two most interesting for each class.

Healing Touch, Druid:
2 ticks, Range 2, Power 3 Healing
Heal, Restoration
Crit: Heal 1 additional damage ( I wanted to do heal 2 on the crit, but it seemed like it might be too good.)
Recharge.

Rebirth, Druid:
0 ticks
Instant, Restoration
Play only once per game.
Put an out of play ally into play on an adjacent space, with 3 health, and match their clock to the master clock.

Aimed Shot, Hunter:
1 tick
Marksmanship
Marksmanship Hunter Only
This character may pay 0 ticks to attack immediately.

Frost Trap, Hunter:
1 tick
React, Survival
Use only when an enemy moves into an adjacent space.
Add 2 ticks to that enemy.

Conjour Water, Mage:
1 ticks
Arcane
Ready one of this characters ABCs.
Adjacent allies may play this card as though it were in their Action Bar.
Recharge.

Arcane Intellect, Mage:
2 ticks, Range 3
Buff, Arcane
Buffed ally may play with an additional ABC.

Seal of Light, Paladin:
1 tick
Seal (1), Holy
While this ABC is exhausted, this character has:
When this character deals attack damage, heal 2 damage from it.
Recharge.

Holy Shock, Paladin:
2 ticks, Range 2, Power 5 magical
Attack/Heal, Holy
Holy Paladin only.
You may target an ally with this ability. If you do, the magical power becomes healing power.

Power Word: Shield, Priest:
3 ticks, Range 3
Buff, Discipline
Put 5 shield counters on buffed ally.
When buffed ally would be dealt damage, prevent it. For each damage prevented this way, remove a shield counter.

Renew, Priest:
3 ticks, Range 3
Buff, Holy
At the end of each even numbered tick, heal 1 damage from buffed ally.

Eviscerate, Rogue:
0 ticks, Range 1, Power X melee
Instant Attack-Finishing Move, Combat
X equals 2 times the number of exhausted rogue ABCs this character has, including this one.
Crit: +1 Damage

Cheap Shot, Rogue:
1 tick, Range 1
Combo, Subtlety
Play only if this character has stealth.
Add 2 ticks to target enemy.
This card counts as two rogue ABCs while exhausted.

Water Shield, Shamen:
0 ticks
React, Elemental
Use only when an attack targets this character.
Ready one of this character's ABCs.

Ghost Wolf, Shamen:
0 ticks
Instant Form, Enhancement
Move +1
This character cannot play payment abilities while in this form.

Drain Life, Warlock:
2 ticks, Range 2
Destruction?
Channel: 1 tick
Deal 1 damage to target enemy.
Heal 1 damage from this character.

Searing Touch, Warlock:
3 ticks, Range 2, Power 6 magical
Attack(fire), Destruction?
This character gains Taunt until it's next turn.

Overpower, Warrior:
0 ticks
Instant, Arms?
Play only if an enemy rolled 3 or more successes while defending against this character.
Repeat the previous attack.
Recharge.

Spell Reflect, Warrior:
3 ticks
React, Protection
Play only when a magical attack targets this character.
The attacking enemy becomes the defender for the attack.

Feral Charge, Druid
3 ticks, Range 2
React-Aggro, Feral
Feral Druid Only
Bear Form and Cat From Only
Play only when an enemy plays a non (physical) ability.
Teleport adjacent to target enemy. Negate that ability, and add 1 tick to that enemy.

Tree of Life, Druid
0 ticks
Instant Form, Restoration
Restoration Druid only
+1 Armor
+1 Healing power
2t/2r/2h
Crit: This character may immediately play one of it's restoration buff cards with cost 2 ticks or less without paying its cost, on the target of this ability.
This character may play Restoration cards while in this form.

Call Rex, Hunter
2 ticks
2 armor/2 resist/5 health
Pet-Devilsaur, Beast Mastery
Beast Mastery Hunter only
Bite: 3t/1r/4 physical (melee)
Crit: Put a +1 (physical) on Rex. Remove that counter at the end of tick 10.

Arcane Power, Mage
0 ticks
Instant, Arcane
Arcane Mage only
This characters next (magical) attack this turn has +2 (magical) and +1 tick.

Pyroblast, Mage
4 ticks, Range 3, power 8 (magical)
Debuff Attack(Fire), Fire
Fire Mage only
Crit: Damage +1
After the attack attach this debuff to the defender. At the end of ticks 5/10, debuffed character takes 1 damage.

Icy Veins, Mage
0 ticks
Instant, Frost
Frost Mage only
This characters next ability this turn costs 1 tick less and cannot be negated.

Seal of Command, Paladin
1 tick
Seal (1), Retribution
Retribution Paladin only
While this ABC is exhausted, this character has:
This character's attacks have damage +1 and deal 1 damage to each enemy adjacent to the defender.

Inner Focus, Priest
1 tick
Discipline
Discipline Priest only
This character may pay 0 ticks to play an ability immediately.

Mutilate, Rogue
1 tick, range 1, power4 (physical)
Attack, Assassination
Assassination Rogue only
This attack has (physical) +1 if the defender is debuffed.
Crit: Damage +1
This card counts as two rogue ABCs while exhausted.

Blade Flurry, Rogue
0 ticks
Instant, Combat
Combat Rogue only
This character's next (melee) attack this turn costs 1 tick less and may target a second enemy adjacent to the first defender and this character.

Premeditation, Rogue
0 ticks
Instant, Subtlety
Subtlety Rogues only
This card counts as two rogue cards while exhausted.
Recharge.

Totem of Wrath, Shaman
4 Ticks
Health 1
Totem, Elemental
Elemental Shaman only
Allies on or adjacent to this totem have (magical) +1.

Storm Strike, Shaman
0 ticks
Instant, Enhancement
Enhancement Shaman only
Shoose one:
This character's next (physical) attack this turn costs 1 tick less.
This character's next (magical) attack this turn has (magical) +1.
Recharge.

Tidal Force, Shaman
0 ticks
Instant, Restoration
Restoration Shaman only
During this characters next heal this turn, change 1 die roll to a Crit.

Unstable Affliction, Warlock
1 tick, range 3
Debuff, Affliction
Affliction Warlock only
At the end of ticks 5/10, deal 2 damage to debuffed enemy.
If any ability removes Unstable Affliction, deal 2 damage and add 2 ticks to debuffed enemy.

Bladestorm, Warrior
0 ticks
Instant, Arms
Arms Warrior only
This character's next (melee) attack this turn may target each enemy adjacent to this character.
This ability cannot be negated.

Death Wish, Warrior
0 ticks
Instant Buff, Fury
Fury Warrior only
If this character would deal or take damage, it deals or takes that much +2 instead.
Remove this buff at the start of this Character's next turn.

Shockwave, Warrior
2 ticks
Aggro, Protection
Protection Warrior only
Add 2 ticks to each adjacent enemy.
Deal 1 damage to each adjacent enemy.
theblackabbot
theblackabbot

Posts : 38
Join date : 2010-02-18

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Post  Jeriatric Tue Mar 23, 2010 10:15 am

More to come on this, I plan on introducing enough ABCs to give each class an even number of options. Any constructive criticism on the mechanics of stuff would be appreciated. I was pretty excited about my finishing move and pally seal ideas, although Zomm is really complicating things for that. Kidney Shot as I have been envisioning it will probably be too good to ever use. Very Happy
Jeriatric
Jeriatric

Posts : 13
Join date : 2010-03-23
Age : 45
Location : Casper, WY, USA

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Post  syphonhail Tue Mar 23, 2010 10:25 am

In the mmo, UA harms the person who removes it (does a bunch of damage and silences the person who dispelled it). However, given that removal is pretty optional in this game, I am not sure if the second part of UA would ever come into play.

Perhaps, you can add a different mechanic:

If a debuff is attempted to be removed from this character, randomly remove a debuff from this character instead. If UA is removed, the character removing it takes 2 damage and is ticked up 2.

This gives UA some chance to be removed and retains some flavor of how UA normally operates. However, this may make warlocks even more powerful.

syphonhail

Posts : 27
Join date : 2010-02-19
Age : 41
Location : Binghamton, NY

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Post  Jeriatric Fri Mar 26, 2010 3:12 pm

So I did some additional work on these and added some more. Unfortunately I did all this fancy editing and adding images of the symbols to my word processor copy and now it won't post right. If you want a copy of the file, send me a pm.
Jeriatric
Jeriatric

Posts : 13
Join date : 2010-03-23
Age : 45
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Post  Jeriatric Thu Apr 01, 2010 2:42 pm

So with a couple of play testing games under my belt, I have a couple of things to report.
Call King
3 ticks
3 armor 1 resist 3 health
Pet-Crab, Beast Mastery
Claw 3t 1r 3p (Melee)
Crit : The defender can’t move during its next turn.
Taunt.

I like this pet, although I haven't gotten a crit with it, so I am not sure about the crit effect yet. Taunt means that this pet is going to get killed pretty quickly, but that seemed to work out ok.

Icy Veins
0 ticks
Instant, Frost
Frost Mage Only
This character’s next ability this turn costs 1 less and cannot be negated.
This ability cannot be negated.

When I was making this up I didn't even think about how this is essentially another mana potion just for frost mages. Morganis with both gives him very consistent reduced tick cost. Hvaen't decided if it is too OP yet or not.

Judgement of Light
0 2
Debuff, Retribution
Judgement (Use only when this character has an exhausted Seal. Ready that seal.)
Deal 2 damage to debuffed enemy.
Allies that deal attack damage to debuffed enemy heal 1 damage.

Seal of Justice
1
Seal (1), Protection
While this Action Bar card is exhausted, this character gains:
“ : Add 1 to each defender.”
Recharge.

Seal of Light
1
Seal (1), Holy
While this Action Bar card is exhausted, this character gains:
When this character deals attack damage, heal 2 damage from it.
Recharge.

Seal of Righteousness
1
Seal (1), Holy
While this Action Bar card is exhausted, this character has:
This character’s melee attacks have damage +1.
Recharge.

The Seals are a really neat effect. They make you think a little more about if you want to act right away, or wait a tick to get the benefit of the Seal. Righteousness is good, without being overpowered, Light is nice, although higher tick attacks definately benefit less. Maybe I will loose the recharge on that seal. Justice is of course largely luck based, although using it in conjunction with Avenger's Shield and Master Tactician is almost too good. The Judgement effect is great. It gives some extra damage and the debuff portion of it is pretty solid.
Jeriatric
Jeriatric

Posts : 13
Join date : 2010-03-23
Age : 45
Location : Casper, WY, USA

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Post  theblackabbot Wed Apr 07, 2010 10:15 am

In this photobucket album are all of Jericatric's new cards. I basically did a screenshot of Work and captures just the area around each card. If you need them to fit into a sleeve, you will probably have to edit the size.

https://s695.photobucket.com/albums/vv313/theblackabbot/Jeriatrics/
theblackabbot
theblackabbot

Posts : 38
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Post  Jeriatric Thu Apr 08, 2010 10:34 am

Awesome job Black Abbot. I appreciate you posting these. Feedback is certainly welcome. There are a couple that I think will end up pretty lame, and a few that are probably seriously op, like Judgement of Wisdom. Slowly working my way through these. There are a whole lot of them, lol.
Jeriatric
Jeriatric

Posts : 13
Join date : 2010-03-23
Age : 45
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