Unannounced AA's with OoW..

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Unannounced AA's with OoW..

Postby Robyn the Ranger » Tue Sep 14, 2004 12:06 pm

Bard:
Enhanced Ego: Automatically announces to all public channels every 30 minutes, reminding them of how much better bards are than every other class. Further levels in this ability decreases the time between reminders.

Twisting Mastery: This ability allows the Bard to automatically twist a set order of songs, saving their wrist from crippling pain after hours of play.

Beastlord:
Small Companion: This ability shrinks the Beastlord's warder to the size of a willow-wisp, making them slightly easier to move and target around.

Berserker:
Warrior Spirit: Transforms the Berserker into a warrior for a short time, rendering them somewhat useful to groups and raids.

Cleric:
Divine Hammer of Rightousness: Summons a weapon for the cleric to use to further convince them they are a melee class.

Enchanter:
Frenzied Mesmerization: Refreshes the mesmerization spell on a single target every 6 seconds whenever a necromancer throws a damaging spell on it before assist is called.

Illusion Uselessness: This ability causes the enchanter to appear on /who lists as a level 23 monk, reducing unwanted requests for buffs.

Magician:
Traveling Merchant: This ability allows the Magician to become a merchant, allowing players to right-click them and purchase summoned goods at will.

Monk:
Dramatic Feign: Causes the monk to feign death more dramatically, clutching fake wounds, kneeling down, groaning, and the like.

Quad-Strike: Allows the monk the chance to perform a quadruple strike, actually giving them some decent damage output from those 100 / 20 weapons.

Necromancer:
Go Ahead and Take It: When activated, this ability distributes all of the mana in the Necromancer's mana pool evenly among the clerics, because you both know they're going to need it anyway. The first level of this ability effects clerics in the Necromancer's group. The second level effects the entire raid.

Paladin:
Informative Root: This is a passive ability that allows group members to see when the Paladin's root spell has worn off, similar to the awakening messages in the Mesmerization line of spells. This allows the group members to know when more creatures will be 'wandering' into the camp mid-fight.

Holier Steed:This ability summons the Paladin's Holy Steed with full battle armor and a big lance, because Paladin's like shiny things.

Ranger:
Enhanced Speed Bump: This ability causes the ranger to create an additional corpse when they die to further slow down the movement of the creature they were attacking.

Catapult: Automatically fires the corpse of the ranger at the creature they were attacking when they died, dealing damage equal to one hundred times the number of seconds they survived the fight. Does not stack with Enhanced Speed Bump

Perplexing Corpse: Causes the ranger to appear as a corpse, confusing the creature as to how they died so quickly, stunning them for 6 seconds. This effect works on creatures up to level 70.

Shadowknight:
Efficient Buffs: Allows all the debuffs recourses that add unnoticably small benefits to be condensed into one buff icon, saving the group from having four enchantments on them that they have no idea what they do.

Warrior:
Crippling Taunt: Causes the warrior to pass gas in front of the creature they have on target, causing intense hatred and damage to the creature every 6 seconds for 0:00:30.

Wizard:
Critical Attention: Causes Critical Blasts performed by the wizard to appear in red text on everyone's screen, regardless of their filter settings. This saves the wizards from typing "OMG did you see that one?" every blast.

Flamer Sword of Xuzl: This ability makes the wizard's flaming sword pets appear with pink particles and ribbons surrounding them, eliminating the need for 3 people every raid to make the same "flaming" jokes.
Druids:
Feral Nature Walker: Enhances the druid's summoned Nature Walker, transforming them into the form of a cuddly snow bunny. This ability grants increased strength, attack, and hit points for a short time.

Emergency Recall: Immediately transports the druid's group to their previous location before they were accidently evacuated by an improperly placed hotkey.

Shaman:
Pound Puppies: Each level of this ability calls forth an additional spirit companion to the aid of the Shaman, and changes their names from Playername`s Pet to more appropriate names such as Spots, Patches, and Mr. Mittens.

Healing of Tngargrekaag: Heals the group of the shaman for an insignificant amount of hit points at the cost of an inefficiently high amount of mana, but it has a funny name so you'll use it anyway.
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Postby MaestroJaos » Tue Sep 14, 2004 12:20 pm

Robyn the Ranger wrote:Bard:
Enhanced Ego: Automatically announces to all public channels every 30 minutes, reminding them of how much better bards are than every other class. Further levels in this ability decreases the time between reminders.


hahaha, thats awsome

We still have to tell people that? I thought it was a given.... Like i didnt drive it into enough heads in my 3+ years of playing! =p Dont make me bust out the numbers to explain why UberItemWithaMod_01 is way better for bards!
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Postby Kalantiri » Tue Sep 14, 2004 12:20 pm

OMG!!! LoLLerz!!! thank you for the afternoon break funny! good reading!

Robyn the Speed Bump wrote:Ranger:
Enhanced Speed Bump: This ability causes the ranger to create an additional corpse when they die to further slow down the movement of the creature they were attacking.

Catapult: Automatically fires the corpse of the ranger at the creature they were attacking when they died, dealing damage equal to one hundred times the number of seconds they survived the fight. Does not stack with Enhanced Speed Bump

Perplexing Corpse: Causes the ranger to appear as a corpse, confusing the creature as to how they died so quickly, stunning them for 6 seconds. This effect works on creatures up to level 70.


From Experience no doubt? :P
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Postby Croinc » Tue Sep 14, 2004 12:36 pm

Perplexing Corpse: Causes the ranger to appear as a corpse, confusing the creature as to how they died so quickly, stunning them for 6 seconds. This effect works on creatures up to level 70.



HAHA
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Postby Syeni Soulslasher MK6 » Tue Sep 14, 2004 12:43 pm

Paladin:
Informative Root: This is a passive ability that allows group members to see when the Paladin's root spell has worn off, similar to the awakening messages in the Mesmerization line of spells. This allows the group members to know when more creatures will be 'wandering' into the camp mid-fight.


LOL... Nay I just say inc mess and I dont root shit...
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Postby Dragonspirit » Tue Sep 14, 2004 12:49 pm

I'm a bit bitter about the ranger AA's... so they'll prolly be launched in the next expansion.

Much ranger h8 from the dweebs at SOE
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Postby Theren Sa'Riik » Tue Sep 14, 2004 1:49 pm

[/quote]
Warrior:
Crippling Taunt: Causes the warrior to pass gas in front of the creature they have on target, causing intense hatred and damage to the creature every 6 seconds for 0:00:30.


Have any of you played Gladius? The heavy class in the game had exactly that.. except they called it Clear Area I believe.
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Postby Arkaron » Tue Sep 14, 2004 3:11 pm

Necromancer:
Go Ahead and Take It: When activated, this ability distributes all of the mana in the Necromancer's mana pool evenly among the clerics, because you both know they're going to need it anyway. The first level of this ability effects clerics in the Necromancer's group. The second level effects the entire raid.


**Please note that this ability will change the cleric's title to Gimp Ass Motherfucker for the duration.
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Postby jlangelne » Tue Sep 14, 2004 4:24 pm

HAHAHAHAHAHAHA that is great list hun i started to read it i almost fell out of my chair at work laughing at these.
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Postby Angelfeeties » Tue Sep 14, 2004 11:14 pm

Monk:
Dramatic Feign: Causes the monk to feign death more dramatically, clutching fake wounds, kneeling down, groaning, and the like.


Rofl
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Postby salomeasillverfrost » Wed Sep 15, 2004 7:20 am

okay its a good thing I have my own office because they would be carrying me out of here right now :lol:
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Postby Aeryon » Wed Sep 15, 2004 11:40 am

This one should go live:
Bard:
Enhanced Ego: Automatically announces to all public channels every 30 minutes, reminding them of how much better bards are than every other class. Further levels in this ability decreases the time between reminders.

cuz this:
Enchanter:
Frenzied Mesmerization: Refreshes the mesmerization spell on a single target every 6 seconds whenever a necromancer throws a damaging spell on it before assist is called.

is exactly what bard mez can do 8)
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Postby Tzym Kel`Korath » Wed Sep 15, 2004 4:09 pm

rogues plz
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Postby Vashan » Mon Sep 20, 2004 1:42 pm

OMG DID YOU SEE THAT?!?! HAHA that was sooo funny. When I laughed out loud all the people in the office looked at me like I was going insane. Many thanks for the laugh.
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Postby Shallon » Mon Sep 20, 2004 2:54 pm

I nominate this for the hall of fame :lol:
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Postby -=Xilanthanax=- » Mon Sep 20, 2004 11:07 pm

Shadowknight:
Efficient Buffs: Allows all the debuffs recourses that add unnoticably small benefits to be condensed into one buff icon, saving the group from having four enchantments on them that they have no idea what they do.


Can we get this to make those recourses useful too? :lol:
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Postby Angelfeeties » Tue Sep 21, 2004 8:52 am

nominated for hall of flame as well here :D


and rogues dont have anything bad about them =p
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Postby Vashan » Tue Sep 21, 2004 11:13 am

I will add my vote for the hall of fame.
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they snuck one in

Postby Cougaress » Wed Sep 22, 2004 6:20 am

any druids notice the ability to exodus and leave a teammember, who was standing right next to you, behind.

I pulled a great one and exodused my group but not myself once :)

(i think these are really features added to the game in disguise!)
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