If you'd like to join in, try to keep it as specific as possible. As in, if you want a move's power to be higher, note it in the notes (Damage +/- X amount). Here's a slim couple of ideas from me, though I can't think of all of the ones I wanted right now since I just recently woke up.
- PRIMARY NOTES
- Dagger Water Offhand Skills (Frost Aura / Cleansing Wave) swapped with Focus Water Skills (Freezing Gust / Comet) to make Dagger pure offense and Focus pure defense.
- STAFF
- Fire Magic
- Water Magic
- Air Magic
- Earth Magic
- Fire Magic
- SCEPTER
- Fire Magic
- Water Magic
- Air Magic
- Earth Magic
- Fire Magic
- DAGGER
- Fire Magic
- Water Magic
- Air Magic
- Earth Magic
- Fire Magic
- FOCUS
- Fire Magic
- Water Magic
- Air Magic
- Earth Magic
- Fire Magic
- TRIDENT (UNDERWATER)
- Fire Magic
- Water Magic
- Air Magic
- Earth Magic
- Fire Magic
- SLOT SKILLS
- Mist Form: no longer makes you drop whatever you were carrying.
- Tornado: Increased frequency of attacking to .8 seconds. Added new skill which prevents Launch condition, instead uses Pull condition.
- Mist Form: no longer makes you drop whatever you were carrying.
- ALTERNATIVE SKILLBARS (CONJURED WEAPONS & TORNADO)
- Tornado
- [NEW POWER] Spiral Pull: Replaces Launch condition of Tornado with Pull condition.
- Tornado
- DOWNED & DROWNING
- Switch Vapor Form and Grasping Earth back in positions.
- Vapor Form: No longer adds another Downed count.
- Switch Vapor Form and Grasping Earth back in positions.
- TRAITS
- Fire Magic
- Water Magic
- Air Magic
- Earth Magic
- Arcana
- Fire Magic
Edited by Xyless, 19 November 2012 - 03:35 PM.










