Compiled a list of abilities that would be really neat to have mechanically rather than dry damage/healing.
Lunatic Force: Target an enemy to make them receive an illness that causes an DoT AoE appear around them for 5 seconds dealing X damage.
Morph [Lunatic Cold]: Those that make close contact with the primary target will receive the illness for 2 seconds and a 10% snare.
Morph [Combustive Convulsion]: The main target explodes for X disease damage at the end of the duration, causing those in contact to receive Y damage and Major Mangle, reducing max health by 20% for 8 seconds.
Ice ring: Create an slippery ice surface AoE that forces movement in a specific direction while initially stepping onto the ice force players to move at that speed upon contact, the player's speed reduces by 10% every .33 seconds when he/she is not moving, if they move in another direction the reduction rate is increased to 20% plus 10% to the facing cardinal in which they wish to move. This AoE lasts for 10 seconds.
Morph [Black Ice]: Moving into another direction greater than an angle of 90 degrees from the direction they are moving at causes the player to fall for X damage and stun for 1.4 seconds.
Morph [Forming Ring]: Has a chance to immobilize target to the surface for 3 seconds, if player is moving they have 5 seconds before immobilize, if they stop moving the effect is instant.
Warp: Caster disappears into a blue void where the player controls the position of an AoE for 4 seconds, at the end of the duration, the AoE disappears with the player reappearing in the center of the once visible AoE. A blue orb lingers in the player's original place acting like an NPC to prevent solo PvE instances from resetting.
Morph [Warp Assault]: Upon reappearing, all surrounding targets are pushed by 1 meter from the center of the AoE and are stunned for .5 seconds.
Morph [Void Door]: An ally can synergize with the blue orb, allowing them to teleport with the caster, the cooldown of the ability is 20 seconds.
Mark: Caster places a rune on the ground that lasts for 30 seconds, once casted this ability becomes "Recall" allowing the player to recall to the rune, doing this causes the rune to vanish and reverting the ability change.
Morph [Recall Swap]: The recalling effect causes any enemies on the rune to swap places with the caster when activated.
Morph [Flashing Recall]: 3 marks are places around the player instead of one but reduces the duration of the skill to 10 seconds, casting the "Recall" ability causes the caster to teleport to one of the three runes at random, this can be used up to 3 times.
Gravity Orb: Target an enemy to cast an orb that homes for 10 seconds forward, enemy collision with the orb slows target by 30% dealing X damage every 1 second.
Morph [Scorched Path]: The orb leaves a trail of blue fire that lingers for 5 seconds, upon contact deals X damage every .5 second.
Morph [Death Caress]: The orb stops homing upon contact with target and instead moves forward while forcing any impacted enemies to move with it for whatever duration remaining.
Heavy: Create a shadow orb with X radius for 6 seconds that snares all targets within for 50%.
Morph [Dead Weight]: All enemies within the radius also gain minor blinding, reducing accuracy by 10%.
Morph {Center of Gravity}: All enemies within the radius are drawn towards the center every .5s receiving Y damage.
Frost Pillars: Raise three pillars of ice from the ground dealing X damage, the pillars have Y health and last for 7 seconds.
Morph [Shattering Tap/Trap]: Upon activating the ability again while active, the pillars shatter within a small radius for Z damage. The formation of the pillars has been adjusted.
Morph [Frost Wave]: The pillars instead line forward on an angle, contacting with any pillar pushes target back 1 meter onto the location of the next pillar for X damage.
Summon Banekin: Conjure a Banekin for 10 seconds with low health. With the following moves:
- Entropic Touch: deals (0.5% max magic) shock damage and sets concussed enemies off balance.
- Dire Wound: A 2.5 second charge attack that deals (2.6% max magic) shock damage.
- Envelop: Snare up to 2 targets in front within 4 meters for 2 seconds.
Morph [Reminiscing Banekin]: Rewards if it gets a kill.
- If the Banekin gets a kill, it will spawn a 1 meter AoE with a little floating blue orb as the animation then it dies/times out, when picked up (by anyone) within a 5 second frame will restores 1.7K max magic (at champion 160).
Morph [Volatile Banekin]: Rewards if it lasts its duration.
- During the last 2 seconds of the duration the Banekin will conjure a small 1 meter AoE dealing (0.6% max magic) shock damage every 0.5 seconds before banishing back to Oblivion, the Banekin can move while doing this. On the final tick the Banekin explodes for X damage that drains magic based on damage done.
Wind Shield: Create a small stationary tempest that reflects projectiles for 3 seconds.
Morph [Tempest Shield]: Also pushes enemies that make contact with the shield.
Morph [Aero Ward]: An ally can synergize with the shield to gain a personal ward on themselves that reflects up to one projectile and pushes enemies that make close contact for 6 seconds.
Igloo Ward?: Create a stationary frost barrier with X health for 3 seconds.
Morph [Crystalize]: Heals for X health every .5 seconds, heals for Y more per tick.
Morph [Hardening Chrysalis]: Barrier duration increased to 4 seconds, if it lasts its duration, up to 3 allies will gain a ward that absorbs Y damage for 3 seconds.
Extinction: Player casts a spell for 3 seconds, for this duration an AoE can be adjusted/relocated, when casted a spikey frost prism to appear out of the ground, locking enemies in place for 2 seconds dealing X damage upon arrival and Y damage every .5 seconds.
Morph [Mass Extinction]: The skill instead does a cold interval tick for X damage every 1 second that snares enemies for 10% for 6 seconds, stacking up to 60%, the spikey prism forms on the 4th tick (4 seconds in), the spikey frost prism then shatters at the end of the 6 second duration for X damage.
Morph [Core Break]: A watery blast appears out of the ground knocking enemies close to the center into the air for X cold damage and dealing Y damage upon falling, this then causes a cold storm of hail that deals the original .5 second frost damage tick for 2 seconds while the watery blast forms into a spikey frost prism, locking enemies in place for 2 seconds. This morph should have 2 red ground indicators, a small circle in the center of a larger circle.
Nullifier: Grant up to 2 nearby allies a ward that nulls up to X damage for ONE magic attack for 6 seconds.
Morph [Elemental Nullifiers]: Grants three elemental specific nulls; fire, thunder, and ice for 6 seconds.
Morph [Magic Canceler]: The ward absorbs X magic damage for 6 seconds instead of one.
Summon Frost Atronach: Conjure a frost atronach for 20 seconds that deals X frost damage every second from a frost tempest effect while the atronach forms for 3 seconds, his normal melee attack deals Y damage and can perform another frost tempest when hit 3 times with melee attacks within a 5 second window. Each attack marks a target as followed:
- mark: does nothing.
- mark: grants DoT.
- mark: snares for 30%.
- mark: snares for another 30%
- mark: immobilize.
- mark: makes the target freeze for a 1 second stun and then shatter for X AoE cold damage at the end of the duration of the Frost Atronach, where he will stomp the ground.
Marks last for the full duration of the atronach and are dispelled when he stomps the ground or dies. The mark effects proc every 3 seconds and all effects stack.
Morph [Summon Blessing Frost Atronach]: Atronach can also do an frost breath AoE cone that applies marks to targets.
Morph [Summon Frost Field Atronach]: Atronach can pound the ground with both arms, calling up 5 frost pillars at random positions with X health, they have small AoEs that deals Y damage every 1 second while up and lasts for 6 seconds, this can happen twice.
Ice Form: Create an Ice plate of armor that reflects up to 2 lightning projectiles, resists 30% fire damage, and absorbs Ice damage for 5 seconds.
Morph [Hardening Plates]: Receiving ice damage allows reflecting 1 more lightning projectile and resists 10% more fire damage for 3 seconds, stacking up to 3 times.
Morph [Army of Frost]: Grants the effect to yourself and another ally.