Unannounced AA's with OoW..
- Robyn the Ranger
- Word Associate This, Bitch!
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Unannounced AA's with OoW..
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.
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.
Kaow the Relic Hunter - Horde of Wyrmrest Accord
Dorä the Explorer - Horde of Wyrmrest Accord
Rick Astley will NEVER: 1. Give you up 2. Let you down 3. Run around 4. Desert you 5. Make you cry 6. Say goodbye 7. Tell a lie 8. Hurt you
Dorä the Explorer - Horde of Wyrmrest Accord
Rick Astley will NEVER: 1. Give you up 2. Let you down 3. Run around 4. Desert you 5. Make you cry 6. Say goodbye 7. Tell a lie 8. Hurt you
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- Perfect Mastah
- Posts: 77
- Joined: Sat Jan 25, 2003 4:37 pm
- Location: Florida
hahaha, thats awsomeRobyn 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.
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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- Intimate Sexretary
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- Location: Massachusetts
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OMG!!! LoLLerz!!! thank you for the afternoon break funny! good reading!

From Experience no doubt?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.

- Croinc
- Put the fuckin dog in the basket
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- Master ad V1t4m
- Posts: 831
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- Location: Someware just outside of sanity.
LOL... Nay I just say inc mess and I dont root shit...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.
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- Fellow n00b
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- Intimate Sexretary
- Posts: 112
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[/quote]
Have any of you played Gladius? The heavy class in the game had exactly that.. except they called it Clear Area I believe.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.
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- 50 Helens Agree: Necros > All
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**Please note that this ability will change the cleric's title to Gimp Ass Motherfucker for the duration.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.
arkaron / last of the chiksar / veteran crew
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- Fellow n00b
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HAHAHAHAHAHAHA that is great list hun i started to read it i almost fell out of my chair at work laughing at these.
[link=http:/www.magelo.com/eq_view_profile.html?num=781425]Blueeyedangel Silveroak [/link] -65th Storm Warden
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- Knight of the East & West
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- Sekrut Master
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okay its a good thing I have my own office because they would be carrying me out of here right now 

Salomea Silversong
Lvl 70 Arcanist
CoV and Coldain Faction Maxed
Flagged for Planes of Fire, Air, Earth and Water
Lvl 70 Arcanist
CoV and Coldain Faction Maxed
Flagged for Planes of Fire, Air, Earth and Water
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- Master n00b
- Posts: 45
- Joined: Mon Feb 03, 2003 5:51 am
This one should go live:

cuz this: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.
is exactly what bard mez can doEnchanter:
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.

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- Perfect Mastah
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- Grand Inspector Inquisitor Commander
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Can we get this to make those recourses useful too?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.

Make love? Fuck that, I'll make a slut cry. Fuck that, I'll make a slut cum nine times.
Hed PE - CBC (acoustic, live on Bubba The Love Sponge)
Hed PE - Let's Ride (live)
Skindred - Pressure (acoustic, live on Fuse)
Sevendust - Alpha (live)
Massive Attack - Teardrop (live)
Still playin eq, and waitin for Hellgate: London.
Hed PE - CBC (acoustic, live on Bubba The Love Sponge)
Hed PE - Let's Ride (live)
Skindred - Pressure (acoustic, live on Fuse)
Sevendust - Alpha (live)
Massive Attack - Teardrop (live)
Still playin eq, and waitin for Hellgate: London.

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- Knight of the East & West
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- Master n00b
- Posts: 28
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they snuck one in
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!)
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!)