Create a Skill

Siddious

Academy Page

Join Date: Apr 2006

Knights Of The Rising Sun

Doom - Mesmer Elite Domination - Kill target foe in one but kill yourself in the process.

Always wanted something like this.

rong626

Banned

Join Date: Jul 2006

hell

Woot

P/W

Wont work too powerful

and "doom" is alreadly a ritlist spell

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

I rather see this in Necro line than Mesmer thought. I dont know what is the monster's name but there is one which it does the same thing except he must touch you. It kills itself to kill you or remove all your energy.

Living Legend

Jungle Guide

Join Date: Apr 2006

R O M E[Rome]

W/E

Sword mastery class
Omni Slash{Elite}
adreneline cost 10
If attack hits while target foe is bleeding, he's knocked down and causes deep wound for 10...21 seconds

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Forceful Arrow [Elite]
Expertise

cost 10, recharge 30
Bow Attack. You are knocked down when you use this attack. If this attack hits, your target is knocked down and takes +(15....25) damage.

ZonerZ

ZonerZ

Academy Page

Join Date: Jul 2006

Where there is Justice, I will be there. Where there is war, my butt will be in Mississippi!

Rune Raiders [HIDE]

Rt/N

Hey, y'all think someday there'll be class combo skills? Like maybe
Rt/N
Revival {Elite}
Casting Time: 20 Energy: 20 Recharge Time: 10
Target non-boss foe's corpse is revived as original monster with 15% health and energy as minion to caster. Revived Minion may not use projectile spells.
Raised Death magic increases health by 3%. Raised Communing increases energy by 4%

or maybe
Me/E
Illusory Fireball
Casting Time: 2/4 Energy:15 Recharge Time: 2
Target Warrior gains 10 adrinaline

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Heal mind {healing prayers}
E - 5, C -1, R - 2,
Heal target other ally for 20...70. This spell has double the spell range but grants no benefit from divine favor.

Shunt {Domintation}
E - 10, C - 1/4, R - 15
The next magical projectile that would hit you is redirected to the nearest foe from you.

Angry was (Someone) {Channeling}
E - 15, C - 1, R - 30
Hold Someone's ashes for 3...15 seconds. When you drop his ashes, allies in the area gain 2...7 strikes of adrenaline.

Pity {Domination}
E - 15, C - 2, R - 30
Target foe cannot deal more than 60...15 damage with attacks or spells for 2....11 seconds

Flopjack

Flopjack

Academy Page

Join Date: Jul 2006

N/E

I postsed this in the wrong section, so I'm re-doing this here indstead. I think these are generally balanced. Before you are quick to rule a skill overpowered, take a close look at mana cost, cast and recharge times.


Elementalist

1. *Ward of Greater Power* - Elite Ward Spell. For 8-18 seconds, all non-spirit allies receive a +1 to their attribute of spells which they cast within this ward. (15/1/20) (Fire Magic)
2. Frozen Sphere – Spell. Send out a Frozen Sphere that strikes for 15-85 cold damage if it his and slows target foe for 3-8 seconds 66% slower. (15/2/20) (Water Magic)
3. Lightning Nova – Spell. All adjacent foes are struck for 15-55 Lightning damage and become dazed for 2-6 seconds. This spell has 25% armor penetration. (25/2/45) (Air Magic)
4. Lake of Ice – Spell. Create a Lake of Ice at your current location for 5-25 seconds. All foes who enter this area move 90% slower then normal. (15/2/30) (Water Magic)
5. Rodgort’s Fist – Spell. Target touched foe and all adjacent foes to that foe are knocked down and suffer 9-99 fire damage and are set on fire for 3 seconds. They are not set on fire if they are suffering from a Water Hex. (10/¾/20) (Fire Magic)
6. Boon of energy - Spell. You gain 1-3 health for you maximum energy amount. (5/¾/20) (Energy Storage)
7. Rodgort’s Favor – Enchantment Spell. For 10-25 seconds, all of your fire skills recharge 25% faster. (5/1/10) (Fire Magic)
8. Fire Dome – Spell. Foes near to the location where this spell was cast take 5-25 fire damage each second for 5 seconds and are set on fire for 1-3 seconds. (10/2/25) (Fire Magic)


Monk

1. Healing Winds – Enchantment Spell. For 5-8 seconds, all party members receive 1-4 health regeneration. (15/2/30) (Healing Prayers)
2. Comforting Thoughts – Enchantment Spell. Target ally receive 3 health regeneration for 10 seconds. When Comforting Thoughts ends, target ally is healed for 30-100 health. (10/2/10) (Divine Favor)
3. Recover Condition – Spell. Remove 1-3 conditions from target ally and bring it to yourself with it’s remaining duration. The next 1-3 conditions that ally would receive are negated. (10/¾/5) (Protection Prayers)
4. Balthazaar’s Blessing – Spell. Resurrect target ally with 10-60% health, zero energy and 1-5 strikes of adrenaline. All foes near this ally take 10-50 Holy damage when resurrected. (50% failure chance with Smiting Prayers 7 or less) (10/6/10) (Smiting Prayers)
5. Imbuing Essence – Enchantment Spell. For 15 seconds target ally gains 1 energy for each enchantment on them when they cast a monk spell. (5/1/30) (No Attribute)
6. Signet of Protection – Signet. Target ally receives +20 armor for 10-30 seconds. (2/20)(Protection Prayers)
7. Spirit of Holiness – Enchantment spell. For 3-10 seconds, your monk spells cost 3 less energy to cast. But, while this enchantment is on you, you take double Shadow damage. (10/1/30) (Divine Favor)

Necromancer

1. Animate Bone Mage – Animate a level 1-14 Bone Mage. Bone Mages cast level 1-10 Lightning Strike, Immolate or Etheral Light. (25/3/15) (Death Magic)
2. Grenth’s Scythe – Spell. All adjancent foes take 10-50 slashing damage and are crippled for 10 seconds. (10/¾/20) (Death Magic)
3. *Defy Armor* – Elite Hex Spell. Sacrifice 20% maximum health. For 8-18 seconds, target foes has a penalty of – 40 armor. (15/3/45) (Curses)
4. Animate Bone Leeches – Spell. Animate 3 level 0-8 Bone Leeches. Bone Leeches steal 2-12 health for themselves when they attack. (15/3/15) (Death Magic)
5. Soul Harvest – Hex spell. (For 10-18 seconds, target foes receives 20% less from healing and moves 20% slower. If target foes dies with Soul Harvest on them, the amount of energy you gain from Soul Reaping is doubled from that foe. (10/2/45) (Soul Reaping)
6. Soul Siphon – Hex Spell. For 5-15 seconds, target foes suffers -1 energy degeneration and you gain +1 energy regeneration. (5/2/30) (Soul Reaping)
7. Malicious Gaze – Spell. If target foes is attacking, you steal up to 12-65 health from that foe. If they are not attacking, you deal 12-65 damage. (5/1/15) (Blood Magic)
8. Blood Lust – Spell. Sacrifice 20% max health. Target foes begins bleeding for
5-15 seconds. (5/2/10) (Blood Magic)
9. Deathly Touch – Skill. Touched targeted foe takes 8-35 shadow damage. If target’s foes health is above 50%, they lose 1 enchantment. (10/¾/20)(Death Magic)
10. Blood Feast – Spell. All foes in the area lose 1 enchantment, for each enchantment lost; you gain 10-40 health. (25/1/30) (Blood Magic)

Mesmer

1. Ether Ripple – Hex spell. For 8-18 seconds while this hex is on an enemy and they cast a spell, that foe and all nearby foes lose 2 energy. (15/2/10) (Inspiration Magic)
2. Sorrow - Hex spell. For 8-18 seconds, target foe and all adjacent foes receive 25% of their own attack’s damage. (15/2/30) (Domination Magic)
3. Illusion Flux – Spell. All adjacent foes from target foe experience the same Illusion hexes as your target for their remaining duration. (50% failure chance with Illusion Magic 4 or less.) (15/2/10) (Illusion Magic)
4. Repercussion – Enchantment Spell. For 5-18 seconds, the next time you are the target of a spell, the spell fails and you steal 5-12 energy from that foe. (5/1/25)(Inspiration Magic)


Warrior

1. Knight’s Stance – Stance. For 5-10 seconds, you gain +24 armor, have a 50% chance to block attacks but move 33% slower. (5/0/30) (Strength)
2. Ettin Bash – Hammer Attack. If it hits, this melee attack strikes for +8-18 damage. If it is blocked your foe is knocked down and suffers 10-30 damage. If it is evaded you are knocked down and gain 5 energy. (6* [Adrenaline]) (Hammer Master)
3. *Spirit of War* – Elite Stance. For 5-12 seconds, you attack 33% faster, move 25% faster and take 25% less damage. Spirit of War ends if you are knocked down. (5/0/30) (Strength)
4. Blazing Sword – Sword Attack. If this sword attack hits, it deal +10-35 Fire damage. (8*) (Swordsmanship)
5. Intuitive Strike – Melee Attack. If this attack hits, you deal +1-5 Fire damage, +1-5 Lightning damage, +1-5 Earth damage and +1-5 Cold damage. (5/1/20) (Strength)
6. Ettin’s Stance – Stance. For 5-12 seconds, you cannot be knocked down, and your attacks deal 5-10 extra damage. Ettin’s Stance ends if you use a skill. (5/30) (Strength)
7. Defenders Advantage – Skill. If you’re wielding a shield, you block the next two melee attacks and the attacker suffers 8-15 damage each time. (5/30) (Tactics)
8. “Feel my power!” Shout. For 5-10 seconds, you and nearby ally’s attacks deal 3-12 more damage. This effect ends if you use a skill. (10/30) (Strength)
9. *Lethal Slice* - Sword Attack. If this melee attack hits, it strikes for + 10-24 damage and target foes loses 1 enchantment. (8*) (Swordsmanship)


Ranger

1. Strong Footing – Stance. For 5-15 seconds, you gain +40 armor against physical attacks, but have –20 armor to elemental attacks. (10/0/30) (Expertise)
2. Nature Spirit (needs new name!) – Nature Ritual. Create a level 1-12 Nature Spirit, for all creatures in range of this spirit; they gain +1 to Beast Mastery and +1 to Wilderness Survival. This spirit dies after 35-110 seconds. (10/2/25) (Wilderness Survival)
3. Penetrating Lunge – Pet attack. If Penetrating Lunge hits, your pet deals 5-15 extra damage. This attack has 20% armor penetration.(10/10) (Beast Mastery)
4. Rabies – Pet Stance. For 10-25 seconds, your pet is immune to disease. When your pet strikes a foe, they become poisoned for 10 seconds. (10/30) (Beast Mastery)
5. Long Range Shot – Bow attack. Shoot an arrow twice as far as normal. This arrow deals 75% less damage. (10/1/5) (No attribute)
6. Druids Instinct – Skill. For 5-15 seconds, your ranger skills cost you 1 less energy to use. (5/0/60)(Expertise)
7. Brutal Training – Pet Stance. For 30 seconds, your pet deals 3-10 more damage when it attacks. (10/0/25)(Beast Mastery)

Raiin Maker

Raiin Maker

Wilds Pathfinder

Join Date: Oct 2005

England

Blood On The Worlds Hands

W/

Necro Skill:

Feel The Pain

Energy Cost: 15
Casting Time: 2 Sconds
Recharge Time: 60 Secs
Attrib: Death Magic

For 17-34 Seconds you suffer your minions degen, and they gain a + 1-3 Health Regeneration, when this skill ends half your minions with the least health die.

Raiin Maker

Raiin Maker

Wilds Pathfinder

Join Date: Oct 2005

England

Blood On The Worlds Hands

W/

Quote:
Originally Posted by Siddious
Doom - Mesmer Elite Domination - Kill target foe in one but kill yourself in the process.

Always wanted something like this.
Sounds like a necro skill to me, anyway a little improvement.

Sacrifice 100% Health, Target Foe takes 90-107% damage for each point of health lost.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Quote:
Originally Posted by prism2525
Heal mind {healing prayers}
E - 5, C -1, R - 2,
Heal target other ally for 20...70. This spell has double the spell range but grants no benefit from divine healing.
I would love to have spells that play around with the casting range. Draw Spirit for example really should have a longer range. We have skills that have half the normal range, why not double? I like the concept of Heal Mind.

malignant-heretic

malignant-heretic

Frost Gate Guardian

Join Date: Mar 2006

UK

UH - UNHOLY

N/

dontknow if any1 posted this alrdy but here goes:

FIRSTLY : its a skill for all classes: DOPPELGANGER

[energy cost: 20-----Recharge: 60secs-----Casting time:5 seconds]

Enchantment spell. For 35..45 seconds you create a double of yourself. Your double has identical skills and attributes to you, and acts like you [ follows your actions ] When ever your double takes damage you take the same amount of damage and vise versa. this skill ends if your double reaches 25% max health

WARRIOR SKILL:
Blade of Balthazar :

[energy cost: 10-----Recharge: 45secs-----Casting time:N/A]

Elite Stance. For 20..25 seconds you weild Balthazar's Blade, While in this stance you deal an additional 10..20 damage in melee combat, but recieve 35..25% less health from healing. This stance ends if you use a non adrenal skill.


MONK SKILL:
Power of Dwayna

[energy cost: 10-----Recharge: 25secs-----Casting time:2 seconds-----Energy recharge-1]

Elite Enchantment. While you maintain this enchantment, you heal for an additional 15..25% with your healing skills, but take 40...20% more damage when attacked.

NECROMANCER SKILL:
Soldier of Grenth

[energy cost: 15-----Recharge: 20secs-----Casting time: 2 seconds ]

Elite Enchantment. For 20..30 seconds you sacrifice 40..50% less health when casting sacrifice skills, but the skills cost an additional 2..5 energy

i may add some more soon

The Hand Of Death

The Hand Of Death

Krytan Explorer

Join Date: Oct 2005

Cavalon

The Last Pirates (SaVY)

N/

Necromancer skills

Animate Bone Lord 25E 2C 20Re [elite]

Raise a level 4-20 bone lord. Bone lord casts flare that deals 3-45 damage and has a chance to cast firestorm that does 2-20 damage. Only one bone lord can be out at a time.

Way Of The Lich 10E 1C 25Re

Enchantment
For 3-13 seconds you gain 1 energy regeneration for every two life degeneration Way Of The Lich puts upon you. You suffer 2-10 life degeneration.

(maybe should be elite to make it balanced, I thought high life degen would balance it out)

Well Of Verata 10E 2C 10Re

A corpse is used to make a Well Of Verata for 10-30 seconds. Any enemy minions that enter the Well Of Verata get their bond broken to their master and become hostile.

bunnys are ebil

Frost Gate Guardian

Join Date: Aug 2005

W/Mo

Frost Blast 10e 1c 3re-target foe takes 50-120 frost damage and walks 20% slower for 5 seconds
Sphere of Ice 20e 1c 10re-for 3..15 seconds you take half damage from all sources, Sphere of Ice ends if you move, Sphere of Ice ends when you take fire dmg, when Sphere of Ice ends you take 150 cold dmg and walk 30% slower for 5 seconds(just messing around here but it sounds cool )
Water Burst 15e 3/4c 5re-all nearby foes take 30..120 cold dmg(water needs a flame burst but since water eles need all they can get i made it a little higher dmg)

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Shatter Knee (Elite)
9 adrenaline
Hammer attack. If this attack hits a foe that foe is knocked down for 3 seconds and suffers from cripple and weakness for 8....15 seconds. If target foe is moving Shatter Knee cannot be "blocked" or "evaded."

Flopjack

Flopjack

Academy Page

Join Date: Jul 2006

N/E

Can I get some feedback on my skill list, so I don't like I completely wasted my efforts? (about 8 posts back...) Even just a 'atta boy' or 'you suck' would be better than nothing.

I think alot of these skills which people are creating are very good of the pages I skimmed over, save for the occasional: Insta-kill skill.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

Quote:
Originally Posted by twicky_kid
Shatter Knee (Elite)
9 adrenaline
Hammer attack. If this attack hits a foe that foe is knocked down for 3 seconds and suffers from cripple and weakness for 8....15 seconds. If target foe is moving Shatter Knee cannot be "blocked" or "evaded."
Tanya Harding FTW!


Holy Water- req Divine Favor, Enchantment Spell. E:5 C:1/2 R:10

For 10 seconds, target other ally cannot lose more than [30...5] health from a life stealing skill

Dwayna's Spring- req Divine Favor, Elite Enchantment Spell. E:5 C:1/4 R: 20

For 10 seconds, target ally is healed for [10...50] each time that ally suffers from a life stealing skill or attack.

Jaguar

Jaguar

Ascalonian Squire

Join Date: Jun 2006

Unburden - Hex Spell.
For 4...18 seconds. Target foe can't wield a weapon.
(Mesmer. Domination Magic. Cast 1 sec. Cost 10 e. Recharge 25 sec.)

Waste Away - Hex Spell.
Target foe recives 1...2 health degeneration for each condition on it, This degen last for 4..25 seconds. (Necromancer. Death magic Cast 1 sec. Cost 10 e. Recharge 10 sec..)

Revenge - Skill.
Lose all your adrenaline. The next time you take damage, that damage is multiplyed with 50...200% and set back to the damage dealer. This skill causes exhaustion. (Warrior. Tactics. Cost 6 adrenaline.. )

Field of the dead - Spell.
All corpses in the area explode and deal 20..100 damage to all adjacent foes. ( Necromancer . Elite Death Magic. Cast 3 sec. Cost 25 e. Recharge. 25 sec. )

Avaricious Weapon - Enchantment Spell.
For 4...18 seconds you deal no melee damage, but you gain a Avaricious Weapon which steals 1..2 energy from target foe everytime you hit. Avaricious Weapon can be blocked and evaded. When Avaricious Weapon ends, you loose all your energy.
( Mesmer. Elite Illusion Magic. Cast 1 sec. Cost 15 e. Recharge 45 sec.)

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

Quote:
Revenge - Skill.
Lose all your adrenaline. The next time you take damage, that damage is multiplyed with 50...200%. This skill causes exhaustion. (Warrior. Tactics. Cost 6 adrenaline.. )
WTF, suiside?

Anyways, here's mine :
[B]Rot[B]
25 Energy 2 Cast 45 Recharge
Every corpse within 1000 feet are exploited, and ever creature within range suffer from Poison and Disease.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

This is kinda fun!

Punishing Signet- req Domination, Elite Signet C:2 R:15

Target foe drops one maintained Enchantment. If the enchantment was maintained on himself, target foe takes [30...90] damage and Punishing Signet is recharged instantly.

Life Gamble- No Attribute, Spell E:10 C:1/4 R:25

Lose all enchantments. Target other ally is resurrected with full health and 0 energy. For 10 seconds all your skills are disabled and you cannot be the target of allied spells.

Sir Mad

Sir Mad

Desert Nomad

Join Date: Apr 2006

Moe's Pub

Pigs Can Fly [Pigs]

R/

<insert a name here>

For 20 seconds, the next time you use a stance, this skill is replaced by the stance for 30 seconds.

Prolly for devishes.

I Mean I

I Mean I

Academy Page

Join Date: Jun 2006

in my guild hall afk

Ar Vin Pvp[AMp]

R/

necromancer's non elite skill death magic attribute

Death Master Aura
-10 energy
1 sec casting time
recharge 45 sec

Enchantment spell:for the next 30...60 sec your death magic attribute boosts up two points but you sacrifice 20% of your health if you use a non-death magic attribute skill

assasin non elite skill

shadow daggers deadly arts attribute



energy-10
2 sec casting time
recharge 10

Hex spell.When a foe is hexed by this hex after 3 seconds target foe takes 20-50 cold damage damage and target foe and all adjecent foes begin bleeding for 5-15 seconds.

non elite elementalist skill earth magic attribute
Ward Against Rituals
energy cost 10
casting time 1
recharge 20

for the next 5-20 you have 50% chance to evade attacks by rituals and every non-attackin ritual have 50% chance to not take effect

Narutoscryed

Narutoscryed

Banned

Join Date: Dec 2005

In the woods

Elite Crew

W/E

I was always hopin for a split req skill that requires somthing from both sides of your character..

W/E
Armageddon Smash (Elite Hammer Skill)
Cost: 10 energy // Adrenaline Cost: 10 //Recharge time: None
You strike all ajacent foes for (some kinda variable damage number depending on hammer mastery) damage.
All ajacent foes suffer from burning for (a number of seconds determined by the ammount of attribute points in fire magic)

I think this skill and skills like it would totally kick but.. having a 2 req skill would make the depth of the game rock.

The posibilites would be endless.

nomercy

Krytan Explorer

Join Date: Jan 2006

Insulted was Zidane {E}

Description: Your mother and sister are being insulted by nearest foe. You turn around and headbutt that foe for 25-75 damage, causing Knockdown for 3-5 seconds and Weakness for 10-25 seconds.
Energy Cost: 25
Casting Time: 2
Recharge Time: One time use. (You get sent off after using this skill)
Linked Attribute: Strength

Petrus

Petrus

Frost Gate Guardian

Join Date: Aug 2005

norway

W/

2 skills i love to see...:

elite ele stance "touchers bane" energy reqt; for 10-50s if anyone uses touch skills on you, the skill is backfired and couses dmg to the caster and causes him to bleed/poison/criple for 20 seconds & is blackout for 10 sec... recharge 30 sec cost 15

elite war shout "dont drain me your gimp" ; for 30 sec if anyone cast drain/degen hexes on you (and nearby allies) the hex fail and is replaced by the shout for 60s seconds
recharge 60 sec . 8 adrenalin 45 sec recharge


you get the idea, ofcourse time duration and names could be chng

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Ranger

Name: Nature's Resistance

Skill Type: Nature Ritual
Attribute: Wilderness Survival
Energy Cost: 5
Recharge: 45s

For all creatures within its range, Life Stealing is reduced by 30...80% and creatures take 8...42 damage if they use a life stealing skill. This spirit dies after 45 seconds.

Necro:

Name: Spawning Pool

Skill Type: Well Spell
Attribute: Death Magic
Energy Cost: 15
Recharge: 25s

Exploit the nearest corpse and create a Spawning Pool at that corpse's location for 12....28s . Whenever a fleshy creature dies in the Spawning Pool, that corpse is exploited and a level 1...18 Bone Horror is summoned.

Name: Fever [E]

Skill Type: Spell
Attribute: Curses
Energy Cost: 10
Recharge: 25s

Target foe suffers moves 33% slower for 10 seconds and suffers from weakness and poison for 8...18 seconds.

Mesmer:

Name: Signet of Sympathy

Skill type: Signet
Attribute: Domination Magic
Energy Cost: N/A
Recharge: 15s.

Target foe loses all adrenalin. For each adrenal skill that foe has, that foe loses 1...4 energy.

Name: Aptitude [E]

Skill Type: Enchantment Spell
Attibute: Fast Casting
Energy Cost: 15
Recharge: 15s

For 6...19 seconds target ally's skills recharge 11...35% faster and gain +2 energy regeneration.

Name: Hopelessness

Skill Type: Hex Spell
Attribute: Illusion Magic
Energy cost: 15
Recharge: 25s

For 8....18 seconds, target for suffers -1 health degeneration and suffers an additional -1 health degeneration whenever that foe fails to hit in combat.

I Mean I

I Mean I

Academy Page

Join Date: Jun 2006

in my guild hall afk

Ar Vin Pvp[AMp]

R/

Quote:
Originally Posted by malignant-heretic
dontknow if any1 posted this alrdy but here goes:

FIRSTLY : its a skill for all classes: DOPPELGANGER

[energy cost: 20-----Recharge: 60secs-----Casting time:5 seconds]

Enchantment spell. For 35..45 seconds you create a double of yourself. Your double has identical skills and attributes to you, and acts like you [ follows your actions ] When ever your double takes damage you take the same amount of damage and vise versa. this skill ends if your double reaches 25% max health
really this skill would make the spikes veeeeeeeeeeeeeeeeeeeeeery overpowered

Rulke

Academy Page

Join Date: Jun 2005

The Lair Of The Red Dragon

N/E

Assassin:
Way of Flexibility
Elite Deadly Arts skill. 5 energy, 1/2 cast, 45 recharge.
For 10-20 seconds, all attacks skills that must follow an off hand or lead attack may follow either an Off Hand Attack or Lead Attack. All attacks skills that must follow a dual attack may follow either a Dual Attack or Off Hand attack. You gain half energy from critical hits while this skill is active.

Deadly Arts needs some good reasons to use it. To the best of my knowledge, currently only Moebius Strike needs to follow a dual attack, and as Moebius Strike is elite, it is unlikely (but not impossible) that someone will ever use the second half of the bonus on this skill. However, they may add some non elite attacks that must follow a dual attack in the future.

Raiin Maker

Raiin Maker

Wilds Pathfinder

Join Date: Oct 2005

England

Blood On The Worlds Hands

W/

Necromancer:

Soul Transfer {E}
No Attribute
5 Energy, 1/4 Casting Time, 60 Second Recharge

Sacrifice 100% health and energy and bring back target ally to life with 50% health and 25% energy.

Jaguar

Jaguar

Ascalonian Squire

Join Date: Jun 2006

Argh, I forgot the write that the damage would be sent back >.> , sorry edited it...

Cataclysm

Cataclysm

Lion's Arch Merchant

Join Date: Mar 2006

The Lost Dynasty [SEEK]

W/Mo

Quote:
Originally Posted by Calnaion Blackhawk
an actual ward against noobs
Ward Against Noobs{E}
{20 energy 30 re-cast, 2second cast}
foes which persist to swear and curse at your guildname/person has a 100% chance to miss and cast diversion on themselves.


oh yehh

and even of your not mesmer, you still cast diversion on yourself, and even if u cant cast it one yourself, you can in my spell lol
ROFL!!!

Quote:
Originally Posted by TheGuildWarsPenguin
Death signet-Any profession(like res sig and signet of capture*
Casting time-3, One time use, recharges if you kill a boss. Signets dont have energy cost.

Instantly kill one opponent, but not a boss.
Kinda like that except it CAN kill a boss but consumes all energy and disables all skills for 10 seconds and causes Dazed for 10 seconds.

Gotta have balance

nomercy

Krytan Explorer

Join Date: Jan 2006

Quote:
Originally Posted by Cataclysm
ROFL!!!


Kinda like that except it CAN kill a boss but consumes all energy and disables all skills for 10 seconds and causes Dazed for 10 seconds.

Gotta have balance
Yea and you cast it on Kanaxai and gg.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Why should wards be elementalist-only?

Ringing silence {Illusion Elite}
E - 15, C - 2, R - 20
Ward Spell. Foes in the area cannot use skills for 5....20 seconds.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

Butterfingers - req Domination, Spell E:5 C:1/2 R:25

Target foe drops any held item (i.e. ashes, flags, gears, etc.). If target foe is using a skill, that skill is interrupted and foe takes [20...50] damage.

Answered Prayer - req Divine Favor, Skill E:15 C:1/4 R:30

Lose all energy. All nearby allies gain [10...120] additional health for 10 seconds.

Reclaim - req Domination Magic, Elite Spell E:15 C:1 R:10

Any enemy ward or well you are standing within ends. Foes take [10...22] damage for each well or ward they were standing in that gets ended by Reclaim.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Icy Gaze {Water Magic}
10/1/20
Spell. Target foe cannot move for 1 second. If that foe was under a water or necromances hex, that foe takes 20...110 cold damage.

Phoenix Revival {Elite Fire Magic}
25/2/60
Spell. For 5...20 seconds, The next time you die, you are reserructed automatically after 5 seconds with full health and 25% energy and all your skills except Phoenix Revival are recharged.

Doug Clifton

Academy Page

Join Date: Jul 2006

Oceanside, CA

The Shadowed Assassins [DaRk]

W/Mo

Profession: Assassin
Skill Name: Shadow Blade
Attribute: Critical Strikes
10/1/30
Description: Hurl dagger into targets shadow making them unable to move for 2-15 seconds when Shadow Blade ends you gain 5 energy.

Artdeux

Artdeux

Academy Page

Join Date: Feb 2006

Nanaimo, BC, Canada

Forsaken Wanderers

Rt/Mo

Hmmm... I was just thinking along the lines of this or something.

Blood Ceremony - Requires Blood Magic.
-2 Health regen while this Blood Enchantment is maintained | 5 energy | 3 second cast | 10 second rechange.
While you maintain this Blood Enchantment, Target other Ally gains +1...2 energy regeneration. Blood Enchantments may raise your health degeneration cap above 9 pips.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Quote:
Originally Posted by Artdeux
Hmmm... I was just thinking along the lines of this or something.

Blood Ceremony - Requires Blood Magic.
-2 Health regen while this Blood Enchantment is maintained | 5 energy | 3 second cast | 10 second rechange.
While you maintain this Blood Enchantment, Target other Ally gains +1...2 energy regeneration. Blood Enchantments may raise your health degeneration cap above 9 pips.
Nice idea but NO. blood renewal + this would make a super monk-necro team. two constant extra energy pips would be abused to no end by monks.
Also 2 Mo/N would enchant one another no problem and have 5 pips.

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

Double Edge {Strength}
Adren - 8, R - 10
Skill. Target touched foe is knocked down and suffers 40...120 damage and you suffer 20...60 damage.

Handle Bash {Tactics}
E - 5, R - 20
Target touch foe is dealt 15...80 dmg and becomes dazed for 3...12 seconds.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

Mending - req Healing Prayers, Elite skill E:10 C:0 R:30

For [10...15] seconds you gain +[3...7] health regeneration

Seriously. No kidding.