Create a Skill
Not A Fifty Five
Last Ditch Effort (Elite Skill) Str
5 energy 30 recharge
For 10 seconds you Attack 10...40..55% faster. When Last Ditch Effort ends, you lose all adrenaline and are knocked down for 4 seconds.
5 energy 30 recharge
For 10 seconds you Attack 10...40..55% faster. When Last Ditch Effort ends, you lose all adrenaline and are knocked down for 4 seconds.
Naga The Apocalypse
Ranger Skills
Scar The Wind (Elite Bow Attack) Marksmanship
10 Energy 15 Recharge
Fire 3 Arrows Simutaniously at target foe. These arrows strike for +5-20 Dmg if they hit. (50% Failure Chance with Marks. 11 or Less)
Winters Frost (Preperation) Wildernes Survival
10 Energy 2 Activation 20 Recharge
For 24 Seconds your Arrows Deal Cold Damage and Strike for +5-15 Dmg and an Additional +5-20 Dmg if target for is Casting a Spell or Moving
Druids Wrath (Stance) Expertise
10 Energy 25 Recharge
for 5-20 Seconds you attack 25% Faster, each time u take elemental Damage this stance is refreshed.
Beastal Death Strike (Elite Pet Attack) Beast Mastery
10 Energy 15 Recharge
Your pet attempts a Beastal Death Strike that deals +5-40 Dmg and causes Cripple, Poisoning, disease, and Deep wound for 5-15 seconds, you are dazed for 10 seconds.
Scar The Wind (Elite Bow Attack) Marksmanship
10 Energy 15 Recharge
Fire 3 Arrows Simutaniously at target foe. These arrows strike for +5-20 Dmg if they hit. (50% Failure Chance with Marks. 11 or Less)
Winters Frost (Preperation) Wildernes Survival
10 Energy 2 Activation 20 Recharge
For 24 Seconds your Arrows Deal Cold Damage and Strike for +5-15 Dmg and an Additional +5-20 Dmg if target for is Casting a Spell or Moving
Druids Wrath (Stance) Expertise
10 Energy 25 Recharge
for 5-20 Seconds you attack 25% Faster, each time u take elemental Damage this stance is refreshed.
Beastal Death Strike (Elite Pet Attack) Beast Mastery
10 Energy 15 Recharge
Your pet attempts a Beastal Death Strike that deals +5-40 Dmg and causes Cripple, Poisoning, disease, and Deep wound for 5-15 seconds, you are dazed for 10 seconds.
MSecorsky
Snakes Defense 10e 2sec 15rech
The next hex that would be cast on you is instead deflected to your nearest ally. That ally is healed for 20 – 100 points and gets a 2 – 5 pts health regeneration for the duration of the hex.
The next hex that would be cast on you is instead deflected to your nearest ally. That ally is healed for 20 – 100 points and gets a 2 – 5 pts health regeneration for the duration of the hex.
Dmc1281
I thought of one skill
It would be an elite Necro skill
Rampaging Soul
Energy:25
Recharge:60
Casting:15
Attribute: Death Magic
This would be applied to a party member, It would create a horror upto the level of the party member when said party member dies, if party member is alive after 60 seconds the enchantment would fade off.
Horror would last for 30 seconds, however use caution, Rampaging soul will attack anything near it, good to cast on players on the front line, bad to cast on those that stay in the back.
It would be an elite Necro skill
Rampaging Soul
Energy:25
Recharge:60
Casting:15
Attribute: Death Magic
This would be applied to a party member, It would create a horror upto the level of the party member when said party member dies, if party member is alive after 60 seconds the enchantment would fade off.
Horror would last for 30 seconds, however use caution, Rampaging soul will attack anything near it, good to cast on players on the front line, bad to cast on those that stay in the back.
Francis Demeules
all skills are set to attribute 1 to 12)
Mesmer
Domination's line
Disorientation
10 energy
2 seconds to cast
20 seconds to recharge
Spell. If target foe use a stance, that stance ends. If a stance ends, that foe is knocked down and suffer 7-84 damage
Shared Empathy [E]
25 energy
3 sec. cast
20 sec. recharge
Hex Spell.Target foe and all nearby foes are hexed with Shared Empathy. For 5-17 seconds, whenever these foes attacks, that foe takes 15-51 damage.
Inspiration
Hasty Failure
5 Energy
1 sec. cast
15 sec. recharge
Hex spell. Target foe is hexed with Hasty Failure for 30 seconds. Each time that foe is moving, you steal 1-5 energy for each seconds.
Ranger
Expertise
Dancing Mad
5 energy
45 sec. recharge
Stance. During 5-9 seconds, you have 75% to block incoming attacks. If you get hit by an elemantal attack, Dancing Mad refreshes. If Dancing Mad ends prematurely, you are knocked down for 5 seconds.
Marksmanship
Plague Arrow
10 Energy
9 seconds recharge
Bow Attack. If this attack hits, it deals +5-25 damage and that foe get disease for 5-16 seconds.
Keening Pierce Arrow
5 energy
6 sec. recharge
Bow attack. Is this attack hits, it struck for +3-15 damage. If this attack land as a Critical hit, it also inflict a deep wound for 5-17 seconds.
Beast Mastey
Sepherd
Skill. For 90 seconds, your pet has +50-170 max health.
Mesmer
Domination's line
Disorientation
10 energy
2 seconds to cast
20 seconds to recharge
Spell. If target foe use a stance, that stance ends. If a stance ends, that foe is knocked down and suffer 7-84 damage
Shared Empathy [E]
25 energy
3 sec. cast
20 sec. recharge
Hex Spell.Target foe and all nearby foes are hexed with Shared Empathy. For 5-17 seconds, whenever these foes attacks, that foe takes 15-51 damage.
Inspiration
Hasty Failure
5 Energy
1 sec. cast
15 sec. recharge
Hex spell. Target foe is hexed with Hasty Failure for 30 seconds. Each time that foe is moving, you steal 1-5 energy for each seconds.
Ranger
Expertise
Dancing Mad
5 energy
45 sec. recharge
Stance. During 5-9 seconds, you have 75% to block incoming attacks. If you get hit by an elemantal attack, Dancing Mad refreshes. If Dancing Mad ends prematurely, you are knocked down for 5 seconds.
Marksmanship
Plague Arrow
10 Energy
9 seconds recharge
Bow Attack. If this attack hits, it deals +5-25 damage and that foe get disease for 5-16 seconds.
Keening Pierce Arrow
5 energy
6 sec. recharge
Bow attack. Is this attack hits, it struck for +3-15 damage. If this attack land as a Critical hit, it also inflict a deep wound for 5-17 seconds.
Beast Mastey
Sepherd
Skill. For 90 seconds, your pet has +50-170 max health.
Corinthian
"Energy Burst {E}" for Domination line:
15 e
2 c
20 r
Spell. Target foe gains 3 - 21 energy. For each point of energy which overlaps foes maximum energy, you deal 1 - 6 damage.
Example: vs a target who has wasted 21 energy, this spell does nothing except fills that targets energy pool. Vs a target with full energy pool, this does 126 damage.
You get the point. Good energy management vs this skill would be fatal.
"Signet of Focus" Tactics
1 c
15 r
Your next warrior stance lasts 10 - 75% longer.
Sorry if similar ones are already posted, the thread is huge!
15 e
2 c
20 r
Spell. Target foe gains 3 - 21 energy. For each point of energy which overlaps foes maximum energy, you deal 1 - 6 damage.
Example: vs a target who has wasted 21 energy, this spell does nothing except fills that targets energy pool. Vs a target with full energy pool, this does 126 damage.
You get the point. Good energy management vs this skill would be fatal.
"Signet of Focus" Tactics
1 c
15 r
Your next warrior stance lasts 10 - 75% longer.
Sorry if similar ones are already posted, the thread is huge!
OhCrapLions
Obsession (Mesmer Elite, Fast Casting)
15 Eng 2 Sec 30 Rec
Elite Hex Spell. If this hex was cast on a target that was currently casting a spell, that spell is automatically repeated for the next 1-5 seconds and the target caster is unable to cancel the spell.
Nation of Fools (Mesmer Elite, Illusion Magic)
25 Eng 3 Sec 60 Rec
Elite Hex Spell. Target is inflicted with a random condition for 3-6 seconds. This Hex is contagious to all allies of the target within touch range. When this spell is transfered, it is reapplied. When this Hex is no longer present, you are inflicted with this Hex.
15 Eng 2 Sec 30 Rec
Elite Hex Spell. If this hex was cast on a target that was currently casting a spell, that spell is automatically repeated for the next 1-5 seconds and the target caster is unable to cancel the spell.
Nation of Fools (Mesmer Elite, Illusion Magic)
25 Eng 3 Sec 60 Rec
Elite Hex Spell. Target is inflicted with a random condition for 3-6 seconds. This Hex is contagious to all allies of the target within touch range. When this spell is transfered, it is reapplied. When this Hex is no longer present, you are inflicted with this Hex.
Velentine Hath
Skill Name: Dual Weild
Attribute: None
Clas: Warrior
Effect: While this skill is on your bar you are allowed to equip two one handed weapons (one in the usual hand and another in the offhand)
Attribute: None
Clas: Warrior
Effect: While this skill is on your bar you are allowed to equip two one handed weapons (one in the usual hand and another in the offhand)
MithranArkanere
Mammon Strike
You lose 1% of the gold you are currently carrying, and the enemy target will receive 1 physical damage for each 100 gold lost.
(Attribute: Unlinked)
Note:
This skills does NOT ignore armor.
This skill is PvE ONLY.
This skill will be learned with a quest during a PvE campaing, only available to characters (not heroes or monsters)
The maximum damage it will make will be 100,000/100=1000.
If you have less than 100 gold, you lose all the gold you have, and the skill does 1 damage.
This skill will use GOLD instead or energy and adrenaline.
If the target is killed by this attack, part of the gold of the attack (not previous ones) will appear as drops in the ground.
Animation:
A golden pillar will falls from the sky and hit the target, exploding in a rain of coins.
You lose 1% of the gold you are currently carrying, and the enemy target will receive 1 physical damage for each 100 gold lost.
(Attribute: Unlinked)
Note:
This skills does NOT ignore armor.
This skill is PvE ONLY.
This skill will be learned with a quest during a PvE campaing, only available to characters (not heroes or monsters)
The maximum damage it will make will be 100,000/100=1000.
If you have less than 100 gold, you lose all the gold you have, and the skill does 1 damage.
This skill will use GOLD instead or energy and adrenaline.
If the target is killed by this attack, part of the gold of the attack (not previous ones) will appear as drops in the ground.
Animation:
A golden pillar will falls from the sky and hit the target, exploding in a rain of coins.
=DNC=Trucker
I'm not too creative but I would REALLY love to see something in the inspiration line that can give/route energy to allies.
Tunnel Vision {E} (Mesmer Domination)
15 1/4 25
If target foe is casting a spell, that spell is interrupted and instantly recharged. Target foes other spells are disabled for 6-10 seconds.
Distraction (Mesmer Illusion)
10 2 15
Target foe is hexed with distraction. For 3-9 seconds, target foe is easily interrupted. (this is basically dazed, but in a hex form and no 100% longer cast penalty)
Eagle's Eye (Ranger Marksmanship)
10 2 30
Preparation. For 24 seconds, your arrows range is increased. (1.5x ?)
Innocence {E} (Warrior tactics)
10 0 35
Stance. For 8-18 seconds, all hexes against you fail.
Tunnel Vision {E} (Mesmer Domination)
15 1/4 25
If target foe is casting a spell, that spell is interrupted and instantly recharged. Target foes other spells are disabled for 6-10 seconds.
Distraction (Mesmer Illusion)
10 2 15
Target foe is hexed with distraction. For 3-9 seconds, target foe is easily interrupted. (this is basically dazed, but in a hex form and no 100% longer cast penalty)
Eagle's Eye (Ranger Marksmanship)
10 2 30
Preparation. For 24 seconds, your arrows range is increased. (1.5x ?)
Innocence {E} (Warrior tactics)
10 0 35
Stance. For 8-18 seconds, all hexes against you fail.
MithranArkanere
"Hammer Time!"
E:5 C:n/a R:30
Elite Shout. For 5...25 seconds, if you are yielding a hammer, you have a 10...75% chance to evade any attack and any attack you make will hit up to 3...9 adjacent enemies. When this skill ends, all adjacent enemies lose 10% of their max health, but without killing them. "Hammer Time!" ends if you use any skill.
(Attribute: Hammer Mastery)
Notes:
The enemy you are attacking counts towards the maximum attacked enemies, if you will hit 9 enemies, you'll hit the one you are attacking plus 8 random ones around you.
The damage given to other enemies will be the same you make to the enemy you are attacking.
The 10% max health loss will NOT kill the adjacent enemies. If an enemy has less than 10%HP, it will drop to 1 HP.
E:5 C:n/a R:30
Elite Shout. For 5...25 seconds, if you are yielding a hammer, you have a 10...75% chance to evade any attack and any attack you make will hit up to 3...9 adjacent enemies. When this skill ends, all adjacent enemies lose 10% of their max health, but without killing them. "Hammer Time!" ends if you use any skill.
(Attribute: Hammer Mastery)
Notes:
The enemy you are attacking counts towards the maximum attacked enemies, if you will hit 9 enemies, you'll hit the one you are attacking plus 8 random ones around you.
The damage given to other enemies will be the same you make to the enemy you are attacking.
The 10% max health loss will NOT kill the adjacent enemies. If an enemy has less than 10%HP, it will drop to 1 HP.
mikkel
Evacuate Life
20en 2s cast 30s recharge
Necromancer Elite Hex. Target foe is hexed with Evacuate Life for 4..10..14 seconds. For each enemy of target foe in the area, target foe has -2 health regeneration, and affecting enemies gains +2 health regeneration. (Attribute: Curses)
Unholy Intervention
25en 1/2s cast 45s recharge
Necromancer Enchantment. Target other fleshy ally is enchanted with Unholy Intervention for 15 seconds. When target other fleshy ally dies, two level 0..10..14 Bone Minions are instantly raised from the corpse. (Attribute: Death Magic)
20en 2s cast 30s recharge
Necromancer Elite Hex. Target foe is hexed with Evacuate Life for 4..10..14 seconds. For each enemy of target foe in the area, target foe has -2 health regeneration, and affecting enemies gains +2 health regeneration. (Attribute: Curses)
Unholy Intervention
25en 1/2s cast 45s recharge
Necromancer Enchantment. Target other fleshy ally is enchanted with Unholy Intervention for 15 seconds. When target other fleshy ally dies, two level 0..10..14 Bone Minions are instantly raised from the corpse. (Attribute: Death Magic)
EPO Bot
Glyph of versatility:
elite glyph, allows the caster to use a self-only enchantment on an other ally. 30 seconds recharge
elite glyph, allows the caster to use a self-only enchantment on an other ally. 30 seconds recharge
Hikan Trilear
Discharge: 5e 2s 45r {Elite}
Lose all energy, for each point of energy lost all nearby foes take 1...4...5 damage,
this spell causes exhaustion. {att domination magic}
Lose all energy, for each point of energy lost all nearby foes take 1...4...5 damage,
this spell causes exhaustion. {att domination magic}
MithranArkanere
Celestial Form
Cast:1s . Energy:0 . Recharge: Morale Boost.
Skill. For 116 seconds, you are immune to hexes, you attack 33% faster, and your attacks ignore armor.
(Attribute: Kuunavang Celestial skill)
Notes: The model will look like a human shape made of stars, yielding the weapon the bearer was carrying.
Celestial Chant
Cast:1s . Energy:0 . Recharge: Morale Boost.
Skill. For 20 seconds, all the properties and effects of all weapons and skills will ignore their 'downsides'.
(Attribute: Kuunavang Celestial skill)
Notes:
Although it's called a Chant and works like a shout, the type of this skill is the generic 'skill'.
Basically, this skill removes the 'but' part of the skills and properties:
- Properties with a % chance of happening will have 100% chance (Armor penetration, +1 attribute...).
- Penalties will not work. (Life stealing lose the degeneration, +15 energy will lose the energy degen...)
- Conditions will be ignored and the bonus will be given regardless of them (When health under 50%, while enchanted, ...)
- Skills with various possible effects will activate all of them (Like drunken Blow)
- Health sacrifice and loss will be ignored (like Blood spells and Shadow Form) if it happens while this Skill is in effect (That is, if you cast shadow form and the skill ends before Shadow For, you'll take the damage)
- Spells will cause no Exhaustion.
- This will not remove the 'but will only recharge after a morale boost' for signets and celestial skills, though.
- This skill will not affect energy. Energy cost will stay the same.
Cast:1s . Energy:0 . Recharge: Morale Boost.
Skill. For 116 seconds, you are immune to hexes, you attack 33% faster, and your attacks ignore armor.
(Attribute: Kuunavang Celestial skill)
Notes: The model will look like a human shape made of stars, yielding the weapon the bearer was carrying.
Celestial Chant
Cast:1s . Energy:0 . Recharge: Morale Boost.
Skill. For 20 seconds, all the properties and effects of all weapons and skills will ignore their 'downsides'.
(Attribute: Kuunavang Celestial skill)
Notes:
Although it's called a Chant and works like a shout, the type of this skill is the generic 'skill'.
Basically, this skill removes the 'but' part of the skills and properties:
- Properties with a % chance of happening will have 100% chance (Armor penetration, +1 attribute...).
- Penalties will not work. (Life stealing lose the degeneration, +15 energy will lose the energy degen...)
- Conditions will be ignored and the bonus will be given regardless of them (When health under 50%, while enchanted, ...)
- Skills with various possible effects will activate all of them (Like drunken Blow)
- Health sacrifice and loss will be ignored (like Blood spells and Shadow Form) if it happens while this Skill is in effect (That is, if you cast shadow form and the skill ends before Shadow For, you'll take the damage)
- Spells will cause no Exhaustion.
- This will not remove the 'but will only recharge after a morale boost' for signets and celestial skills, though.
- This skill will not affect energy. Energy cost will stay the same.
lacasner
Berserkers Power(elite)
energy:10e Cast:2sec Recharge:15secs
For 4-17 seconds, this character attacks 25% faster and gains 1/3 more adrenaline per hit. Whever you hit a over 80 dmg in this stance, you are healed for 80 health.
A possiblity :P
energy:10e Cast:2sec Recharge:15secs
For 4-17 seconds, this character attacks 25% faster and gains 1/3 more adrenaline per hit. Whever you hit a over 80 dmg in this stance, you are healed for 80 health.
A possiblity :P
MithranArkanere
Illusion of solitude
Casting:0s Energy:15 Recharge:30s
Skill. Touch enemy target, you lose all energy and for 1..12 seconds, you have -4 energy degeneration, and touched enemy target can't perform any action, can't be target of any action neither ally or foe and is immune to any kind of damage, but will suffer -3 health degeneration. If the health of the enemy drops below 1%, the skill ends.
When this skill ends, enemy target is healed for 50...25% of his maximum health.
(Attribute: Illusion Magic)
Notes:
- This skill is more intended to 'remove' a character from the fight.
- Target enemy can't die while affected by this skill.
- AoE skills will ignore the target.
- This is a 'hardcore' version of Blackout.
This skill will have a dangerous PostProcess effect (like spirits drinks have) the screen will turn darker and anything out of the aggro bubble of the enemy target will turn pitch black.
Casting:0s Energy:15 Recharge:30s
Skill. Touch enemy target, you lose all energy and for 1..12 seconds, you have -4 energy degeneration, and touched enemy target can't perform any action, can't be target of any action neither ally or foe and is immune to any kind of damage, but will suffer -3 health degeneration. If the health of the enemy drops below 1%, the skill ends.
When this skill ends, enemy target is healed for 50...25% of his maximum health.
(Attribute: Illusion Magic)
Notes:
- This skill is more intended to 'remove' a character from the fight.
- Target enemy can't die while affected by this skill.
- AoE skills will ignore the target.
- This is a 'hardcore' version of Blackout.
This skill will have a dangerous PostProcess effect (like spirits drinks have) the screen will turn darker and anything out of the aggro bubble of the enemy target will turn pitch black.
Toutatis
Cacophony (Domination magic)
Energy 10, Casting time 2, Recharge 20
Hex spell. Whenever target foe is affected by a new shout, chant or echo, that foe takes 20...70 damage and bleeds from the ears for 4...10 seconds.
Energy 10, Casting time 2, Recharge 20
Hex spell. Whenever target foe is affected by a new shout, chant or echo, that foe takes 20...70 damage and bleeds from the ears for 4...10 seconds.
MithranArkanere
Push Back
Adrenaline:6hits C:0sec R: 15sec
Target enemy and all adjacent enemies in front of you are pushed back and knocked down for 1..5 seconds. If you hit more than 3...15 enemies, you are knocked down for 1 seconds instead.
(Attribute: Strength)
Notes:
This skill will move all adjacent enemies in front of you from 'adjacent' to 'nearby' range, and then knock them out.
This skill will hit in front of you, in a 180 degree range, like Dervish Scythes.
Only the enemy target will receive a normal hit damage, other enemies will just be pushed back and knocked down.
Adrenaline:6hits C:0sec R: 15sec
Target enemy and all adjacent enemies in front of you are pushed back and knocked down for 1..5 seconds. If you hit more than 3...15 enemies, you are knocked down for 1 seconds instead.
(Attribute: Strength)
Notes:
This skill will move all adjacent enemies in front of you from 'adjacent' to 'nearby' range, and then knock them out.
This skill will hit in front of you, in a 180 degree range, like Dervish Scythes.
Only the enemy target will receive a normal hit damage, other enemies will just be pushed back and knocked down.
mikkel
Vigorous Arrow [Elite]
Energy: 10 - Activation: N/A - Recharge: 10 seconds
You shoot a powerful arrow that moves twice as fast. If Vigorous Arrow hits, you strike for +10..26..32 damage. If this attack is blocked, target foe is knocked down for 3 seconds.
Energy: 10 - Activation: N/A - Recharge: 10 seconds
You shoot a powerful arrow that moves twice as fast. If Vigorous Arrow hits, you strike for +10..26..32 damage. If this attack is blocked, target foe is knocked down for 3 seconds.
Priest Of Sin
Grenth's Promise [Elite], Assassin, Critical Strikes
Energy: 5, Activation, 1/4, Recharge: instant
Target foe and all adjacent foes are hexed with Grenth's Promise. You deal 10...70% more damage to target. If one foe dies by your hand (meaning the assassin who casted it has to kill one of them), all adjacent foes are struck for 30...200 cold damage and poisoned for 2...9 seconds, and you sacrifice 80%....30% health.
Energy: 5, Activation, 1/4, Recharge: instant
Target foe and all adjacent foes are hexed with Grenth's Promise. You deal 10...70% more damage to target. If one foe dies by your hand (meaning the assassin who casted it has to kill one of them), all adjacent foes are struck for 30...200 cold damage and poisoned for 2...9 seconds, and you sacrifice 80%....30% health.
GourangaPizza
Mind Blank [Elite], Mesmer, Domination
10 Energy, Activation: 2 Secs, Recharge 20 secs
For the next 5 seconds, the next spell target foe casts is interrupted. All spells of the same attribute as the interrupted spell takes 3...8 seconds longer to recharge.
Indulgence [Elite], Mesmer, Illusion
10 Energy, Activation: 2 Secs, Recharge 25 secs
For the next 5...9 seconds, target foe's spells cost twice the amount of energy to cast.
Treacherous Aid [Elite], Mesmer, Inspiration
5 Energy, Activation: 2 Secs, Recharge: 15 secs
For the next 5 Seconds, target foe casts the next spell 150% faster, and you gain 70...140% of the energy cost of the spell.
10 Energy, Activation: 2 Secs, Recharge 20 secs
For the next 5 seconds, the next spell target foe casts is interrupted. All spells of the same attribute as the interrupted spell takes 3...8 seconds longer to recharge.
Indulgence [Elite], Mesmer, Illusion
10 Energy, Activation: 2 Secs, Recharge 25 secs
For the next 5...9 seconds, target foe's spells cost twice the amount of energy to cast.
Treacherous Aid [Elite], Mesmer, Inspiration
5 Energy, Activation: 2 Secs, Recharge: 15 secs
For the next 5 Seconds, target foe casts the next spell 150% faster, and you gain 70...140% of the energy cost of the spell.
Red_Dragon56
Quote:
Originally Posted by Priest Of Sin
Grenth's Promise [Elite], Assassin, Critical Strikes
Energy: 5, Activation, 1/4, Recharge: instant Target foe and all adjacent foes are hexed with Grenth's Promise. You deal 10...70% more damage to target. If one foe dies by your hand (meaning the assassin who casted it has to kill one of them), all adjacent foes are struck for 30...200 cold damage and poisoned for 2...9 seconds, and you sacrifice 80%....30% health. |
Overpowered much?
rong626
Dawn's Curse
-Necro
-10 Energy
-10 Recharge
Hex Spell.Target Foe is hexed with Dawn's Curse for 3-19 seconds.While under this hex,target foe loses 1 condition whenever applied and lose 25-112 health.Then this hex ends.
Lunatic Cry(Elite)
-Mesmer
-10 Energy
-25 Recharge
Spell.Interupt target for's current action and you gain 4-15 energy.
"Till Death We Part!"(elite)
-Warrior
-10 energy
-15 Recharge
Shout.For 6-19 seconds,All allies within earshot deals 10% damage more to foes who are under enchantments
-Necro
-10 Energy
-10 Recharge
Hex Spell.Target Foe is hexed with Dawn's Curse for 3-19 seconds.While under this hex,target foe loses 1 condition whenever applied and lose 25-112 health.Then this hex ends.
Lunatic Cry(Elite)
-Mesmer
-10 Energy
-25 Recharge
Spell.Interupt target for's current action and you gain 4-15 energy.
"Till Death We Part!"(elite)
-Warrior
-10 energy
-15 Recharge
Shout.For 6-19 seconds,All allies within earshot deals 10% damage more to foes who are under enchantments
mikkel
Soul Sharing
Energy: 15 - Activation: 1 second - Recharge: 20 seconds - Upkeep: -1
While maintaining this enchantment, 15..21..25% of the energy you gain from Soul Reaping is transfered to target other ally. (Attribute: Soul Reaping)
--
Philanthropic Bond [Elite]
Energy: 15 - Activation: 1 second - Recharge: 20 seconds - Upkeep: -1
While maintaining this enchantment 15..21..25% of any energy you gain is transfered to target other ally. (Attribute: Soul Reaping)
--
The second skill in particular is meant to make necromancer batteries more versatile. This bond could be put on an N/Me combination along with skills such as Shame, Power Drain, Channeling, Inspired Enchantment, Leech Signet and Energy Tap for offensive power, and Ether Signet, Hex Eater Signet, Revealed Hex and Spirit of Failure for defensively oriented necromancers.
Energy: 15 - Activation: 1 second - Recharge: 20 seconds - Upkeep: -1
While maintaining this enchantment, 15..21..25% of the energy you gain from Soul Reaping is transfered to target other ally. (Attribute: Soul Reaping)
--
Philanthropic Bond [Elite]
Energy: 15 - Activation: 1 second - Recharge: 20 seconds - Upkeep: -1
While maintaining this enchantment 15..21..25% of any energy you gain is transfered to target other ally. (Attribute: Soul Reaping)
--
The second skill in particular is meant to make necromancer batteries more versatile. This bond could be put on an N/Me combination along with skills such as Shame, Power Drain, Channeling, Inspired Enchantment, Leech Signet and Energy Tap for offensive power, and Ether Signet, Hex Eater Signet, Revealed Hex and Spirit of Failure for defensively oriented necromancers.
nugzta
Is it just me or most people just posting their overpowered skills with excuse being elite skills.
Diddy bow
Quote:
Originally Posted by nugzta
Is it just me or most people just posting their overpowered skills with excuse being elite skills.
|
speaking of which...
"Your lame!"
Paragon
Shout
Atrribute:none
5 energy
10 recharge
Target spirit and all spirits within earshot(of the spirit) die for 60 seconds the caster of target spirit cannot create spirits.
hahahah die spammers!!
rong626
why spirits?Make it summon creatres
Takuna
I haven't got any actual skill suggestion but I do have suggestion to do with skills.
First off, I really, really like the sound of the suggestion on page 1, where you can have skill available to your primary and secondary profession. I don't think you would need an awful lot of them, just two or three per combination. (There are a fair amount of combinations out there, any more would cause all the programers to move to the mountains.) Second, there could be certain moves that are more potent/only usable against certain professions. Like a move that focuses on breaking through a warriors armour (I'm talking about the description here, not an actual armour bypass. It would be more of a +damage.) or something like that... I dunno, it just popped into my head...
First off, I really, really like the sound of the suggestion on page 1, where you can have skill available to your primary and secondary profession. I don't think you would need an awful lot of them, just two or three per combination. (There are a fair amount of combinations out there, any more would cause all the programers to move to the mountains.) Second, there could be certain moves that are more potent/only usable against certain professions. Like a move that focuses on breaking through a warriors armour (I'm talking about the description here, not an actual armour bypass. It would be more of a +damage.) or something like that... I dunno, it just popped into my head...
Sol Solus
Quote:
Originally Posted by Cs Coldize
Lassitude - Mesmer Spell(Inspiration Magic)
Energy Cost: 5 Casting Time: 1 Recharge Time: 25 You steal 5-15 energy from target foe and target becomes exhausted. Cycle of Pain - Elite Necromancer Enchantment(Blood Magic) Energy Cost: 15 Casting Time: 2 Recharge Time: 60 For 45-60 seconds, anytime you would gain health using a blood magic skill, that health is negated and redirected to your opponenet in damage. Damage inflicted in this way is reduced by 80-50% |
I'm going to throw in a skill to get lost in this gigantic thread:
Flashback - Elite Mesmer Spell(Illusion Magic)
Energy Cost: 10 Casting Time: 5 Recharge Time: 45
If target foe is dazed, foe unwillingly shadow steps away from you and is dazed for 2..10 seconds.
This is a simple but powerful skill inspired by Mallyx. It should teleport the creature to the edge of your compass.
Bankai
Since elementalists need a good self-heal...
Elemental scribe
Energy cost: 5 or 10, Casting time: 1, Recharge: 12
You gain 1...2 health for every point of energy you currently have.
Linked to Energy storage
Elemental scribe
Energy cost: 5 or 10, Casting time: 1, Recharge: 12
You gain 1...2 health for every point of energy you currently have.
Linked to Energy storage
Franco Power
Francos sexyness
No Attribute
Shout: Ooooooooooh!
For 10 seconds, all females become attracted to Franco Power, when this shout ends, you wake up and stop dreaming.
No Attribute
Shout: Ooooooooooh!
For 10 seconds, all females become attracted to Franco Power, when this shout ends, you wake up and stop dreaming.
Priest Of Sin
Blades Of Grenth, Assassin, Dagger Mastery
Cost: 10, Recharge: 60
Stance. For 2...40...50...60 seconds, your attacks deal cold damage, and whenever you make a critical hit, your foe suffers from poison for 2...4 seconds. (not overpowered, because it relies on critical hits to do what apply poison does anyway)
Shadow Frenzy
Assassin, stance, linked to critical strikes
Cost: 5 energy, Recharge: 10 seconds.
Stance. For 2...10 seconds, you attack 33% faster. When this stance ends, all your skills are disabled for 10...2 seconds. (not overpowered, because it disables skills)
Mind Burst [Elite]
Mesmer, spell, linked to domination magic.
Cost: 15 energy, 1/4 cast time, 25 second recharge
Spell. Target foe loses 5...20 energy. For each point of energy remaining, target foe loses 1...3 health. (only very powerful versus elementalists. It is mainly an energy denial skill)
Order Of War [Elite]
Necromancer, Enchantment Spell, linked to Soul Reaping.
Sacrifice 13% max health. For 5 seconds, all allies in the area are enchanted with Order Of War. Whenever target ally deals damage, that ally deals +8...12 damage, and inflicts cripple and weakness. When Order Of War ends, all allies lose 10% max health. (not overpowered, because all allies lose health as well.)
Shared Sacrifice
Monk, hex, linked to smiting
10 energy, 2 second cast time, 30 second recharge
Hex spell. For 10...30 seconds, whenever target foe sacrifices health, all allies in the area also sacrifice that ammount of health, and you sacrifice 2% maximum health. (imagine the agony that a team would be in if their infuser had this cast on him.)
Exterminate [Elite]
Ranger Spirit, linked to Wilderness Survival.
5 second cast time, 25 energy, 60 second recharge.
Nature Ritual. Create a level 2...12 spirit. For the next 20...160 seconds, whenever a creature dies, all adjacent creatures suffer from disease and weakness for 20 seconds. When Exterminate dies, all spirits in the area also die. This spirit dies after 160 seconds. (spirit spammers be damned)
"For Ascalon!" [Elite]
Warrior, Shout, linked to tactics
5 energy cost, 20 second recharge.
Shout. For the next 2...20 seconds, all allies in the area attack 25% faster and gain +11...30 armor. (I'd love to have an attack-speed boosting shout)
Pain Fetish [Elite]
Assassin, enchantment spell, linked to critical strikes.
1/4 cast time, 15 energy cost, 10 second recharge.
Enchantment Spell. For the next 3...15 seconds, you gain +4...+6 energy regeneration, but suffer -6...-4 health degeneration. When Pain Fetish ends, you are crippled and weakened for 20...8 seconds. (at the cost of life, you can spam attacks endlessly. Is it worth it?)
"For Elona!"
Shout. Paragon based, Leadership linked.
5 energy, 1 second cast time, 20 second recharge.
Shout. For the next 5...15 seconds, all allies in the area gain +10..30 armor. This shout negates all speed boosts. (not elite because it is a "watch yourself" that takes away speed boosts.)
Cost: 10, Recharge: 60
Stance. For 2...40...50...60 seconds, your attacks deal cold damage, and whenever you make a critical hit, your foe suffers from poison for 2...4 seconds. (not overpowered, because it relies on critical hits to do what apply poison does anyway)
Shadow Frenzy
Assassin, stance, linked to critical strikes
Cost: 5 energy, Recharge: 10 seconds.
Stance. For 2...10 seconds, you attack 33% faster. When this stance ends, all your skills are disabled for 10...2 seconds. (not overpowered, because it disables skills)
Mind Burst [Elite]
Mesmer, spell, linked to domination magic.
Cost: 15 energy, 1/4 cast time, 25 second recharge
Spell. Target foe loses 5...20 energy. For each point of energy remaining, target foe loses 1...3 health. (only very powerful versus elementalists. It is mainly an energy denial skill)
Order Of War [Elite]
Necromancer, Enchantment Spell, linked to Soul Reaping.
Sacrifice 13% max health. For 5 seconds, all allies in the area are enchanted with Order Of War. Whenever target ally deals damage, that ally deals +8...12 damage, and inflicts cripple and weakness. When Order Of War ends, all allies lose 10% max health. (not overpowered, because all allies lose health as well.)
Shared Sacrifice
Monk, hex, linked to smiting
10 energy, 2 second cast time, 30 second recharge
Hex spell. For 10...30 seconds, whenever target foe sacrifices health, all allies in the area also sacrifice that ammount of health, and you sacrifice 2% maximum health. (imagine the agony that a team would be in if their infuser had this cast on him.)
Exterminate [Elite]
Ranger Spirit, linked to Wilderness Survival.
5 second cast time, 25 energy, 60 second recharge.
Nature Ritual. Create a level 2...12 spirit. For the next 20...160 seconds, whenever a creature dies, all adjacent creatures suffer from disease and weakness for 20 seconds. When Exterminate dies, all spirits in the area also die. This spirit dies after 160 seconds. (spirit spammers be damned)
"For Ascalon!" [Elite]
Warrior, Shout, linked to tactics
5 energy cost, 20 second recharge.
Shout. For the next 2...20 seconds, all allies in the area attack 25% faster and gain +11...30 armor. (I'd love to have an attack-speed boosting shout)
Pain Fetish [Elite]
Assassin, enchantment spell, linked to critical strikes.
1/4 cast time, 15 energy cost, 10 second recharge.
Enchantment Spell. For the next 3...15 seconds, you gain +4...+6 energy regeneration, but suffer -6...-4 health degeneration. When Pain Fetish ends, you are crippled and weakened for 20...8 seconds. (at the cost of life, you can spam attacks endlessly. Is it worth it?)
"For Elona!"
Shout. Paragon based, Leadership linked.
5 energy, 1 second cast time, 20 second recharge.
Shout. For the next 5...15 seconds, all allies in the area gain +10..30 armor. This shout negates all speed boosts. (not elite because it is a "watch yourself" that takes away speed boosts.)
Abyss Soldier
Sandman's Arrow (E)
Markmanship 10e~10r
If this arrow hits, it deals +5...17 damage and target foe is blinded for 3...7 seconds. This attack deals earth damage.
Well of Undead
Death Magic 15e~2ct~15r
Exploit nearest corpse to create a Well of Undead at it's location. For 8...18 seconds, undead servants in that area gain 1...8 health regeneration.
Reversal of Condition
Protection Prayers 5e~1/4ct~3r
For 8 seconds, the next time target ally would take damage, that ally gains 10...42 health and loses one condition instead.
Markmanship 10e~10r
If this arrow hits, it deals +5...17 damage and target foe is blinded for 3...7 seconds. This attack deals earth damage.
Well of Undead
Death Magic 15e~2ct~15r
Exploit nearest corpse to create a Well of Undead at it's location. For 8...18 seconds, undead servants in that area gain 1...8 health regeneration.
Reversal of Condition
Protection Prayers 5e~1/4ct~3r
For 8 seconds, the next time target ally would take damage, that ally gains 10...42 health and loses one condition instead.
Red_Dragon56
Paragon Shout:
"Shut Up!"
Cast cost 3 adren 20 energy Recharge 10 seconds
For (3..10) seconds any creature in the area cannot use a shout, chant or echo.
"Shut Up!"
Cast cost 3 adren 20 energy Recharge 10 seconds
For (3..10) seconds any creature in the area cannot use a shout, chant or echo.
Abyss Soldier
Sorry double post
StarrTheInsane
Had this one in a dream jsut before I woke up this morning...
Hostile Harvest - Dervish Elite Signet - recharge 60
Throw a seed. If this attack hits, it does x(some kinda minimal damage). If it misses, the seed sprouts into a sentient plant (level based on attribute in Earth Prayers) and joins the fight.
The idea here is to use this when you're up against something with a really good dodge or block skill. You don't want this to hit. It has several practical applications for the people in your party too. If extends the range in types of damage to cover enemy weaknesses, offers a ranged attack to a melee class, benefit's the number of allies effected by a paragon shout/chant, offers a possible exploitable corpse to a necro...the list goes on.
Hostile Harvest - Dervish Elite Signet - recharge 60
Throw a seed. If this attack hits, it does x(some kinda minimal damage). If it misses, the seed sprouts into a sentient plant (level based on attribute in Earth Prayers) and joins the fight.
The idea here is to use this when you're up against something with a really good dodge or block skill. You don't want this to hit. It has several practical applications for the people in your party too. If extends the range in types of damage to cover enemy weaknesses, offers a ranged attack to a melee class, benefit's the number of allies effected by a paragon shout/chant, offers a possible exploitable corpse to a necro...the list goes on.
Redfeather1975
I post a lot of suggestions on other forums, but maybe I'll post some here as well.
These are all mesmer spells, because I love me mesmer to pieces. All I want to see nowadays are fun spells introduced that open up build versatility and creativity.
*Inspiring Encore* (Inspiration)
10e/1 second cast/25 recharge
Elite Enchantment - Inspiring Encore mimics the effect of the last spell used. If that spell was a hex you gain 1...5 energy and Inspiring Encore ends.
*Pain of Persistence* (domination)
15e/3/4 second cast/15 recharge
Elite Hex Spell - Interrupt target foe's skill. Target is hexed with Pain of Persistence and if target foe attempts to use that skill again within the next 10...30 seconds they suffer 50...100 points of damage and Pain of Persistence ends.
*Wastrel's Nightmare* (domination)
10e/2 second cast/15 recharge
Elite Hex Spell - For the next 15 seconds, every 5...3 seconds target foe suffers 1...50 damage if they are not attacking.
*Illusionary Step* (illusion)
10e/10 recharge
Elite Stance - Caster gains 75% chance to block for 1...3 seconds and each time an attacker fails to hit them steals 1...3 energy.
*Cacophonic Mantra* (fast casting)
25e/2 second cast/30 recharge
Elite Shout - All foes within earshot suffer a 50% reduction in casting speed for 5...10 seconds.
*Chronomancer* (unlinked)
5e/30 recharge
Elite Stance - For 15 seconds you suffer no aftercast when casting mesmer spells.
BTW, I'm a graphic artist in advertising, so if anyone wants super cute icons to replace those smilies I can easily make some stylish icons. It'll be a blast.
They'd be considered the sole property of Anet as I'd be making them for fun for the game.
These are all mesmer spells, because I love me mesmer to pieces. All I want to see nowadays are fun spells introduced that open up build versatility and creativity.
*Inspiring Encore* (Inspiration)
10e/1 second cast/25 recharge
Elite Enchantment - Inspiring Encore mimics the effect of the last spell used. If that spell was a hex you gain 1...5 energy and Inspiring Encore ends.
*Pain of Persistence* (domination)
15e/3/4 second cast/15 recharge
Elite Hex Spell - Interrupt target foe's skill. Target is hexed with Pain of Persistence and if target foe attempts to use that skill again within the next 10...30 seconds they suffer 50...100 points of damage and Pain of Persistence ends.
*Wastrel's Nightmare* (domination)
10e/2 second cast/15 recharge
Elite Hex Spell - For the next 15 seconds, every 5...3 seconds target foe suffers 1...50 damage if they are not attacking.
*Illusionary Step* (illusion)
10e/10 recharge
Elite Stance - Caster gains 75% chance to block for 1...3 seconds and each time an attacker fails to hit them steals 1...3 energy.
*Cacophonic Mantra* (fast casting)
25e/2 second cast/30 recharge
Elite Shout - All foes within earshot suffer a 50% reduction in casting speed for 5...10 seconds.
*Chronomancer* (unlinked)
5e/30 recharge
Elite Stance - For 15 seconds you suffer no aftercast when casting mesmer spells.
BTW, I'm a graphic artist in advertising, so if anyone wants super cute icons to replace those smilies I can easily make some stylish icons. It'll be a blast.
They'd be considered the sole property of Anet as I'd be making them for fun for the game.
Excalibur5
Spinal Snap [Strength] - For every two strength points, Spinal Snap lasts 1 second longer. Enemy is immobile, and attacks 50% slower.
For those pesky enemies that go after your healers and start running around everywhere!
Suicide Signet - Create a huge explosion around yourself killing everything within range. Wow... your an idiot...
LOL
For those pesky enemies that go after your healers and start running around everywhere!
Suicide Signet - Create a huge explosion around yourself killing everything within range. Wow... your an idiot...
LOL
Physical
I want to die
(Only W/Mo with Frenzy and Mending: 1 adrenaline, 5 recharge)
You take 150...380 damage for each foe in the area
That Warrior wants to die
(Only cast on a W/Mo with Frenzy and Mending: 5 energy, 10 recharge, domination magic)
Your target takes 0-1 damage for each point of health he has
(Only W/Mo with Frenzy and Mending: 1 adrenaline, 5 recharge)
You take 150...380 damage for each foe in the area
That Warrior wants to die
(Only cast on a W/Mo with Frenzy and Mending: 5 energy, 10 recharge, domination magic)
Your target takes 0-1 damage for each point of health he has