Create a Skill
Winterclaw
Chaos Blast Domination
5 energy, 1 cast, 8 recharge
Spell. You do 12...56 chaos damage to target foe
Blade of Illusions Illusions
10 energy, 1 cast, 5 recharge
Spell. You do 8...40 chaos damage to target foe, if the target is hexed with a spell that causes degeneration, you do an extra 8...40 damage.
[b]Energy Thief[b] Inspration
5 energy, 2 cast 10 recharge
Spell. Steal 3..8 energy from target foe. If you still have less energy than foe, steal another 3...8 energy.
5 energy, 1 cast, 8 recharge
Spell. You do 12...56 chaos damage to target foe
Blade of Illusions Illusions
10 energy, 1 cast, 5 recharge
Spell. You do 8...40 chaos damage to target foe, if the target is hexed with a spell that causes degeneration, you do an extra 8...40 damage.
[b]Energy Thief[b] Inspration
5 energy, 2 cast 10 recharge
Spell. Steal 3..8 energy from target foe. If you still have less energy than foe, steal another 3...8 energy.
prism2525
Fire ele:
"Nuke 'em Down!"
Shout, 25/ 0/ 45
Target foe and all foes in the area are hit by a meteor, knocked down, and suffer x(meteor dmg range) fire dmg. If more than 2 foes are hit, you become exhausted.
"Freeze!" (water magic)
15/0/30
Shout. Target foe can't move for 1...4 seconds. The next time he is dealt damage he is struck for 12...68 cold dmg and "Freeze!" ends.
Thunderstorm (air magic)
25/3/30
Spell. Create a Thunderstorm at target foe's location. For 10 seconds, foes in the area are struck with (lightning strike dmg range) lightning dmg every 2 seconds. This spell has 25% armor penetration. If you are not under the effect of an enchantment, you are exhausted.
"Nuke 'em Down!"
Shout, 25/ 0/ 45
Target foe and all foes in the area are hit by a meteor, knocked down, and suffer x(meteor dmg range) fire dmg. If more than 2 foes are hit, you become exhausted.
"Freeze!" (water magic)
15/0/30
Shout. Target foe can't move for 1...4 seconds. The next time he is dealt damage he is struck for 12...68 cold dmg and "Freeze!" ends.
Thunderstorm (air magic)
25/3/30
Spell. Create a Thunderstorm at target foe's location. For 10 seconds, foes in the area are struck with (lightning strike dmg range) lightning dmg every 2 seconds. This spell has 25% armor penetration. If you are not under the effect of an enchantment, you are exhausted.
Cataclysm
Quote:
Originally Posted by Cataclysm
And now for a serious one:
Defiance of Nature [E] E:25 C:5 R:60 Create a level 1...11 Spirit. For all non-spirit allies in range, Earth and fire damage are converted into blunt damage, and Lightning and Cold damage are converted into Piercing Damage. This spirit dies after 10...30 seconds. Att: Winderness Survival |
Jackrabbit Signet
For 8...18 seconds, you have -10...34 armor but your movement is increased by 75%.
Att: Strength
Ice Bond
E:15
C:2
R:30
Hex Spell. For 10...20 seconds you and target foe both move 90% slower but gain 20 armor.
Att: Water Magic
Vampiric was Vlad (E)
E:25
C:3
R:45
Item Spell. Hold the ashes of Vlad for 10...20 seconds. As long as you hold his ashes, 2...7 non-spirit foes in the area suffer -1 health regeneration which you gain as regeneration.
Att: Channeling Magic
Comments please!
Priest Of Sin
Stroke [E]
E: 10
C:1/4
R: 5
Att: Illusion Magic
Elite Hex spell. Target foe and all adjacent foes suffer from -3...8 health degeneration, and suffer a deep wound for 10...20 seconds. When Stroke ends, all foes suffering from another hex suffer from Blind for 10...15 seconds.
Seizure [E]
E: 15
C: 1
R: 10
Att: Domination
Elite hex spell. For 10...35 seconds, target foe and all adjacent foes cannot "block", and have -5...20 armor against attacks. When seizure ends, all adjacent foes are knocked down.
Mind Rush
E: 15
C: 2
R: 3
Att: Inspiration
Enchantment Spell. For 3...5 seconds, You are no longer dazed and cast spells 33% faster. When Mind Rush ends, you are dazed for 15...5 seconds.
Animate Agony [E]
E: 15
C: 3
R: 10
Att: Death Magic
Spell. Exploit the nearest corpse to animate a level 5...20 Agony. Whenever an Agony hits with an attack, that foe suffers from poison for 4...30 seconds. Whenever an attack made by the agony misses or is blocked, the Agony dies, dealing 30...50 Cold Damage and causing Deep Wound to all adjacent foes. When an Agony dies, you sacrifice 33...10% max health. You can only control 2...4 Agony at a time.
Winds Of Chaos
E: 25
C: 1/4
R: 25
Att: Domination
Spell. Target foe and all nearby foes are interrupted, lose all enchantments, and suffer from 10..70 chaos damage each second. All your other skills are disabled for 10...5 seconds.
Defy Death
E: 30
C: 1/4
R: 60
Att: healing prayers
Spell. All allies in the area are cured of any conditions, and are healed for 10...50 for each condition they are suffering. If any team-mates die in the next 90 seconds, so do you.
Animate Swarm
E: 25
C: 2
R: 15
Att: Death Magic
Spell. Sacrifice 30% maximum health to exploit the nearest corpse to animate 3...7 level 1... 5 Swarm Minions. Whenever one of these minions strikes a foe, that foe suffers from weakness for 3...10 seconds. Whenever a Swarm Minion dies, all adjacent foes suffer from poison and cripple for 3...30 seconds. Swarm minions die after 20...40 seconds.
E: 10
C:1/4
R: 5
Att: Illusion Magic
Elite Hex spell. Target foe and all adjacent foes suffer from -3...8 health degeneration, and suffer a deep wound for 10...20 seconds. When Stroke ends, all foes suffering from another hex suffer from Blind for 10...15 seconds.
Seizure [E]
E: 15
C: 1
R: 10
Att: Domination
Elite hex spell. For 10...35 seconds, target foe and all adjacent foes cannot "block", and have -5...20 armor against attacks. When seizure ends, all adjacent foes are knocked down.
Mind Rush
E: 15
C: 2
R: 3
Att: Inspiration
Enchantment Spell. For 3...5 seconds, You are no longer dazed and cast spells 33% faster. When Mind Rush ends, you are dazed for 15...5 seconds.
Animate Agony [E]
E: 15
C: 3
R: 10
Att: Death Magic
Spell. Exploit the nearest corpse to animate a level 5...20 Agony. Whenever an Agony hits with an attack, that foe suffers from poison for 4...30 seconds. Whenever an attack made by the agony misses or is blocked, the Agony dies, dealing 30...50 Cold Damage and causing Deep Wound to all adjacent foes. When an Agony dies, you sacrifice 33...10% max health. You can only control 2...4 Agony at a time.
Winds Of Chaos
E: 25
C: 1/4
R: 25
Att: Domination
Spell. Target foe and all nearby foes are interrupted, lose all enchantments, and suffer from 10..70 chaos damage each second. All your other skills are disabled for 10...5 seconds.
Defy Death
E: 30
C: 1/4
R: 60
Att: healing prayers
Spell. All allies in the area are cured of any conditions, and are healed for 10...50 for each condition they are suffering. If any team-mates die in the next 90 seconds, so do you.
Animate Swarm
E: 25
C: 2
R: 15
Att: Death Magic
Spell. Sacrifice 30% maximum health to exploit the nearest corpse to animate 3...7 level 1... 5 Swarm Minions. Whenever one of these minions strikes a foe, that foe suffers from weakness for 3...10 seconds. Whenever a Swarm Minion dies, all adjacent foes suffer from poison and cripple for 3...30 seconds. Swarm minions die after 20...40 seconds.
Emik
Quote:
Mind Rush E: 15 C: 2 R: 3 Att: Inspiration Enchantment Spell. For 3...5 seconds, You are no longer dazed and cast spells 33% faster. When Mind Rush ends, you are dazed for 15...5 seconds. |
Dobermann
Conjour Major Demon:[ELITE] Death Magic, 30 Energy Recharge 60 Seconds Casting Time 4 Seconds
Summon a level 10...30...32 (31 and 32 for lvls 15 and 16)
You can only control 3 of these. These creatures cause burning for 3...6...9 seconds wich each of there attack.
(they use Pitchforks a weapon i hope to see used in the 4th campaign, Two Handed damage 35-70 or somming ridiculous)
Summon a level 10...30...32 (31 and 32 for lvls 15 and 16)
You can only control 3 of these. These creatures cause burning for 3...6...9 seconds wich each of there attack.
(they use Pitchforks a weapon i hope to see used in the 4th campaign, Two Handed damage 35-70 or somming ridiculous)
Dobermann
Hwo about a WARRIOR HEX!?!?!?!
Weaken Muscles [ELITE] Cast 1 Recharge 10 Energy 10 (Attrib STRGH)
For 5...10...15 seconds target foe has weakned muscles. Any foe hexed with Weaken Muscles has a 50% chance to be crippled for 10...20...25 seconds every time he takes physical damage
Weaken Muscles [ELITE] Cast 1 Recharge 10 Energy 10 (Attrib STRGH)
For 5...10...15 seconds target foe has weakned muscles. Any foe hexed with Weaken Muscles has a 50% chance to be crippled for 10...20...25 seconds every time he takes physical damage
prism2525
dobermann, your skill are WAY overpowered, not to mention the pitchforks.
Abyss Soldier
Gladiator's Strike
Strength 10e/10rech
Melee Attack
If this attack hits, you deal +1...14 damage. If you are currently wielding an axe, this attack also inflicts a Deep Wound for 3...14 seconds. If you are currently wielding a sword, this attack also inflicts bleeding for 3...14 seconds. If you are currently wielding a hammer, this attack also inflicts Weakness for 3...14 seconds.
Strength 10e/10rech
Melee Attack
If this attack hits, you deal +1...14 damage. If you are currently wielding an axe, this attack also inflicts a Deep Wound for 3...14 seconds. If you are currently wielding a sword, this attack also inflicts bleeding for 3...14 seconds. If you are currently wielding a hammer, this attack also inflicts Weakness for 3...14 seconds.
MithranArkanere
Provoke
Adrenaline: 4; Recharge: 20.
Skill. All enemies within earshot change target to you. For 0...12 seconds, they won't be able to change target.
(Attribute: Strength)
Notes:
-This skill won't affect bosses and certain enemy types, such as undead and plants.
-There will be a random list of provocation quotes, the warrior will say one of them randomly.
Destroy traps
Skill. Energy: 25; Casting: 5; Recharge: 5
Nearest 0..2 traps in the area are triggered as if they where stepped on, thus being deactivated.
(Attribute: Expertise)
Note:
- This will destroy one trap from level 6 Expertise, 2 from level 12, and 3 at level 16.
- If any of the traps was set with a higher level of their attribute than the one user of the skill has in expertise, there is a 50% chance of this skill failing to destroy them. For example, if the user has 10 expertise and a trap in the are was set with 11 best mastery, there will be a 50% chance that that trap is not detected and destroyed.
First Aid
Casting: 1/2; Recharge: 10
Skill. Target touched ally is healed for 0..5% of target ally max health. If target ally is under 0..50% max health, this skill recharges instantly, but consumes 5..1 energy.
(Attribute: Divine Favor)
Soul Eating
Energy: 5 Casting: 1/4. Recharge: 10
Skill. If target foe dies while affected by this skill, you will be healed for 0...120 health, but you will lose 0..12 energy.
(Attribute: Soul Reaping)
Notes: This just 'exchanges' the +energy per death for a +health per death.
Mind Trap.
Energy: 10 Casting: 3/4 Recharge: 6
Skill. Next 0..12 seconds, anytime a foe uses a skill that would interrupt you, that foe is interrupted instead, when this happens, Mantra of Mind Trapping ends.
(Attribute: Fast casting)
Notes:
This stance will affect any direct action that would interrupt you.
This will only affect spells, signets, skills and melee range attacks.
Ranged attacks such as bows, spear or wand will be affected only if the enemy is in adjacent range to you.
Knockdow and AoE interruptions won't be affect by the skill.
For example:
- Cry of Frustration will trigger the effect only if you are the target of the spell.
- If you are under the effect of Spinal Shivers, and enemy attack (being it a normal attack or an attack skill) will be interrupted instead of you if it is in adjacent range to you.
Quick Nap
Casting:3; Recharge: 10
Skill. For 13..1 seconds, you gain have 0..10 energy regeneration, but you suffer -240..120 armor penalty. This skill ends if move or your energy hits your current maximum energy. This skill will be disabled for 120 seconds.
(Attributes: Energy Storage)
Notes:
Meant for quick energy recover out from battle after a complete emptying of energy.
The model will /sit (or /sleep if the emote where added).
Twin Blades
Energy: 10; Recharge: 30s.
Skill. For 0..5 seconds, anytime you perform a double strike both hits are also critical hits, and anytime you perform a critical hit it is also a double strike.
(Attribute: Critical strikes)
Notes:
- It was too much, so I made it last much less.
Spirit Awakening
Energy: 5; Casting: 1s; Recharge: 5s
Skill. For 0..24 seconds, all ally spirits in the area will be able to use Bloodsong with 0...6 Bloodsong level.
(Attribute: Spawning power)
Note:
- This will make Spirits of Blood Song deal two hits instead of one.
Song of Motivation.
E: 10 C:1 R:20
Skill. For 10 seconds, each ally within earshot gains a +0..10 morale bonus. When this skill ends, each ally will suffer a -0..10 morale penalty.
(Attribute: Leadership)
Notes:
- This skill won't set the MB over 10.
- Once the skill finishes, the morale is removed anyways, so a character who had already 10MB before listening the song will lose it.
Note:
All of this skills are PvE only.
All of this skills require at least one or more points in the profession's primary attribute in order to work, otherwise, they won't do nothing when used, not even animations, texts and effects.
Shield of Faith
E: 10 C:1 R:18
Skill. For 0..12 seconds, you have 1..3 armor for each enchantment you have, and any skill that would remove an enchantment from you will fail.
(Attribute)
Note:
- This won't affect attacks that remove enchantments, like the ones made by avatar of Grenth.
- Your own skills won't be affected too, so an skill that says 'you lose one enchantment' will make you lose one anyways.
Adrenaline: 4; Recharge: 20.
Skill. All enemies within earshot change target to you. For 0...12 seconds, they won't be able to change target.
(Attribute: Strength)
Notes:
-This skill won't affect bosses and certain enemy types, such as undead and plants.
-There will be a random list of provocation quotes, the warrior will say one of them randomly.
Destroy traps
Skill. Energy: 25; Casting: 5; Recharge: 5
Nearest 0..2 traps in the area are triggered as if they where stepped on, thus being deactivated.
(Attribute: Expertise)
Note:
- This will destroy one trap from level 6 Expertise, 2 from level 12, and 3 at level 16.
- If any of the traps was set with a higher level of their attribute than the one user of the skill has in expertise, there is a 50% chance of this skill failing to destroy them. For example, if the user has 10 expertise and a trap in the are was set with 11 best mastery, there will be a 50% chance that that trap is not detected and destroyed.
First Aid
Casting: 1/2; Recharge: 10
Skill. Target touched ally is healed for 0..5% of target ally max health. If target ally is under 0..50% max health, this skill recharges instantly, but consumes 5..1 energy.
(Attribute: Divine Favor)
Soul Eating
Energy: 5 Casting: 1/4. Recharge: 10
Skill. If target foe dies while affected by this skill, you will be healed for 0...120 health, but you will lose 0..12 energy.
(Attribute: Soul Reaping)
Notes: This just 'exchanges' the +energy per death for a +health per death.
Mind Trap.
Energy: 10 Casting: 3/4 Recharge: 6
Skill. Next 0..12 seconds, anytime a foe uses a skill that would interrupt you, that foe is interrupted instead, when this happens, Mantra of Mind Trapping ends.
(Attribute: Fast casting)
Notes:
This stance will affect any direct action that would interrupt you.
This will only affect spells, signets, skills and melee range attacks.
Ranged attacks such as bows, spear or wand will be affected only if the enemy is in adjacent range to you.
Knockdow and AoE interruptions won't be affect by the skill.
For example:
- Cry of Frustration will trigger the effect only if you are the target of the spell.
- If you are under the effect of Spinal Shivers, and enemy attack (being it a normal attack or an attack skill) will be interrupted instead of you if it is in adjacent range to you.
Quick Nap
Casting:3; Recharge: 10
Skill. For 13..1 seconds, you gain have 0..10 energy regeneration, but you suffer -240..120 armor penalty. This skill ends if move or your energy hits your current maximum energy. This skill will be disabled for 120 seconds.
(Attributes: Energy Storage)
Notes:
Meant for quick energy recover out from battle after a complete emptying of energy.
The model will /sit (or /sleep if the emote where added).
Twin Blades
Energy: 10; Recharge: 30s.
Skill. For 0..5 seconds, anytime you perform a double strike both hits are also critical hits, and anytime you perform a critical hit it is also a double strike.
(Attribute: Critical strikes)
Notes:
- It was too much, so I made it last much less.
Spirit Awakening
Energy: 5; Casting: 1s; Recharge: 5s
Skill. For 0..24 seconds, all ally spirits in the area will be able to use Bloodsong with 0...6 Bloodsong level.
(Attribute: Spawning power)
Note:
- This will make Spirits of Blood Song deal two hits instead of one.
Song of Motivation.
E: 10 C:1 R:20
Skill. For 10 seconds, each ally within earshot gains a +0..10 morale bonus. When this skill ends, each ally will suffer a -0..10 morale penalty.
(Attribute: Leadership)
Notes:
- This skill won't set the MB over 10.
- Once the skill finishes, the morale is removed anyways, so a character who had already 10MB before listening the song will lose it.
Note:
All of this skills are PvE only.
All of this skills require at least one or more points in the profession's primary attribute in order to work, otherwise, they won't do nothing when used, not even animations, texts and effects.
Shield of Faith
E: 10 C:1 R:18
Skill. For 0..12 seconds, you have 1..3 armor for each enchantment you have, and any skill that would remove an enchantment from you will fail.
(Attribute)
Note:
- This won't affect attacks that remove enchantments, like the ones made by avatar of Grenth.
- Your own skills won't be affected too, so an skill that says 'you lose one enchantment' will make you lose one anyways.
Cataclysm
Quote:
Originally Posted by MithranArkanere
Quick Nap
Casting:3; Recharge: 10 Skill. For 13..1 seconds, you gain have 0..10 energy regeneration, but you suffer -240..120 armor penalty. This skill ends if move or your energy hits your current maximum energy. This skill will be disabled for 120 seconds. (Attributes: Energy Storage) Notes: Meant for quick energy recover out from battle after a complete emptying of energy. The model will /sit (or /sleep if the emote where added). |
Not A Fifty Five
Quote:
Originally Posted by Undivine
I think the ele's Glyphs could be better, more varied, and more interesting. Notice that the Glyphs I'm suggesting will trigger on the next qualifying spell, not simply the next spell.
Glyph of Ethereal MagicThat's all I have for now. |
Only beef I have with the above is glyph of delay. Lighnting hammer + .75 aftercast + 2 cast of lightning orb = maaaaaaaaaaaaaaaasssive unstoppable spike.
Anyways My skill is:
Mirror Spell (elite Unlinked (or illusion?) mes)
5 energy 1 cast 5 recharge
For (to be determined) seconds, the next Hex cast on you is cast on the caster instead.
If not elite then 25 energy 1 cast 5 recharge
MithranArkanere
Quote:
Originally Posted by Cataclysm
That equates to 6...3x damage. That means Meteor will do 714...357 damage. Not to mention what would happen when combined with Frenzy and Healing signet.... 1,666 damage. Yowzers.
|
That skill is an OUT OF BATTLE ONE. That is, use it while in battle and you are DEAD.
Who would be idiot enough to have a nap in the middle of a battle?
Sigh... read before posting!
Priest Of Sin
Shared Pain [E]
E: 5, C: 1/4, R: 3
Linked to Illusion
Elite Hex Spell. For 3...15 seconds, target foe and all nearby foes suffer -3...7 health degeneration.
elite AoE phantasm
E: 5, C: 1/4, R: 3
Linked to Illusion
Elite Hex Spell. For 3...15 seconds, target foe and all nearby foes suffer -3...7 health degeneration.
elite AoE phantasm
DeathShadowX
DEATH MAGIC--Death Wave [Elite] --25 energy--10second recharge-4 second cast--
Enchants ALL allies (minions+people) with a death wave for (20..45 seconds), alies who die under the effect of this enchant release a wave which causes nearby foes take (10...40 shadow dmg) and suffer 1 of these conditions (poison,weakness, disease)
Basically elite death nova which affects all allies, much like aegis.
Enchants ALL allies (minions+people) with a death wave for (20..45 seconds), alies who die under the effect of this enchant release a wave which causes nearby foes take (10...40 shadow dmg) and suffer 1 of these conditions (poison,weakness, disease)
Basically elite death nova which affects all allies, much like aegis.
Silas Verdeii
A couple of beastmastery skills for rangers:
1. Legendary Beastmaster
Type: Shout
Attribute: Beastmastery
Cost: 25 energy(lower would be nice but unbalanced)
Recharge: 60seconds
Description: Increase level of animal companion by 2-5 for 10-30 seconds. all pet attacks are disabled while shout is in effect. Shout ends if animal companion dies.
Comment: This could potentially give you a skill-less level 25 pet on your side for 50% of the time. I'm not sure if this should be an elite or not...probably should cause it would be pretty powerful if combined with rampage as one. disabling pet attack skills makes it more balanced i think. It would be neat if the graphics of this skill could enlarge the size of your pet(like the bears when they level up) but that would probably be too complex graphically to be worth it...i dunno
2: Ice beast/Air beast/Earth beast/Fire beast
Type: Shout
Attribute: beastmastery
Cost: 10e
Recharge: 60seconds
Description: for 30-60 seconds your animal companions attacks deal ice/air/earth/fire damage. This shout ends if your pet dies.
Comments: this one i think would add some extra punch to your pet in places like the shiverpeaks or fire island chain where almost everyone is succeptable to elemental damage. thought about adding a +damage bit too...but thought that would be too powerful. maybe for an elite version?
3. Feral Spirit:
Type: Elite Skill
Attribute: Beastmastery
Cost: 25e
Recharge: 60seconds
Casting time: 2 seconds
Description:
you create a spirit double of your animal companion with 50-100% health 50-100% armor and 30-75% damage. this spirit double attacks the same target as your pet and executes all of the same skills[not sure if this is too overpowered but it would be cool]. unless killed this spirit double dies after 30-45 seconds.
Comments: come on...this would be totally cool. so much potential for awesome graphics on this one and it would be an easy way to address the desire of lots of beastmasters to have more than one pet(if only temporarily) and since rangers summon nature rituals this wouldn't be out of character for them.
thoughts?
1. Legendary Beastmaster
Type: Shout
Attribute: Beastmastery
Cost: 25 energy(lower would be nice but unbalanced)
Recharge: 60seconds
Description: Increase level of animal companion by 2-5 for 10-30 seconds. all pet attacks are disabled while shout is in effect. Shout ends if animal companion dies.
Comment: This could potentially give you a skill-less level 25 pet on your side for 50% of the time. I'm not sure if this should be an elite or not...probably should cause it would be pretty powerful if combined with rampage as one. disabling pet attack skills makes it more balanced i think. It would be neat if the graphics of this skill could enlarge the size of your pet(like the bears when they level up) but that would probably be too complex graphically to be worth it...i dunno
2: Ice beast/Air beast/Earth beast/Fire beast
Type: Shout
Attribute: beastmastery
Cost: 10e
Recharge: 60seconds
Description: for 30-60 seconds your animal companions attacks deal ice/air/earth/fire damage. This shout ends if your pet dies.
Comments: this one i think would add some extra punch to your pet in places like the shiverpeaks or fire island chain where almost everyone is succeptable to elemental damage. thought about adding a +damage bit too...but thought that would be too powerful. maybe for an elite version?
3. Feral Spirit:
Type: Elite Skill
Attribute: Beastmastery
Cost: 25e
Recharge: 60seconds
Casting time: 2 seconds
Description:
you create a spirit double of your animal companion with 50-100% health 50-100% armor and 30-75% damage. this spirit double attacks the same target as your pet and executes all of the same skills[not sure if this is too overpowered but it would be cool]. unless killed this spirit double dies after 30-45 seconds.
Comments: come on...this would be totally cool. so much potential for awesome graphics on this one and it would be an easy way to address the desire of lots of beastmasters to have more than one pet(if only temporarily) and since rangers summon nature rituals this wouldn't be out of character for them.
thoughts?
BenO_Under
Expand Musles (stance) warrior {E}:
15 energy
0 cast time
30 recharge
For 0..5..6 seconds, you attack 200..300..350% faster, take triple damage, and cause knockdown with every other hit. This skill is disabled for 120 seconds (att. Strength)
Hex Touch (skill) necromancer: 1,5,0
5 energy
1 cast time
0 recharge
Tansfer One Hex From you to target foe, the hex's duration is cut in half. (att. none)
My Blood for Your Blood (spell) necromancer:
15 energy
2 cast time
15 recharge
2,15,15 Target foe and all adjactent foes lose 200 heath, For each target affected, you lose 100..50..30 health. (att. Soul Reaping)
comments please
15 energy
0 cast time
30 recharge
For 0..5..6 seconds, you attack 200..300..350% faster, take triple damage, and cause knockdown with every other hit. This skill is disabled for 120 seconds (att. Strength)
Hex Touch (skill) necromancer: 1,5,0
5 energy
1 cast time
0 recharge
Tansfer One Hex From you to target foe, the hex's duration is cut in half. (att. none)
My Blood for Your Blood (spell) necromancer:
15 energy
2 cast time
15 recharge
2,15,15 Target foe and all adjactent foes lose 200 heath, For each target affected, you lose 100..50..30 health. (att. Soul Reaping)
comments please
Barrett
Rushing Survival[Elite]
Melee attack.
for 5seconds u move 15-50% faster and cannot be knocked down
when this skill ends u perform a spinning strike knocking down all ajacent foes for 1-3 seconds and dealing 20-75damage(must be wielding a melee weapon)
req strength , 10energy 45seconds recharge
Bowmaster[Elite]
stance.
for 20seconds you attack 10-25% faster and your arrows shoot twice as far
but deal 18-10less damage
Veratas Falling
Skill. all foes in the area take 30-50 Fire damge , earth damage , water damage and air damage for and u lose 80%-50%health and have
Melee attack.
for 5seconds u move 15-50% faster and cannot be knocked down
when this skill ends u perform a spinning strike knocking down all ajacent foes for 1-3 seconds and dealing 20-75damage(must be wielding a melee weapon)
req strength , 10energy 45seconds recharge
Bowmaster[Elite]
stance.
for 20seconds you attack 10-25% faster and your arrows shoot twice as far
but deal 18-10less damage
Veratas Falling
Skill. all foes in the area take 30-50 Fire damge , earth damage , water damage and air damage for and u lose 80%-50%health and have
Kyrashti Dv
Here's some i posted somwhere else thought id put them here too since theres a huge collection.
Spiritual Disposition ELITE
Energy Cost: 15
Casting Time: 1 Seconds
Recharge: 30 Seconds
Attribute:Channeling or Communing
Skill. Sacrifce 15% Health, all spirits in your area become unbound from their master. All unbound spirits provide benefits for all players within their range, and attack all players within their range.
Lau Xii's Ritual
Energy Cost: 10
Casting Time:3 Seconds
Recharge: 45 Seconds
Attribute: Channeling or Communing
Ritual. Target Spirit is unbound from its master. Unbound spirits provide benefits for all within their area and attack all within their area.
The next skill is based on the spirits in the Ritualist beginner quests. Where there are some summoned spirits that arent bound to a spot, but move around freely.
Spectral Tether
Energy Cost: 10
Casting time: 1 second
Recharge time: 45 Seconds
Attribute: Spawning Power
Spell.Target allied spirit becomes tethered to you for XX seconds. Whilst tethered to you that spirit follows you around. You may only have one spirit tether to you at a time.
Possesive was Shau ke
Energy Cost: 15
Cast Time: 2 Seconds
Recharge: 30 Seconds
Attribute: Channeling
Ritual. For XX Seconds target foe experiences (-2...-X) health degeneration. When Possessive was Shau Ke ends, target foe is struck for XX lightning damage.
Tender Was Jian Pa
Energy Cost: 10
Cast Time: 2 Seconds
Recharge: 20 Seconds
Attribute:Restoration
Ritual. For XX target non-spirit Ally experiences (+3...+X) Health regeneration. When tender was Jian Pa ends, that ally gains XX health and 3 Energy.
Spirit of Osmosis
Energy Cost: 10
Cast Time: 5 Seconds
Recharge: 45 seconds
Attribute Communing
Binding Ritual. Create a level XX spirit. This spirits attacks steals XX energy from foes.This spirit lasts for XX seconds, when this spirit dies all allies within its area gain 5 energy.
Haunting
Energy Cost:15
Cast Time: 1 Second
Recharge:15 seconds
Attribute: Communing
Target Foe is hexed with Haunting for XX Seconds. Whilst hexed, all allied spirits attack that foe.
Reincarnate (Maybe Elite status)
Energy Cost: 10
Cast Time: 1/4 Second
Recharge: 30 Seconds
Attribute: Spawning Power
Skill.The next spirit you summon will automatically be summoned again when it dies.
Opposing was Neng Kuu ELITE
Energy Cost: 10
Cast Time: 1 Seconds
Recharge: 20 Seconds
Attribute: Restoration
Hold up Neng Kuu's Ashes for XX seconds. Whilst holding Neng Kuu's ashes you take half damage from all sources. When you Drop Nengu Kuu's ashes or if Neng Kuu's ahses ends, you lose 25% of your current health but lose X hexes.
Weapon of Elements
ENergy Cost 10
Cast Time:1/4 Seconds
Recharge:20 Seconds
Attribute: Channeling
For XX seconds your attacks deal +7 Fire/Water/Earth/lightning Damage, and when you take elemental damage you gain XX health.
Spirit of the Damned ELITE
Energy Cost: 15
Cast Time: 5 Seconds
Recharge: 45 Seconds
Attribute: Communing
Binding Ritual. Create a level XX spirit that dies after XX seconds. When this spirit dies, all foes in the area suffer from poison,bleeding and blindness (OR Crippled?) for XX seconds. If any allies are in the area when this spirit dies they lose X conditions.
Essence of the Soul
Energy Cost: 10
Casting Time: 1 Second
Recharge: 20 Seconds
Attribute: Channeling
Destroy target Allied Spirit, all foes adjacent to that spirit suffer XX lightning damage, and all allied spirits in the area of that spirit gain XX health.
Spiritual Disposition ELITE
Energy Cost: 15
Casting Time: 1 Seconds
Recharge: 30 Seconds
Attribute:Channeling or Communing
Skill. Sacrifce 15% Health, all spirits in your area become unbound from their master. All unbound spirits provide benefits for all players within their range, and attack all players within their range.
Lau Xii's Ritual
Energy Cost: 10
Casting Time:3 Seconds
Recharge: 45 Seconds
Attribute: Channeling or Communing
Ritual. Target Spirit is unbound from its master. Unbound spirits provide benefits for all within their area and attack all within their area.
The next skill is based on the spirits in the Ritualist beginner quests. Where there are some summoned spirits that arent bound to a spot, but move around freely.
Spectral Tether
Energy Cost: 10
Casting time: 1 second
Recharge time: 45 Seconds
Attribute: Spawning Power
Spell.Target allied spirit becomes tethered to you for XX seconds. Whilst tethered to you that spirit follows you around. You may only have one spirit tether to you at a time.
Possesive was Shau ke
Energy Cost: 15
Cast Time: 2 Seconds
Recharge: 30 Seconds
Attribute: Channeling
Ritual. For XX Seconds target foe experiences (-2...-X) health degeneration. When Possessive was Shau Ke ends, target foe is struck for XX lightning damage.
Tender Was Jian Pa
Energy Cost: 10
Cast Time: 2 Seconds
Recharge: 20 Seconds
Attribute:Restoration
Ritual. For XX target non-spirit Ally experiences (+3...+X) Health regeneration. When tender was Jian Pa ends, that ally gains XX health and 3 Energy.
Spirit of Osmosis
Energy Cost: 10
Cast Time: 5 Seconds
Recharge: 45 seconds
Attribute Communing
Binding Ritual. Create a level XX spirit. This spirits attacks steals XX energy from foes.This spirit lasts for XX seconds, when this spirit dies all allies within its area gain 5 energy.
Haunting
Energy Cost:15
Cast Time: 1 Second
Recharge:15 seconds
Attribute: Communing
Target Foe is hexed with Haunting for XX Seconds. Whilst hexed, all allied spirits attack that foe.
Reincarnate (Maybe Elite status)
Energy Cost: 10
Cast Time: 1/4 Second
Recharge: 30 Seconds
Attribute: Spawning Power
Skill.The next spirit you summon will automatically be summoned again when it dies.
Opposing was Neng Kuu ELITE
Energy Cost: 10
Cast Time: 1 Seconds
Recharge: 20 Seconds
Attribute: Restoration
Hold up Neng Kuu's Ashes for XX seconds. Whilst holding Neng Kuu's ashes you take half damage from all sources. When you Drop Nengu Kuu's ashes or if Neng Kuu's ahses ends, you lose 25% of your current health but lose X hexes.
Weapon of Elements
ENergy Cost 10
Cast Time:1/4 Seconds
Recharge:20 Seconds
Attribute: Channeling
For XX seconds your attacks deal +7 Fire/Water/Earth/lightning Damage, and when you take elemental damage you gain XX health.
Spirit of the Damned ELITE
Energy Cost: 15
Cast Time: 5 Seconds
Recharge: 45 Seconds
Attribute: Communing
Binding Ritual. Create a level XX spirit that dies after XX seconds. When this spirit dies, all foes in the area suffer from poison,bleeding and blindness (OR Crippled?) for XX seconds. If any allies are in the area when this spirit dies they lose X conditions.
Essence of the Soul
Energy Cost: 10
Casting Time: 1 Second
Recharge: 20 Seconds
Attribute: Channeling
Destroy target Allied Spirit, all foes adjacent to that spirit suffer XX lightning damage, and all allied spirits in the area of that spirit gain XX health.
BenO_Under
"Never Die Alone!" (shout):
25 energy
0 cast time
15 recharge
all dead allies outside of earshot are teleported to you with full health and energy. After 30 seconds all allies affected by this shout die and leave an exploted corpse.
comments please
25 energy
0 cast time
15 recharge
all dead allies outside of earshot are teleported to you with full health and energy. After 30 seconds all allies affected by this shout die and leave an exploted corpse.
comments please
prism2525
Fiery Djinn's Avatar
15 / 2 / 20
Form. For 10...58 seconds, you move 33% faster, your fire magic spells recharge 25% faster, and your attacks deal fire damage. This skill is disabled for 120 seconds.
Att: E-Storage.
Icy Djinn's Avatar
25/ 2 / 15
Form. For 10...58 seconds, you water magic spells cost 25% less energy, your attacks slow your target by 66% for 2 seconds and your attacks deal cold damage. This skill is disabled for 120 seconds.
Att: E-Storage.
Earthbound Djinn's Avatar
15 / 2 / 20
Form. For 10...58 seconds, you gain +40 armor, your attacks deal earth damage and blind and cripple your target for 2 seconds. This skill is disabled for 120 seconds.
Att: E-Storage.
Thunder Djinn's Avatar
25 / 2 / 15
Form. For 10...58 seconds, you move 33% faster, your air magic skills' activation is reduced by 25% and your attacks deal lightning damage and have 25% armor penetration. This skill is disabled for 120 seconds.
Att: E-Storage.
15 / 2 / 20
Form. For 10...58 seconds, you move 33% faster, your fire magic spells recharge 25% faster, and your attacks deal fire damage. This skill is disabled for 120 seconds.
Att: E-Storage.
Icy Djinn's Avatar
25/ 2 / 15
Form. For 10...58 seconds, you water magic spells cost 25% less energy, your attacks slow your target by 66% for 2 seconds and your attacks deal cold damage. This skill is disabled for 120 seconds.
Att: E-Storage.
Earthbound Djinn's Avatar
15 / 2 / 20
Form. For 10...58 seconds, you gain +40 armor, your attacks deal earth damage and blind and cripple your target for 2 seconds. This skill is disabled for 120 seconds.
Att: E-Storage.
Thunder Djinn's Avatar
25 / 2 / 15
Form. For 10...58 seconds, you move 33% faster, your air magic skills' activation is reduced by 25% and your attacks deal lightning damage and have 25% armor penetration. This skill is disabled for 120 seconds.
Att: E-Storage.
thedeadwalk!
A couple Command Paragon skills:
"On My Command!"
15e 45r
For each party member within earshot your command attribute is increased by 2 for the next 1...3 seconds.
"Unleash Hell!" [E]
25e 30r
All party members within earshot attack 25% faster for 3...8 seconds.
"On My Command!"
15e 45r
For each party member within earshot your command attribute is increased by 2 for the next 1...3 seconds.
"Unleash Hell!" [E]
25e 30r
All party members within earshot attack 25% faster for 3...8 seconds.
Fourex
Reckless Abandon - Warrior Elite (Strength)
Energy: 5 Recharge Time: 25
Stance. For 10 seconds you run 25% faster and are not effected by conditions. When this stance ends you lose 200...80...50 health.
Energy: 5 Recharge Time: 25
Stance. For 10 seconds you run 25% faster and are not effected by conditions. When this stance ends you lose 200...80...50 health.
Wild Karrde
Signet of Pwnage.
Cast time : 1/4 sec, Recharge 5 sec
Description: For 60 seconds Your skill slots 1-6 are replaced with attack skills labeled PWND these skills kill any targeted enemy instantly, after doing so you are forced to stand over targets body for a random amount of time(longer than 8 seconds) gloating about your kill. Skill slot 7 is replaced with I OWN this skill blocks all attacks and spells for 60 seconds. SKill slot 8 is replaced with POOF, For 60 seconds you immediatly teleport to anyone you target. After 60 seconds when Signet of Pwnage ends you immediatly die and spam all chat with comments such as "noob" or "come 1v1 me you punk"
Cast time : 1/4 sec, Recharge 5 sec
Description: For 60 seconds Your skill slots 1-6 are replaced with attack skills labeled PWND these skills kill any targeted enemy instantly, after doing so you are forced to stand over targets body for a random amount of time(longer than 8 seconds) gloating about your kill. Skill slot 7 is replaced with I OWN this skill blocks all attacks and spells for 60 seconds. SKill slot 8 is replaced with POOF, For 60 seconds you immediatly teleport to anyone you target. After 60 seconds when Signet of Pwnage ends you immediatly die and spam all chat with comments such as "noob" or "come 1v1 me you punk"
Wild Karrde
Quote:
Originally Posted by John Waffletord
Signet of stupid thread
For each stupid, unbalancing skill you've thought of, you are banned from guild wars for 1 day. |
ZenRgy
"The way things should be!"
For forever ... eternity, the dervish, ritualist, assassin and paragon are removed from the game.
For forever ... eternity, the dervish, ritualist, assassin and paragon are removed from the game.
MithranArkanere
Chaos Slots.
E: 5 C:0 R:20
Elite Skill. For 10 seconds, the slot where the skill is placed and all the previous slots turn into a random unlocked skill of any attribute you have spent at least 4 attribute points in. Adrenal skills and 0 recharge skills won't appear either.
(Attribute: Unlinked Mesmer)
Notes:
This won't affect slots after the one the skill is placed, one, i.e:
- If you put this skill in slot 1, it will grant 1 random slot.
- If you put it in slot 6, when using the skill, skill slots from 1 to 6 become random.
You will get only unlocked skills in your account and only for attributes you have at least.
Elite skills have less 1/(random slots) chances to appear than normal skills.
That is, if you place the skill in slot 8, each slot will have 800% less chances to become a elite skill.
If any skill was disabled or recharging, the skill that appears in that slot will be disabled for the remaining time the skill in that slot was. So it is better to use this skill when all skills are ready.
Skills are completely random, but from a fixed list that depends on:
- Unlocked skills. Only unlocked skills may appear.
- Attributte points. Only skills of any attribute the character has 4 points or more in will appear.
- Already in use. The same skill won't appear twice in the skill bar, if that happens, the skill slot will be replaced by an empty slot. So if the skill that randomly appear in on slot has already appeared in a previous slot of it is already in any slot before the slot the skill is placed, the skill will become empty.
- Recharge time. Adrenal skills and skill with 0 recharge time will NOT appear.
E: 5 C:0 R:20
Elite Skill. For 10 seconds, the slot where the skill is placed and all the previous slots turn into a random unlocked skill of any attribute you have spent at least 4 attribute points in. Adrenal skills and 0 recharge skills won't appear either.
(Attribute: Unlinked Mesmer)
Notes:
This won't affect slots after the one the skill is placed, one, i.e:
- If you put this skill in slot 1, it will grant 1 random slot.
- If you put it in slot 6, when using the skill, skill slots from 1 to 6 become random.
You will get only unlocked skills in your account and only for attributes you have at least.
Elite skills have less 1/(random slots) chances to appear than normal skills.
That is, if you place the skill in slot 8, each slot will have 800% less chances to become a elite skill.
If any skill was disabled or recharging, the skill that appears in that slot will be disabled for the remaining time the skill in that slot was. So it is better to use this skill when all skills are ready.
Skills are completely random, but from a fixed list that depends on:
- Unlocked skills. Only unlocked skills may appear.
- Attributte points. Only skills of any attribute the character has 4 points or more in will appear.
- Already in use. The same skill won't appear twice in the skill bar, if that happens, the skill slot will be replaced by an empty slot. So if the skill that randomly appear in on slot has already appeared in a previous slot of it is already in any slot before the slot the skill is placed, the skill will become empty.
- Recharge time. Adrenal skills and skill with 0 recharge time will NOT appear.
Strange Guy
We Are the Winner.
Prof: Non-Atribute of for prof like Res Sig
10 energy 120 sec recharge
If this skill is used at the same time by team members, this will cause instant win in PvP else instant death. If use in PvE, this will cause instant win on mission. Else, cause an instant lost and lose 5 fame/Glad point/Champion in PvP or 50k in PvE
Good thing: This skill is exceptionally good because it will make a PvP match shorter. In PvE, it will make mission to be done easier and in DoA, you can get gem faster.
P/S: I'm sure everyone would love to have this skill as their own lol! So good! In both PvE/PvP >_<. BUT I doubt it if Anet agree with me lol!
Prof: Non-Atribute of for prof like Res Sig
10 energy 120 sec recharge
If this skill is used at the same time by team members, this will cause instant win in PvP else instant death. If use in PvE, this will cause instant win on mission. Else, cause an instant lost and lose 5 fame/Glad point/Champion in PvP or 50k in PvE
Good thing: This skill is exceptionally good because it will make a PvP match shorter. In PvE, it will make mission to be done easier and in DoA, you can get gem faster.
P/S: I'm sure everyone would love to have this skill as their own lol! So good! In both PvE/PvP >_<. BUT I doubt it if Anet agree with me lol!
Mohnzh
I admit I haven't read ALL the posts, so I hope this isn't a repeat. I get frustrated with PvE parties that have NPC (like Mhenlo and Master Togo) and pets that I cannot heal with heal party. So, I am suggesting a revised (or alternate) heal party skill. It would be very similar to the heal party (amount healed) except for everyone healed above 8 characters, additional half-second cast time and 2 energy cost. Maybe call the skill Heal Friends. (Sorry this isn't in format, but it's not exactly a NEW skill, per se.)
Not A Fifty Five
insidious injection (Nec. unlinked enchantment)
Energy/recharge/cast TBA
The next condition you apply is applied to the bottom of target's condition stack.
Energy/recharge/cast TBA
The next condition you apply is applied to the bottom of target's condition stack.
kemonoman
"What you say!!" (Leadership)
25e 30r
If you are under the effect of your allies' shouts or chants, those skills are recharged. 75% chance to fail with 5 Leadership or less.
Oaf's Smash (Hammer Mastery)
4a
All nearby creatures, foes and allies, are knocked down.
Thousand Blades {Elite} (Swordsmanship)
5e 8r
Suffer from bleeding and deep wound for 10..5 seconds. Swing 3 times at foe and foes adjacent to your target.
Ten Thousand Blades {Elite} (Swordsmanship)
5e 8r
You are knocked down and suffer bleeding, weakness and deep wound for 15..10 seconds. Swing 4 times at foe and foes adjacent to your target.
Hundred Thousand Blades {Elite} (Swordsmanship)
5e 8r
You are knocked down, take 150..80 damage and suffer bleeding, weakness, daze and deep wound for 15..10 seconds. Swing 5 times at foe and foes adjacent to your target.
Intestinal Fumes (Curses)
15e 1/2c 30r
All nearby foes are poisoned for 2..5 seconds and dazed for 1 second for every hex and condition you are suffering.
Sacrificial Altar (Death Magic)
25e 3c 30r
Lose 95% maximum health and energy. An altar is created at your location that can be exploited as a corpse.
Pockets of Heat {Elite} (Fire Magic)
25e 2c 45r
Target foe is hexed with Pockets of Heat for 4 seconds. When this hex ends, all nearby foes take 5..40 fire damage and become hexed with Pockets of Heat for 4 seconds. This spell causes exhaustion.
Eye of the Storm (Water Magic)
15e 2c 20r
For 5 seconds, foes in the area but not adjacent to your location take 5..40 damage each second.
Herd Spirits {Elite} (Communing)
10e 1c 10r
Target allied spirit and all allied spirits in the area are teleported to your current location.
Omit {Elite} (Domination)
15e 1/4c 45r
While you maintain this enchantment, your skills and the skills of the foe you targeted when you casted this enchantment are disabled.
Squander {Elite} (Inspiration)
15e 2c 60r
You gain +4 energy regeneration for 8 seconds. This effect is re-applied whenever you use a skill that costs more than 22..10 energy.
Signet of Redundancy Signet (Non-Prof Unlinked)
5c 15r
Resurrect target other party member with 75% health and energy. This skill fails if you are within earshot of a corpse.
25e 30r
If you are under the effect of your allies' shouts or chants, those skills are recharged. 75% chance to fail with 5 Leadership or less.
Oaf's Smash (Hammer Mastery)
4a
All nearby creatures, foes and allies, are knocked down.
Thousand Blades {Elite} (Swordsmanship)
5e 8r
Suffer from bleeding and deep wound for 10..5 seconds. Swing 3 times at foe and foes adjacent to your target.
Ten Thousand Blades {Elite} (Swordsmanship)
5e 8r
You are knocked down and suffer bleeding, weakness and deep wound for 15..10 seconds. Swing 4 times at foe and foes adjacent to your target.
Hundred Thousand Blades {Elite} (Swordsmanship)
5e 8r
You are knocked down, take 150..80 damage and suffer bleeding, weakness, daze and deep wound for 15..10 seconds. Swing 5 times at foe and foes adjacent to your target.
Intestinal Fumes (Curses)
15e 1/2c 30r
All nearby foes are poisoned for 2..5 seconds and dazed for 1 second for every hex and condition you are suffering.
Sacrificial Altar (Death Magic)
25e 3c 30r
Lose 95% maximum health and energy. An altar is created at your location that can be exploited as a corpse.
Pockets of Heat {Elite} (Fire Magic)
25e 2c 45r
Target foe is hexed with Pockets of Heat for 4 seconds. When this hex ends, all nearby foes take 5..40 fire damage and become hexed with Pockets of Heat for 4 seconds. This spell causes exhaustion.
Eye of the Storm (Water Magic)
15e 2c 20r
For 5 seconds, foes in the area but not adjacent to your location take 5..40 damage each second.
Herd Spirits {Elite} (Communing)
10e 1c 10r
Target allied spirit and all allied spirits in the area are teleported to your current location.
Omit {Elite} (Domination)
15e 1/4c 45r
While you maintain this enchantment, your skills and the skills of the foe you targeted when you casted this enchantment are disabled.
Squander {Elite} (Inspiration)
15e 2c 60r
You gain +4 energy regeneration for 8 seconds. This effect is re-applied whenever you use a skill that costs more than 22..10 energy.
Signet of Redundancy Signet (Non-Prof Unlinked)
5c 15r
Resurrect target other party member with 75% health and energy. This skill fails if you are within earshot of a corpse.
Squelchy Toenail
"Prepare for Glory!"-Paragon-Leadership
Energy Cost-5 Casting Time-3/4 Recharge-15sec
Shout.For 3...10 seconds, all allies within earshot attack 25% faster and have 25% chance to block attacks. Attacking allies are unaffected by this shout.
Energy Cost-5 Casting Time-3/4 Recharge-15sec
Shout.For 3...10 seconds, all allies within earshot attack 25% faster and have 25% chance to block attacks. Attacking allies are unaffected by this shout.
Francis Demeules
Assassin
Dagger Mastery
Golden Spider strike (5e, 8r)
Lead Attack. If this attack hits, target foe takes +5...20 damage. If you are under the effects of an Enchantment, this attack also poison for 2-8 seconds.
Mantis Blow [E] (15e, 15r)
Dual attack. If this attack hits, target foe takes +10...35 damage and cripple for 10-20 seconds. If the target is already crippled, the condition will last 100% more longer and take double damage instead.
Deadly Art
The Way of the Spider (10e, 2s, 25r)
Enchantment Spell. For 10...20 seconds, you're next 1-13 Dagger attacks cause Poison for 4-17 seconds.
Golden Sharp Dagger (5e, 1s, 10r)
Spell.Must follow a lead attack Send out a Sharp Dagger at target foe that strikes for 10...50 earth damage and cause bleeding for . If you are under an enchantment, you gain 5-8 energies. This Spell has half the normal range. This skill counts as an Offhand attack.
Flow of Daggers [E] (10e, ½ s, 10r)
Spell. Must follow an Offhand Attack. Send out 3-10 Flow of Daggers at target foe that strikes for 33 earth damage. That Spell cause exhaustion and has half the normal Range. This skill counts as a Dual Attack
Unlinked
Shadow Memory (5e, 2s, 1r)
Enchantment spell.While you maintain this enchantment, it does nothing. The next time you use a shadow step skill, that skill is instantly recharged and Shadow Memory is disable for an additional seconds depends on the energy of the shadow step skill and Shadow of Memory ends (Exemple: if we use Beguiling Haze, Shadow Memory will take 45 seconds to recharge after using the skill)
Mesmer
Inspiration
Ether Flow[E] (25e, 1s, 2r)
Hex Spell. For 2...12 seconds, target foe experiences -5 Energy degeneration.
Unlinked
Master of Illusion [E] (10e, 30r)
Stance. For 30 seconds, your Illusion attribute gain +2 and your Illusion hexes last 100% longer. This stance fails if you have 7 fast casting or less
Master of Domination [E] (10e, 30r)
Stance. For 30 seconds, your Domination attribute gain +2 and each time you interrupt a foe with a Domination skill, you steal 5 energies from that foe. This stance fails if you have 7 fast casting or less
Master of Inspiration [E] (10e, 30r)
Stance. For 30 seconds, your Inspiration attribute gain +2, gain +2 energy regeneration and for each successful casting spell, all allies in the Area gain +22 energies. This stance fails if you have 7 fast casting or less
Master of Fast Casting[E] (10e, 30r)
Stance. For 30 seconds, your Fast casting attribute gain +2 and all spells are casting instantly but cost 5 more energies. This stance fails if you have 7 fast casting or less
Dagger Mastery
Golden Spider strike (5e, 8r)
Lead Attack. If this attack hits, target foe takes +5...20 damage. If you are under the effects of an Enchantment, this attack also poison for 2-8 seconds.
Mantis Blow [E] (15e, 15r)
Dual attack. If this attack hits, target foe takes +10...35 damage and cripple for 10-20 seconds. If the target is already crippled, the condition will last 100% more longer and take double damage instead.
Deadly Art
The Way of the Spider (10e, 2s, 25r)
Enchantment Spell. For 10...20 seconds, you're next 1-13 Dagger attacks cause Poison for 4-17 seconds.
Golden Sharp Dagger (5e, 1s, 10r)
Spell.Must follow a lead attack Send out a Sharp Dagger at target foe that strikes for 10...50 earth damage and cause bleeding for . If you are under an enchantment, you gain 5-8 energies. This Spell has half the normal range. This skill counts as an Offhand attack.
Flow of Daggers [E] (10e, ½ s, 10r)
Spell. Must follow an Offhand Attack. Send out 3-10 Flow of Daggers at target foe that strikes for 33 earth damage. That Spell cause exhaustion and has half the normal Range. This skill counts as a Dual Attack
Unlinked
Shadow Memory (5e, 2s, 1r)
Enchantment spell.While you maintain this enchantment, it does nothing. The next time you use a shadow step skill, that skill is instantly recharged and Shadow Memory is disable for an additional seconds depends on the energy of the shadow step skill and Shadow of Memory ends (Exemple: if we use Beguiling Haze, Shadow Memory will take 45 seconds to recharge after using the skill)
Mesmer
Inspiration
Ether Flow[E] (25e, 1s, 2r)
Hex Spell. For 2...12 seconds, target foe experiences -5 Energy degeneration.
Unlinked
Master of Illusion [E] (10e, 30r)
Stance. For 30 seconds, your Illusion attribute gain +2 and your Illusion hexes last 100% longer. This stance fails if you have 7 fast casting or less
Master of Domination [E] (10e, 30r)
Stance. For 30 seconds, your Domination attribute gain +2 and each time you interrupt a foe with a Domination skill, you steal 5 energies from that foe. This stance fails if you have 7 fast casting or less
Master of Inspiration [E] (10e, 30r)
Stance. For 30 seconds, your Inspiration attribute gain +2, gain +2 energy regeneration and for each successful casting spell, all allies in the Area gain +22 energies. This stance fails if you have 7 fast casting or less
Master of Fast Casting[E] (10e, 30r)
Stance. For 30 seconds, your Fast casting attribute gain +2 and all spells are casting instantly but cost 5 more energies. This stance fails if you have 7 fast casting or less
xe11055
i got this idea from that if you move the poison spreads faster, so i came up with this idea of an elite ranger skill - venom, if target is poisoned by venom, the next time target attacks or move venom will deal double the health degeneration for the full duration of venom poison, this skill can not be used with barrage since it's elite, otherwise might be imbalance
Ecklipze
Ranger
Radiance
Nature Ritual. Create a level 1...8 Spirit. All non-Spirit creatures within its range cannot be blinded. This Spirit dies after 15...51 seconds.
Energy - 15
Activation Time - 5 Seconds
Recharge Time - 60 Seconds
Attribute - Wilderness Survival
Radiance
Nature Ritual. Create a level 1...8 Spirit. All non-Spirit creatures within its range cannot be blinded. This Spirit dies after 15...51 seconds.
Energy - 15
Activation Time - 5 Seconds
Recharge Time - 60 Seconds
Attribute - Wilderness Survival
JeniM
Quote:
Originally Posted by ZenRgy
"The way things should be!"
For forever ... eternity, the dervish, ritualist, assassin and paragon are removed from the game. |
Hawkeye
Quote:
Originally Posted by xe11055
i got this idea from that if you move the poison spreads faster, so i came up with this idea of an elite ranger skill - venom, if target is poisoned by venom, the next time target attacks or move venom will deal double the health degeneration for the full duration of venom poison, this skill can not be used with barrage since it's elite, otherwise might be imbalance
|
Venom - Player receives -1 health degeneration. When player attacks or for every second player is running, that player receives an additional -2 health degeneration until the effects of venom end.
HuntMaster Avatar
Warrior skill
EliteTactic Skill
Adrenaline Cost 10
Duration/casting time: Instant
Recharge Time: 25
Effect: You give up 200 life, Your Energy is Fully Recharged
Necromancer Spell
Elite DeathMagic Spell
Energy Cost 25
Duration/ Casting time: Unknown
Recharge time 40
Effect: You Lose 100 life.Create 1 Souless (undead), when the Souless dies, it explodes (AOE)
causing poison dmg to all foes in range, and the caster regains 10 energy.
Souless undead ( chaos dmg- 10-30) Armor 20, Life 200.
(souless have a ghostly appearance, looking to be a blend between undead and spirits.
(creating a souless requires no corpse as it is created using the life force of the necromancer.)
Monk Enchantment
Elite Protection Enchantmen
Energy Cost 20
duration/cast time: unknown
Recharge time 20
Effect: Target player is enchanted. while target player is under the effects of this enchantment, any condition and hex cast on target player will be redirected at the caster, and allies of caster if applies.
for each condition and hex redirected in this way, You lose 10 energy.
EliteTactic Skill
Adrenaline Cost 10
Duration/casting time: Instant
Recharge Time: 25
Effect: You give up 200 life, Your Energy is Fully Recharged
Necromancer Spell
Elite DeathMagic Spell
Energy Cost 25
Duration/ Casting time: Unknown
Recharge time 40
Effect: You Lose 100 life.Create 1 Souless (undead), when the Souless dies, it explodes (AOE)
causing poison dmg to all foes in range, and the caster regains 10 energy.
Souless undead ( chaos dmg- 10-30) Armor 20, Life 200.
(souless have a ghostly appearance, looking to be a blend between undead and spirits.
(creating a souless requires no corpse as it is created using the life force of the necromancer.)
Monk Enchantment
Elite Protection Enchantmen
Energy Cost 20
duration/cast time: unknown
Recharge time 20
Effect: Target player is enchanted. while target player is under the effects of this enchantment, any condition and hex cast on target player will be redirected at the caster, and allies of caster if applies.
for each condition and hex redirected in this way, You lose 10 energy.
MithranArkanere
Blinking
Elite Enchantment. For 20..50 seconds, anytime you cast a spell or use a glyph, you ride the lighting to a random location in the area if there is an enemy within earshot.
(Attribute: Air Magic)
Elite Enchantment. For 20..50 seconds, anytime you cast a spell or use a glyph, you ride the lighting to a random location in the area if there is an enemy within earshot.
(Attribute: Air Magic)
DirtyDirty
This isn't a skill, rather an effect like knocked-down.
Knocked-Out
If such-and-such hits/struck an opponent, that target is Knocked-Out (Loses their current target and is dazed for X seconds)
Knocked-Out
If such-and-such hits/struck an opponent, that target is Knocked-Out (Loses their current target and is dazed for X seconds)