Create a Skill

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Ritualist
Signet of Ashes (Spawning Power)

2 sec cast, 30 sec recharge

Signet. The next time you create an item spell, it will last 100% longer. (50% failure with spawning power 8 or less)

Ranger

Plague (Beast Mastery)

15e, 5s cast, 90s recharge

Nature Ritual. Create a level X Spirit of Plague in your location, for X seconds, pets in its area cause 1 random condition for 15 seconds each hit (Bleeding, Daze, Poison or Cripple). This spirit dies after X seconds.

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Powder Filled Arrowhead (Elite)
You fire an arrow which hits for +7-17 damage if it hits and causes blindness to foes adjacent to your target for 6-12 seconds.
5e 1s cast 8s recharge

Linked to wilderness survival.

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

Ethermaster's Signet- 1/4 cast 40 recharge
[Elite Signet] up to 1...7 foes in the area lose 5...25 energy. For each foe affected you lose 1 energy. If this signet affects a foe casting a spell, that foe loses a further 5...25 energy. (Inspiration Magic)

Ghoul's Feast- 5 energy 1/2 cast 4 recharge
[Elite Skill] touched corpse becomes exploited. You gain 5...100 health and 5...30 energy. If any foes are nearbye you steal up to 5...25 health from them. (Death Magic)

Five Element Strike- 25 energy 1/4 cast 8 recharge
[Elite Spell] target touched foe is struck for 5...100 damage evenly split between earth, air, fire, and cold. If that foe was casting a spell, that foe suffers from exhaustion and-1 energy degeneration for 20 seconds. (Energy Storage)

"Fight to your Last Breath!"- 8 adrenaline
(Shout) all allies within earshot who are below 10...30% health inflict 5...20 more damage, gain +20 maximum energy, and move 33% faster for 10 seconds. After the effects of this shout wear off, you begin bleeding for 20 seconds. (Command)

plasmasword

Frost Gate Guardian

Join Date: Sep 2005

Melandru's Kiss:
Heal target other ally for 15...51 health and an additional 10...30 health for each shout or condition. Energy 5, Recharge 3s, Casting 1s

(basically dwaynas kiss but based from shout/conditions instead of hex/enchants)

pluckyx24

Ascalonian Squire

Join Date: Jul 2007

Discoball - Hex spell.
1e, 0c, 1r
All allies and foes begin dancing for 20 seconds, while disco music begins playing and a multi-colored crystal ball spins in the air. If anyone under the effects of Discoball moves, attacks, or uses a skill, that ally or foe instantly dies and gets kicked out of the group and gets sent to the last visited town drunk to the maximum degree.

Amen Henn

Pre-Searing Cadet

Join Date: Mar 2008

Axis of Symmetry. Illusion Magic. 15 Energy 2 Sec Cast. 60 Sec Recharge.

Elite Enchantment Spell. For 30-45 Seconds, all damage that you inflict or receive is reduced by 50% and shared by both you and your enemy.

Summoner's Fervor. Death Magic. 25 Energy 3 Sec. Cast. 30 Sec Recharge.

Elite Enchantment Spell. Sacrifice 33% health for 30 seconds all of your minions and summoned creatures steal up to 6... 23 health in melee but cannot attack at range. Ranged minions spread disease and poison to adjacent foes.

Avatar of Abbadon. Mysticism. 1 Sec. Cast. 120 Sec. Recharge.

Elite Form. For 20... 45 seconds your attacks do chaos damage. Every time you hit in melee your target is interrupted. You lose 2 energy each time a foe is interrupted in this way. This skill is disabled for 120 seconds.

Festering Boils. Curses. 3 Sec 10 Eenrgy Cast. 20 Sec Recharge.

Elite Hex Spell. For every condition target foe suffers from, that foe experiences 5 seconds of -3... 6 health degeneration. If target foe was suffering from poison or disease, that foe takes 65 cold damage. When this skill ends, target for begins bleeding for 10 seconds.

Anthem of Revolution. Motivation. 5 Energy 1/4 Sec. 20 Sec Recharge.

Elite Anthem. For 10 seconds all party members attack and move 30% faster. The first time each party member is a target of an enemy spell, that spell fails and the caster is knocked down.

Spirit of Abandonment. Communing. 25 Energy. 3 Sec Cast. 45 Sec. Recharge.

Elite Binding Ritual. Summon a level 1... 8 Spirit of Abandonment. When this spirit is summoned, all foes within the spirit's range lose all enchantments and for 10 seconds cannot be the target of further enchantments. For every foe disenchanted in this way, this spirit takes 50 damage. This spirit dies after 20 seconds.

Just a few ideas ^.^

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

Quote:
Axis of Symmetry. Illusion Magic. 15 Energy 2 Sec Cast. 60 Sec Recharge.

Elite Enchantment Spell. For 30-45 Seconds, all damage that you inflict or receive is reduced by 50% and shared by both you and your enemy.
That + Blood necros = GG

I can see it already

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

Quote:
Axis of Symmetry. Illusion Magic. 15 Energy 2 Sec Cast. 60 Sec Recharge.

Elite Enchantment Spell. For 30-45 Seconds, all damage that you inflict or receive is reduced by 50% and shared by both you and your enemy.
That + Blood necros = GG

I can see it already

Quru

Frost Gate Guardian

Join Date: Feb 2007

Acolytes of Death

N/

"Join The Dark Side!"
Soul Reaping. 15 energy,2sec cast,60 sec recharge
Enchantment spell. All your non-curses skills are disabled. For 5...20 seconds your curses-skills take half as long to cast but they cost 10...2 more energy. When this skills ends, all your skills are disabled for 5 seconds.


"I'm your father!"
10 energy, 30second recharge
Stance. For 10 seconds, you don't take damage from attacks but for each incoming attacks you suffer bleeding for 5 seconds.


STAR WARS FTW!

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

PWNZOR Lightning

5e, 1/4c, 0 recharge

Target foe and all foes in the area are struck for 106 lightning damage and are struck blind and weak. If only one foe is hit, deal double damage and that foe is knocked down and moves 90% slower.

Additionally, all foes that are struck have their skills disabled for 1s per rank in air magic, and foes that are killed by this spell cannot be resurected for 30 seconds.

Asha Rai

Frost Gate Guardian

Join Date: Dec 2007

Gone

R/W

Spirit of banishment {e}
25e, 3c, 60 recharge
Whenever this Spirit's attack hits a stationary foe that foe shadow steps to a random location outside of the spirits range, and the spirit loses 70 to 20 health.
This spirit dies after 30 to 60 seconds.

Scary

Scary

Krytan Explorer

Join Date: Sep 2007

Uhmmmm??

Limburgse Jagers [LJ]

N/

Beast Whisperer. (ranger)
10 Energy 2 Sec Cast. 60 Sec Recharge.

Target nearby friendly beast.
And use him to atack target foe's for 30 seconds (beastmastery 12)

baltazar knight

baltazar knight

Frost Gate Guardian

Join Date: Oct 2007

Belgium

The Myth of Phoenix [Myth]

W/

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.
OMG that's overpowered not even a elite!!monk killer :O

warcrap

Krytan Explorer

Join Date: Sep 2007

somewhere on earth!

E/Me

um no!! theres already way to many skills and alot of useless crap skills that make it extremely difficult to develop a proper build for pve/pvp

edit: eh what the hell

elemental spirit within(elite) - elementalist(no attribute)

energy cost:10 casting time:3 recharge time:30

you become immune to all attacks for 60 seconds anyone you attack cannot use a skill for 25 seconds and takes double damage from elemental attacks also moves 75% slower

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Warrior:

Earth Breaker Blade - (Strength)/(Earth Magic)[Elite]
10E - 30RL

The Warrior will ram his sword with all his power into the ground, this will lead to the ground getting cracked up. A huge Earth Rift will start to appear from the in the Earth stucking Sword, which will crack further to the targeted foe and up to 1-3 adjacent foes dealing 35-110 Earth Damage. Attacking/Spell Casting Foes get knocked down and will suffer for the next 10-20s on Daze


Elementalist

Apocalypse - (Energy Storage)/(Death Magic)[Elite]
25E - 5C - 120RL

For the next 3 seconds after the Cast will happen nothing, players will only see within those 3 seconds the Elemenlists forming a huge destructive Energy with his hands over his/her head, which the Elementalists prepares to unleash everytime, when ready at will.
While this huge Energy of pure Destruction is not unleashed, the Elementalist will move 90% slower, but the player will be able to set the place, where the Spell should be exactly casted, shown through a Casting Circle, which will also show the player the size of the area , which this spel will cover to damage foes in it. By clicking another time the Skill Button of the Skill, oafter thsoe 3 s of preparation after the cast are over, the player will unleash his concentrated might to deal at the players chosen location, which has the site of a whole aggro circle AoE of 100-250 Chaos Damage. This Spell will disable all your Magic Spells for 15 seconds and this Spell will cause Exhaustion.

Ranger:

Soul Paralyzer Shot - (Expertise)/(Curses)[Elite]
10E - 10RL

You will perform a Soul Paralyzer Shot, which will deal +15-25 Damage. Was the foe suffering from a Heal, this additional damage will be doubled and will have an additional 10-20% chance for a critical hit. If you land with this shot also a critical hit, the foe will get interrupted and your foe will suffer for the next 10 seconds whenever the foe uses a Skills, that requires Energy, 3x of the Energy Cost as Damage. If your foe was hexed, the foe will also suffer after a critical hit for the next 10-20 seconds on cripple.


Assassin

Dopplegangers - (Critical Hits)/(Shadow Arts)[Elite]
5E - 5C - 120RL

The assassin will create for the next 30 seconds up to 1-4 Clones of hisself, which will have 10-100% of the same stats, like the original. Doppelgangers wil attack ever the same foe, that the original has targeted and iwll use 1:1 the same skills at the same time, whenever the original does.
Doppelgangers will either vanish, after 30 seconds automatically, or after being "killed"


Necromancer

Animate Zombie Dragon - (Soul Reaping)/(Fire Magic)[Elite]
25E - 5C - 30RL

You will summon a Level 15-25 Zombie Dragon. You can have maximum 1.
Zombie Dragon will attack your foes with ranged Skills, like the Dark Breath, or with its Hellfire, both Skills ,which will deal also AoE-Damage. Dark Breath deals Cold Damage and will cause randomous physical conditions, like Blinding, Weakness, Exhaustion (10E), Daze, Cripple or Poison, while Hellfire deals Fire Damage and will cause Burning and will hex foes to keep burning, when getting attacked by somethign undead.


Monk

Sacred Light of Purification - (Favor of the Gods)/(Air Magic)[Elite]
15E - 2C - 30RL

The Monk will summon some big rays of sacred light, which will come down like lightnings to the foes for the next 10 seconds, dealing to the target and all nearby foes per second 20-35 light damage. undeads will receive double the damage and will be blinded for the next 5-10 seconds, when hit by sich a sacred light bolt. Everytime an undead enemy dies through this Spell, all party members will be healed by 1-3x the Favor of the Gods Bonus.


Dervish

Dance of Devastation - (Mysticism)/(Deadly Arts)[Elite]
-1E 5E - 5C - 20RL

As long you keep up this mystical dance, the chance to block physcal attacks will by incread by 11-33%, Whenever you block an physical attack, while usign this dance, you will lose 1-3Energy and you wil automatically perform a critical counter attack. If you kill a foe, while beign in this dance, you will receive 3-9 Energy. While performing a counter attack, the dervish can't be targeted by other melee attacks, because the dervish will perform a shadow step into the behind of the foe, which you counter attack.


thats so far i#ve thought of ...reconstructed a bit my Apacalypse-idea ^^ i want in GW2 to have a skill, that is so called ^^

Apocalypse sounds so is bad ass and eviiiiiiiiiiiiiiiiiil XD :3

And yah, i'm for combination of professioncombination requirements, to be able to receive/use certain skills ^^

Zhang Zyria

Zhang Zyria

Wilds Pathfinder

Join Date: Aug 2006

E/A

Assassin:

Blinding Speed (Shadow Arts)

Stance: (0...5 Seconds) You move 50% faster, and all of your dagger attack skills are critical and blinds for 1...3 seconds

10 Energy / 25 Second Recharge

Warrior:

Warrior's Spirit (Strength)

Skill: (0...10 Seconds) Your attacks deal +0...15 damage and have a 0...10% Chance of being critical and have a 0...5% chance armor penetration

10 Energy / 25 Second Recharge


Ranger:

False Trap (Wilderness Survival)

Trap: When False Trap is triggered all nearby enemies are healed for 15...51 every 2 seconds. When this trap ends all Enemies who were healed take damage equivalent to what they were healed for and become poisoned for 5...17 seconds. Traps Last 90 Seconds (While activating this skill is easily interrupted)

15 Energy / 2 Second Cast / 20 Second Recharge

Monk:

Spiritual Purification: (Divine Favor)

Spell: Heals Target other Ally for 10...25 and removes 0...3 Hexes from the target. For every Hex Spell removed 1 Condition is removed and target other ally is Healed for 15...45 Health

5 Energy / 1/4 Second Cast / 10 Second Recharge

Necromancer:

Desecrated Aura: (Soul Reaping)

Enchantment Spell: (10 Seconds) Sacrifice 33% Health. All Party Members within the range of the caster are Enchanted with Desecrated Aura. While under this Enchantment party members receive 0...3 Energy Regeneration and 0...5 Energy when enemies die within the area of the caster. Allies Suffer 10...5 Health Degeneration and Enemies Suffer 0...5 Health Degeneration while withing the range of the caster.

25 Energy / 2 Second Cast / 0 Second Recharge

Mesmer:

Arcane Mirrors: (Illusion Magic)

Enchantment Spell: (5 Seconds) You are Enchanted with Arcane Mirrors. While under this Enchantment all damage from spells is reduced by 0...15%. When this Enchantment ends all nearby Foes receive damage equivalent to the amount that was reduced over the span of this spell.

15 Energy / 2 Second Cast / 20 Second Recharge

Elementalist:

Acid Rain: (Water Magic)

Spell: Create a storm at target foe's location. For 10 seconds, foes adjacent to that area are struck for 5...15 cold damage each second. Acid Rain causes burning for 1...3 whenever a foe is damaged by it. This spell causes exhaustion.

25 Energy / 2 Second Cast / 15 Second Recharge

Ritualist:

Spirit of Binding: (Communing)

Binding Ritual: Summons a level 0...8 Binding Spirit. All Spirits within the Area are now aligned to the caster of this ritual. This Spirit Dies after 15 Seconds. All Spirits Linked to Spirit of Binding die and the caster is damaged for 75...25 for each spirit that has expired. If this spirit dies prematurely caster takes 150...50 damage for each spirit that has expired(50% Failure to summon if Communing is under 9.)

25 Energy / 3 Second Cast / 60 Second Recharge

Paragon:

"Save Me!": (Command)

Shout: (5 Seconds) Any damage that would be taken by you is automatically diverted and does +25% more damage to an adjacent ally. This shout ends if there are no adjacent allies.

10 Energy / 0 Second Cast / 30 Second Recharge

Dervish:

Blessings of Air

Enchantment Spell: (10 Seconds) Your attacks cannot be blocked and you move 25% faster. When this enchantment ends you suffer from exhaustion. (Things get heavy again lol)

10 Energy / 1 Second Cast / 25 Second Recharge

anyways i just thought up of some of these, but others are a variation of a previous spell with new functionalities and such

i might come back with elites later im not sure this itself took a long time

Darkchyld

Ascalonian Squire

Join Date: Jan 2008

Quote:
Originally Posted by 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.
Very cool idea!

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Cool But not feasible. Only Dervishes have Forms.

Steboy93

Steboy93

Furnace Stoker

Join Date: Feb 2007

Trinity of the Ascended [ToA] | Ex-Officer [TAM]

W/

"I'll bite your legs off!"
5e/20r
Shout. Target moving foe is crippled for 4...11s
Attribute: Strength

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Shin Kick
E:10 C:1s R:20s
Skill. If touched target foe is not moving, target foe receives 10 physical damage, is interrupted and becomes crippled 1 second for each 4% of your HP under 100%. (Common or Assassin , Unlinked)

Examples of crippling duration depending on % of health: 100..97% : 0 seconds; 96..92% : 1s; 50% : 12s; 20% - 20 seconds. 10% : 35seconds.

Ranger of the abyss

Ranger of the abyss

Academy Page

Join Date: Nov 2006

England

Knights And Heroes [Beer]

Mo/E

beer

E:10 C:1minute (journey to fridge) R:5-10 mins

Activate and after multiple consumptions you enter EHM ( Extremely Hard Mode )

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

Relentless Strike
5en 10r
Melee Attack. If this attack hits, target foe is knocked down and suffers deep wound for 5...20 seconds. (100% of failure with critical strikes 4 or below)

assassins can has a PvP too

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

Dream of Mirrors(elite) 10e,12r : For 7..14..15seconds target foe is hexed with Dream of Mirrors , whenever target foe attacks , that attack fails and that foe suffers the damage he would have inflicted (max 10..70..82 damage). Lose 6..3..2 energy every time that foe attacks or dream of mirrors ends.Illusion attribute. A nice way to completely shutdown a melee attacker

Darkchyld

Ascalonian Squire

Join Date: Jan 2008

Quote:
Originally Posted by kostolomac
Dream of Mirrors(elite) 10e,12r : For 7..14..15seconds target foe is hexed with Dream of Mirrors , whenever target foe attacks , that attack fails and that foe suffers the damage he would have inflicted (max 10..70..82 damage). Lose 6..3..2 energy every time that foe attacks or dream of mirrors ends.Illusion attribute. A nice way to completely shutdown a melee attacker
Now that's a skill I'd definitely use when under pressure from melee attackers.

Darkchyld

Ascalonian Squire

Join Date: Jan 2008

Here's an idea I had. Since air eles are lacking in the AoE department, I figure I'd share some AoE ideas for Air Magic.

Thunderstorm (Elite Spell)
E: 25, C: 2 seconds, R: 30

Summon Thunderstorm at target foes location. For 5 seconds foes adjacent to that location are struck with 20...35...50 lightning damage each second, and an additional 20...35...50 lightning damage if casting spells. When Thunderstorm ends, anyone still remaining where the spell was cast are knocked down for 3 seconds. This spell has 25% armor penetration and causes exhaustion.

Tornado (Spell)
E: 25, C: 3 seconds, R: 30

Create a Tornado at target foes location. For 10 seconds foes adjacent to that location are struck with 10...25...30 cold damage each second and knocked down if attacking. This spell has half the normal range and causes exhaustion.

I thought those were pretty good ideas. But Thunderstorm would probably have to be nerfed a little bit, because it does a lot of dmg, plus it has 25% armor penetration. But those are just a few ideas I had.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

Wyvern Slash {E}
6 adrenaline

if this attack hits, your attack deals +5...21 damage, and you inflict bleeding and deep wound for 1...12 seconds. (50% failure if sword attribute is 12 or lower)

what's this, sword warriors can spike too? NOWAI!

Blunted Shot {E}
25e, 1/2s cast, 20r
If this attack hits and target foe is using a skill, target foe is interrupted and suffers from daze for 1...7 seconds. If target foe is moving, that foe is knocked down for 3 seconds. This attack has half casting range. (50% failure with marksmanship 9 or lower)

OctANE

OctANE

Ascalonian Squire

Join Date: Apr 2007

Haze of Purple Mist

R/Rt

i made this a long time ago...don't remember why and for what occasion Asuran_boo1.jpg

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Alot of these are overpowered, particularly the spells (djinn avatars, mesmer hexes)

Anyways mine are all dervish:

Balthazar's Sweep (Scythe Mastery)

5 En, N/A, 10 Second Recharge
-Melee Attack. Attack target foe and all adjacent foes. You loose 1 enchantment for each enemy you hit. If an enchantment was removed in this way, this skill recharges instantly.

I find this one to be very balanced and useful.

Mystic's Stance (Mysticism)

5 En, N/A, 20 Second Recharge
-Stance. For 5...15 seconds your spells cast 0...1 second faster (minimum 1/2 second) and your enchantments expire 5 seconds faster (minimum 1 second).

I have no idea about this one, I think i was on crack when I started making it in my mind

{Elite} Mystic's Wrath (Mysticism)

10 En, 1 Second Cast, 15 Second Recharge
-Elite Enchantment. For each enchantment on you, you deal +1...10 (maximum 40) damage with attacks for 10 seconds.

seems fair to me, its a more unique version of Avie of Lyssa that relies on the main derv aspect, enchants. However, it is affected by enchants monks put on you, so there's a cap, and a short duration

{Elite} Soul Assault (Scythe Mastery)

5 En, N/A, 15 Sec Recharge
-Elite Scythe Attack. If this attack hits, steal 5...18...24 health and 1...7...10 energy from each foe hit.

Could be nerfed to reduce energy and health steal slightly, and/or increase energy cost to 10

Wind Scythe (Wind Prayers)

5 En, 1 Second Cast, 5 Second Recharge
-Spell. Target foe and up to 2 foes adjacent to your target are struck for 20...40...50 cold damage. This spell has half the normal range.

just a little utility option that would be useful and balanced, there are similar skills in the ele att lines. Lol and I swear to god I didn't get the name out of naruto

Tyla

Emo Goth Italics

Join Date: Sep 2006

Knocklock.
Elite Hammer ttack skill.
5 energy, 1 cast, 3 recharge.
Attack foe and all adjacent foes, all foes hit are knocked down and you gain 5 energy for every attack that misses.

ERTH SHAKAR GTFO!

sixofone

Krytan Explorer

Join Date: May 2007

P/

Rune of Forgetfulness Domination - signet
cast: 1s
recharge: 20 s

For 5...15 seconds, random skill on enemy target is unavailable.
(Similar to the spell-stealing skills [arcane larceny] and [arcane thievery].)


Forced Hand Domination (PvE only)
cost: 5e
cast: 1/2s
recharge: 10s

random skill on enemy target is "used" (regardless of whether it has an appropriate target or not, with the subsequent energy/adrenaline loss) and must recharge
(Basically, it deprives an enemy of 1 skill as they must wait for it to recharge.)
I realize this skill would be difficult to implement, as there are some skills that have little or no recharge. The idea of it, though, in keeping with the Mesmer line, was to force an opponent to have to use a skill whether they wanted to or not, and so use up energy and so on (hopefully) uselessly.


Panic Attack {Elite Hex} Illusion
cost: 10e
cast: 1s
recharge: 20s

Enemy target loses all energy and all adrenalin. They cannot attack, nor cast spells that target a foe, for 2...7 seconds. Panic Attack ends if the hexed target takes damage.
(Kind of combines [sympathetic visage] with [pacifism].)

Sir Tificate

Academy Page

Join Date: Jan 2007

Uniqueness
Hex Spell. For 5..17 seconds, whenever target foe uses a skill, that skill is disabled on all other foes in that foe's area for 5..10 seconds.
Cost: 10 Cast: 2 Recharge: 20
Domination Magic

Maddening Mirror
Spell. If target foe is using a skill, that skill is interrupted and disabled for 1..3 seconds on that foe and all foes in the area multiplied by the number of that foe's allies that had that skill.
Cost: 10 Cast: 1/4 Recharge: 15
Domination Magic

Mirror of Eclipse
Elite Spell. All of target foe's skills are disabled for 1 second. Each of those skills is disabled on all other foes in the area for 1..3 additional seconds for each copy of that skill held by a foe within range. (Maximum: 5..17 seconds)
Cost: 10 Cast: 1 Recharge: 20
Domination Magic

Perfect for repeated PvE enemies and gimmicky PvP builds, while not particularly devastating to others.

Taisayacho

Taisayacho

Wilds Pathfinder

Join Date: Jan 2007

England (GMT)

The Imperial Guards of Istan [TIGI]

R/

Monk, Blessing of Vulnerability:

Divine favor:
10 energy, 2 second cast, 20 second recharge.
For 30 seconds, all party members take 45...40...30% more damage but healed for 30...50...60% more when healed.

Kind of like [skill]Healer's Boon[/skill] on yourself and [skill]Frenzy[/skill] on everyone else

Squawkers

Ascalonian Squire

Join Date: Apr 2006

Quote:
Originally Posted by Taisayacho
Monk, Blessing of Vulnerability:

Divine favor:
10 energy, 2 second cast, 20 second recharge.
For 30 seconds, all party members take 45...40...30% more damage but healed for 30...50...60% more when healed.

Kind of like [skill]Healer's Boon[/skill] on yourself and [skill]Frenzy[/skill] on everyone else
You know how much fun that would be to run that skill on something other than a healing monk? Use this as a W/Mo and watch your party drop. I'd love to see that.

Since I think the elite Rit Channeling skills are horrible (except for caretakers...) Here's mine:

Thunderstorm (Elite Channeling)
10E 3C 45R

Create a level 1...9 spirit. Every 7 seconds, this spirit strikes one foe in the area for 26...53...62 lightning damage. If this spirit is destroyed by an enemy attack, all foes in the area take 26...64...73 lightning damage. This spirit dies after 35 seconds.

The opposite of preservation obviously. Would be nice with a lightning strike animation.

eximiis

Lion's Arch Merchant

Join Date: Oct 2007

Shared infusion (healing prayers)

Elite enchantment spell. For 5...12 seconds, target other ally is heal for 30...52 health each 2 seconds and you suffer that 15...26 damage each 2 seconds.

5e - 3/4 cast - 8 recharge.

------------------------------------

Energy sacrifice (energy storage)

Elite enchantment spell. For 3...9 seconds, your spells cost no energy but you take 30...7 damage of the energy cost of the spell you cast.

5e - 1/4 cast - 20 recharge.

------------------------------------

Zealot's bane (smiting prayers)

Elite enchantment spell. For 60 seconds, whenever you use a skill that target an ally, all foes adjacents to that target are struck for 15...67 holy damage, suffer from burning for 1...4 seconds and you are knockdown.

15e - 1/4 cast - 30 recharge.

------------------------------------

Mind's fear (curses magic)

Elite hex spell. For 4...17 seconds, each time target foe hits with an attack, that foe attacks 5% slower and is attributs are lowered by 1.

10e - 1 cast - 10 recharge

------------------------------------

Energizer (inspiration magic)

Elite hex spell. For 1...5 seconds, spell cost is increased by 1 energy each time that foe cast a spell.

5e - 1 cast - 15 recharge

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Environment (wilderness survival)

Elite spirit. Create a level 1...10 Season's change spirit. Each 4 seconds, the environment effect change from -2 energy degeneration to -5 health degeneration to +2 energy regeneration to +5 health regeneration. This spirit dies after 30...90 seconds.

10e - 3 cast - 30 recharge

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

I want this kekeke repost from another thread :P

For Rangers (can be a cross-profession skills as well, if you are attuned to nature)

Players need at least 9 on Beast Mastery for skill to work (a suggested attribute points requirement) to be able to summon NEAR BY animal to your aid. Second requirements for this is that there has to be animals nearby.

Call to the Wild 10-30 Energy 0 Casting Time 0 Recharge time
Shout. Nearby friendly animals come to your aid. Bond is lost if your health drops below 50% Costing 10 Energy if Friendly Animals is within earshot, 20 if animals is nearby 30 if its in the area

no casting or recharge time as its maintain by your health, if you are deem by the animals as not worth of the Alpha status they will leave, ie: health drop to below 50%

For elementalist
Conjure Rainbow (water magic) a signet, no recharge time, cast time 2, no cast time if you used another water magic skill prior and cast this skill within 5 seconds
A chain skill to boost monks protection skill by 2 attribute for 10 second

Conjure Rain Cloud ( (water magic) a signet, no recharge time, cast time 2, no cast time if you used another water magic skill prior and cast this skill within 5 seconds
Reduce chances of hit by 50% Cos opponents can't see friendlies hidden by rain cloud. end effect, any friendly in the area are cure of burning effects.

Conjure Rain, (water magic) a signet, no recharge time, cast time 2, no cast time if you used another water magic skill prior and cast this skill within 5 seconds
effect: cleanse of all poisons, burning effect and has +1-5 energy gain on all friendlies in the area.

Vaporised - vaporised a firendlies and conjure them near your location. effect deconstruct molecule and reconstruck friendly near you. cast instant, must have water magic 5 and above or skill fail. for water magic 9 and above, this skill can be use on foes, vaporised them, keep in a bottle for 5 seconds. end effect enemy return to original location where they were vaporised.

Conjure Fog (Water Magic) conjure fog, 10 energy 1 cast time, 0 recharge. its usable when ever your character had just use a water magic. reduce enemy movement by 10-50% and visibility by 10-50% depending on your attribute.

tidal wave (water magic) swept all enemy in the area 10 steps back from where they are standing when skill is cast.

Wet Fingers (water magic) enchantment spell. boost air magic skill involving lightning by 2 attribute points.

For mesmer

Field of dreams (illusion magic) makes enemy become very happy effect: stop fighting for 5 seconds thinking they are in a sweet dream, effect when skill ends: gets teleported to a randomly selected enemy melee class.
(require good animations)

Smell the grass (illusion magic) makes enemy extremely relax, and forgets all that is happening around them, effect: forgets to fight for 3 -15 seconds, but gain +5 health and energy over the duration of the effect. (must have very good animation)

Maggots - illusion magic, enemies starts jumping up and down trying to get rid of maggots on them, which off course isn't there for 5 - 10 seconds. only works if there are a necromancer in your party and also a corpse nearby. (requires good animation)

For Necromancer (this actually strike me as some kind of a alchemy type.)
"Poison water" next time target foe is heal they become poison.

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Quote:
Originally Posted by sixofone
Panic Attack {Elite Hex} Illusion
cost: 10e
cast: 1s
recharge: 20s

Enemy target loses all energy and all adrenalin. They cannot attack, nor cast spells that target a foe, for 2...7 seconds. Panic Attack ends if the hexed target takes damage.
(Kind of combines [sympathetic visage] with [pacifism].)
Man, this one isn't even fair. Makes any caster (namely eles and monks) useless for minutes with losing *all* energy. It'd need something like where they regain 100%...80% of energy lost on end of hex. I'd have the current version on every single bar I ever made for any hero

eximiis

Lion's Arch Merchant

Join Date: Oct 2007

Clumsy dream (illusion magic)

Elite hex spell. For 6 seconds, the next time target for attacks, that foe is interupted and takes 40...72 damage. If this hex triggers, the hex is reapplied.

15e - 2 cast - 15 recharge

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Unforgiving slash (swordsmanship)

Elite sword attack. If this attack hits, you deal +20...80 damage and you are knockdown. If this attack is block, your attack skills are disable for 5...2 seconds.

10a - 1/2 cast - N/A

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Melandru's aura (earth prayers)

Elite enchantment spell. All adjacent foes suffering from a condition are struck for 48...130 earth damage. When this enchantment ends, all adjacent foes suffers from Bleeding, crippled and weakness for 10 seconds.

10e - 3/4 cast - 12 recharge

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Weapon of pain (communing)

Elite weapon spell. For 5...21 seconds, target ally have a weapon of pain. Each second, this weapon spell deals 1...30 damage to a random foes in the area.

5e - 1 cast - 10 recharge

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Unique was Ping Ko (spawning power)

Elite item spell. Hold the ashes of Ping ko for up to 0...4 seconds. While you drop his ashes, all foes in the area loose there weapon spell. (50% chance of failure with 7 spawning power or less).

10e - 1 cast - 15 recharge

Kinn

Kinn

Frost Gate Guardian

Join Date: Apr 2007

Englandshire, England.

The International Association of Mending Wammos

R/

Ice Age (Wilderness Survival)

Nature Ritual. Create a level 1...8 spirit. For creatures within its range, all fire damage applies 1 second of cracked armor for each 10 units of fire damage suffered. Creatures within its range cannot suffer from the burning condition. This spirit dies after 30...126 seconds.

10e - 5 cast - 60 recharge

I hate monsters that carry searing flames

Light of the Shiverpeak

Light of the Shiverpeak

Ascalonian Squire

Join Date: Jul 2008

Uppsala, Sweden

The Aatxe Pirates [YaRR]

P/

Glacial Shower. Spell. Create a Glacial Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for[color=green] 6...77...99[/color] cold damage and become Crippled for 7 seconds. When this spell ends, all foes that were affected by this spell during it's process start Bleeding for 4 seconds. This spell causes Exhaustion.
[Attribute: Water Magic]

sportacus

sportacus

Lion's Arch Merchant

Join Date: Jul 2008

Burninating the countryside

D/

I have a few (some of which I think are real winners).


"Move Zig!"
Elite Paragon Shout (Command)
5 energy, no cast time, 30 second recharge
Target other ally has +66% movement speed and +0...5 health regeneration for 2...14 seconds.

Useful for kiting and not too much else (but there are other uses).

"Enter Night"
Necromancer Hex (Curses)
10 energy, 1 second cast time, 20 second recharge
Target and adjacent foes are inflicted with the same random condition for 2...20 seconds (Causes blindness 15...2 seconds to party).

"Signet of Unprecidented Wealth"
Dwarven skill (Deldrimor title track)
0 Energy, 1/4 second cast, 5 second recharge 100 gold
Throw 100 gold (in chunks of 5 gold) at foes within earshot of target foe(random target for each chunk). Each gold does 0...10 damage. 0...10% chance your gold will fall as a drop.

"No charge for Awesomeness"
Elite Warrior shout (Tactics)
5 Energy, 0 cast time, 30 second recharge
Target Ally's next 1...3 skills cost no energy, but you lose 10...2 health for each point of energy saved.

"Hard Work"
Mesmer Hex (Domination)
5 energy 1 second cast time 15 second recharge.
For 45...9 seconds, this hex does nothing. End efect: Causes exhaustion.

"I'm Listening"
Elite Paragon Echo (Leadership)
4 Adrenaline, No Cast Time, 20 second recharge.
For 1...13 seconds, shouts and chants cast on you yield a 0...36% greater benefit (ie health gain, run speed, etc.). Reapplies whenever a shout or Chant ends on you.

"Master of puppets"
Elite Necromancer Hex (Soul Reaping)
25 energy, 2 second cast time, 45 second recharge.
For 0...12 seconds, All of target foe's skills are disabled. Ends if you use a skill.

"Spawning Season"
Elite Ranger Spirit (Wilderness Survival)
20 energy, 3 second cast time, 60 second recharge.
Create a level 1...13 spirit (10...130 seconds). While in range, all binding rituals, resurrection skills, and summoning skills cast and recharge 10...49% faster.

"To Infinity and Beyond"
Elite Elementalist Stance (Air Magic)
10 Energy, 2 second cast time, 60 second cooldown.
5...31 seconds. Your maximum health is increased by 10...24 for each creature within earshot.