Create a Skill

KoKoS

KoKoS

Wilds Pathfinder

Join Date: Aug 2007

aBove Empress Amarox xP

KDT

Mo/E

Quote:
Originally Posted by TwilightOblivion
Mana Burst (Elite energy storage)
cost 30 energy, 10 second casting time, 120 sec recharge
This skill drains you of all energy. All energy drained after 30 deals (1-5) damage to Target enemy and all nearby (distance of a ward) enemies for each point drained and knocks them down for (1-5) seconds. This spell causes exhaustion.
Hm... if i have 80 energy due to using energy storage, after 30energy only 50 would count. 50x5 is would be a 250 damage
if used with the glyph that instantly recharges next skill but makes it cost u all ur energy, (i think it's Glyph of Sacrifice) i can re-cast it and deal 500 damage. (And it's energy, not Mana ) Longer knockdown duration in game that can be caused by human characters is 4 seconds and it's dealt by a hammer attack.. so i guess 5 seconds is too much

Quote:
Originally Posted by TwilightOblivion
Recharge (energy storage enchantment spell)
5 energy, 1 second casting, 40 second recharge
This skill lasts for (10-30) seconds and can only be activated when your energy is below half. While this skill is active your movement speed is decreased by 50%. You gain +(1-6) energy regen, and are no longer exhausted.
If i use this one with the one above, i'd own gw xD
and skills like mindfreeze would be spammable ( no exhauston)

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Because I'm bored...

Earthern Rain
Dervish, Earth Prayers.
5 energy, 3/4 cast, 25 recharge.
Foes in the area take 2...12 Earth Damage, 2...12 Cold Damage and 2...12 Dark Damage per second. This spell lasts 3 seconds for each enchantment on you.

Fiery Gaze
Elementalist, No attribute.
1 energy, insta cast, 5 recharge.
For 3 seconds, target foe is set on fire.

Waves of Chaos
Mesmer, Inspiration, Elite
Adjacent foes take 15...40 chaos damage, nearby foes take 15...40 chaos damage, and foes in the area take 15...40 chaos damage, each time a foe takes damage from Waves of Chaos that foe loses 3 energy.

Signet of Balance
No Profession, No Attribute, PvE-Only
0 energy, 3/4 cast, 10 recharge
If your last skill was listed on a Guild Wars fansite as an underpowered skill this signet deals 400 times the energy cost of that skill in untyped damage to target foe and all foes within earshot of that foe.

"Come 'Ere and Say That!"
Paragon, No Attribute.
6 Adren., 0 cast, 0 recharge
Target Foe is teleported to your location.

"Oh, Just Shut Up!"
Mesmer, Domination Magic
5 energy, 2 cast, 10 recharge
Hex Spell. When hexed with this spell target foe cannot use shouts or chants, when this hex ends target foe and all adjacent foes take 5...30 damage if not under the effects of another Mesmer Hex.

"Idiot Says 'Duh!'!"
Mesmer, No Attribute.
0 energy, 0 cast, 0 recharge.
Wammos within earshot shout "Duh!".

Cell Division
Necromancer, Blood Magic.
10 energy, 1 cast, 5 recharge
If target foe has less than 10...25% health that foe is hexed with Cell Division for 3...8 seconds. If that foe dies while hexed that foe leaves two exploitable corpses.

milkflopance

milkflopance

Lion's Arch Merchant

Join Date: Dec 2006

England

The Cult of Scaro [WHO]

Quote:
Originally Posted by Celestial Beaver

"Idiot Says 'Duh!'!"
Mesmer, No Attribute.
0 energy, 0 cast, 0 recharge.
Wammos within earshot shout "Duh!".
Use with [cacophony]. The poor wammos wouldn't stand a chance.

Darkchyld

Ascalonian Squire

Join Date: Jan 2008

Illusion Magic

Medusa's Gaze {Elite Hex Spell}
10(e) 0.25(c) 15(r)
If target foe is attacking or using a skill, that foe is interrupted and the skill used is disabled for 5...17...20 seconds. If that foe was attacking or using a skill on you, that foe is also crippled and blinded for 3...6...9 seconds, and all skills of the same attribute are disabled for 3...9...12 seconds.

Alter Ego {Elite Enchantment Spell}
10(e) 1(c) 25(r)
The next time you receive damage a duplicate illusion of yourself emerges and takes half of the damage for you. This duplicate lives for 5...10...15 seconds, or until killed. Once killed, all damage the replica received is equally distributed to all enemies in the area.

Copy Cat {Elite Spell}
15(e) 2(c) 30(r)
All enchantments on target foe end, and you gain 1...2...3 energy for each enchantment removed. You are then enchanted with each enchantment removed, but for each enchantment gained you take 50...35...20 damage. All enchantments gained have the attributes of the foe they were taken from.

Multiple Personality {Enchantment Spell}
10(e) 1(c) 30(r)
For 7...15...20 seconds you are enchanted with Multiple Personality and create a replica of yourself. Whenever you are inflicted with a condition your replica is inflicted instead. Whenver your replica dies, any remaining conditions are spread to all adjacent foes for the remaining duration.

Domination Magic

Cleptomaniac {Elite Spell}
10(e) 0.25(c) 30(r)
Interrupt target foe's action. You steal 5...11...17 energy, and 1...3...5 health for each point of energy lost.

eximiis

Lion's Arch Merchant

Join Date: Oct 2007

Winds of the gods

Elite enchantment spell. (wind prayers) 5e. 1/4cast. 20recharge
For 20 seconds, whenever you attack, you deal 1..7...12 cold damage to all foes in the area.

Supremacy

Elite spell. (mysticism) 5e. 3/4cast. 15recharge.
All foes in the area are struck for 8..19..31 holy damage for each enchantment on you. (maximum 130 damage)

Hurricanes

Elite spell. (Air magic) 10e. 2cast. 30recharge.
Create 1..2..4 Hurricanes at target foes location. For 5 seconds, Each target near this location are struck for 10..26..41 lightning damage every seconds and have a 50% chance to knockdown foes for 2 seconds. This spell has 25% armor penetration.

Calming orison

Elite enchantment spell. (healing prayers) 10e. 1/5cast. 20recharge.
Target ally is enchanted with Caliming orison for 1..5..11 seconds. Each second, that ally is heal for 1..13..20, nearby ally are heal for 1..9...15.

zxerox

Ascalonian Squire

Join Date: Jun 2005

E/Me

Some random ideas for ele's. Let me know what you think.

Soul Of Fire (elite)

Fire magic, 10e 1c 30r
enchantment spell. for (6..25) seconds, whenever you inflict the burning condition on a foe, that foe takes (5..50) fire damage, and the burning lasts (50%...400%) longer.

Seismic shock (elite)

earth magic, 15e 2c 20r
Elite spell. Foes in the area of your target take (15..51) earth damage, foes nearby your target take an additional (15..51) earth damage, and foes adjacent to your target take an additional (15..51) earth damage. Any foe hit is knocked down for 3 seconds.

Gravel spray

earth magic, 10e, 1c, 10r
spell. Foes adjacent to your target take (1...12) earth damage (3...9) times, and suffer from bleeding for (5...21) seconds.

Water jet

water magic 15e 1c 15r
spell. fast projectile. If it hits, Target foe takes (15..111) cold damage. This projectile also hits any foe it passes while moving towards the target. Each time it hits a foe, the damage inflicted is reduced by 20%. The first foe hit is knocked down.

Boulder (elite)

earth magic, 10e, 2c, 15r
elite spell. Summon a large boulder that falls from the sky and lands on target foe. That foe takes (15..105) earth damage, suffers weakness for (5...21) seconds, and is knocked down. If foe was already knocked down it takes an additional (15...75) earth damage. If foe was already suffering weakness when boulder hits, that foe is knocked down for 3 seconds.

Grounding

Air magic, 10e, 1c, 25r
hex spell. (4...16) seconds. Whenever a spell that deals lightning damage hits a foe hexed with grounding, that foe is interupted and takes (5...30) lightning damage. This has 25% armor penetration.

Static shock

air magic 10e 1c 10r
hex spell. (3...10) seconds. When this hex ends, target foe takes (5...63) lightning damage, plus an additional (5...13) lightning damage for each second this hex was in effect. This hex ends if foe is not attacking, moving, or using a skill.

Aura of energy feedback

energy storage, 5e 1/4c 45r
enchantment spell. (60 seconds) whenever you are interuped while casting a spell, the foe that interupted you is struck for (152%...350%) of the interupted spells energy cost.

Energy expert

Energy storage 5e, 1c, 30r
enchantment spell. (5..24) seconds. You gain +1 energy regeneration and your maximum energy is increased by (10...75). Causes exhaustion.

Glyph of farsight (elite)

No attribute 5e 1c 25r
Elite glyph. Your next spell may be cast from double the normal distance, but takes 100% longer to cast.

Flaming spark

fire magic 10e 1/4c 10r
Target foe takes (20...127) fire damage. If foe was burning, foes adjacent to it also take (20...127) fire damage.

Wizard's fury

Energy storage 25e 1c 15r
spell. Target foe takes (10...60) fire damage and suffers burning for (1..6) seconds (50% failure chance with fire magic 8 or less). Target foe takes (10...60) lightning damage and suffers blindness for (1..6) seconds (50% failure chance with air magic 8 or less). Target foe takes (10...60) earth damage and suffers weakness for (1..6) seconds (50% failure chance with earth magic 8 or less). Target foe takes (10...60) cold damage and moves 66% slower for (1..6) seconds (50% failure chance with water magic 8 or less).

The Red Messenger

The Red Messenger

Krytan Explorer

Join Date: Mar 2008

America

Spirit of silence

20e 3c 45r
wilderness survival

create a level 1...16 spirit with 30...250 health. for all in range, spells are easily interrupted, and shouts and chants cost an additional 10 energy to use.

Zamochit

Zamochit

Furnace Stoker

Join Date: Jul 2006

N/A

"Know Your Role!"

Warrior Shout - 8 adrenaline - 0 cast - 4 second recharge

For 2...4...5 seconds all skills from target foes secondary profession are disabled. Attribute strength.

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

Protectors Shield

Elite Protector Prayer spell.
5e 1c 5r

(7..20..22 seconds) The next (40..110..130) damage to you and adjacent allies is negated. When you reapply this enchantment while it is still active, damage negation increases (10..50..60). [Each time an ally affected by this enchantment uses an energy skill, that ally looses 5 energy]

I don't know if anyone will agree that this is balanced, but if it was created it would be fun. I do believe the draw backs are good enough to keep the skill balanced, though. One other thing, if it's not great for the monk there's always the warrior with secondary monk who uses little to no energy skills. Wammos FTW!

(Although I may need some more work on it)

Dreg

Pre-Searing Cadet

Join Date: Dec 2008

Me/Mo

I'd like to see some of the Mesmer's skills start to resemble that of the stage magician on which the class is based. Perhaps a playing card projectile that does bleeding damage, or a flock of doves that flies out of the Mesmer's sleeves and acts as a temporary animal companion. It's a shame they don't wear top hats.

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

Quote:
Originally Posted by Dreg View Post
I'd like to see some of the Mesmer's skills start to resemble that of the stage magician on which the class is based. Perhaps a playing card projectile that does bleeding damage, or a flock of doves that flies out of the Mesmer's sleeves and acts as a temporary animal companion. It's a shame they don't wear top hats.
Mesmers aren't some crappy "impress the kiddies" magicians. They are meant to make the opponent rips his hair out. Which he does just fine

Dreg

Pre-Searing Cadet

Join Date: Dec 2008

Me/Mo

Quote:
Originally Posted by kostolomac View Post
Mesmers aren't some crappy "impress the kiddies" magicians. They are meant to make the opponent rips his hair out. Which he does just fine
There should really be a Mesmer NPC named Gob (or Jobe, to dodge trademark issues) who would gladly tell you and anybody else within earshot that there is no shame in being an "illusionist."

Hey, that gives me another great idea for a Mesmer skill.

THE FINAL COUNTDOWN
cost: 10 Mana
casting time: 2 sec
effect: Foe loses all mana if a spell is not successfully cast in the next 10 seconds.

Sir Cusfreak

Sir Cusfreak

Krytan Explorer

Join Date: Nov 2007

In your backline

No Tags [NONE]

Tainted Soul.
enchantment. Death magic.
10e, 20sec recharge
For x...X seconds, if target ally becomes the target of life-stealing, the caster takes X damage (equal to the amount stolen), and becomes poisoned for 4-6 seconds.

the target in this case would still lose the life, but so would the 'thief', but they would lose it as damage. This one should still affect vamp weapons and weapon spells.


also,

Lifelock
enchantment. Protection Spell.
5e, 15 second recharge
for 5...10 seconds, Target Ally cannot lose life due to life-stealing spells or skills. (vampiric weapons are unaffected.)




currently the only thing I know of to counter life-stealing is the maintained enchantment that works like PS.
there should be others. (if there are and I missed them then whoops. move on, my suggestions are still good, theres not enough couter to lifestealing skills to be called balanced anyway.)

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

Crusade

Monk Smiting Prayers

10e 1/4c 60r
Enchantment Spell. (5..20..30) All party members move and attack 33% faster. This enchantment renews itself on an ally that hits with an attack. (Must be enchanted)

More useful for melee and ranged attack players, but hey, it's fun for THEM to use it. It's just that if they kill quickly with no one else to hit for a long time, the spell could wear off before it's even almost recharged. Anyways, monks have better use of tactics than warriors, so why not get something in return, hmm?

Note: When it says "hits with an attack" that means when the ally lands a hit with a weapon. It can be daggers or wands. They are all weapons which will count if any of them hit.

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Quote:
Originally Posted by Dreg View Post
I'd like to see some of the Mesmer's skills start to resemble that of the stage magician on which the class is based.
Please show me where you have found this. I have never seen anything before that says mesmers are based around David Copperfield - the only thing I've seen it related to is Franz Mesmer, the guy whose work inspired hypnosis.

On topic, I'm very glad most of these skills are not in the game - it's broken enough as is.

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

Quote:
Originally Posted by zelgadissan View Post
Please show me where you have found this. I have never seen anything before that says mesmers are based around David Copperfield - the only thing I've seen it related to is Franz Mesmer, the guy whose work inspired hypnosis.

On topic, I'm very glad most of these skills are not in the game - it's broken enough as is.
We can dream, can we? :P

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

Quote:
Originally Posted by Owik Gall View Post
Crusade

Monk Smiting Prayers

10e 1/4c 60r
Enchantment Spell. (5..20..30) All party members move and attack 33% faster. This enchantment renews itself on an ally that hits with an attack. (Must be enchanted)

More useful for melee and ranged attack players, but hey, it's fun for THEM to use it. It's just that if they kill quickly with no one else to hit for a long time, the spell could wear off before it's even almost recharged. Anyways, monks have better use of tactics than warriors, so why not get something in return, hmm?

Note: When it says "hits with an attack" that means when the ally lands a hit with a weapon. It can be daggers or wands. They are all weapons which will count if any of them hit.

Yeah thats not extremely OP.
Maybe Target Other ally or something, not all party members

Since it renews every attack, why would it be 5..20..30, maybe like 0..2..3

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

Quote:
Originally Posted by Bobulation View Post
Yeah thats not extremely OP.
Maybe Target Other ally or something, not all party members

Since it renews every attack, why would it be 5..20..30, maybe like 0..2..3
Maybe it's ok if it just targets only one instead of every party member. And yeah, maybe the duration should be decreased, but I don't know about that low. If it has to be that low, then the recharge should decrease too. Maybe there should be a set back that takes away the enchantment instead. I'm thinking something that relates to [Battle Rage]. I just don't like the duration be so low. Then this skill would be pointless. So, need work on the draw back I guess.

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

I forgot to that put in, yeah, the recharge would have to be shortened by a lot too, like 20 second recharge or something

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

Quote:
Originally Posted by Bobulation View Post
I forgot to that put in, yeah, the recharge would have to be shortened by a lot too, like 20 second recharge or something
Alright. Cool. I still hate that you put the duration that low. Like I said, I might lean towards making a drawback like [Battle Rage]. Instead of renewing, it would end if target ally uses a skill unless it's an attack skill. Recharge could be brought down to 20r and time duration might last in 5..10..15 seconds. Otherwise, make the duration 3..4..5 seconds with the recharge of 45r. By the way, it doesn't have to target other ally. Self target would work too. Not sure what else I should do with it. Need more time.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

"Follow My Lead!" (anothe name) "I'm targeting xXx noob!"
No Attribute. Signet. (like res sig)
0 cast (this signet recharge when you kill a foes hahaha)
Redirecting all damage deal by all party members to the target you are targeting...


hehe

"CounterTenor"/"Soprano" (another name) "Sirens"
Paragon, Motivation
3 Adrenalin 0 Cast 0 recharge
Dazed everyone who hears this voice for 5 seconds.

daze

daze

Jungle Guide

Join Date: Aug 2008

In my own mind

The Dragon Exchange

E/

Quote:
Originally Posted by mikechap View Post
"SHUT UP!!!"
energy:10
Recharge: 60 seconds
casting time: 1/2 second

You slap target foe and silence (make it so he cant use shouts) him/her for 15-35 seconds.


havent figured out an attribute for this skill yet lol.
This is meant to be an IWAY killer by the way.

So this is a touch skill? Ranger id imagine

newbie_of_doom

newbie_of_doom

Wilds Pathfinder

Join Date: Oct 2006

WTFPRIVACYDUDE

Endangered Feces [DoDo]

W/Mo

Yes we definetly need new Elites. Especially retarded and OP ones. WAY AWESOME.


(If you didnt grasp the sarcasm, you should probably just stop (try to) read(ing) things.)

daze

daze

Jungle Guide

Join Date: Aug 2008

In my own mind

The Dragon Exchange

E/

Quote:
Originally Posted by Dont Look At My View Post
good to say that, because most of people posting in here are making a joke of this, where is the moderator, please?

Because I take it serious too, could someone please delete all that joke posts? Thank you.

Lol, so would i be bad if i am skimming through these pages looking for the jokes? A few of them are pretty funny.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Curse of the Dead
Ritualist, Communing
10e, 1c, 20r
Target foe and all adjacent foes are hexed with Curse of the Dead for 10...35...43 seconds. Whilst holding an item foes suffer from exhaustion when casting spells whilst under the effect of this hex.

Tone Deaf
Mesmer, Illusion Magic
10e, 2c, 10r
Target foe is hexed with Tone Deaf for 4...10...12 seconds. Shouts and chants used by target foe while under the effect of this hex have their durations reduced by 10...40...50% on all creatures they affect.

Explosive Signet
Ranger, Wilderness Survival Elite
0e, 1c, 7r
For 15 seconds the next attack skill you use explodes on impact dealing 5...20...23 Fire Damage each second, for 3 seconds, to foes nearby target foe.

Amnesia
Mesmer, Illusion Magic
10e, 3c, 10r
Hex Spell. Hex target foe with Amnesia for 3...9...11 seconds. All skills used by target foe while hexed with Amnesia have a 50% chance to fail.

Freezing Rain
Elementalist, Water Magic Elite
25e, 1c, 15r
Create a shower of freezing rain at target foe's location. Foes in the area take 10...25...30 cold damage every second, for 5 seconds and are hexed with Freezing Rain for 1...3...4 seconds. Moving foes hexed with Freezing Rain take 8...15...18 piercing damage each second.

Ghostly Swarm
Ritualist, Communing
10e, 2c, 6r
A Ghostly Swarm flies out slowly and strikes 30...78...94 shadow damage on up to 3 foes in the area.

Rending Haste
Dervish, Wind Prayers
5e, ¼c, 25r
Enchantment Spell. For 5...10...12 seconds you move 25% faster. Each time an enchantment ends on you this enchantment is re-applied.

Iron Grip
Warrior, Hammer Mastery Elite
10e, 0c, 30r
Skill. For 10...20...25 seconds your Hammer Attacks have a 20...50...60% chance to cause knockdown and deal +5...12...15 damage to knocked down foes.

Ether Assault
Assassin, Deadly Arts
10e, 1c, 10r
Hex Spell. Target Foe is hexed with Ether Assault for 5...15...20 seconds. While under this hex, dual attacks used against target foe cause that foe to lose 2...5...6 energy.

"And Stay Down!"
Paragon, Command
15e, 0c, 10r
Shout. For 3....8...10 seconds, if an ally within earshot knocks down a foe, that foe is knocked for for 4 seconds.

Befuddling Sweep
Dervish, Mysticism
5e, ¼c, 20r
If Befuddling Sweep hits, it interrupts target foe's action, but only deals 4...21 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.

Ghostly Wrath
Ritualist, Communing Elite
15e, 3c, 45r, -1upkeep
Enchantment Spell. Lose all enchantments on you, You create three level 1...7 spirits which each deal 5...20 damage with attacks. While the enchantment is active your Spawning and Communing attributes both increase by 1. When this enchantment is removed all spirits you control teleport to your location and all your binding rituals are disabled for 15...6...3 seconds.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Good names Beaver, but a lot of them were pretty op :P (Iron Grip and Amnesia in particular)


Mesmer elite.

15e 2c 30r

Psychic Burst: Interrupt all foes in the area. Those casting spells or chants take 8..80 damage, those using skills take 7..70 and those using skills take 6..60. You suffer exhaustion and lose 360..150 health.


basically the only targetless interrupt paired with massive damage, but a huge drawback.

Necrosh

Necrosh

Academy Page

Join Date: Dec 2008

Necromancer

Underworld Order:

Elite spell. For 6...28 you summon 2 level 22 Guardians of the Underworld, who have dismember, executioner's Strike and Plague Touch, they do not suffer from any degeneration.They Move , Attack and Activate skills 25% faster and Have +40 armor.

talisk3

Wilds Pathfinder

Join Date: Sep 2008

[YUM]

R/

Self Sacrifice
Mesmer Skill (Domination Magic)
Hex Spell
Casting time-2 seconds
Recharge time-60 seconds
Energy Cost-20
Target foe and yourself both have attribute points set to 5-0 for the next 2-8 seconds

Distracting Arrows
Elite Ranger Skill (Wilderness Survival)
Elite Preperation
Casting time-2 second
Recharge time-45 seconds
Energy Cost-10
For the next 5-20 seconds your attacks deal +5-15 damage and interrupt target foes spells.

We Cannot Fail!
Warrior Skill (Tactics)
Stance
Casting time-1/4 second
Recharge time-30 seconds
Energy Cost-5
For the next 3-6 seconds your attacks deal +10-20 damage and you gain +5 adrenaline for each foe you kill.

To Victory!
Elite Warrior Skill (Strength)
Elite Shout
Casting time-1/4 second
Recharge time-45 seconds
Energy Cost-Uses 8 Adrenaline
Your next 1-6 attacks deal an additional 15-25 damage and cause a deep wound with each attack.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Mesmer skill-

15e
3c
60r

Elite-Domination
Bizarre Fate
For 40..10 seconds, all of your skills are disabled. Target foe and you switch skillbars for 4.. 20 seconds. This skill is disabled for 60 seconds afterwards.


Mesmer Skill-

(basically a ward)
15e
2c
30r

Illusion Magic
Ray of Confusion
Create a Ray of Confusion at your current location. For 3.. 12 seconds, all nearby foes have casting, moving, and attacking speed reduced by 25%, and cause 3.. 40 damage to all other foes for each skill they activate within the Ray.


Mesmer Skill-

10e
2c
45r

Elite- Fast Casting
Mental Retaliation
Enchantment. For 2.. 20 seconds, you focus your mind into meditation, and take normal damage. When this enchantment ends, all of the damage you took will be sent to the causes of the damage times 1..3.

Mesmer Skill-

10e
2c
45r

Elite- Fast Casting
Mental Recuperation
Enchantment. For 2.. 20 seconds, you focus your mind into meditation, and take normal damage. All of the damage you take during this time will count for 1..2 energy that will be given to your party per hit, except for you.


Mesmer Skill-

10e
2c
45r

Elite- Fast Casting
Mental Enhancement
Enchantment. For 2.. 20 seconds, you focus your mind into meditation, and take normal damage. When this enchantment ends, all of your skills are recharged, and will gain +1..5 in their respective attributes.


I've always liked the idea of cool meditation skills for mesmers :P

0 mesmerised 0

Frost Gate Guardian

Join Date: Jul 2006

earth

non at tho moment

R/Rt

Quote:
Originally Posted by Cs Coldize View Post
Okay, since I haven't seen one of these threads

Cycle of Pain - Elite Necromancer Enchantment(Blood Magic)
Energy Cost: 15 Casting Time: 2 Recharge Time: 60

For 45-60 seconds, anytime you would gain health using a blood magic skill, that health is negated and redirected to your opponenet in damage. Damage inflicted in this way is reduced by 80-50%

Okay everyone, lets see your imaginations at work!
I really like the idea for lassitude but it should have a longer recharge since exhaustion is such a bitch.

For Cycle of pain could I suggest it be like this instead:


Aversion of blood elite enchantment spell (blood magic)

Energy cost: 15 Casting time: 2 Recharge time: 30

For the next 15-30 seconds the next time you would steal health from target foe the amount of health gained is reduced by 40-20% and target foe suffers an additional 20-40% damage. Everytime you sacrifice health while under the effects of this enchantment you sacrifice 100% more.

Now for a long time ive been wishing for an air magic spell that has an area affect and causes a lot of damage. Here is my proposal:

Thunderstorm Elite spell (air magic)

Energy cost: 25 Casting time: 5 Recharge time: 45

Create a thunderstorm at target foes location. Every 2 seconds for the next 10 seconds one foe in the target area is struck for 40-130 lightening damage, the same foe cannot be struck twice. This skill has 25% armour penetration and causes exhaustion.


Obviously thunderstorm sounds awesome

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

Duplicate (no attribute)

Energy cost: 20 Casting time: 40 not rechargeable, until it dies

make a duplicate of yourself, uses same skill as you do.

if duplicate dies you die.
if you die duplicate becomes you.

kazi_saki

kazi_saki

Lion's Arch Merchant

Join Date: Feb 2008

Somewhere between GW and GW2

Shaved Wookies [HoT]

N/

Wrathful was Rhea(or whatever name you want)
5/2/30
Channeling

Elite Item Spell. Hold Rhea's ashes for 10..25..30 seconds. You gain +40 armor. When you drop her ashes, all nearby foes are struck for 30..60..100 damage and all allies in the area are healed for 30..40..50 health. This spell has 10% armor penetration.


Spirit of Wisdom
10/3/30
Spawning Power

Binding Ritual. Create a level 1..7..9 spirit. All spells cast by allies within its range cannot be interrupted. Every time this spirit prevents an interruption, it loses 50..40..30 health


Spirit Intervention
5/ 1/4/ 8
Restoration

Elite Enchantment Spell For 10..15..20 seconds, whenever target ally takes more than 60..50..40 damage from the next 5..7..8 attacks or spells, that ally is healed for 50..80..100 health. The closest spirit within earshot loses 50..40..30 health this way or enchantment fails.

Mr. Fish

Mr. Fish

Academy Page

Join Date: Oct 2008

Secret HQ of the Krytan Order...What do you mean where? If I told you it wouldn't be a secret!

The Green Branch [TGB]

W/Mo

Hiya,
My last attempt to design a skill didn't go over so well, but hopefully this time I will get it right. I have a couple different ideas so I hope you all like them

Primal Assault: Assassin ; Dagger Mastery
10 energy
8 second recharge
Lead attack. This attack deals +15...20...24 damage. If target foe is above 50% health, target foe is knocked down and takes 10...13...15 damage.

Animate Venom Horrors: Necromancer ; Death Magic
20 energy
5 second recharge
3 second activation
Spell. Creates two level 1...10...12 venom horrors that inflict the poison condition with each of their attacks. Exploits a fresh corpse

Intimidating Whisper: Mesmer ; Domination Magic
15 energy
15 second recharge
2 second activation
Hex Spell. (3...12...14 seconds.) Effects all foes in the area. These foes are interupted whenever they take physical damage.

Winds of Change: Ritualist ; Channeling Magic
10 energy
15 second recharge
2 second activation
Enchantment spell. (2...5...6 seconds.) End effect: All adjacent foes take 1...2...3 lightning damage for every point of damage you have taken while under the effects of this enchantment.

Holy Intervention: Monk ; Protection Prayers
10 energy
8 second recharge
1 second activation
Enchantment spell. (3...7...8 seconds.) Target ally has +3...4 health regeneration and 50% chance to block.

Gift of Devine Insight: Monk ; Protection Prayers
15 energy
45 second recharge
1 second activation
Elite Enchantment spell. (5...9...11 seconds.) Target ally has 100 armor, +3...4...5 health regeneration and gains 10...15 health whenever they hit a foe. You are exhausted.

Pressure Jab: Assassin ; Critical Strikes
10 energy
10 second recharge
Off-hand attack. This attack deals +10...13...14 damage and causes knock-down (3 seconds.) You gain 7...8 energy if this attack lands a critical hit. Must follow a lead attack.


Well, those are all the skills I can come up with at the moment. Feel free to comment on them, critisizm is always appreaciated

Thanks,
~ ><> Fish

Spike Stritter

Spike Stritter

Krytan Explorer

Join Date: Jan 2007

W/

"Halt!"
warrior-tactics or i guess it could be paragon motivation
6 adrenaline

Shout. Lose all adrenaline. For X-XX seconds you(all allies if paragon) run XX% faster and all enemies within earshot run XX% slower.

Work Out
Warrior Elite-Strength
10 Energy.

Elite Stance. For XX seconds you work out. You can not attack and you have -1 energy regen. For every 4 seconds of working out u gain 2 adrenaline. Once Work out ends your strength attribute is increased by X for XX-XXX seconds. This stance can not be ended prematurely.

Fail
Monster Skill
Activation Time: 1,200 seconds.
Energy: 5
While activating this skill you seem like your doing something but your not.

Oh wait, Knock is already a skill.

Benihime

Pre-Searing Cadet

Join Date: Jul 2008

V I C E V E R S A

A/

Sequence of Hexes
Mesmer, Elite Enchantment Spell, Domination.

For 2...4...7 seconds, hexes you cast spread for 1..2..4 foes (adjacent to target)..(within earshot of target)..(in the area of target). Duplicated hexes end 50%..25% sooner.

Ironballs

Ironballs

Ascalonian Squire

Join Date: Feb 2009

Beavercreek, OH

Offhand Heroes

R/Mo

Transparent Arrows
Ranger, Expertise
Energy: 15 - Cast: 2 - Cool-down: 20
Preparation. (24 seconds) Your arrows travel through obstacles and cannot be blocked. These arrows hit for only 1...20 damage.
Notes: Get rid of that pesky "Obstructed" message.

Jungle Fever
Ranger, Wilderness Survival
Energy: 20 - Cast: N/A - Cool-down: 180
Stance. You move 50% faster and have a 75...90% chance to block. Ends if you attack or fail to block. End effect: You are diseased for 15...5 seconds.
Notes: For a super speedy get-away... OR you can charge into a mob and attack, get the disease and share it with your friends!

Skill Roll
Warrior, Tactics
Energy: 10...5 - Cast: N/A - Cool-down: 20
Stance. For the next 3...15 seconds you cannot be knocked down. Every time you resist knock down, you gain a 25% speed boost for 3 seconds.
Notes: Seems pretty interesting. Perhaps not as a warrior skill, though.

Terrifying Blow
Warrior, Strength
Energy: 4 Strikes - Cast: 1/2 - Cool-down: 15
Melee attack. This attack deals+1...15 damage and removes 1...8 strikes of adrenaline from target foe. You lose your stance.
Notes: Great for denying Adrenaline. I could just picture two warriors spamming this on each other.

Fallen Hero
Warrior, Strength
Energy: 10 - Cast: N/A - Cool-down: 15
Stance. For 1...10 seconds you deal damage to all adjacent foes every time you are knocked down.
Notes: Die you stupid quarter knockers!

Destroy Hopes and Dreams (Elite)
Mesmer, Domination Magic
Energy: 20 - Cast: 4 - Cool-down: 60
Elite hex. For the next 10...45 seconds, target foe's spells cost 25% more energy and take 20% longer to cast. You are Exhausted
Notes: This might hurt the minion masters.

Firing for Effect! (Elite)
Paragon, Command
Energy: 10 - Cast: N/A - Cool-down: 30
Elite shout. All foes within earshot are struck for 25...60 fire damage and are knocked down for 2 seconds. Any spell you interrupt in this way is disabled for 30 seconds. You are crippled for 10...3 seconds.
Notes: Maaaybe a little OP but it's an elite.

This Spell Goes up to Eleven! (Elite)
Paragon, Leadership
Energy: 15 - Cast: N/A - Cool-down: 120...60
Elite shout. All allies within earshot deal 110...200% damage with their next spell. You lose 10...1 energy for each foe within earshot.
Notes: A nice buff for all those casters out there. Might not want to use it near lots of enemies, though.

Butterfly in the Sky
Elementalist, Air Magic
Energy: 10 - Cast: 1 - Cool-down: 20
Spell. For 3...10 seconds, target ally moves 33% faster and cannot be the target of any spells. End effect: Target ally is crippled for 3 seconds.
Notes: Be careful, this might make some friendlies very angry, especially those who are trying to flee.

You Must Die!
Warrior, Tactics
Energy: 10 - Cast: N/A - Cool-down: 30
Shout. For 5...15 seconds, all foes within earshot take +1...10 more damage from your attacks.
Notes: I can't really see why this shout wouldn't be fun.

Mah Boi! (Elite)
Common
Energy: 15 - Cast: N/A - Cool-down: 120
Elite shout. All male characters within earshot become drunk for 60 seconds. While drunk, attacks have a 50% chance to miss but deal +25 damage.
Notes: Okay, this skill would be stupid in every sense of the word. It's a stupid reference and the only thing it would be good for is the Drunkard title track.

Okay, enough skills! Time to go JQ.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Vampiric Sweep
Dervish - Scythe Mastery
5e / 10r
Scythe Attack: If this attack hits you only deal 10 damage, but steal 10...35...40 health from each foe you hit.

Vigorous Anthem
Paragon - Command {Elite}
15e / 2c / 25r
Chant: For 10...15...17 seconds whenever a party member within earshot uses an attack skill, that attack skill activates 17...33...37% faster.

Angelic Endurance
Paragon - Motivation {Elite}
10e / 1c / 15r
Echo: For 5...17...20 seconds whenever target other party member is under the effect of a shout or chant that party member gains +1...4...5 health regeneration and hexes expire 30...50...56% faster on that member.

Wrathful was Togo
Ritualist - Communing {Elite}
10e / 3/4c / 25r
Item Spell: Hold Togo's ashes for 10...18...21 seconds. Whenever you take damage while holding this item 66% of that damage is dealt back to the source (maximum 5...41...50 damage).

Cautious Surprise
Assassin - Critical Strikes
10e / 1/4c / 15r
Spell: Shadowstep to target foe. The next time you receive damage you shadowstep back your original location.

Order of Shadow
Necromancer - Soul Reaping
10e / 1c / 5r
Enchantment Spell. For 5 seconds, whenever a party member hits a foe with physical damage, that party member deals shadow damage instead.

Wammo Charge
Warrior - No Attribute
5e / 5r
Attack Skill. For 10 seconds you move 33% faster and have +3 health regeneration. The next time you strike a foe you hit for +40 damage and shout "Rawr!".

Aqueous Hindrance
Elementalist - Water Magic {Elite}
15e / 1c / 15r
Hex Spell. For 5...12...15 seconds, target foe and all adjacent foes have a 50% chance to miss and move 66% slower. Any foe already under the effects of a Water Magic hex also take 10...27...31 Cold Damage for every Water Magic hex they suffer from.

Weapon of the Vampire
Ritualist - Spawning Power
10e / 1c / 10r
Weapon Spell. For 5...11...13 seconds target other ally has a Weapon of the Vampire and steals 5...7...8 health every time they attack a foe.

Mhenlo's Gift
Monk - Divine Favour
5e / 1c / 5r
Spell: Instant partywipe.

Shocking was Katsumi
Ritualist - Spawning Power
5e / 3/4c / 5r
Item Spell. For 10...20...22 seconds, whenever you receive elemental or physical damage, that damage is converted to Lightning Damage, and is reduced by 2.

Well of Transference
Necromancer - Blood Magic {Elite}
10e / 2c / 15r
Well Spell. For 20 seconds all foes standing within this ward suffer from 2 health degeneration and 1 energy degeneration. All allies standing within this ward gain 1 energy regeneration and 1...2...2 times the health regeneration of that lost by the total number of foes standing within the ward.

Malicious Wound
Assassin - No attribute
5e / 5r
Attack Skill. If you suffer from a hex and this attack hits, you strike for +10 damage for each hex you suffer from and inflict Cracked Armour for 10 seconds.

Infuriator's Reward
Mesmer - Fast Casting {Elite}
5e / 1c / 5r
Enchantment Spell. For 5...30...33 seconds whenever you successfully interrupt a foe you gain 5 energy.

Transcendance
Ritualist - Restoration {Elite}
15e / 5c / 45r
Binding Ritual. Create a level 1...8...10 Spirit. Non-Spirit allies within its range gain +1...5...6 Health Regeneration when under the effects of an enchantment. This Spirit dies after 15...39...45 seconds.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

Hammerhead Arrows
Ranger - Expertise {Elite Preperation}
25 energy - 3c - 18r
for 24 seconds your arrows have a 50% chance Knockdown Foes

> Would combine very well with [brambles]

Quote:
Originally Posted by Spike Stritter View Post
Work Out
Warrior Elite-Strength
10 Energy.

Elite Stance. For XX seconds you work out. You can not attack and you have -1 energy regen. For every 4 seconds of working out u gain 2 adrenaline. Once Work out ends your strength attribute is increased by X for XX-XXX seconds. This stance can not be ended prematurely.
I would totally love that skill xD /flex

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by Lourens View Post
Hammerhead Arrows
Ranger - Expertise {Elite Preperation}
25 energy - 3c - 18r
for 24 seconds your arrows have a 50% chance Knockdown Foes
A bit overpowered I think

Perhaps something like:

For 24 seconds you deal Blunt Damage and your bow attacks have a 5...43..50% chance to knock down foes suffering from a condition.

(note: bow attacks, not regular auto-attacking)

Spike Stritter

Spike Stritter

Krytan Explorer

Join Date: Jan 2007

W/

Just thought of another rlly good idea

Mudkip
Binding Ritual- Spawning
energy 15 Cast: 4 seconds Recharge: 45 seconds
For XX-XX seconds i herd u leik mudkips.

/win