Elementalist:
Burn-Out
Casting Time: 3 Energy: 10 Recharge time: 10
Your next fire magic skill does double damage, but after that no fire magic can be used until this skill is recharged.
Create a Skill
20 pages • Page 16
q
Wield Fire
Elementalist - Fire Magic
Skill
Energy 5
Cast time 1/4 sec.
Reuse 15
If target touched foe is burning they are set on fire for 3...8 seconds.
Basically if you use it on an enemy that's already burning, you just prolong the burning. Notice that this is a skill, not a spell.
Energy Pour
Mesmer - Domination
Hex
Energy 15
Cast time 1 sec.
Reuse 20
Target foe suffers -8 energy degeneration for 1...5 seconds.
Reverse BiP, in a sense. Take that, bonder!
L
HAHA. Zomg. Zidane's Heabutt, Truly you are the king of comedy.
Truly....
No lies.
My skill:
Mantra Of Retribution/Retaliation: Energy: 10 Recharge: 20
Stance. For (35...78) seconds, the next time you would be interrupted, you are not interrupted, and all adjacent foes take (15...55) Chaos Damage. (Attib: Domination Magic)
Truly....
No lies.
My skill:
Mantra Of Retribution/Retaliation: Energy: 10 Recharge: 20
Stance. For (35...78) seconds, the next time you would be interrupted, you are not interrupted, and all adjacent foes take (15...55) Chaos Damage. (Attib: Domination Magic)
Quote:
|
Originally Posted by unholy guardian
Armor of Undead-(10 energy 3 cast time 30 second recharge)- Enchantment spell. Exploit the nearest corpse to gain you undead armor which boosts you armor level by 10-25 for 4-17 seconds. i think that's at least pretty balanced, but it seems someone thought of a bone sheild, hmm o well lol maybe you could have um both :P. |
I dont know, just an idea.
Here is one of mine.
Bonespur (necromancer skill in the blood attribute line)
Sacrifice 10% health to cause bone spurs to sprout from your body for 3-15 seconds. Any melee attackers who strike you are stricken with -1 health degen for each successful hit. When Bonespur ends you gain 30-70 health.
Mind Crush (Elite Earth Magic Spell)
C-1 E-10 R-20
Target foe is knocked down and suffers 10-40 Earth Damage. If you have more energy than target foe, that foe is knocked down for an additional 4 seconds. This spell causes exhuastion.
Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20
For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds.
Trick Shot (Elite Bow attack, Marksmanship)
C-1/2 E-15 R-10
Shoot an arrow which cannot miss, cannot be obstructed, and cannot be blocked or evaded. Trick shot strikes for 3-11 damage only and interupts target foes skill. Interupted skill is disabled for 20 seconds.
Counter Throw (Skill, Deadly Arts)
C-1 E-5 R-15
If target touched foe is attacking, they are knocked down and suffer 20-60 earth damage.
Samurai Slash (Attack Skill, Swordsmanship)
C-1/2 E-5 R-10
This attack cannot be evaded. If it is blocked all attack skills are disabled for 8 seconds. If Samuria Slash hits it deals 3-15 damage, and you gain 1-4 adrenaline.
C-1 E-10 R-20
Target foe is knocked down and suffers 10-40 Earth Damage. If you have more energy than target foe, that foe is knocked down for an additional 4 seconds. This spell causes exhuastion.
Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20
For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds.
Trick Shot (Elite Bow attack, Marksmanship)
C-1/2 E-15 R-10
Shoot an arrow which cannot miss, cannot be obstructed, and cannot be blocked or evaded. Trick shot strikes for 3-11 damage only and interupts target foes skill. Interupted skill is disabled for 20 seconds.
Counter Throw (Skill, Deadly Arts)
C-1 E-5 R-15
If target touched foe is attacking, they are knocked down and suffer 20-60 earth damage.
Samurai Slash (Attack Skill, Swordsmanship)
C-1/2 E-5 R-10
This attack cannot be evaded. If it is blocked all attack skills are disabled for 8 seconds. If Samuria Slash hits it deals 3-15 damage, and you gain 1-4 adrenaline.
Necromancer:
Armor of Chains:enchantement, energy:10, cast:2, recharge:45.
For 11-24 sec you have armor of chains on you, armor of chains give you +30 armor against physical attack and + 20 armor against elemental attacks, while you have this enchantement on you move 20% slower
Curses
Mesmer:
Illusion of Fear: hex, energy:10, cast:1, recharge:10.
Target foe attacks 80% slower for the next 8-18 sec
Illusion Magic
Monk:
Spear of Health: spell, energy:10, cast:1, recharge:5.
Shoot a spear of health in front of you to target ally, the spear of health will go from you to target ally and everyone between you and that target ally in a line, including yourself and target will be healed for 40-120 health.
Healing Prayers
Monk:
Aura of Power enchantement, energy:10, cast:1, recharge:30.
Create an aura of power around you (same ranger as heal area), for 6-17 sec every ally inside that aura will gain 6-14 damage reduction and will deal 6-14 more damage from attacks.
Protective Prayers.
Armor of Chains:enchantement, energy:10, cast:2, recharge:45.
For 11-24 sec you have armor of chains on you, armor of chains give you +30 armor against physical attack and + 20 armor against elemental attacks, while you have this enchantement on you move 20% slower
Curses
Mesmer:
Illusion of Fear: hex, energy:10, cast:1, recharge:10.
Target foe attacks 80% slower for the next 8-18 sec
Illusion Magic
Monk:
Spear of Health: spell, energy:10, cast:1, recharge:5.
Shoot a spear of health in front of you to target ally, the spear of health will go from you to target ally and everyone between you and that target ally in a line, including yourself and target will be healed for 40-120 health.
Healing Prayers
Monk:
Aura of Power enchantement, energy:10, cast:1, recharge:30.
Create an aura of power around you (same ranger as heal area), for 6-17 sec every ally inside that aura will gain 6-14 damage reduction and will deal 6-14 more damage from attacks.
Protective Prayers.
Quote:
|
Originally Posted by Peewee
Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20 For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds. |
Quote:
|
Originally Posted by bulletsmile
uuum a bit weak, the stance should last for a bit longer time like 5-16 sec, coz thats a long weakness, the other skills are nice..
|
Quote:
|
Originally Posted by prism2525
It's not like you're running away with 12 pips though. See the description I put in: it slows you down by 66%. So it's rather an out of combat skill or if you have ppl tanking you. otherwise they will chop you down real quick.
|
U
Elite : Ecstacy (Mesmer)
All target foe's spell casts 2 times faster but requires 4 more energy. This hex lasts for 10-25 seconds.
Steal Enchantment (Mesmer)
Steal target foe's enchantment with exact benefits. If it is an enchantment that takes up energy regenration, it would last until the enchantment caster stops the enchantment.
Invert Health ( Ritualist ) recharge :20 sec
Heal yourself the amount of health you have left.
All target foe's spell casts 2 times faster but requires 4 more energy. This hex lasts for 10-25 seconds.
Steal Enchantment (Mesmer)
Steal target foe's enchantment with exact benefits. If it is an enchantment that takes up energy regenration, it would last until the enchantment caster stops the enchantment.
Invert Health ( Ritualist ) recharge :20 sec
Heal yourself the amount of health you have left.
Quote:
|
Originally Posted by Underman
Invert Health ( Ritualist )
Heal yourself the amount of health you have left. |
Edit: and at half health you would just have to use it once, and if you have a high max. health...
m

np