Create a Skill
Moloch Vein
Gaze from the Grave
10e 1/4c 15r
Necromancer Soul Reaping
You and target foe are Dazed for 1...5 seconds.
10e 1/4c 15r
Necromancer Soul Reaping
You and target foe are Dazed for 1...5 seconds.
payne
[smiting hand]
1sec recharge
1/4 cast time
[stops idiots from posting dumb things] - not directed at this thread :P
anything that removes weapon spells would be cool IMO and chants / shouts
1sec recharge
1/4 cast time
[stops idiots from posting dumb things] - not directed at this thread :P
anything that removes weapon spells would be cool IMO and chants / shouts
DragonRogue
Id like to see a party wide hex removal skill. like there is for conditions. I dont care the profession but monk seems best. or a purge all hexes signet.
iVendetta
Weapon of Judgment
15e 2c 30r
Weapon Spell. (1...3...5 seconds.) If target other ally dies while under the effects of Weapon of Judgment, target other ally is resurrected after with 30...40...50% health and 50...55...60% energy.
Ritualist
Restoration Magic
15e 2c 30r
Weapon Spell. (1...3...5 seconds.) If target other ally dies while under the effects of Weapon of Judgment, target other ally is resurrected after with 30...40...50% health and 50...55...60% energy.
Ritualist
Restoration Magic
ssddghost
Dominating Blow {elite} {Hammer}
15e 1/4c 45r
Hammer Attack
For 4..8..12 seconds, Target foe becomes stunned, cannot attack and moves 33% slower.
15e 1/4c 45r
Hammer Attack
For 4..8..12 seconds, Target foe becomes stunned, cannot attack and moves 33% slower.
Ironballs
Necrotic Explosion (Elite)
Necromancer, Death Magic
Energy: 15 - Cast: 1 - Cool-down: 15
Elite spell. All corpses within earshot explode dealing 25...125 damage to all nearby foes. Exploits multiple corpses.
Notes: Kind of like [[Putrid Explosion], except better.
Man, I'm bored.
Necromancer, Death Magic
Energy: 15 - Cast: 1 - Cool-down: 15
Elite spell. All corpses within earshot explode dealing 25...125 damage to all nearby foes. Exploits multiple corpses.
Notes: Kind of like [[Putrid Explosion], except better.
Man, I'm bored.
Jam Jar
This Is Our World! - Paragon Shout (Leadership)
Energy Cost: 5 Casting Time: Instant Recharge Time: 20
Target foe and all nearby foes suffer Weakness for 10...20 seconds.
This Is Our World! {E} - Paragon Shout (Leadership)
Energy Cost: 5 Casting Time: 0 Recharge Time: 20
Target foe and all nearby foes suffer Weakness for 10...20 seconds. In addition, all nearby allies deal 10...20 more damage for 5...10 seconds.
GET OUT OF HERE! - Paragon Shout (Leadership)
Energy Cost: 5 Casting Time: 0 Recharge Time: 30
Target ally moves 50% faster for 3...8 seconds.
GET OUT OF HERE! {E} - Paragon Shout (Leadership)
Energy Cost: 5 Casting Time: Instant Recharge Time: 30
Target ally moves 50% faster for 3...8 seconds. In addition, all foes adjacent to ally are crippled for 3...8 seconds.
If I'm Going To Die, I'm Bringing You All Down With Me! - Paragon Shout (Leadership)
Energy Cost: 0 Casting Time: 0 Recharge Time: 180
You and all adjacent foes are knocked down.
Energy Cost: 5 Casting Time: Instant Recharge Time: 20
Target foe and all nearby foes suffer Weakness for 10...20 seconds.
This Is Our World! {E} - Paragon Shout (Leadership)
Energy Cost: 5 Casting Time: 0 Recharge Time: 20
Target foe and all nearby foes suffer Weakness for 10...20 seconds. In addition, all nearby allies deal 10...20 more damage for 5...10 seconds.
GET OUT OF HERE! - Paragon Shout (Leadership)
Energy Cost: 5 Casting Time: 0 Recharge Time: 30
Target ally moves 50% faster for 3...8 seconds.
GET OUT OF HERE! {E} - Paragon Shout (Leadership)
Energy Cost: 5 Casting Time: Instant Recharge Time: 30
Target ally moves 50% faster for 3...8 seconds. In addition, all foes adjacent to ally are crippled for 3...8 seconds.
If I'm Going To Die, I'm Bringing You All Down With Me! - Paragon Shout (Leadership)
Energy Cost: 0 Casting Time: 0 Recharge Time: 180
You and all adjacent foes are knocked down.
kazi_saki
Life for a life
10e/1c/10r
Death Magic
Elite Spell The allied undead minion nearest you is destroyed and target foe takes 100..120..150 shadow damage and is weakened for 5..8..10 seconds.
Spirit's Fervor
15/2/10
Spawning Power
Elite Enchantment spell. For 7..14..24 seconds, all party members within earshot attack 25% faster and move 33% faster while within earshot of a spirit.
Lightning Arrow
10e/1c/5r
Marksmanship
Elite Bow Attack. If this attack hits, you strike for +5..15..30 lightning damage and causes cracked armor for 1..5..8 seconds. This attack has 10% armor penetration.
10e/1c/10r
Death Magic
Elite Spell The allied undead minion nearest you is destroyed and target foe takes 100..120..150 shadow damage and is weakened for 5..8..10 seconds.
Spirit's Fervor
15/2/10
Spawning Power
Elite Enchantment spell. For 7..14..24 seconds, all party members within earshot attack 25% faster and move 33% faster while within earshot of a spirit.
Lightning Arrow
10e/1c/5r
Marksmanship
Elite Bow Attack. If this attack hits, you strike for +5..15..30 lightning damage and causes cracked armor for 1..5..8 seconds. This attack has 10% armor penetration.
demon slayer
dervish:
faithfull blow:scythe attack for every enchantment equipped target is knocked down for 1...3sec deals + 5...15 dmg 5energy/1/4sec /4sec reload
hostile earth:enchantment spell for 20 sec evrytimetarget foe is knocked down target foe takes 45....90 dmg 5energy/1sec /15sec reload
mystic strength:enchantment spell:for 10...20 sec you have 10%chance to miss with an attack but if you hit you inflict dazed/bleeding/weakness condition to target foe for 2...5 seconds
divine scythe:elite scythe attack:you attack all adjacent foes twice and lose 2..3 conditions and 1..2 hexes(mwahaha) 10energy/3/4sec/15sec reload
victorious aura:enchantment spell:for 60sec you deal 10%more dmg if target foe is under75%health,you deal 25%more dmg if target foe is under50%health,you deal 50% more dmg if target foe is beneath 25% health
this enchantments ends if target foe dies 15energy/3/4 sec/45sec reload
sadastic power:enchantment:for 15sec you deal 2.....10%more dmg for each hex and condition on target foe 10energy/2sec /20sec reload
necro:
call of death:elite spell:all foes adjecent to you die.all youre skills are 20sec disabled for evry foe involved all youre energy/3sec/25sec reload
paragon:
peace!:elite shout: al foes nearby you cannot attack for 1....8sec 10energy/1/4 sec/20sec reload
faithfull blow:scythe attack for every enchantment equipped target is knocked down for 1...3sec deals + 5...15 dmg 5energy/1/4sec /4sec reload
hostile earth:enchantment spell for 20 sec evrytimetarget foe is knocked down target foe takes 45....90 dmg 5energy/1sec /15sec reload
mystic strength:enchantment spell:for 10...20 sec you have 10%chance to miss with an attack but if you hit you inflict dazed/bleeding/weakness condition to target foe for 2...5 seconds
divine scythe:elite scythe attack:you attack all adjacent foes twice and lose 2..3 conditions and 1..2 hexes(mwahaha) 10energy/3/4sec/15sec reload
victorious aura:enchantment spell:for 60sec you deal 10%more dmg if target foe is under75%health,you deal 25%more dmg if target foe is under50%health,you deal 50% more dmg if target foe is beneath 25% health
this enchantments ends if target foe dies 15energy/3/4 sec/45sec reload
sadastic power:enchantment:for 15sec you deal 2.....10%more dmg for each hex and condition on target foe 10energy/2sec /20sec reload
necro:
call of death:elite spell:all foes adjecent to you die.all youre skills are 20sec disabled for evry foe involved all youre energy/3sec/25sec reload
paragon:
peace!:elite shout: al foes nearby you cannot attack for 1....8sec 10energy/1/4 sec/20sec reload
daze
I have a fun idea about a nice skill that a monk could use for E-Management. It doesn't seem logical that every other profession have e-management skills while monks have nada. So i thought of a viable way that a monk could store and maintain energy.
Focus Chi---- 5e.....1/2ct.... 30sr
Enchantment spell. For 10...20...30 seconds you have +1...2...3 energy regeneration when not casting spells.
Or make it elite
"Focus Chi" Elite ----- 5e....1/2ct....20sr
Stance. For 20...30...40 seconds you have +1...2...4 energy regeneration while not casting spells. And your monk skills cast 50% faster.
Tell me if anybody thinks that is balanced wrong. And feel free to add your own suggestions. I tried not to overpower them.
Yes i know that Anet will never add this skill, but its fun to imagine.
Focus Chi---- 5e.....1/2ct.... 30sr
Enchantment spell. For 10...20...30 seconds you have +1...2...3 energy regeneration when not casting spells.
Or make it elite
"Focus Chi" Elite ----- 5e....1/2ct....20sr
Stance. For 20...30...40 seconds you have +1...2...4 energy regeneration while not casting spells. And your monk skills cast 50% faster.
Tell me if anybody thinks that is balanced wrong. And feel free to add your own suggestions. I tried not to overpower them.
Yes i know that Anet will never add this skill, but its fun to imagine.
Painbringer
Clouded Mind (enchantment spell) Mesmer
Enchantment Spell
Fast Casting attribute
25 energy 4 sec casting 60 recharge
All allies within an earshot have a 75% chance to block attacks and 10% chance of spell failure when targeted by enemy’s
enchantment lasts for 5-12 seconds
Enchantment Spell
Fast Casting attribute
25 energy 4 sec casting 60 recharge
All allies within an earshot have a 75% chance to block attacks and 10% chance of spell failure when targeted by enemy’s
enchantment lasts for 5-12 seconds
XxSanctusxX
Only thing i miss is a weapon spell remover.
Something along the lines of:
"Remove Weapon" (or a more inspiring name )
Remove a weapon spell from target foe, this skill is disabled for 20...5 sec.
OR
Remove a weapon spell from target foe, all of your skill are disabled for 20...5 sec.
Req Spawning Power/Smiting Prayers/Domination
Something along the lines of:
"Remove Weapon" (or a more inspiring name )
Remove a weapon spell from target foe, this skill is disabled for 20...5 sec.
OR
Remove a weapon spell from target foe, all of your skill are disabled for 20...5 sec.
Req Spawning Power/Smiting Prayers/Domination
Yamagawa
Corrupt Hex
Cost 10e casting time 1 sec recharge 30 sec
Remove one necromancer hex from target foe.
Removal effect: target foe is hexed with Corrupt Hex for 15 seconds. If removed early, you steal 40..80..120 health from target foe and anyone removing this hex. (Curses Magic)
//Yamagawa
Cost 10e casting time 1 sec recharge 30 sec
Remove one necromancer hex from target foe.
Removal effect: target foe is hexed with Corrupt Hex for 15 seconds. If removed early, you steal 40..80..120 health from target foe and anyone removing this hex. (Curses Magic)
//Yamagawa
Cebe
Zeal
Ritualist - Communing
25e, 5c, 45r
Binding Ritual. Create a level 1...9...10 Spirit. This Spirit steals 0...7...8 energy from anyone struck by its attack. Whilst attacking this Spirit grants allies in the area +1...2...2 energy regeneration. If this spirit hits a foe with less than 2...10...13 energy that doe takes 40 damage. This Spirit dies after 10...31...38 seconds.
Ritualist - Communing
25e, 5c, 45r
Binding Ritual. Create a level 1...9...10 Spirit. This Spirit steals 0...7...8 energy from anyone struck by its attack. Whilst attacking this Spirit grants allies in the area +1...2...2 energy regeneration. If this spirit hits a foe with less than 2...10...13 energy that doe takes 40 damage. This Spirit dies after 10...31...38 seconds.
kostolomac
Balthazar's Order;smiting magic, 5e,2sec cast, 4 recharge;
Elite enchantment spell, for 5 seconds all physical attacks of all party members that are not under the effects of a necromancer enchantment deal holy(amor ignoring) damage.
Elite enchantment spell, for 5 seconds all physical attacks of all party members that are not under the effects of a necromancer enchantment deal holy(amor ignoring) damage.
Eragon Zarroc
God's Vengeance! (PvE only Skill)
(no energy)
5 second casting time
60 second recharge.
Description: One random foe within earshot dies instantly. This foe cannot be a boss. (Cannot be interrupted. Recharge and casting time cannot be affected. req. God Walking Amongst Mere Mortals (6))
(no energy)
5 second casting time
60 second recharge.
Description: One random foe within earshot dies instantly. This foe cannot be a boss. (Cannot be interrupted. Recharge and casting time cannot be affected. req. God Walking Amongst Mere Mortals (6))
D A R K S O I F O N
Hammer of the Ancients: Warrior {elite}
Hammer Mastery
Cast time {5} secound
Recharge {30}
Energy cost {20}
For 15 secounds, massive damage attack that causes a giant golden mace to appear above the warrior, which slams straight down into the ground in front of the enermy, where the mace remains crushed for a moment. The attack deals XXX% of your weapon damage plus additional physical damage.
Tornado : Ele {elite}
Air Mastery
Cast time {10}
Recharge {45}
Energy cost {30}
For 20 secounds, you create a large tornado of energy that damages everything in its path.
Your soul is mine{Necro} Elite
Cast time {20}
Recharge {120}
Energy cost {25}
For 60 secounds, you can summon one god and control its abilities and movements. Whilst under that skill you cannot be damaged and have strength like a god. When this skill ends you will lose 90% of your health and 45% of your energy.
Minic army {Assasin} Elite
Cast time {20}
Recharge {60}
Energy Cost {15}
For 25 secounds you create multiple clones that only has 1 elite and 1 skill from your bar that can the same amount of damage as you {maximum of 10 clones} Once skill has ended, you lose 50% health and all energy.
Hammer Mastery
Cast time {5} secound
Recharge {30}
Energy cost {20}
For 15 secounds, massive damage attack that causes a giant golden mace to appear above the warrior, which slams straight down into the ground in front of the enermy, where the mace remains crushed for a moment. The attack deals XXX% of your weapon damage plus additional physical damage.
Tornado : Ele {elite}
Air Mastery
Cast time {10}
Recharge {45}
Energy cost {30}
For 20 secounds, you create a large tornado of energy that damages everything in its path.
Your soul is mine{Necro} Elite
Cast time {20}
Recharge {120}
Energy cost {25}
For 60 secounds, you can summon one god and control its abilities and movements. Whilst under that skill you cannot be damaged and have strength like a god. When this skill ends you will lose 90% of your health and 45% of your energy.
Minic army {Assasin} Elite
Cast time {20}
Recharge {60}
Energy Cost {15}
For 25 secounds you create multiple clones that only has 1 elite and 1 skill from your bar that can the same amount of damage as you {maximum of 10 clones} Once skill has ended, you lose 50% health and all energy.
MithranArkanere
Glyph of Overdrive
E:5 C:1 R:60
Glyph. Your next 5..10 spells activate instantly and can't be interrupted, but cause exhaustion. (Energy storage)
E:5 C:1 R:60
Glyph. Your next 5..10 spells activate instantly and can't be interrupted, but cause exhaustion. (Energy storage)
Roupe
Call of Melandru
E:15 C:1 R:90
For 15 ... 90 seconds, summons X (2 +2 for every 2 ranks of beast mastery) animals. These animals will be considered allies. The animals are of the same lvl and type as the predominant animal in the area.
E:15 C:1 R:90
For 15 ... 90 seconds, summons X (2 +2 for every 2 ranks of beast mastery) animals. These animals will be considered allies. The animals are of the same lvl and type as the predominant animal in the area.
D A R K S O I F O N
Cast time: (10)
Energy Cost (20)
Recharge time (40)
Elite skill {Ritualist} {PVP ONLY}
For 20 seconds this skill does nothing but leaves a timer above the enermy of choice. Once it reaches 0 you sacrifice 90% or if in a team 50% of overall health. Upon that, it creates a vortex and destroyers half of the opposing team and cannot be resurected for 1 minute.
Energy Cost (20)
Recharge time (40)
Elite skill {Ritualist} {PVP ONLY}
For 20 seconds this skill does nothing but leaves a timer above the enermy of choice. Once it reaches 0 you sacrifice 90% or if in a team 50% of overall health. Upon that, it creates a vortex and destroyers half of the opposing team and cannot be resurected for 1 minute.
Hanging Man
Harvesting Corpses
Death Magic
All your teammates die. For each dead teammate create 1...3...6 undead servants.
So, at 16 death, one dead teammate equals 6 servants.
yayayaya I love undead armies
Death Magic
All your teammates die. For each dead teammate create 1...3...6 undead servants.
So, at 16 death, one dead teammate equals 6 servants.
yayayaya I love undead armies
Cherng Butter
Draw Hexes
Protection Prayers
10e/.25c/2r
Transfer all hexes from target other ally to yourself. Duration of hexes are reduced by 10...35%.
I never understood why this skill didn't exist, haha.
Protection Prayers
10e/.25c/2r
Transfer all hexes from target other ally to yourself. Duration of hexes are reduced by 10...35%.
I never understood why this skill didn't exist, haha.
Wartard
Faithful Ward - Ranger Spell (Beast Mastery)
Energy Cost: 15 Casting Time: 3/4 Recharge Time: 30
Pet Enchantment (15 seconds). Every time you take damage, your pet's next attack deals +5...10...15% damage.
Something like that.
And, on the other hand, a full line of adrenal scythe attacks.
Energy Cost: 15 Casting Time: 3/4 Recharge Time: 30
Pet Enchantment (15 seconds). Every time you take damage, your pet's next attack deals +5...10...15% damage.
Something like that.
And, on the other hand, a full line of adrenal scythe attacks.
vandevere
Monk Skill: Signet of Divine Grace. Erases Death penalty. This Signet only Recharges when you gain a Morale Boost
Elite Version: Greater Signet of Divine Grace. Erases Party-wide Death Penalty. This signet only recharges when you gain a Morale Boost
Dervish: Signet of Holy Grace. Erases Death penalty. This Signet only Recharges when you gain a Morale Boost
Elite Version: Greater Signet of Holy Grace. Erases Party-wide Death Penalty. This signet only recharges when you gain a Morale Boost
We could really use those in the Elite Areas and Dungeons...
Elite Version: Greater Signet of Divine Grace. Erases Party-wide Death Penalty. This signet only recharges when you gain a Morale Boost
Dervish: Signet of Holy Grace. Erases Death penalty. This Signet only Recharges when you gain a Morale Boost
Elite Version: Greater Signet of Holy Grace. Erases Party-wide Death Penalty. This signet only recharges when you gain a Morale Boost
We could really use those in the Elite Areas and Dungeons...
MithranArkanere
'''Signet of Liquification'''
E:n/a C:2s R:2s
Skill. Exploit nearest boss corpse. If the boss can be liquified, Signet of Liquefication will turn into 5 tonics that will disguise you with its appearance plus 1 additional tonic for each level the boss had above yours. Not all bosses can be liquified.
* A panel like the capture signet will appear, showing the names of all bosses in range that can be liquified, if no boss can be liquified, the skill fails to activate.
E:n/a C:2s R:2s
Skill. Exploit nearest boss corpse. If the boss can be liquified, Signet of Liquefication will turn into 5 tonics that will disguise you with its appearance plus 1 additional tonic for each level the boss had above yours. Not all bosses can be liquified.
* A panel like the capture signet will appear, showing the names of all bosses in range that can be liquified, if no boss can be liquified, the skill fails to activate.
Xion Air
Ritualist elite item spell (restoration):
Vengeful Was Zaoda
Energy cost: 10
Activation time: 0.75 seconds
Recharge time: 60 seconds
For 4...64 seconds you hold Zaoda's ashes. Each time you are hit, the damage is halved but you lose 2 energy each time this happens. Drop effect: you are healed for all accumulated damage.
This skill combined with balthazar's spirit+essence bond or a mantra from the mesmer profession would help out a lot, this would also make it easier for a ritualist to become a great runner.
The recharge time is long enough so that it isn't spammable for the extremely generous health effect once the ashes are dropped, but requires 16 restoration magic to be fully maintained, or 12 restoration + spells which reduce the recharge time by 25% and/or 33%. Skills like dwarven stability (with a high rank in it) combined with serpents quickness would make it maintainable if you weren't a rit but wanted to use it, also a good energy skill from the elementalist combined with glyph of swiftness would also make this possible for other professions to use.
Ritualist weapon spell (communing):
Wary Was Anaquada
Energy cost: 10
Activation time: 0.25 seconds
Recharge time: 25 seconds
Weapon Spell. (2...32 seconds) Incoming damage is reduced to 10% of target ally's maximum health.
This would be a great alternative to the monks protective spirit spell, the upside is it would last longer - up to 32 seconds, the downside is it has a 25 second recharge, and with it being a weapon spell, you wouldn't be able to use other weapon spells that could be more useful (unless you used protective spirit when Wary Was Anaquada runs out and use a different weapon spell in the meantime).
Vengeful Was Zaoda
Energy cost: 10
Activation time: 0.75 seconds
Recharge time: 60 seconds
For 4...64 seconds you hold Zaoda's ashes. Each time you are hit, the damage is halved but you lose 2 energy each time this happens. Drop effect: you are healed for all accumulated damage.
This skill combined with balthazar's spirit+essence bond or a mantra from the mesmer profession would help out a lot, this would also make it easier for a ritualist to become a great runner.
The recharge time is long enough so that it isn't spammable for the extremely generous health effect once the ashes are dropped, but requires 16 restoration magic to be fully maintained, or 12 restoration + spells which reduce the recharge time by 25% and/or 33%. Skills like dwarven stability (with a high rank in it) combined with serpents quickness would make it maintainable if you weren't a rit but wanted to use it, also a good energy skill from the elementalist combined with glyph of swiftness would also make this possible for other professions to use.
Ritualist weapon spell (communing):
Wary Was Anaquada
Energy cost: 10
Activation time: 0.25 seconds
Recharge time: 25 seconds
Weapon Spell. (2...32 seconds) Incoming damage is reduced to 10% of target ally's maximum health.
This would be a great alternative to the monks protective spirit spell, the upside is it would last longer - up to 32 seconds, the downside is it has a 25 second recharge, and with it being a weapon spell, you wouldn't be able to use other weapon spells that could be more useful (unless you used protective spirit when Wary Was Anaquada runs out and use a different weapon spell in the meantime).
Zamochit
I think [Pacifism] should be changed into a weapon spell removal skill, move it to no attribute and give it a 5e cost 3/4 cast and 12 sec recharge.
kostolomac
Temporary insanity:
Domination:hex spell, 15e, 2sec cast, 30 recharge:
Hexed target attacks the closest target without using skills for 3...15..19 seconds. This hex ends if the target receives damage. Only one target in earshot can be affected by this hex.
Domination:hex spell, 15e, 2sec cast, 30 recharge:
Hexed target attacks the closest target without using skills for 3...15..19 seconds. This hex ends if the target receives damage. Only one target in earshot can be affected by this hex.
Firefighter Fred
Well I stopped reading all the posts after like page 5, so hopefully these dont copy anyone elses.
1. Miss! (Warrior Unlinked)
Cost-5e, Cast Time-Shout, Recharge-10s
The next attack used against you misses and stikes the nearest other player
2. Lightning Storm (Air Magic)
Cost 25e, Cast Time-5s, Recharge-60s
For 9 seconds foes adjacent to target foes location are struck for 5...82...105 lightning damage every three seconds. This skill has 25% armor penetration and causes exhaustion
3. Get Over Here! (Tactics)
Cost-10e, Cast Time-Shout, Recharge-20s
Target foe is teleported to your location and both of you are crippled for 2..4..6 seconds
4. Dont Fear the Reaper (Smite Prayers) Elite
Cost-10e, Cast Time-1/2s, Recharge-15s
For 4...8...10 seconds if target ally recieves damage that would be fatal, that damage is halved and the nearest foe takes that damage.
5. Take one for the Team (Warrior-unlinked)
Cost-5e, Cast Time-1/4s, Recharge-15s
The next time target other ally would take damage, you recieve that damage instead
6. Doppelganger (Spawning Power) Elite
Cost-15e, Cast Time-3s, Recharge-60s
Create a level 12...18...24 doppelganger that is alive for 15..22..30 seconds at your current location. All spells, attacks and skills that target you are redirected to your doppelganger.
(Essentially if someone tries to hit you, whatever effect that would have is transferred to your doppelganger)
7. Form Ranks! (Leadership)
Cost-10e, Cast Time-shout, Recharge-20s
For 6 seconds every ally within earshot gains 2..5..8 armor for every other ally within earshot
1. Miss! (Warrior Unlinked)
Cost-5e, Cast Time-Shout, Recharge-10s
The next attack used against you misses and stikes the nearest other player
2. Lightning Storm (Air Magic)
Cost 25e, Cast Time-5s, Recharge-60s
For 9 seconds foes adjacent to target foes location are struck for 5...82...105 lightning damage every three seconds. This skill has 25% armor penetration and causes exhaustion
3. Get Over Here! (Tactics)
Cost-10e, Cast Time-Shout, Recharge-20s
Target foe is teleported to your location and both of you are crippled for 2..4..6 seconds
4. Dont Fear the Reaper (Smite Prayers) Elite
Cost-10e, Cast Time-1/2s, Recharge-15s
For 4...8...10 seconds if target ally recieves damage that would be fatal, that damage is halved and the nearest foe takes that damage.
5. Take one for the Team (Warrior-unlinked)
Cost-5e, Cast Time-1/4s, Recharge-15s
The next time target other ally would take damage, you recieve that damage instead
6. Doppelganger (Spawning Power) Elite
Cost-15e, Cast Time-3s, Recharge-60s
Create a level 12...18...24 doppelganger that is alive for 15..22..30 seconds at your current location. All spells, attacks and skills that target you are redirected to your doppelganger.
(Essentially if someone tries to hit you, whatever effect that would have is transferred to your doppelganger)
7. Form Ranks! (Leadership)
Cost-10e, Cast Time-shout, Recharge-20s
For 6 seconds every ally within earshot gains 2..5..8 armor for every other ally within earshot
Junato
KAMIKAZE No attribute skill
Run up to enemy and you to both die at instant contact
Druid's pain
For 3,6,9 seconds you lose -1 energy for every successful hit and gain 3 health while the opponent is inflicted with a different set of conditions.
Run up to enemy and you to both die at instant contact
Druid's pain
For 3,6,9 seconds you lose -1 energy for every successful hit and gain 3 health while the opponent is inflicted with a different set of conditions.
Rhamia Darigaz
signet of ghostly might
1c, 15r
after 10 seconds, target guild lord dies.
1c, 15r
after 10 seconds, target guild lord dies.
Junato
Fathom Star Elite Enchantment skill - All professions
Energy: 15 Cast:3s Recharge: 30s
For every damage dealt to you from an enemy, enemies surrounding that enemy will be struck with 33...66...99 damage for 3...6...9... seconds
takes 50% off your energy and makes you 33% slower in attacks.
Energy: 15 Cast:3s Recharge: 30s
For every damage dealt to you from an enemy, enemies surrounding that enemy will be struck with 33...66...99 damage for 3...6...9... seconds
takes 50% off your energy and makes you 33% slower in attacks.
Shadowmere
Strength of Undeath(Death Magic)
Energy: 15 Cast:1s Recharge: 30s
Spell: All your undead minions except target minion die. For 20 seconds that minion gains +1...12 health regeneration and deals +5...20 damage with attacks. If that minion was elite it also moves and attacks 20% faster for 20 seconds.
I've wanted this ever since the (thankfully) quickly revised change to Order of Undeath. While I'm glad OoU was reverted I've often wished there was a skill that could essentially do the same thing. This spell would do exactly that and also give the Flesh Golem a powerful syngergy that would finally let the big minion come into it's own.
Ghostly Form [Elite](Communing)
Energy: 10 Cast: 2s Recharge: 20s
Spell: For 5...15 seconds all spirits within earshot take half damage from all sources and all attacks and spells targeting them have a 5...30% chance to fail.
make your spirits durable! what's not to like?
Energy: 15 Cast:1s Recharge: 30s
Spell: All your undead minions except target minion die. For 20 seconds that minion gains +1...12 health regeneration and deals +5...20 damage with attacks. If that minion was elite it also moves and attacks 20% faster for 20 seconds.
I've wanted this ever since the (thankfully) quickly revised change to Order of Undeath. While I'm glad OoU was reverted I've often wished there was a skill that could essentially do the same thing. This spell would do exactly that and also give the Flesh Golem a powerful syngergy that would finally let the big minion come into it's own.
Ghostly Form [Elite](Communing)
Energy: 10 Cast: 2s Recharge: 20s
Spell: For 5...15 seconds all spirits within earshot take half damage from all sources and all attacks and spells targeting them have a 5...30% chance to fail.
make your spirits durable! what's not to like?
Junato
Salvage Remains - All professions
Energy 5, Cast 3, Recharge 10
Salvage a boss' corpse to find an additional item.
I would really like to have this skill when I am killing bosses!!
Energy 5, Cast 3, Recharge 10
Salvage a boss' corpse to find an additional item.
I would really like to have this skill when I am killing bosses!!
kazi_saki
Shock Trap
10/2/10
Wilderness Survival
Trap. When Shock Trap is triggered for 5 seconds, all nearby foes are struck for 10..20..25 lightning damage, have cracked armor and are blind for 5..15..18 seconds.
Mandragor Thrust
5e/ 8r
Deadly Arts
Elite Dual Attack. Must follow a lead-attack. If it hits, strike for +15..25..35 damage and struck foe suffers two random conditions (blind, daze, cripple, bleeding, poison, deep wound, or cracked armor) for 1..7..9 seconds.
10/2/10
Wilderness Survival
Trap. When Shock Trap is triggered for 5 seconds, all nearby foes are struck for 10..20..25 lightning damage, have cracked armor and are blind for 5..15..18 seconds.
Mandragor Thrust
5e/ 8r
Deadly Arts
Elite Dual Attack. Must follow a lead-attack. If it hits, strike for +15..25..35 damage and struck foe suffers two random conditions (blind, daze, cripple, bleeding, poison, deep wound, or cracked armor) for 1..7..9 seconds.
.HunTer
Super Nova (lolwut?)
15 Energy - 2 Seconds casting time - 30 Seconds recharge
Enchantment Spell. For 10 seconds,all your undead servants are enchanted with Super nova.When this enchantment ends,all your undead servants are destroyed and do 45...67...110 damage to all nearby foes.
15 Energy - 2 Seconds casting time - 30 Seconds recharge
Enchantment Spell. For 10 seconds,all your undead servants are enchanted with Super nova.When this enchantment ends,all your undead servants are destroyed and do 45...67...110 damage to all nearby foes.
Puddin Cheeks
"Emit Boon"
15e, 25 sec recharge
Skill. For 30 seconds your enchantments last 100%longer and cannot be removed. While under the effects of this skill you do not gain experience from enemy deaths.
I was just bored and was thinking of a partner skill of dwarven stability.
15e, 25 sec recharge
Skill. For 30 seconds your enchantments last 100%longer and cannot be removed. While under the effects of this skill you do not gain experience from enemy deaths.
I was just bored and was thinking of a partner skill of dwarven stability.
RupDur78
perma sf wasn't good when it first game out why do you think that adding a skill that allows you to do perma sf is a good addition to the game?
brawler
Avalanche: Water Magic (Elementalist Elite Skill)
Costs: 25 energy. Recharge: 45 seconds. Casting Time: 5 seconds.
A large avalanche strikes the enemy and all nearby enemies. All enemies are knocked down for 1...5 seconds and causes 5...165 cold damage. Also all enemies suffer from dazed for 1..5. This skill disables all other Water Magic skills for 10...5.
Forgotten Soldier's Revenge: Strength (Warrior Elite Stance)
Costs: 5 energy. Recharge: 60 seconds. Casting Time: 0
You become berserk and attack 25...50 faster and deal 34%...51% more damage for 30...45 seconds You and all allies within range gain 50...150 extra armor. The chance of your attacks being critical is now 25% more. Your attacks also cause weakness and cracked armor for 2...15 seconds. After leaving this stance all nearby allies are ressurected however you die.
Costs: 25 energy. Recharge: 45 seconds. Casting Time: 5 seconds.
A large avalanche strikes the enemy and all nearby enemies. All enemies are knocked down for 1...5 seconds and causes 5...165 cold damage. Also all enemies suffer from dazed for 1..5. This skill disables all other Water Magic skills for 10...5.
Forgotten Soldier's Revenge: Strength (Warrior Elite Stance)
Costs: 5 energy. Recharge: 60 seconds. Casting Time: 0
You become berserk and attack 25...50 faster and deal 34%...51% more damage for 30...45 seconds You and all allies within range gain 50...150 extra armor. The chance of your attacks being critical is now 25% more. Your attacks also cause weakness and cracked armor for 2...15 seconds. After leaving this stance all nearby allies are ressurected however you die.
Cherng Butter
Quote:
Avalanche: Water Magic (Elementalist Elite Skill)
Costs: 25 energy. Recharge: 45 seconds. Casting Time: 5 seconds. A large avalanche strikes the enemy and all nearby enemies. All enemies are knocked down for 1...5 seconds and causes 5...165 cold damage. Also all enemies suffer from dazed for 1..5. This skill disables all other Water Magic skills for 10...5. |