Create a Skill
Yuna Matsumarui
protection prayers:
50% failure with prot prayers 10 or less.
12 energy
1 cast
30 recharge
Protective Aura
"for 0..4..6
seconds all allies adjacent to you cannot lose more than 10% of their maximum health "
finally something to counter the countless RoJ's @ JQ
50% failure with prot prayers 10 or less.
12 energy
1 cast
30 recharge
Protective Aura
"for 0..4..6
seconds all allies adjacent to you cannot lose more than 10% of their maximum health "
finally something to counter the countless RoJ's @ JQ
Lawliet Kira
The Elemental State [E]- 100 energy, 120 recharge, 2 sec cast- For 1..15 seconds, you enter the elemental state, you move 25% faster and all elemental spells you cast cost no energy and have 50% less recharge time, all elemental spells cast 50% faster ,you can not lose energy or regain energy while in this state. All elemental spells do 100% more damage. When this enchantment ends, you lose your remaining energy and your full energy bar is filled with exhaustion and you lose half of your remaining health. You may not cast any other enchantments while under this one, all current enchantments are removed and you cannot be the target of any enchantments under this enchantment.
-Energy Storage
Overpowered? The after effects are harsh
Elemental Comet 25e 30r 2c [E]- Summon an elemental comet, all elementalists and their attributes are increased by 4(Includes foe elementalists also). For every elemental spell that ally/foe casts they lose 30 health. The comet goes away after 1..15 seconds. Energy Storage.
idk if this one is such a good idea.
Defender of the Elements [E]-50e 25r 1c- Target foe takes 10..50 fire damage, 10..50 water damage, 10..50 earth damage, and 10..50 air damage. Target foe begins burning for 1..10 seconds, moves slower by 66% for 1..10 seconds, is weakened for 1..10 seconds, and blinded for 1..10 seconds. Energy storage
Elementalists' Revenge [E] 25e 15r 1c- For 1..10 seconds, every time you get hurt by target foe, they suffer either 10..50 fire damage and burning for 1..10 seconds, 10..50 water damage, and 1..10 seconds 66% slower movement, 10..50 air damage and are blinded for 1..10 seconds, or 10..50 earth damage and are knocked down for 2..3 seconds. Energy Storage
Fire Dance [E] 25e 10r 1c-You initiate the fire dance, for every successful movement target foe takes 10..40 damage. There are a total of 1..3 movements. (This next description is diffrent every time you enter a zone, or activate this skill) Up down down left.(He wouldn't be dancing, but like ddaaancing...get my meaning?" Fire magic.
Circle of Fire [E] 25e 15r 2c-Surround target foe and all near target foe with a circle of fire surrounding target foes aggro area for 30 seconds. If target foe attempts to leave the area through the fire, target will take 40...150 damage and burn for 1..10 seconds. Fire damage
Thought it would be unique
Water Rider [E] 25e 10r 1c-Summon water and ride on it for 10 seconds.(You control it yourself), as you move the water will turn to ice. After this stance is over, the ice will shoot out in spikes in deal 10..100 damage to all foes near the ice. You move 25% faster during this.
Fun huh?
-Energy Storage
Overpowered? The after effects are harsh
Elemental Comet 25e 30r 2c [E]- Summon an elemental comet, all elementalists and their attributes are increased by 4(Includes foe elementalists also). For every elemental spell that ally/foe casts they lose 30 health. The comet goes away after 1..15 seconds. Energy Storage.
idk if this one is such a good idea.
Defender of the Elements [E]-50e 25r 1c- Target foe takes 10..50 fire damage, 10..50 water damage, 10..50 earth damage, and 10..50 air damage. Target foe begins burning for 1..10 seconds, moves slower by 66% for 1..10 seconds, is weakened for 1..10 seconds, and blinded for 1..10 seconds. Energy storage
Elementalists' Revenge [E] 25e 15r 1c- For 1..10 seconds, every time you get hurt by target foe, they suffer either 10..50 fire damage and burning for 1..10 seconds, 10..50 water damage, and 1..10 seconds 66% slower movement, 10..50 air damage and are blinded for 1..10 seconds, or 10..50 earth damage and are knocked down for 2..3 seconds. Energy Storage
Fire Dance [E] 25e 10r 1c-You initiate the fire dance, for every successful movement target foe takes 10..40 damage. There are a total of 1..3 movements. (This next description is diffrent every time you enter a zone, or activate this skill) Up down down left.(He wouldn't be dancing, but like ddaaancing...get my meaning?" Fire magic.
Circle of Fire [E] 25e 15r 2c-Surround target foe and all near target foe with a circle of fire surrounding target foes aggro area for 30 seconds. If target foe attempts to leave the area through the fire, target will take 40...150 damage and burn for 1..10 seconds. Fire damage
Thought it would be unique
Water Rider [E] 25e 10r 1c-Summon water and ride on it for 10 seconds.(You control it yourself), as you move the water will turn to ice. After this stance is over, the ice will shoot out in spikes in deal 10..100 damage to all foes near the ice. You move 25% faster during this.
Fun huh?
Illudia Absurdus
Here's my skill
Dementia - Elite Hex Spell.(energy required - 15, activation time - 1/4, recharge time - 45 seconds)
For 30 seconds you and target foe are hexed with Dementia. While under this hex, target foe takes 3...15 damage each second, can't attack, cast spells, shout, use stances or signets and moves 90% slower. You face -10....-4 health regeneration, take 50%...20% more damage and healing is reduced to half. This hex can't be removed from foe nor you. (Domination Magic)
-By using this skill, the Mesmer totally paralyzes the foe's mind and body but also gets punished because it is a bad skill for both sides. This skill was used a lot in ancient times. It was the new Mesmers who banned it from all Mesmer Schools. They considered it "Highly Dangerous". Most likely foe will die and mesmer will face severe mental wounds. The Mesmer needs to be extremely experienced in the mesmeric arts to make it work right. It sort of requires the Mesmer's sacrifice and should not be used wrong.
Other info:
-If one of the hexed people dies, the hex ends.
-It is not affected by Hex Resistance/Halving (Hex Breaker).
-The fact that it can't be removed is due to the Mesmer having complete control of the foe's mind.
-When this hex is cast, target foe's action is also interrupted.
-There is no known counter for it.
-It is not recommended for low-level mesmers as the punishment is worse than the effect on foe with low Domination attribute. It's the only skill that such a case exists.
I even have created an icon :P
Dementia - Elite Hex Spell.(energy required - 15, activation time - 1/4, recharge time - 45 seconds)
For 30 seconds you and target foe are hexed with Dementia. While under this hex, target foe takes 3...15 damage each second, can't attack, cast spells, shout, use stances or signets and moves 90% slower. You face -10....-4 health regeneration, take 50%...20% more damage and healing is reduced to half. This hex can't be removed from foe nor you. (Domination Magic)
-By using this skill, the Mesmer totally paralyzes the foe's mind and body but also gets punished because it is a bad skill for both sides. This skill was used a lot in ancient times. It was the new Mesmers who banned it from all Mesmer Schools. They considered it "Highly Dangerous". Most likely foe will die and mesmer will face severe mental wounds. The Mesmer needs to be extremely experienced in the mesmeric arts to make it work right. It sort of requires the Mesmer's sacrifice and should not be used wrong.
Other info:
-If one of the hexed people dies, the hex ends.
-It is not affected by Hex Resistance/Halving (Hex Breaker).
-The fact that it can't be removed is due to the Mesmer having complete control of the foe's mind.
-When this hex is cast, target foe's action is also interrupted.
-There is no known counter for it.
-It is not recommended for low-level mesmers as the punishment is worse than the effect on foe with low Domination attribute. It's the only skill that such a case exists.
I even have created an icon :P
lewis91
Quote:
Here's my skill
Dementia - Elite Hex Spell.(energy required - 15, activation time - 1/4, recharge time - 45 seconds) For 30 seconds you and target foe are hexed with Dementia. While under this hex, target foe takes 3...15 damage each second, can't attack, cast spells, shout, use stances or signets and moves 90% slower. You face -10....-4 health regeneration, take 50%...20% more damage and healing is reduced to half. This hex can't be removed from foe nor you. (Domination Magic |
1 Dementia Mesmer,
1 monk whatever
1 nuker
1 warrior
Dementia cast on enemy monk, nuker and war gank monk.
Every team would end up like that.
My skills
Haven't thought hard about any of these, but here goes.
Ranger:
Headshot!(E)
15e
1/4 casting time
20r
+10...20..25 damage, interrupt target foes spell, interruption effect : Inflict daze 2...6..8 seconds
(How could they miss out a headshot?)
Elementalist:
Lake of fire
10e
1 casting time
30r
Open up a lake of fire at target foes location for 5 seconds. Foes are struck for 10...30..40 fire damage per second, foes not moving will suffer from burning for 0...3..4 seconds.
(If they're not moving, then they would be drowning, hence the burning effect)
IMO water skills need to be buffed, or more added so im just gonna suggest a few water skills.
Cold Touch
5e
1/4 casting time
20r
Touch skill. For 10 seconds target foe moves 90% slower. This target is immune from physical damage for 10 seconds.
(The idea behind this one is, with a cold touch you freeze the enemy, and i dunno if anyone has ever taken a sword to a huge frozen block of ice, but i doub't you'l inflict much damage to the ice, therefore this enemy is immune to physical damage, its also to stop assassins using it to snare their target in PVP)
Hypothermia
10e
1 casting time
25r
Hex Spell. For 10 seconds target foe moves 66% slower, and suffers 10...30..35 cold damage whilst standing still.
(To overcome hypothermia one must reheat the body, best done by remaining active, eg walking.)
Liquid Intensity (Couldn't think of a better name)
15e
1 casting time
20r
Hex Spell. For 15 seconds target suffers 10...40..50% more damage from air magic
(Simple idea, if you stand in water, and someone throws a plugged in toaster into the water your standing it. Its gonna hurt...Bad.)
I feel that the water elementalist skills are way, way underpowered.
Mainly because they all have long casting times (generally 2 seconds) hence why i kept mine low. They all have high energy (15e-25e for the good skills) so i've also tried to keep mine low.
And although there are many "Target foe moves slower" skills in water magic, no of them do decent damage, and thats to encourage you to use 2 elements at the same time. IMO its hard to use 2 elements at the same time and have decent energy management, and decent damage output. So i want to give an overall buff to water magic so people can use it, and have good snaring capabilities, and decent damage output.
lewis91
Ok instead of adding more to the last post il just make another post lol.
Elementalist cont
Water cont
Mirror of ice(E) (i know its already a spell but just change it to this)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 cold damage, your attacker moves 33% slower.
That would be amazing defence against a sin wouldnt it eh? Knockdown sin comes at you, with 580 health you'l generally survive with 180HP left (standard A/W knockdown build) during that time they would of hit you at least 15 times (just taking a guess) so thats 600 cold damage at 12 water magic.
You could run around asking to be ganked lol.
Id like a simular spell for each element.
Fire magic
Burning Shield(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 fire damage, and suffers from burning 1second.
(only 1 second because burning is quite nasty and it will be re applied every hit)
Earth Magic
Stone Wall(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 earth damage, your attacker suffers from weakness 4 seconds.
Electric Defence(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 lightning damage, your attacker suffers from cracked armor.
As you can see i love my ele, and id love new skills for him.
Heres a few id like to see for my necro
Death Magic
Animate Undead Lich(E)
15e
3 cast time
45r
Elite Spell. Creates a level 5...24...28 undead lich. Exploits a fresh corpse. The lich dies after 30s. You can have only one undead lich at a time.
Necrophagous Swarm(E) (Or Carrion Feeder Swarm, whichever sounds more nasty )
20e
2 cast time
30r
Elite Spell. At targets location, all foes suffer from -4 health degeneration, and take 5...15..20 (Untyped) damage per second. 10 seconds.
Curses
Tormentors Grip
10e
2 cast time
45r
Spell. Target and adjacent foes move 66% slower for 5...8..10 seconds and take 10...40..50% more cold damage.
So you could have a team set up like this.
1 Necro caller - Tormentors Grip
5 Necro Spammers - Deathly swarm
1 tank
1 healer.
Probably no where near as affective as RoJ teams but thatl be nerfed one day
So after the tnak aggros, balls up, caller calls, the 5 necros should hit for a total of 675 cold damage on a 60al target. It would deal more damage than that to the mob as a whole because it would be 5 x 3 (deathly swarm hits 3 foes) x 90 x 50% obviously larger mobs would take less damage because deathly swarm might not hit the same foe the second time round. So this would slow down speed clears (FoWSC anyway) as most necros would probably have to cast at least 1 more time. And it would also be quick for the tank to aggro 1 mob at a time because the smaller the mob, the more the mob takes damage each.
Elementalist cont
Water cont
Mirror of ice(E) (i know its already a spell but just change it to this)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 cold damage, your attacker moves 33% slower.
That would be amazing defence against a sin wouldnt it eh? Knockdown sin comes at you, with 580 health you'l generally survive with 180HP left (standard A/W knockdown build) during that time they would of hit you at least 15 times (just taking a guess) so thats 600 cold damage at 12 water magic.
You could run around asking to be ganked lol.
Id like a simular spell for each element.
Fire magic
Burning Shield(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 fire damage, and suffers from burning 1second.
(only 1 second because burning is quite nasty and it will be re applied every hit)
Earth Magic
Stone Wall(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 earth damage, your attacker suffers from weakness 4 seconds.
Electric Defence(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 lightning damage, your attacker suffers from cracked armor.
As you can see i love my ele, and id love new skills for him.
Heres a few id like to see for my necro
Death Magic
Animate Undead Lich(E)
15e
3 cast time
45r
Elite Spell. Creates a level 5...24...28 undead lich. Exploits a fresh corpse. The lich dies after 30s. You can have only one undead lich at a time.
Necrophagous Swarm(E) (Or Carrion Feeder Swarm, whichever sounds more nasty )
20e
2 cast time
30r
Elite Spell. At targets location, all foes suffer from -4 health degeneration, and take 5...15..20 (Untyped) damage per second. 10 seconds.
Curses
Tormentors Grip
10e
2 cast time
45r
Spell. Target and adjacent foes move 66% slower for 5...8..10 seconds and take 10...40..50% more cold damage.
So you could have a team set up like this.
1 Necro caller - Tormentors Grip
5 Necro Spammers - Deathly swarm
1 tank
1 healer.
Probably no where near as affective as RoJ teams but thatl be nerfed one day
So after the tnak aggros, balls up, caller calls, the 5 necros should hit for a total of 675 cold damage on a 60al target. It would deal more damage than that to the mob as a whole because it would be 5 x 3 (deathly swarm hits 3 foes) x 90 x 50% obviously larger mobs would take less damage because deathly swarm might not hit the same foe the second time round. So this would slow down speed clears (FoWSC anyway) as most necros would probably have to cast at least 1 more time. And it would also be quick for the tank to aggro 1 mob at a time because the smaller the mob, the more the mob takes damage each.
MithranArkanere
Recover Traps (PvE-only)
E:5 C:1/4 R:5
Skill. Disables all traps In the Area. If any of your equipped skills corresponds to any of the traps disabled, it recharges instantly and you gain its energy cost. (Unlinked)
* This can be used to both disable enemy traps and move your traps somewhere else, in a similar way Summon Spirits is used. You will have to lay the traps again, though.
E:5 C:1/4 R:5
Skill. Disables all traps In the Area. If any of your equipped skills corresponds to any of the traps disabled, it recharges instantly and you gain its energy cost. (Unlinked)
* This can be used to both disable enemy traps and move your traps somewhere else, in a similar way Summon Spirits is used. You will have to lay the traps again, though.
pumpkin pie
Monk Professions: No Attribute Skill
Bounce Signet: Signet. Shadow Stepping (or any skills of the like) foes get send to a random spot 2 times the distance of their starting point.
Bounce Signet: Signet. Shadow Stepping (or any skills of the like) foes get send to a random spot 2 times the distance of their starting point.
refer
I suck at energy cost and recharge times, I'd make everything too weak or imba lol. I'll try for some but leave the rest alone just so the idea is there.
Mesmer
Clutterer (from the speech disorder)
Hex spell 15e/2s/20r
For ___ seconds, target's spells may or may not be the ones they used. Skills can be activated but target might not get what they want unless they keep activating skills. And if you have really fast skills you won't be able to cancel them.
Tourettes (elite form of Clutterer)
Skills randomly activate themselves.
Stutter
Hex Spell 15e/4s/20r
Target's spells take 2-3(max) times to activate. They fail otherwise. So somebody would have to cast the same thing twice for it to not fail.
Mute
Elite hex -/4s/-
Target foe's spells take 500% of the time to activate. You take 50% more damage and activate spells 33% slower. This could shutdown anybody (1/4s spells take 1.25s to activate) but robs you of most fast casting.
Mysterious Ways
Elite enchantment spell -/3s/-
Every hex you cast becomes an enchantment and negatives become positives... for example backfire cast on somebody would heal them every time they cast a spell. The only thing is they would see the skill as a hex so they might be inclined to NOT do something when they see the hex.
Wastrel's Bully
Elite hex
If target foe stops casting spells for 2 seconds, they take ___ damage. Doesn't end after the damage happens, but not sure how to balance.
Monk, Mesmer, or Ritualist (not sure):
Weaken Hex
Enchantment -/1s/-
Hexes effects grow weaker the more the longer they last. For example, if a skill was cast with 10 water magic and lasted for 10 seconds, when it had 3 seconds left it'd be as if it was cast with 3 water magic instead of 10. Kind of an alternative to removing hexes
Ritualist
Otherworldly Support
Elite enchantment/hex -/2s/-
Anybody who casts hexes on target ally suffer are hexed with Otherworldy Support: for 10 seconds, they suffer -5 health degeneration.
Elementalist
Sludge Armor
Enchantment -/1s/-
Anybody who hits target foe becomes crippled for 10 seconds.
Mesmer
Clutterer (from the speech disorder)
Hex spell 15e/2s/20r
For ___ seconds, target's spells may or may not be the ones they used. Skills can be activated but target might not get what they want unless they keep activating skills. And if you have really fast skills you won't be able to cancel them.
Tourettes (elite form of Clutterer)
Skills randomly activate themselves.
Stutter
Hex Spell 15e/4s/20r
Target's spells take 2-3(max) times to activate. They fail otherwise. So somebody would have to cast the same thing twice for it to not fail.
Mute
Elite hex -/4s/-
Target foe's spells take 500% of the time to activate. You take 50% more damage and activate spells 33% slower. This could shutdown anybody (1/4s spells take 1.25s to activate) but robs you of most fast casting.
Mysterious Ways
Elite enchantment spell -/3s/-
Every hex you cast becomes an enchantment and negatives become positives... for example backfire cast on somebody would heal them every time they cast a spell. The only thing is they would see the skill as a hex so they might be inclined to NOT do something when they see the hex.
Wastrel's Bully
Elite hex
If target foe stops casting spells for 2 seconds, they take ___ damage. Doesn't end after the damage happens, but not sure how to balance.
Monk, Mesmer, or Ritualist (not sure):
Weaken Hex
Enchantment -/1s/-
Hexes effects grow weaker the more the longer they last. For example, if a skill was cast with 10 water magic and lasted for 10 seconds, when it had 3 seconds left it'd be as if it was cast with 3 water magic instead of 10. Kind of an alternative to removing hexes
Ritualist
Otherworldly Support
Elite enchantment/hex -/2s/-
Anybody who casts hexes on target ally suffer are hexed with Otherworldy Support: for 10 seconds, they suffer -5 health degeneration.
Elementalist
Sludge Armor
Enchantment -/1s/-
Anybody who hits target foe becomes crippled for 10 seconds.
MithranArkanere
You Opponent Is Me!
4Adrenaline 4Recharge time
Shout. For 2 seconds, foes withing earshot cannot target anything but you. (Unlinked, Warrior)
* PvE-only.
* If two warriors activate it, the effect works only for the last one.
Divine Divinity
5Energy 0.25 Activation time 10Recharge time
Enchantment Spell. For 30 seconds, all your skills that target one ally have the Divine Favor bonus. (Unlinked, Monk)
*PvE Only.
Reverse Blood Flow
15Energy 1Activation time 30Recharge time
Enchantment Spell. For 10 seconds, you gain +2 Health regeneration for each point of Health degeneration affecting you. (Unlinked, Necromancer)
* PvE-only.
4Adrenaline 4Recharge time
Shout. For 2 seconds, foes withing earshot cannot target anything but you. (Unlinked, Warrior)
* PvE-only.
* If two warriors activate it, the effect works only for the last one.
Divine Divinity
5Energy 0.25 Activation time 10Recharge time
Enchantment Spell. For 30 seconds, all your skills that target one ally have the Divine Favor bonus. (Unlinked, Monk)
*PvE Only.
Reverse Blood Flow
15Energy 1Activation time 30Recharge time
Enchantment Spell. For 10 seconds, you gain +2 Health regeneration for each point of Health degeneration affecting you. (Unlinked, Necromancer)
* PvE-only.
Cebe
Golden Sweep
Scythe Mastery
5, ½, 8
Scythe Attack - If enchanted you interrupt target foe's action. If that action was a skill you deal +5...18..20 damage.
------------------------
Splinter Spear
Spear Mastery
10, 5
Spear Attack - If this attack hits, you deal +5...12...15 damage, if blocked all adjacent foes take 10...30...36 piercing damage and you gain 0...2..2 strikes of adrenaline.
------------------------
Dwayna's Balance
Mysticism
10, 1, 30
Enchantment Spell - for 5...19...20 seconds whenever a foe adjacent to you dies all party members gain 10...34...37 health.
------------------------
Lyssa's Harmony
Wind Prayers
5, ½, 20
Stance - For 5 seconds you move 25% faster. This stance is renewed every time you gain energy.
------------------------
"Power to All!"
Motivation
10, 60
Shout - All party members within earshot gain +20 maximum energy for 10...21...23 seconds.
------------------------
Souls of Discontent
Spawning Power
15, 3, 45
Binding Ritual - For every dead ally you create one level 3...8...9 Spirit of Retribution at that ally's corpse. Spririts of Retribution cannot be moved or gain health. (Max. 1...4...4 spirits).
------------------------
Master's Escape
Soul Reaping
5, ½, 15
Spell - You teleport to target summoned allied creature and steal all it's health, if you have less than 50% HP you gain additional 5...70..75 health. 50% chance to fail with Soul Reaping 7 or less.
------------------------
Serenity
Wilderness Survival
15, 5, 60
Nature Ritual - All creatures in range take 15% less damage from physical and elemental sources. This spirit dies after 15...34...38 seconds.
------------------------
Chaos
Fast Casting
15, 2, 30
Hex Spell - Foe and all adjacent foes are hexed with Chaos for 3 seconds. Any spell cast while under the effect of this hex will cause exhaustion. When this hex ends, affected foes will shadow step to a random nearby location and suffer from 2 random conditions for 4...10...12 seconds. 50% Chance to fail with Fast Casting 7 or less.
------------------------
Scythe Mastery
5, ½, 8
Scythe Attack - If enchanted you interrupt target foe's action. If that action was a skill you deal +5...18..20 damage.
------------------------
Splinter Spear
Spear Mastery
10, 5
Spear Attack - If this attack hits, you deal +5...12...15 damage, if blocked all adjacent foes take 10...30...36 piercing damage and you gain 0...2..2 strikes of adrenaline.
------------------------
Dwayna's Balance
Mysticism
10, 1, 30
Enchantment Spell - for 5...19...20 seconds whenever a foe adjacent to you dies all party members gain 10...34...37 health.
------------------------
Lyssa's Harmony
Wind Prayers
5, ½, 20
Stance - For 5 seconds you move 25% faster. This stance is renewed every time you gain energy.
------------------------
"Power to All!"
Motivation
10, 60
Shout - All party members within earshot gain +20 maximum energy for 10...21...23 seconds.
------------------------
Souls of Discontent
Spawning Power
15, 3, 45
Binding Ritual - For every dead ally you create one level 3...8...9 Spirit of Retribution at that ally's corpse. Spririts of Retribution cannot be moved or gain health. (Max. 1...4...4 spirits).
------------------------
Master's Escape
Soul Reaping
5, ½, 15
Spell - You teleport to target summoned allied creature and steal all it's health, if you have less than 50% HP you gain additional 5...70..75 health. 50% chance to fail with Soul Reaping 7 or less.
------------------------
Serenity
Wilderness Survival
15, 5, 60
Nature Ritual - All creatures in range take 15% less damage from physical and elemental sources. This spirit dies after 15...34...38 seconds.
------------------------
Chaos
Fast Casting
15, 2, 30
Hex Spell - Foe and all adjacent foes are hexed with Chaos for 3 seconds. Any spell cast while under the effect of this hex will cause exhaustion. When this hex ends, affected foes will shadow step to a random nearby location and suffer from 2 random conditions for 4...10...12 seconds. 50% Chance to fail with Fast Casting 7 or less.
------------------------
MithranArkanere
Fling
10 Energy 3 Activation
Skill. If you are holding an item, the item is dropped at target creature's location. (Unlinked)
*PvE-only.
*Works for both allies and foes.
10 Energy 3 Activation
Skill. If you are holding an item, the item is dropped at target creature's location. (Unlinked)
*PvE-only.
*Works for both allies and foes.
nos two
"Fa Get About It!"
5energy 3 recharge
Command Attribute
Interupts a spell and disables it for 5-20 seconds (Command)
thats all i have for right now
5energy 3 recharge
Command Attribute
Interupts a spell and disables it for 5-20 seconds (Command)
thats all i have for right now
Cleaver The Enraged Panda
Shadow Form (PvP) (Just remaking it for PvP...since I love my UWSC in PvE. <3)
10 energy.
instant activation.
8 second recharge.
"Elite stance. For 0...3 seconds, you enter shadow form. While in Shadow Form you move and attack 50% faster. When shadow form ends, you lose 3...1 energy for each second it was active."
---
Seems like it'd be fun to me...
or even if Anet is going to be annoying and nerf SF for PvE, make it like this please. <.<
10 energy.
instant activation.
8 second recharge.
"Elite stance. For 0...3 seconds, you enter shadow form. While in Shadow Form you move and attack 50% faster. When shadow form ends, you lose 3...1 energy for each second it was active."
---
Seems like it'd be fun to me...
or even if Anet is going to be annoying and nerf SF for PvE, make it like this please. <.<
Zahr Dalsk
Spirit Ward Signet (PvE-only) 20r
Signet. Your Binding Ritual spirits cannot take damage, whether external or from their own effects. 100% chance of failure if Spawning Power is 0.
Spirit Anchor Signet (PvE only) 20r
Signet. Your Binding Ritual spirits' duration is paused and your spirits will not die if another Ritualist creates an identical spirit (however that Ritualist's spirits will die immediately unless they also have Spirit Anchor Signet in effect). 100% chance of failure if Spawning Power is 0.
One can dream.
EDIT: Or make them maintained enchantments, but for PvE I don't see why they'd need to be balanced considering all the other shit out there.
Signet. Your Binding Ritual spirits cannot take damage, whether external or from their own effects. 100% chance of failure if Spawning Power is 0.
Spirit Anchor Signet (PvE only) 20r
Signet. Your Binding Ritual spirits' duration is paused and your spirits will not die if another Ritualist creates an identical spirit (however that Ritualist's spirits will die immediately unless they also have Spirit Anchor Signet in effect). 100% chance of failure if Spawning Power is 0.
One can dream.
EDIT: Or make them maintained enchantments, but for PvE I don't see why they'd need to be balanced considering all the other shit out there.
False Maria
Bloodborne Signet 2 activation, 30 recharge time
Signet. For 5...20 seconds, your next 2...3...4 Spells use health instead of energy and recharge 20% faster. End effect: You are diseased for 10 seconds.
A Blood Magic signet.
Possession 3 activation, 60 recharge
Elite Hex. For 5..10..20..30 seconds, your skills use target foe's health instead of your energy. If this foe dies while hexed with Possession, your Binding Rituals are recharged.
A Spawning Power Elite Hex.
Signet. For 5...20 seconds, your next 2...3...4 Spells use health instead of energy and recharge 20% faster. End effect: You are diseased for 10 seconds.
A Blood Magic signet.
Possession 3 activation, 60 recharge
Elite Hex. For 5..10..20..30 seconds, your skills use target foe's health instead of your energy. If this foe dies while hexed with Possession, your Binding Rituals are recharged.
A Spawning Power Elite Hex.
WhiteAsIce
Paragon Leadership Shouts
"Holy #$%#!!"
15 En | 60 Re
All foes in the area are interrupted. 50% miss chance unless Leadership 9 or higher.
"I'm So Wasted!"
6 Adren
If target foe is not using a skill, that foe loses 2...9 Energy. You lose 9...2 Energy if target foe is using a skill.
"Stop! Snowhammer Time!"
10 Adren
For 1...8 seconds, if your hammer attacks hit, your target is knocked down. End effect: lose all adrenaline.
"Holy #$%#!!"
15 En | 60 Re
All foes in the area are interrupted. 50% miss chance unless Leadership 9 or higher.
"I'm So Wasted!"
6 Adren
If target foe is not using a skill, that foe loses 2...9 Energy. You lose 9...2 Energy if target foe is using a skill.
"Stop! Snowhammer Time!"
10 Adren
For 1...8 seconds, if your hammer attacks hit, your target is knocked down. End effect: lose all adrenaline.
Chocobo1
[Elite Necromancer Spell]
Death Magic
Morph Flesh Golem
10e 2c 5rc
Target Animated Minion becomes a level 3...21...25 Flesh Golem. Control of this minion stays with the orginal summoner. All other skills that animate minions are disabled for 10 seconds.
*Note: There is no limit on these golems.
Idk, I've always loved the Flesh Golem, but it's not worth the elite slot. Maybe this way it would see some play, except obviously it can't be spammed due to the high energy cost, and you can't create minions while spamming it. Maybe in use with another Minion Master.
Death Magic
Morph Flesh Golem
10e 2c 5rc
Target Animated Minion becomes a level 3...21...25 Flesh Golem. Control of this minion stays with the orginal summoner. All other skills that animate minions are disabled for 10 seconds.
*Note: There is no limit on these golems.
Idk, I've always loved the Flesh Golem, but it's not worth the elite slot. Maybe this way it would see some play, except obviously it can't be spammed due to the high energy cost, and you can't create minions while spamming it. Maybe in use with another Minion Master.
Roupe
Necromancer
Commanding Possesion
Elite
maintance enchantment
5e 2c 5rc
As long as you maintain this enchantment you are Target undead minion. should that minion have skills, your skill bar is replaced until this enchantment ends. Boss creatures are unaffected by this spell.
Undead Resilience
Elite
15e 2c 30rc
For 30 seconds, target ally and all nearby allies are enchanted with Undead Resilience. Undeads with this enchantment receives damage reduced by 1...15 and are immune to critical attacks.
Monk
Bless the land
Elite
25e 2c 60rc
All hostile Spirits, Wards, Wells and Traps in earshot expire 20...44% faster.
Mesmer
Elite
Mechanical thievery
25e 2c 60rc
All hostile Traps in earshot, are now allied instead.
Elementalist
Conjure Earth
10e 1c 45rc
Full: For 60 seconds, if you're wielding a earth weapon, your attacks strike for an additional 5...17 earth damage
Commanding Possesion
Elite
maintance enchantment
5e 2c 5rc
As long as you maintain this enchantment you are Target undead minion. should that minion have skills, your skill bar is replaced until this enchantment ends. Boss creatures are unaffected by this spell.
Undead Resilience
Elite
15e 2c 30rc
For 30 seconds, target ally and all nearby allies are enchanted with Undead Resilience. Undeads with this enchantment receives damage reduced by 1...15 and are immune to critical attacks.
Monk
Bless the land
Elite
25e 2c 60rc
All hostile Spirits, Wards, Wells and Traps in earshot expire 20...44% faster.
Mesmer
Elite
Mechanical thievery
25e 2c 60rc
All hostile Traps in earshot, are now allied instead.
Elementalist
Conjure Earth
10e 1c 45rc
Full: For 60 seconds, if you're wielding a earth weapon, your attacks strike for an additional 5...17 earth damage
Dante the Warlord
Necro PvE only skill: Animate Fallen Angel
20e, 2c, 60 second recharge, causes exhaustion
Sacrifice all minions to animate on Fallen Angel minion. This minion has no natural degeneration, has exactly the same maximum amount of life as the summoner, and steals 1 ... 2 ... 3 energy and 1... 2... 3 life each strike. This minion is at level 18...25...31. Your maximum amount of minions is halved.
20e, 2c, 60 second recharge, causes exhaustion
Sacrifice all minions to animate on Fallen Angel minion. This minion has no natural degeneration, has exactly the same maximum amount of life as the summoner, and steals 1 ... 2 ... 3 energy and 1... 2... 3 life each strike. This minion is at level 18...25...31. Your maximum amount of minions is halved.
Arghore
From the Grave (signet or spell)
Necro (Soul Reaping)
-25%hp, 1-10e, 4sec, 60sec recharge
Resurrect Target Dead ally with 30-75% health and 1-5% energy
You and Raised Ally suffer a 1-5 Hp degen (OR from bleeding, poison
and desease) for 1-19 seconds.
Mainly a cool Necro PvE rez, which makes 2e profession choosing
easyer, not having to bring only a rezsignet to PvE, also adding to making
a PvE Necro/Monk without the monk spells, there is allready HP sharing
and Energy sharing. All the Necro lacks for a full support is a decent rez.
Next couple of skills are for a death magic Necro that is NOT a MM,
the class has some nice 'Whack on the head' spells but lacks decent
selfheals if not a MM.
My Body and Soul / Consume Self (PvP orriented)
Necro (Death Magic or Soul Reaping)
5-20%hp, 5e, 1/4sec, 10sec
Lower your max HP by 10-25% OR suffer from Deep Wounds
for 10 sec you have a +1-9hp regen.
(untill your health is fully restored OR casting a non death magic spell)
Basically a copy of Hexers Vigor for deathmagic necro's
Reap the dead
Necro Death Magic
10e, 1sec, 10sec
Slowly consume one nearby corpse giving a 1-5hp regen for
aslong as the corpse lasts..
* this spell leaves an unexploitable corpse if the corpse is fully consumed.
Meaning the hp regen stops if a minion/well/explode is cast on the same corpse.
Feast ON the dead
Necro Death magic Elite
-10%, 10e, 1sec, 10sec
Exploit all corpses within earshot for 40-max250hp
* this spell leaves unexploitable corpses
Self beneficiairy corpse cleanup spell, as an alternative to explode corpse or casting wells
Necro (Soul Reaping)
-25%hp, 1-10e, 4sec, 60sec recharge
Resurrect Target Dead ally with 30-75% health and 1-5% energy
You and Raised Ally suffer a 1-5 Hp degen (OR from bleeding, poison
and desease) for 1-19 seconds.
Mainly a cool Necro PvE rez, which makes 2e profession choosing
easyer, not having to bring only a rezsignet to PvE, also adding to making
a PvE Necro/Monk without the monk spells, there is allready HP sharing
and Energy sharing. All the Necro lacks for a full support is a decent rez.
Next couple of skills are for a death magic Necro that is NOT a MM,
the class has some nice 'Whack on the head' spells but lacks decent
selfheals if not a MM.
My Body and Soul / Consume Self (PvP orriented)
Necro (Death Magic or Soul Reaping)
5-20%hp, 5e, 1/4sec, 10sec
Lower your max HP by 10-25% OR suffer from Deep Wounds
for 10 sec you have a +1-9hp regen.
(untill your health is fully restored OR casting a non death magic spell)
Basically a copy of Hexers Vigor for deathmagic necro's
Reap the dead
Necro Death Magic
10e, 1sec, 10sec
Slowly consume one nearby corpse giving a 1-5hp regen for
aslong as the corpse lasts..
* this spell leaves an unexploitable corpse if the corpse is fully consumed.
Meaning the hp regen stops if a minion/well/explode is cast on the same corpse.
Feast ON the dead
Necro Death magic Elite
-10%, 10e, 1sec, 10sec
Exploit all corpses within earshot for 40-max250hp
* this spell leaves unexploitable corpses
Self beneficiairy corpse cleanup spell, as an alternative to explode corpse or casting wells
SimplyAmazing
Duplication25e 3s 45r
Create a "clone" of target spirit of the same level at your location. Cloned Spirit does 15-5 less damage with attacks.
this, is why children shouldn't make suggestions. Also learn to use spell check, It might not of hurt so much to read this.
Create a "clone" of target spirit of the same level at your location. Cloned Spirit does 15-5 less damage with attacks.
Quote:
Ranger under proctetion.
energy:20 attrbute:expertise recharge time:30 seconds stance (elite skill) (can get for grents footsprinths) For 15-30 seconds all preparations are recharged 50% faster and cost 5 energy less and u have 75% change evade melee and projectile atatcks adn u have 80 vs elemental atatcks if u are hexed and u are immune for bleeding ,blidness dazed ,poison,and cripling for 15-30 seconds if u got, poison bleeding ,blidness dazed ,or health degenerationand u atatck 20%faster, and u arrows cannot be dodged,miss, or bloked. |
Arghore
Quote:
Duplication
25e 3s 45r Create a "clone" of target spirit of the same level at your location. Cloned Spirit does 15-5 less damage with attacks. this, is why children shouldn't make suggestions. Also learn to use spell check, It might not of hurt so much to read this. |
* Have a whine back, use enter to keep spells in format plz !
ohw and although im unfamiliar with spirit recharge times; but having a wood of spirits esp. in small pvp is annoying enough, and clones of interupt spirits would become to strong, so unless the targeted spirit dies, i suggest you use transfer spirit instead
SimplyAmazing
Quote:
This is a world where not everybody comes from an english speaking background, if you cant even read bad english how can you understand good english... The spell ranger spell is largely overpowered tho, to elite
* Have a whine back, use enter to keep spells in format plz ! ohw and although im unfamiliar with spirit recharge times; but having a wood of spirits esp. in small pvp is annoying enough, and clones of interupt spirits would become to strong, so unless the targeted spirit dies, i suggest you use transfer spirit instead |
Also, English is not my first language.
Arghore
Well english is not my first language either , and im allready glad this board is not in chinese or Japanese, which would totally make no sence to me :/ ...
hmk, So it would basically give you a clone on a different location or 2 of the same spirits near to eachother, for a larger battle area that constantly changes presure location it could also be a decent spell, perhaps in Elite form...
* Perhaps sticky this thread so ppl dont post new spell/skill/signet/etc posts as a general topic?
hmk, So it would basically give you a clone on a different location or 2 of the same spirits near to eachother, for a larger battle area that constantly changes presure location it could also be a decent spell, perhaps in Elite form...
* Perhaps sticky this thread so ppl dont post new spell/skill/signet/etc posts as a general topic?
Arghore
Summoning Signet for Ranger profession
Beastmastery (PvE only)
5e, 1s, 45r
Summon any friendly animal lvl** living in
current explorable area to your aid for **sec.
You cant capture this animal.
* only one summoned ally can be in your build/tray !
Normal animal companions do not count as a summoned creature.
Beastmastery (PvE only)
5e, 1s, 45r
Summon any friendly animal lvl** living in
current explorable area to your aid for **sec.
You cant capture this animal.
* only one summoned ally can be in your build/tray !
Normal animal companions do not count as a summoned creature.
Shrike942
Monk Skills
no attribute
One for each of the monk attributes
Protective Flight
for 30 seconds you move 12% faster for each protection skill in your skillbar.
end effect:all Protection Prayers skills are disabled for 15 seconds.
Healing Flight
for 30 seconds you move 12% faster for each healing skill in your skillbar.
end effect:all Healing Prayers skills are disabled for 15 seconds.
Divine Flight
for 30 seconds you move 12% faster for each divine favor skill in your skillbar.
end effect:all Divine Favor skills are disabled for 15 seconds.
Smiter's Flight
for 30 seconds you move 12% faster for each smiting skill in your skillbar
end effect:all Smiting Prayers skills are disabled for 15 seconds.
no attribute
One for each of the monk attributes
Protective Flight
for 30 seconds you move 12% faster for each protection skill in your skillbar.
end effect:all Protection Prayers skills are disabled for 15 seconds.
Healing Flight
for 30 seconds you move 12% faster for each healing skill in your skillbar.
end effect:all Healing Prayers skills are disabled for 15 seconds.
Divine Flight
for 30 seconds you move 12% faster for each divine favor skill in your skillbar.
end effect:all Divine Favor skills are disabled for 15 seconds.
Smiter's Flight
for 30 seconds you move 12% faster for each smiting skill in your skillbar
end effect:all Smiting Prayers skills are disabled for 15 seconds.
Regulus X
Why re-invent the wheel when there're so many existing skills in need of attention and rework? I say suggest ways to fix the current underpowered skills instead of wasting energy on thinking up skills for what should be in a new game.
Shrike942
problem is there are no running skills for monks sooo they are kinda needed...
Arghore
Cant you solve this with a /W (shout) , /R (stance) on your build?
Crail
Dervish Elite Form
Mysticism
Shapeshift
Energy:: 25 Cast Time:: 4 Recharge:: 120
For 30...95 seconds, you take on the form of target foe.
You have -10...5 energy and -3 health degeneration. You have the same skills, equipment, and attributes as target foe.
Just my noobness calling to me.
Mysticism
Shapeshift
Energy:: 25 Cast Time:: 4 Recharge:: 120
For 30...95 seconds, you take on the form of target foe.
You have -10...5 energy and -3 health degeneration. You have the same skills, equipment, and attributes as target foe.
Just my noobness calling to me.
YTMNDead
http://img16.imageshack.us/i/pokeymanhehehe.png/
a image say more than 1000 words
a image say more than 1000 words
Mad Lord of Milk
Screw You - Fire Magic
2 Sec Cast
25 Energy
Elite Spell. All foes within earshot suffer 20...220 fire damage, are knocked down, and suffer from burning for 1...10 seconds. Caster dies immediately after the spell has been cast.
2 Sec Cast
25 Energy
Elite Spell. All foes within earshot suffer 20...220 fire damage, are knocked down, and suffer from burning for 1...10 seconds. Caster dies immediately after the spell has been cast.
Short
Shade-Nature Ritual. Expertise. 15e 3c 60r
For 3...150...160 seconds whilst in range of this nature ritual no one appears on mini maps and every time someone suffers from blind, the length of the condition is doubled.
Break in the Time-Space Continuum-Elite Binding Ritual. Communing. 15e 4c 45r
For 16...30...74 seconds whilst in range of this spirit any shadowstep used teleports that player to the furthest place from where there are in map.
Shadowsteps-Elite Shadowstep. Critical Strikes. 5e 0c 15r
You shadowstep to 3 foes in a random order. The first foe to be shadowstepped to takes 30 damage, the second foe takes 60 damage, the third foe takes 120 damage. These foes gain immunity to shadowsteps for 20 seconds.
Lol at stupid skills.
For 3...150...160 seconds whilst in range of this nature ritual no one appears on mini maps and every time someone suffers from blind, the length of the condition is doubled.
Break in the Time-Space Continuum-Elite Binding Ritual. Communing. 15e 4c 45r
For 16...30...74 seconds whilst in range of this spirit any shadowstep used teleports that player to the furthest place from where there are in map.
Shadowsteps-Elite Shadowstep. Critical Strikes. 5e 0c 15r
You shadowstep to 3 foes in a random order. The first foe to be shadowstepped to takes 30 damage, the second foe takes 60 damage, the third foe takes 120 damage. These foes gain immunity to shadowsteps for 20 seconds.
Lol at stupid skills.
Mad Lord of Milk
Wild Shot - Marksmanship
15 Energy - 8 Recast
Bow Attack. Shoot an arrow twice as fast. If Wild Shot hits target foe, it removes their stance. This attack always results in a critical hit.
Animate Bone Knight - Death Magic
15 Energy - 3 Cast Time - 20 Recast
Elite Summoning Spell. Exploit a corpse to animate a level 1...18 Bone Knight. Half of the target corpse's level is added to the Bone Knight upon animation.
15 Energy - 8 Recast
Bow Attack. Shoot an arrow twice as fast. If Wild Shot hits target foe, it removes their stance. This attack always results in a critical hit.
Animate Bone Knight - Death Magic
15 Energy - 3 Cast Time - 20 Recast
Elite Summoning Spell. Exploit a corpse to animate a level 1...18 Bone Knight. Half of the target corpse's level is added to the Bone Knight upon animation.
Ugh
Warrior
5 Energy 20 Recharge
Shout
For 2...4 seconds, your allies cannot be the target of enemy attacks or skills. All your non-Warrior skills are disabled for 5 seconds.
Ranger
10 Energy 10 Recharge
Elite Bow Attack.
If this attack hits, target foe is blinded for 2...5..6 seconds and dazed for 1...4..5 seconds.
5 Energy 8 Recharge
Bow Attack
If this attack hits, it ricochets to up to two more foes near your target. It strikes for an additional 1...11..14 damage.
5 Energy 20 Recharge
Shout
For 2...4 seconds, your allies cannot be the target of enemy attacks or skills. All your non-Warrior skills are disabled for 5 seconds.
Ranger
10 Energy 10 Recharge
Elite Bow Attack.
If this attack hits, target foe is blinded for 2...5..6 seconds and dazed for 1...4..5 seconds.
5 Energy 8 Recharge
Bow Attack
If this attack hits, it ricochets to up to two more foes near your target. It strikes for an additional 1...11..14 damage.
KoKoS
Get a Life: elite enchantment spell
Your account is (perma)deleted =D
Hyperactive was GaGa
Hold LaDy GaGa's ashes for up to 120seconds. When you drop her ashes you just /dance xP
Pregnancy - Elite Binding Ritual
Hold a lvl10 spirit inside your belly for up to 9 months. When 9months are over your belly explodes, dealing 100..300..500 chaos damage to all foes in the area.
ok ok i'm jk ;P
Your account is (perma)deleted =D
Hyperactive was GaGa
Hold LaDy GaGa's ashes for up to 120seconds. When you drop her ashes you just /dance xP
Pregnancy - Elite Binding Ritual
Hold a lvl10 spirit inside your belly for up to 9 months. When 9months are over your belly explodes, dealing 100..300..500 chaos damage to all foes in the area.
ok ok i'm jk ;P
Show Some Skin
I was thinking a skill like...
Super Arrow
Deals +20 Dmg and 50 more if target is using an emote
~target suffers from all conditions for 50 seconds
Its a super awesome skill
Super Arrow
Deals +20 Dmg and 50 more if target is using an emote
~target suffers from all conditions for 50 seconds
Its a super awesome skill
KoKoS
^ why would a margonite use an emote while you're killing it? o.o
cough useless in pve cough
cough useless in pve cough
Bellus
A
Uncertain Ground
No Atribute 5[e] 25[r]
Skill. Shadow step to target foe. Causes knock down if that foe has less maximum health than you. You are knocked down if that foe has more maximum health than you. 50% failure chance if Shadow Arts 5 or less.
D
Against the Wind
No Atribute 5[e] 45[r]
Stance. (90 seconds.) Enchantments on you expire 33% faster.
E
Supremacy
Energy Storage 15[e] 1[c] 5[r]
Spell. If you have more energy than target foe inflict Deep Wound on that foe for (1.. 10 seconds.) If you have less energy than target foe you are dazed and weakened for 10 seconds.
Me
Ego Boost
Illusion Magic 10[e] 2[c] 30[r]
Enchantment Spell. (10 seconds.) Whenever target foe attacks or casts a spell all adjacent foes are blinded for (1.. 5 seconds.) Target foe has (+5.. +1) energy regeneration.
Mo
High Noon
Divine Favor 10[e] 2[c] 4[r]
Enchantment Spell. Heal the entire party for (20.. 100.) and grant them (+5.. +25) maximum armor for (6 seconds.) If you heal more than 3 party members in this way you are exhausted.
N
Animate Bone Juggernaut
Death Magic 20[e] 3[c] 90[r]
Spell. Destroy all your undead servants to create a level (5.. 25), plus 1 level for each servant destroyed in the process, Bone Juggernaut that causes Deep Wound with each of it's attacks (1.. 8 seconds.) Bone Juggernaut takes up 5 places in your servants pool; moves and attacks 10% slower. No effect unless at least one servant is destroyed.
Well of the Master
Death Magic 10[e] 2[c] 20[r]
Well Spell. (1.. 10 seconds.) Undead servants in this well steal health with their attacks, but take double damage.
R
Apply Tainted Blood
Wilderness Survival 15[e] 3[c] 15[r]
Preparation. (25 seconds.) Your arrows inflict Disease upon impact (5.. 15 seconds.)
Mirror Shot
No Atribute 5[e] 1[c] 10[r]
Bow Attack. Remove a preparation from target hit foe. You lose a preparation. Unblockable.
W
"For Honor!"
Tactics 10[e] 40[r]
Shout. Lose one condition. (1.. 9 seconds.) Your attack skills recharge (5%.. 20%) faster and you gain double adrenaline from combat. Your non-attack skills are disabled (15.. 9 seconds.) No effect unless a condition was removed.
"For Glory!"
Tactics 10[e] 40[r]
Shout. Lose one hex. (1.. 9 seconds.) Your non-attack skills recharge (5%.. 20%) faster and you gain double adrenaline from combat. Your attack skills are disabled (15.. 9 seconds.) No effect unless a hex was removed.
Uncertain Ground
No Atribute 5[e] 25[r]
Skill. Shadow step to target foe. Causes knock down if that foe has less maximum health than you. You are knocked down if that foe has more maximum health than you. 50% failure chance if Shadow Arts 5 or less.
D
Against the Wind
No Atribute 5[e] 45[r]
Stance. (90 seconds.) Enchantments on you expire 33% faster.
E
Supremacy
Energy Storage 15[e] 1[c] 5[r]
Spell. If you have more energy than target foe inflict Deep Wound on that foe for (1.. 10 seconds.) If you have less energy than target foe you are dazed and weakened for 10 seconds.
Me
Ego Boost
Illusion Magic 10[e] 2[c] 30[r]
Enchantment Spell. (10 seconds.) Whenever target foe attacks or casts a spell all adjacent foes are blinded for (1.. 5 seconds.) Target foe has (+5.. +1) energy regeneration.
Mo
High Noon
Divine Favor 10[e] 2[c] 4[r]
Enchantment Spell. Heal the entire party for (20.. 100.) and grant them (+5.. +25) maximum armor for (6 seconds.) If you heal more than 3 party members in this way you are exhausted.
N
Animate Bone Juggernaut
Death Magic 20[e] 3[c] 90[r]
Spell. Destroy all your undead servants to create a level (5.. 25), plus 1 level for each servant destroyed in the process, Bone Juggernaut that causes Deep Wound with each of it's attacks (1.. 8 seconds.) Bone Juggernaut takes up 5 places in your servants pool; moves and attacks 10% slower. No effect unless at least one servant is destroyed.
Well of the Master
Death Magic 10[e] 2[c] 20[r]
Well Spell. (1.. 10 seconds.) Undead servants in this well steal health with their attacks, but take double damage.
R
Apply Tainted Blood
Wilderness Survival 15[e] 3[c] 15[r]
Preparation. (25 seconds.) Your arrows inflict Disease upon impact (5.. 15 seconds.)
Mirror Shot
No Atribute 5[e] 1[c] 10[r]
Bow Attack. Remove a preparation from target hit foe. You lose a preparation. Unblockable.
W
"For Honor!"
Tactics 10[e] 40[r]
Shout. Lose one condition. (1.. 9 seconds.) Your attack skills recharge (5%.. 20%) faster and you gain double adrenaline from combat. Your non-attack skills are disabled (15.. 9 seconds.) No effect unless a condition was removed.
"For Glory!"
Tactics 10[e] 40[r]
Shout. Lose one hex. (1.. 9 seconds.) Your non-attack skills recharge (5%.. 20%) faster and you gain double adrenaline from combat. Your attack skills are disabled (15.. 9 seconds.) No effect unless a hex was removed.
Owik Gall
Strike of Awe
10 Adrenaline. 8 second recharge.
(Tactics) Your next attack skill interrupts. If a skill was interrupted this way, target struck foe is dazed for (3..6..8) seconds. [You lose all energy. No effect if target foes skill was targeting one of its allies.]
Body Block
5 Energy. 20 Second recharge.
(Tactics) (3...16...24 seconds.) All adjacent party members gain 10...35...40 armor. Negates the next fatal damage to an adjacent party member. [You take double damage. Ends when this skill negates a fatal damage.]
Protective Shield (Elite)
10 Energy. 25 Second Recharge.
(Tactics) (5...16...25 seconds.) Damage you receive is reduced by (5...30...40) percent. [Must wield a shield. No effect unless you are in a stance.]
10 Adrenaline. 8 second recharge.
(Tactics) Your next attack skill interrupts. If a skill was interrupted this way, target struck foe is dazed for (3..6..8) seconds. [You lose all energy. No effect if target foes skill was targeting one of its allies.]
Body Block
5 Energy. 20 Second recharge.
(Tactics) (3...16...24 seconds.) All adjacent party members gain 10...35...40 armor. Negates the next fatal damage to an adjacent party member. [You take double damage. Ends when this skill negates a fatal damage.]
Protective Shield (Elite)
10 Energy. 25 Second Recharge.
(Tactics) (5...16...25 seconds.) Damage you receive is reduced by (5...30...40) percent. [Must wield a shield. No effect unless you are in a stance.]