Create a Skill
MithranArkanere
Here I present you with the Ultimate combo skills.
Mark skills:
- All of them would be PvE skills.
- All of them last only 5 seconds, so players must time a little to have them work together.
- All of them are linked to the primary attribute of a certain profession.
- All of them end at the same time when one of them is triggered.
- All of them require to be triggered to deal damage, otherwise they just end without doing anything.
- The one that triggers the others don't deal damage. So if you apply 8 different marks and ine condition of one f them is met, it triggers the rest without dealing damagee and, you'll get damage from 7 marks.
- The damage is determined by each mark separately.
- Since the condition for each one is different, actually spiking with 8 of them is tricky. To make the damage greater, players must leave the most likely to happen (like a monk healing or a paragon shouting) for the end and start with the ones the can control, such as that target receiving damage.
- All of them deal their damage when they end, just before being removed.
- So, the max damage with rank 13 in the primary attribute of 8 characters with 8 different professions, would be 7*69=483. But if there are only 3 different professions between those 8 characters, the max damage dealt would be 207.
- To sum it all up, if you cast all of them and one of the conditions is met, all of them fire up at the same time, spiking the target. The more different profession bring their mark, the more damage target takes. If all professions are the same, no damage is ever dealt since other marks is required to deal damage.
Mark of the Shield.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is hit by a melee attack or attacks in melee, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Strength)
Mark of the Paw.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a condition or inflicts a condition, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Expertise)
Mark of the Ankh.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe heals or is healed, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Divine Favor)
Mark of the Skull.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a hex or casts an hex, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Soul Reaping)
Mark of the Hamsa.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe interrupts or is interrupted, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Fast Casting)
Mark of the Flame.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is damaged by elemental damage or deals elemental damage, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Energy Storage)
Mark of the Crossing Daggers
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is struck by a critical hit or deals a critical hit, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Critical Strikes)
Mark of the Blind Eye
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is attacked by a spirit or attacks a spirit, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Spawning Power)
Mark of the Winged Shield
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a shout or shouts, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Leadership)
Mark of the Crescent Moons
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe receives or loses and enchantment, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Mysticism)
Mark skills:
- All of them would be PvE skills.
- All of them last only 5 seconds, so players must time a little to have them work together.
- All of them are linked to the primary attribute of a certain profession.
- All of them end at the same time when one of them is triggered.
- All of them require to be triggered to deal damage, otherwise they just end without doing anything.
- The one that triggers the others don't deal damage. So if you apply 8 different marks and ine condition of one f them is met, it triggers the rest without dealing damagee and, you'll get damage from 7 marks.
- The damage is determined by each mark separately.
- Since the condition for each one is different, actually spiking with 8 of them is tricky. To make the damage greater, players must leave the most likely to happen (like a monk healing or a paragon shouting) for the end and start with the ones the can control, such as that target receiving damage.
- All of them deal their damage when they end, just before being removed.
- So, the max damage with rank 13 in the primary attribute of 8 characters with 8 different professions, would be 7*69=483. But if there are only 3 different professions between those 8 characters, the max damage dealt would be 207.
- To sum it all up, if you cast all of them and one of the conditions is met, all of them fire up at the same time, spiking the target. The more different profession bring their mark, the more damage target takes. If all professions are the same, no damage is ever dealt since other marks is required to deal damage.
Mark of the Shield.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is hit by a melee attack or attacks in melee, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Strength)
Mark of the Paw.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a condition or inflicts a condition, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Expertise)
Mark of the Ankh.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe heals or is healed, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Divine Favor)
Mark of the Skull.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a hex or casts an hex, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Soul Reaping)
Mark of the Hamsa.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe interrupts or is interrupted, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Fast Casting)
Mark of the Flame.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is damaged by elemental damage or deals elemental damage, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Energy Storage)
Mark of the Crossing Daggers
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is struck by a critical hit or deals a critical hit, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Critical Strikes)
Mark of the Blind Eye
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is attacked by a spirit or attacks a spirit, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Spawning Power)
Mark of the Winged Shield
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a shout or shouts, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Leadership)
Mark of the Crescent Moons
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe receives or loses and enchantment, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Mysticism)
Scary
RABIES
Elite skill beastmastery

Energy cost 5
Casting time n/a
Recharge 25 seconds
Your pet is getting beserk for 10 seconds doing 10...30 dmg with every atack
to all nearby foes.
additional effect all nearby foe's are diseased for 10 seconds.
Elite skill beastmastery

Energy cost 5
Casting time n/a
Recharge 25 seconds
Your pet is getting beserk for 10 seconds doing 10...30 dmg with every atack
to all nearby foes.
additional effect all nearby foe's are diseased for 10 seconds.
MagmaRed
Victor's Spoils
Blood Magic hex spell
10 energy
2 second cast time
20 second recharge
Target foe is hexed with Victor's Spoils. While hexed with Victor's Spoils, target foe has +10...50....80 health.
Cast this on someone who has Spoil Victor so they are more likely to take the damage from SV. Then when it ends, they lose that health gained. Would make for 1 health targets often, just like Endure Pain does.
Blood Magic hex spell
10 energy
2 second cast time
20 second recharge
Target foe is hexed with Victor's Spoils. While hexed with Victor's Spoils, target foe has +10...50....80 health.
Cast this on someone who has Spoil Victor so they are more likely to take the damage from SV. Then when it ends, they lose that health gained. Would make for 1 health targets often, just like Endure Pain does.
reaper with no name
Avatar of Kormir
Elite Mysticism Form
10 en, 2 act, 30 rchg
For 10...74 sec, your enchantments cannot be stripped by enemies and your dervish attributes are increased by 1. This skill is disabled for 120 sec.
Elite Mysticism Form
10 en, 2 act, 30 rchg
For 10...74 sec, your enchantments cannot be stripped by enemies and your dervish attributes are increased by 1. This skill is disabled for 120 sec.
aga
Mystic Power
attribute Mystism
Enchantment, energy 10, 1 sec cast, 30 sec recharge
For 5...15 seconds while wielding a scythe you attacks are unblockable and have a 50% to remove 1...3 enchanments, for each enchantment removed in this way target foe takes 10...30 damage.
attribute Mystism
Enchantment, energy 10, 1 sec cast, 30 sec recharge
For 5...15 seconds while wielding a scythe you attacks are unblockable and have a 50% to remove 1...3 enchanments, for each enchantment removed in this way target foe takes 10...30 damage.
eyekwah2
I see a lot of good skills. Among my favorites are the following:
I think they offer an interesting concept to the game which hasn't been done before and I'd like to see more of. judge1121, I have to give you credit for the Illusion of death skill since you listed it, though I thought of something similar as a non-attribute assasin ability.
I like the idea of skills which break the fourth wall a bit. I don't see why Dazed should just affect the casting of the player when it can affect the visibility of the screen (think of the poison dart in the mission with the temple ruins in Nightfall).
So generally speaking, I like skills which break the fourth wall.
Quote:
Birthing pool Necro skill Any creature that dies in this well be freind or foe or just a dune lizard u happily like beat on every once and a while, a masterless lvl 10-18 bone horror is sommoned. mana cost: 20 Guise hex spell-illusion magic energy cost: 10 casting time: 1 recharge time: 10 for 8-18 seconds target foe only recieves 80%-50% benefit from healing and you get 20%-50% of the intended healing. Grenth's Sacrifice: Elite Spell (Blood) Energy: 15 mana, 1 second cast, 30 second recharge Maximum Health Reduced by 40% Any existing hexes are removed without penalty. For the next 10-20 seconds you cannot be Hexed. Hex Sending: Elite Spell (Curses) Energy: 10 mana, 1 second cast, 10 second recharge Transfer a single hex from you to target foe. Mantra of Masochism Elite Enchantment (Death) 15 energy 2s cast, 60s recast For 20 seconds, Mantra of Masochism does nothing. When Mantra of Masochism ends, 25...50% of all the damage that was done to you during Mantra of Masochism is dealt to all adjacent foes. Illusion of Strength Enchantment Spell (Illusion) 5 energy, 3/4s cast, 8s recast You are no longer weakened. For 3...7 seconds, you deal 8...18 more damage in combat. When Illusion of Strength ends, you suffer from weakness for 15...10 seconds. Rogues Cover: (enchantment or stance) For 8-16 seconds any trap, preparation or attack you use will be unseen by your foes. Energy: 15 | Cast: - | Recast: 30 Raise the Dead: Spell. Bring dead target ally back to life as undead at full Health and full Energy. This target has a health degeneration of 2 and receives 20% less benefit from healing. This ally is immune to poision and disease but takes 33% more damage from holy magic. Deaths while enchanted with Zombie do not incur a death penalty. Energy: 10 | Cast: 4 | Recast 40 Avatar of Kormir Elite Mysticism Form 10 en, 2 act, 30 rchg For 10...74 sec, your enchantments cannot be stripped by enemies and your dervish attributes are increased by 1. This skill is disabled for 120 sec. Illusion of death Mesmer- illusion casting time 2 secs recharge time 30 secs energy 15 enchantment spell. this spell last for 10-25 secs. when killed while holding this spell, u are ressurected after 5 secs with 25%-60% hp and 35%-85% enregy. |
I like the idea of skills which break the fourth wall a bit. I don't see why Dazed should just affect the casting of the player when it can affect the visibility of the screen (think of the poison dart in the mission with the temple ruins in Nightfall).
So generally speaking, I like skills which break the fourth wall.
Mikkelet
Bold Arrow
- Elite -
10 nrg - 1 sec acti - 10r
Bow Attack. If Bold Arrow hits, target foe takes +5...21 damage and is knoced down. (Attrib: marksmanship)
- Elite -
10 nrg - 1 sec acti - 10r
Bow Attack. If Bold Arrow hits, target foe takes +5...21 damage and is knoced down. (Attrib: marksmanship)
Illudia Absurdus
Twilight
Elite Hex Spell (Mesmer - 10 energy, 2 secs casting tme, 20 secs recharge) Non-attribute skill.
Twilight - For 15 seconds target foe's negative effects (hexes) and positive effects (enchantments) last double the time they would normally last.
Elite Hex Spell (Mesmer - 10 energy, 2 secs casting tme, 20 secs recharge) Non-attribute skill.
Twilight - For 15 seconds target foe's negative effects (hexes) and positive effects (enchantments) last double the time they would normally last.

Expro
Aura of Allium Sativum
10 energy, 0 activation, 20 recharge
Skill. For 5...10...11 seconds, all lifestealing skills used against you cause Disease and Poison for 3...10...10 seconds to lifestealer. (Attrib: Wilderness Survive)
10 energy, 0 activation, 20 recharge
Skill. For 5...10...11 seconds, all lifestealing skills used against you cause Disease and Poison for 3...10...10 seconds to lifestealer. (Attrib: Wilderness Survive)
Raccoon
Raccoon Signet
Type: Mesmer Elite Signet
Attribute: Domination
Cast: None
Recharge: 10 seconds
Effect: Target foe is dazed and blinded for 1...5...10 seconds
>:3
Type: Mesmer Elite Signet
Attribute: Domination
Cast: None
Recharge: 10 seconds
Effect: Target foe is dazed and blinded for 1...5...10 seconds
>:3
eyekwah2
Quote:
Twilight
Elite Hex Spell (Mesmer - 10 energy, 2 secs casting tme, 20 secs recharge) Non-attribute skill. Twilight - For 15 seconds target foe's negative effects (such as hexes, conditions e.t.c) and positive effects (enchantments e.t.c) last double the time they would normally last. ![]() |
Malice. 15 energy, 2 second cast, 30 recharge. Elite necromancer enchantment. For 5..15 seconds, whenever you cast a spell, you steal 5..15 life from each foe under the effect of one of your hexes.
Lexar
Strength:
Call of the battle maiden.
10 adrenaline.
4 seconds to cast.
Shout. Has a 20-50% chance to revive all nearby allies and enemies with 20-50% health and 0-20% energy. If the shout fails to revive allies, the nearby corpses become exploited.
This skill should make things hectic.
Call of the battle maiden.
10 adrenaline.
4 seconds to cast.
Shout. Has a 20-50% chance to revive all nearby allies and enemies with 20-50% health and 0-20% energy. If the shout fails to revive allies, the nearby corpses become exploited.
This skill should make things hectic.
Owik Gall
Taunting Aura
5 Energy. 20 second recharge.
(Tactics) Skill. (2...12...16 seconds.) Other party members within earshot receives (10...20...25) percent less damage. [Foes attacking affected party members gain 20% more adrenaline. Foes gain 3 energy each time they cast a spell on affected party members. You take 20% more damage.]
It's an interesting idea. Especially for PvP. No?
5 Energy. 20 second recharge.
(Tactics) Skill. (2...12...16 seconds.) Other party members within earshot receives (10...20...25) percent less damage. [Foes attacking affected party members gain 20% more adrenaline. Foes gain 3 energy each time they cast a spell on affected party members. You take 20% more damage.]
It's an interesting idea. Especially for PvP. No?
St Lucretia
[I'm aware of the long-standing "Create a skill" thread, but that place seems to be a little off-balance.]
I have a collection of 12 new skill ideas per profession (plus 12 PvE skills), many I think are quite novel, useful, potentially good for the game, or just fun.
I know that chance of any new skills being added to the game are very slim, but see what you think; below is a small selection of examples:
For the rest, see my wiki user page.
http://wiki.guildwars.com/wiki/User:St_Lucretia/Skills
I have a collection of 12 new skill ideas per profession (plus 12 PvE skills), many I think are quite novel, useful, potentially good for the game, or just fun.
I know that chance of any new skills being added to the game are very slim, but see what you think; below is a small selection of examples:
Quote:
Warrior: Shielded Defence Skill. (1...4...5 seconds). The next damage you take is reduced by 5...57...70. No effect unless you are wielding a shield. 1 Adrenaline, 5 Recharge time, Strength Ranger: Piercing Shot Bow attack. Deals +1...8...10 damage. +15 seconds recharge if target is below 75...47...40% Health. 10 Energy,1 Activation time, 0 Recharge time, Expertise Monk: Dispel Hexes Spell. Remove 1...3...4 hexes from target ally. Gain 1...5...6 energy for each hex removed. 25 Energy, 0.25 Activation time, 5 Recharge time, Divine Favor Necromancer: Deathly Hallows Hex Spell. (30 seconds) Deals 15...51...60 cold damage to target each time a creature within earshot dies. Deals an extra 10...34...40 cold damage and this hex ends if that creature was summoned. 17% Sacrifice, 15 Energy, 2 Activation time, 20 Recharge time Death Magic Mesmer: Price of Greed Hex Spell. (30 seconds) Causes 5...21...25 damage whenever target foe gains or loses energy. 15 Energy, 2 Activation time, 5 Recharge time, Inspiration Magic Elementalist: Tremor Spell. Deals 35...59...65 earth damage each second (3 seconds). Hits foes near target's original location. Causes knock-down to weakened foes. 15 Energy, 2 Activation time, 15 Recharge time, Earth Magic Assassin: Pain of Inferiority Hex Spell. (5...17...20 seconds.) Deals 2...16...20 chaos damage to target foe whenever they suffer a critical hit. 10 Energy, 1 Activation time, 10 Recharge time, Deadly Arts Ritualist: Signet of Spawning Signet. The next creature you create is 1...3...4 levels higher than normal. 2 Activation time, 30 Recharge time, Spawning Power Paragon: "You're not alone!" Shout. Target other ally is healed for 10...42...50 plus an additional 10...18...20 for each nearby foe. 5 Energy, 10 Recharge time, Motivation Dervish: Raging Tempest Stance. (1...8...10 seconds) You move 33% faster. The next time you use an attack skill, all adjacent foes are knocked down and this stance ends. 10 Energy, 20 Recharge time, Wind Prayers |
http://wiki.guildwars.com/wiki/User:St_Lucretia/Skills
shoyon456
I like the ideas for the most part, but in all fairness, some are overpowered. For example Shielded Defense- only 1 adren, 5 recharge, 5 sec duration? 
Whereas, the ranger, monk, and dervish skill seem to be balanced very well.

Whereas, the ranger, monk, and dervish skill seem to be balanced very well.
MrGuildBoi
Quote:
I like the ideas for the most part, but in all fairness, some are overpowered. For example Shielded Defense- only 1 adren, 5 recharge, 5 sec duration?
![]() Whereas, the ranger, monk, and dervish skill seem to be balanced very well. |
i can see some of these in GW2. but they probably arent gonna make it for gw
My New Name
agree with shoyon on war skill even if its only next attack its still overpowered
maybe if recharge was 10 it would be fair then.
Also i don't see a point in the ranger skill: 10 en for +10 dmg is kinda..........
maybe if recharge was 10 it would be fair then.
Also i don't see a point in the ranger skill: 10 en for +10 dmg is kinda..........
MrGuildBoi
it's in the expertise line. but the +10 is kinda low for 'piercing'
Ugh
Quote:
Ranger: Piercing Shot Bow attack. Deals +1...8...10 damage. +15 seconds recharge if target is below 75...47...40% Health. 10 Energy,1 Activation time, 0 Recharge time, Expertise |
Quote:
Necromancer: Deathly Hallows Hex Spell. (30 seconds) Deals 15...51...60 cold damage to target each time a creature within earshot dies. Deals an extra 10...34...40 cold damage and this hex ends if that creature was summoned. 17% Sacrifice, 15 Energy, 2 Activation time, 20 Recharge time Death Magic |
Bellus
Good stuff. Wrapping it up wiki-style really helps to get the right idea.
Tangible Feedback:
*Blaze deserves an elite status, imo.
*Sin's Magehunter Strike - Warriors already have it.. the name at least [Jump].
*Smoke Bomb could do without the poison effect. Kinda kills Viper's Defense otherwise.
*Most of your Paragon shouts have tacky names - no offense
. e.g. "Always Outnumbered, Never Overcome!" - nice idea but I can't imagine someone shouting this on a battlefield.
*Name change suggestion: from "Fight for all you're worth!" to "Rush Them!"
----------------------------------------
"Victory or Death!"
Shout. (0...8...10 seconds). You move and attack 25% faster. You take 100...60...50% more damage and and receive 50...30...25% less benefit from healing. -- on the main board at least.
*Unstable smash
*Stumbling spear
*Rt's Soulspire Gaze is named Wailing on the main board.
--sry, worked as a spellchecker.
---------------------------------------
I know it's not same as coming up with your own, but feel free to spin/alter/mod/rip the skills I posted some time ago. [Jump]
PS Save some ideas for GW2.
Tangible Feedback:
*Blaze deserves an elite status, imo.
*Sin's Magehunter Strike - Warriors already have it.. the name at least [Jump].
*Smoke Bomb could do without the poison effect. Kinda kills Viper's Defense otherwise.
*Most of your Paragon shouts have tacky names - no offense

*Name change suggestion: from "Fight for all you're worth!" to "Rush Them!"
----------------------------------------
"Victory or Death!"
Shout. (0...8...10 seconds). You move and attack 25% faster. You take 100...60...50% more damage and and receive 50...30...25% less benefit from healing. -- on the main board at least.
*Unstable smash
*Stumbling spear
*Rt's Soulspire Gaze is named Wailing on the main board.
--sry, worked as a spellchecker.

---------------------------------------
I know it's not same as coming up with your own, but feel free to spin/alter/mod/rip the skills I posted some time ago. [Jump]
PS Save some ideas for GW2.

eyekwah2
These would make excellent elite skills. I can imagine quite a few extremely damaging builds that would utilize those skills.
As for piercing shot, think about needling shot. Having both makes Quickshot completely useless. Though anyone crazy enough to use it would have a serious energy problem on their hands, so it'd either be for niche builds or it wouldn't be used at all.
Ooo.. that just scratched an itch I couldn't quite scratch. That's the perfect complement to e-denial builds. You did mean that the loss of energy is caused by reasons other than using a skill, right?
As for piercing shot, think about needling shot. Having both makes Quickshot completely useless. Though anyone crazy enough to use it would have a serious energy problem on their hands, so it'd either be for niche builds or it wouldn't be used at all.
Quote:
Mesmer: Price of Greed Hex Spell. (30 seconds) Causes 5...21...25 damage whenever target foe gains or loses energy. 15 Energy, 2 Activation time, 5 Recharge time, Inspiration Magic |
St Lucretia
Thank you various people for some feedback.
Skill names are generally pop-culture (ish) references, but they're just names.
Smoke bomb's poison is really just to cover the blind, it's a very short duration.
Blaze is a strange one that I can never seem to find a balance for.
The ranger skill "Piercing shot" is a sort of pressure/niche skill, sort-of spammable (With 14 expertise and a zealous bow, 10e skills only cost 3e) but obviously only up to a point to prevent big R-Spike and too high pressure.
Some of the more confusing skills (like Price of Greed) have notes to explain things.
Skill names are generally pop-culture (ish) references, but they're just names.
Smoke bomb's poison is really just to cover the blind, it's a very short duration.
Blaze is a strange one that I can never seem to find a balance for.
The ranger skill "Piercing shot" is a sort of pressure/niche skill, sort-of spammable (With 14 expertise and a zealous bow, 10e skills only cost 3e) but obviously only up to a point to prevent big R-Spike and too high pressure.
Some of the more confusing skills (like Price of Greed) have notes to explain things.
AngeliqueSynner
The first one is a farcical skill. Not at all serious, just something I cooked up for a friend who is a poor sport at gaming.
"That's Bullshit!"[E] - Unlinked. Common Profession.
0e 0c 60r
Shout. Resurrect yourself [10% health 0 energy] You deal 15% more damage and take no damage for 5 seconds. If you fail to take retribution on your killer within 5 seconds, you die. This skill is disabled for 120 seconds.
Like I said, just being funny here. Obviously retribution would be killing whatever struck the final blow on you.
And while on the subject of gaming, this would be an inside joke skill between my roomate and I.
"Shit..."[E] - Unlinked Common Profession
0e 0c
Shout. Removes 2% Death penalty. Can only be used while dead. Only recharges on a morale boost.
The inside joke is my roomate and I were playing the same game, at the same time. Devil May Cry 2. He was playing Dante, I was rocking Lucia. We were at the same part in each side and died at the same time. We hung our heads and sighed "Shit..." at the same time. We found it amusing.
As for serious skills.
Some more Necro minions would be nice.
Animate Abomination - Necromancer Death Magic
20e 3c 30r
Animates a level [XX] Abomination that causes disease [XX] seconds with each of it's attacks. Exploits a fresh corpse. Only one abomination may exist at a time.
You could make it an elite, I don't feel as though it should be as the level spread could be that of Bone Minions or close to. Just another option for a utility minion to a MM bar. Could be more of a curse is some places.
Mark of the Damned[E] - Necromancer Death Magic
10e 1c 25r
Elite Hex Spell. For [XX] seconds target foe suffers -3 health degeneration and loses 1 energy every time they cast a spell. If the target dies while suffering from Mark of the Damned, a level [XX] masterless Abomination is spawned.
Obviously a caster hate hex. Again, Bone minion type level spread on the summoned. Possibly a little higher due to elite status. Something like Jagged Bones making stronger Jagged horrors than Shambling horrors do on death.
Battlegrace - Warrior Tactics
5e 20r
Stance. For [XX] seconds you attack 25% faster and have a 25% chance to block melee attacks. Ends if your health falls below 50%.
Bit of Defensive IAS love to a relatively unused line. Figure it fits the "Masters of melee combat" title that warriors seem to have.
"Walk it off!" - Paragon Motivation
10e 25r
Shout. For [XX] seconds target ally has +[XX] health regeneration while moving. Initial Effect removes crippled condition.
I know a more effective cripple removal would be "IAU!" from the Norn track. This wouldn't be a PvE only skill, but I don't forsee much use in PvP for it. Mainly because cripple is not a very common snare in PvP that I see.
I'll edit to add more later. I'm having a bit of a brain fart right now. :]
"That's Bullshit!"[E] - Unlinked. Common Profession.
0e 0c 60r
Shout. Resurrect yourself [10% health 0 energy] You deal 15% more damage and take no damage for 5 seconds. If you fail to take retribution on your killer within 5 seconds, you die. This skill is disabled for 120 seconds.
Like I said, just being funny here. Obviously retribution would be killing whatever struck the final blow on you.
And while on the subject of gaming, this would be an inside joke skill between my roomate and I.
"Shit..."[E] - Unlinked Common Profession
0e 0c
Shout. Removes 2% Death penalty. Can only be used while dead. Only recharges on a morale boost.
The inside joke is my roomate and I were playing the same game, at the same time. Devil May Cry 2. He was playing Dante, I was rocking Lucia. We were at the same part in each side and died at the same time. We hung our heads and sighed "Shit..." at the same time. We found it amusing.
As for serious skills.
Some more Necro minions would be nice.
Animate Abomination - Necromancer Death Magic
20e 3c 30r
Animates a level [XX] Abomination that causes disease [XX] seconds with each of it's attacks. Exploits a fresh corpse. Only one abomination may exist at a time.
You could make it an elite, I don't feel as though it should be as the level spread could be that of Bone Minions or close to. Just another option for a utility minion to a MM bar. Could be more of a curse is some places.
Mark of the Damned[E] - Necromancer Death Magic
10e 1c 25r
Elite Hex Spell. For [XX] seconds target foe suffers -3 health degeneration and loses 1 energy every time they cast a spell. If the target dies while suffering from Mark of the Damned, a level [XX] masterless Abomination is spawned.
Obviously a caster hate hex. Again, Bone minion type level spread on the summoned. Possibly a little higher due to elite status. Something like Jagged Bones making stronger Jagged horrors than Shambling horrors do on death.
Battlegrace - Warrior Tactics
5e 20r
Stance. For [XX] seconds you attack 25% faster and have a 25% chance to block melee attacks. Ends if your health falls below 50%.
Bit of Defensive IAS love to a relatively unused line. Figure it fits the "Masters of melee combat" title that warriors seem to have.
"Walk it off!" - Paragon Motivation
10e 25r
Shout. For [XX] seconds target ally has +[XX] health regeneration while moving. Initial Effect removes crippled condition.
I know a more effective cripple removal would be "IAU!" from the Norn track. This wouldn't be a PvE only skill, but I don't forsee much use in PvP for it. Mainly because cripple is not a very common snare in PvP that I see.
I'll edit to add more later. I'm having a bit of a brain fart right now. :]
eyekwah2
I personally would like to see a whole line of skills I like to call "Wurm" skills which would be hexes which seem to be alive.
Examples:
Jaded Wurm - 10e, 1s, 15r. Hex. For 4..16 seconds, target foe gains -1 health degeneration. Whenever target foe is healed, healing is reduced by 5..20 points and you gain 5..20 points of health instead.
Spur Wurm - 10e, 1s, 10r. Hex. For 3..10 seconds, target foe gets -1 health degeneration. For every second under the effects of Spur Wurm in which target foe is running, degeneration effect caused by Spur Wurm is doubled.
Demonic Wurm - 5e, 1s, 5r. Hex. For 6..26 seconds, target foe gains +1 health regeneration. If Demonic Wurm is prematurely removed by a foe, target foe takes 20..120 damage.
Mind Wurm - 20% life sacrifice, 5e, 1s, 10r. Hex. For 20 seconds, target foe gets -1 health degeneration and Mind Wurm substitutes a random skill of target foe's skill bar with Mind Wurm. If a skill has been replaced in this way, casting Mind Wurm will remove it from the bar.
Frostbite - 10e, 1s, 10r. Hex. For 5..20 seconds, target receives -20 armor vs cold damage but whenever target foe receives fire damage, 25% of that damage is converted into healing instead.
Examples:
Jaded Wurm - 10e, 1s, 15r. Hex. For 4..16 seconds, target foe gains -1 health degeneration. Whenever target foe is healed, healing is reduced by 5..20 points and you gain 5..20 points of health instead.
Spur Wurm - 10e, 1s, 10r. Hex. For 3..10 seconds, target foe gets -1 health degeneration. For every second under the effects of Spur Wurm in which target foe is running, degeneration effect caused by Spur Wurm is doubled.
Demonic Wurm - 5e, 1s, 5r. Hex. For 6..26 seconds, target foe gains +1 health regeneration. If Demonic Wurm is prematurely removed by a foe, target foe takes 20..120 damage.
Mind Wurm - 20% life sacrifice, 5e, 1s, 10r. Hex. For 20 seconds, target foe gets -1 health degeneration and Mind Wurm substitutes a random skill of target foe's skill bar with Mind Wurm. If a skill has been replaced in this way, casting Mind Wurm will remove it from the bar.
Frostbite - 10e, 1s, 10r. Hex. For 5..20 seconds, target receives -20 armor vs cold damage but whenever target foe receives fire damage, 25% of that damage is converted into healing instead.
Catchphrase
Pious Incantation - Mysticism [E]
5e 15r. Skill.
For 3..10s, your next 1..3 enchantments which would be removed will renew itself instead. You gain 1..4 energy for each enchantment renewed this way.
Harrier Assault - Scythe Mastery
5e 10r. Scythe Attack.
If this hits a moving foe, you strike for +5..15 damage and target foe loses 1 enchantment.
Vow of Humility - Mysticism
5e 6r. Stance.
You suffer from weakness for 10 seconds. For 2..8 seconds you attack 33% faster.
5e 15r. Skill.
For 3..10s, your next 1..3 enchantments which would be removed will renew itself instead. You gain 1..4 energy for each enchantment renewed this way.
Harrier Assault - Scythe Mastery
5e 10r. Scythe Attack.
If this hits a moving foe, you strike for +5..15 damage and target foe loses 1 enchantment.
Vow of Humility - Mysticism
5e 6r. Stance.
You suffer from weakness for 10 seconds. For 2..8 seconds you attack 33% faster.
reaper with no name
-Makai-
Black Hole:
Elite Domination Spell
15e 2s, 15r
Create a Black Hole at target foe's location for 5...7...9 seconds. Foes adjacent to this location have their skills disabled. Your skills are disabled for 6...8...10 seconds.
Elite Domination Spell
15e 2s, 15r
Create a Black Hole at target foe's location for 5...7...9 seconds. Foes adjacent to this location have their skills disabled. Your skills are disabled for 6...8...10 seconds.
eyekwah2
Nice skill. In of itself it'd be rather useless (just a matter of removing yourself from the area) but combined with deep freeze and/or Shared Burden you could potentially disable a lot of enemies. I'd increase the recharge though or otherwise you could pretty much farm any area in a two man team. Two mesmers with Black Hole and some sort of enchantment like Shivering Armor. When one is able to reuse his skills, he can put on Stoneflesh Aura and Shivering Armor and recast Black Hole (to which your partner would do the same, and so forth until all enemies are wiped out).
Thumbtacks 5e, 1/2c, 10r - Hex. For 10 seconds, whenever foe attacks or uses a skill, or for every second that target foe is moving, foe takes 5..15 damage. (Illusion Magic)
Vertigo 10e, 3/4c, 15r - Elite Hex. For 5..25 seconds, target foe is dazed for 5 seconds after being knocked down. (Illusion Magic)
Failure 10e, 1c, 15r - Elite Hex. For 2.. 6 seconds, all spells cast by target foe fail. For each spell failed in this way, Failure is reapplied. (Domination Magic)
Siren's Call 10e, 1c, 15r - Elite Hex. For 5.. 25 seconds, whenever you are casting a spell, target foe's skills are disabled. (Inspiration Magic)
Spider's Hex 10e, 1c, 25r - Elite Spell. The last Mesmer hex placed on target foe is increased by 50% duration and gains text "When hex is removed from target foe, remover takes 10..75 damage and target foe is poisoned for 5..15 seconds." (Domination Magic)
Thumbtacks 5e, 1/2c, 10r - Hex. For 10 seconds, whenever foe attacks or uses a skill, or for every second that target foe is moving, foe takes 5..15 damage. (Illusion Magic)
Vertigo 10e, 3/4c, 15r - Elite Hex. For 5..25 seconds, target foe is dazed for 5 seconds after being knocked down. (Illusion Magic)
Failure 10e, 1c, 15r - Elite Hex. For 2.. 6 seconds, all spells cast by target foe fail. For each spell failed in this way, Failure is reapplied. (Domination Magic)
Siren's Call 10e, 1c, 15r - Elite Hex. For 5.. 25 seconds, whenever you are casting a spell, target foe's skills are disabled. (Inspiration Magic)
Spider's Hex 10e, 1c, 25r - Elite Spell. The last Mesmer hex placed on target foe is increased by 50% duration and gains text "When hex is removed from target foe, remover takes 10..75 damage and target foe is poisoned for 5..15 seconds." (Domination Magic)
Roupe
Siren's aura 10e, 1c, 15r - Elite Hex. maintenance, whenever you are performing a Emote, target foe's skills are disabled and it performs suitable emote. Ends if that Foe takes damage (Inspiration Magic)
Sorapt
Mesmer :
Vortex of Pain :
Normal Skill
For 8...13seconds target foe has -1...5 health degenaration, and each time attacks takes 60-80 damage. You has +1...3 health regeneration.
10 Energy, 2 casting time, 20secs Recharge.
Monk :
Normal Skill
Peace Boom :
For 10seconds target ally has +1...4 health regenaration, and when target is not attacking or casting a spell is receives 10...25 health per seconds. ( Cannot Target Youself ) .
5 energy, 1second CT, 10seconds recharge.
Elementalist :
Elite Skill
Time Stopper :
For 5 seconds, target foe and adjacent foes has their movement reduced by 50%, you and you party has their movement increased by 33%.
10 Energy, 1sec Casting time, 20secs Recharge.
Necromancer :
Normal skill
Merciless :
You sacrifice 20...35% of health, you and target foe, has -1...3 health degenaration, move 33% slower, and each time one of you attack, are stealed by 10...20 health.
5 energy, 2 secs casting time, 30recharge time.
Warrior :
Shout
'' Only the weaks shall die ''
All you party has 33% movement speed, and has +2...7health regeneration.
8 Strikes of Adrenaline
Ranger :
Normal Spirit skill
United by Nature
Creates a spirit of level ( 20...27 ) that gives your party 20% enchaments longer, 15% faster movement, and are healed by 5% more than normal.
This spirit lives for 31...53 seconds.
15 energy, 4secs casting time, 50secs recharge.
I ran out of ideias ^^ That's it.
Vortex of Pain :
Normal Skill
For 8...13seconds target foe has -1...5 health degenaration, and each time attacks takes 60-80 damage. You has +1...3 health regeneration.
10 Energy, 2 casting time, 20secs Recharge.
Monk :
Normal Skill
Peace Boom :
For 10seconds target ally has +1...4 health regenaration, and when target is not attacking or casting a spell is receives 10...25 health per seconds. ( Cannot Target Youself ) .
5 energy, 1second CT, 10seconds recharge.
Elementalist :
Elite Skill
Time Stopper :
For 5 seconds, target foe and adjacent foes has their movement reduced by 50%, you and you party has their movement increased by 33%.
10 Energy, 1sec Casting time, 20secs Recharge.
Necromancer :
Normal skill
Merciless :
You sacrifice 20...35% of health, you and target foe, has -1...3 health degenaration, move 33% slower, and each time one of you attack, are stealed by 10...20 health.
5 energy, 2 secs casting time, 30recharge time.
Warrior :
Shout
'' Only the weaks shall die ''
All you party has 33% movement speed, and has +2...7health regeneration.
8 Strikes of Adrenaline
Ranger :
Normal Spirit skill
United by Nature
Creates a spirit of level ( 20...27 ) that gives your party 20% enchaments longer, 15% faster movement, and are healed by 5% more than normal.
This spirit lives for 31...53 seconds.
15 energy, 4secs casting time, 50secs recharge.
I ran out of ideias ^^ That's it.
Master Sword Keeper
Time Flux: Illus Mag
E10, 1Ac, 30Rc
Spell:
For 2....15seconds All adjacent foes including the caster move 90%slower, Time Flux takes an additional 3...7seconds longer to recharge for each affected foe.
--------------------------------------------------------------------------
Balthazar's Strike: Str
Melee Atk:
5E 0Ac 4Rc
If Balthazar's Strike hits, Target foe takes +10...34dmg, but you lose 5...10energy
-----------------------------------------------------------------------------
Jagged Scythe: Scyth mast
Scythe Attack:
5E 1/4Ac 12Rc
If Jagged strike hits, Target foe begins bleeding for 3....15seconds
-----------------------------------------------------------------------------
Distracting Slash: Scyth Mast
Scythe Attack:
10E 3/4Ac 15Rc
Interupt Target Foe's action, If that action was a spell, target foe begins bleeding for 2...7seconds
-----------------------------------------------------------------------------
E10, 1Ac, 30Rc
Spell:
For 2....15seconds All adjacent foes including the caster move 90%slower, Time Flux takes an additional 3...7seconds longer to recharge for each affected foe.
--------------------------------------------------------------------------
Balthazar's Strike: Str
Melee Atk:
5E 0Ac 4Rc
If Balthazar's Strike hits, Target foe takes +10...34dmg, but you lose 5...10energy
-----------------------------------------------------------------------------
Jagged Scythe: Scyth mast
Scythe Attack:
5E 1/4Ac 12Rc
If Jagged strike hits, Target foe begins bleeding for 3....15seconds
-----------------------------------------------------------------------------
Distracting Slash: Scyth Mast
Scythe Attack:
10E 3/4Ac 15Rc
Interupt Target Foe's action, If that action was a spell, target foe begins bleeding for 2...7seconds
-----------------------------------------------------------------------------
eyekwah2
Quote:
Time Flux: Illus Mag
E10, 1Ac, 30Rc Spell: For 2....15seconds All adjacent foes move 90%slower, Time Flux takes an additional 3...7seconds longer to recharge for each affected foe. --------------------------------------------------------------------------- Balthazar's Strike: Str Melee Atk: 5E 0Ac 4Rc If Balthazar's Strike hits, Target foe takes +10...34dmg, but you lose 5...10energy ----------------------------------------------------------------------------- Jagged Scythe: Scyth mast Scythe Attack: 5E 1/4Ac 12Rc If Jagged strike hits, Target foe begins bleeding for 3....15seconds ----------------------------------------------------------------------------- Distracting Slash: Scyth Mast Scythe Attack: 10E 3/4Ac 15Rc Interupt Target Foe's action, If that action was a spell, target foe begins bleeding for 2...7seconds ----------------------------------------------------------------------------- |
If I had to change anything, I would say that Time Flux affects the caster as well (otherwise too powerful). I do like Balthazar's Strike and Distracting Slash (lacking in Scythe Mastery for sure).
Yoom Omer
This isn't true (The hex is a lie, but no one would agree to that name...)
Elite Para Shout
10 energy, 20 recharge
for XX seconds, all nearby allies get +3 health regen for every hex on them, and can not lose life as an effect of an hex. When This isn't True ends, all affected allies take 70 damage and all hexes on them are renewed.
Well, I have the concept, but its hard to think whether its too strong or too weak. Responses?
Elite Para Shout
10 energy, 20 recharge
for XX seconds, all nearby allies get +3 health regen for every hex on them, and can not lose life as an effect of an hex. When This isn't True ends, all affected allies take 70 damage and all hexes on them are renewed.
Well, I have the concept, but its hard to think whether its too strong or too weak. Responses?
Turk The Legendary
Every now and then you find yourself in a spot where one of your key players [a monk or warrior etc] is taking mass damage and is about to die. With this skill you have a chance at saving that player or a number of players and killing the enemies before burning comes into place
Energy cost-10
Duration-5 Sec
Cool down-30 sec
Class-Paragon
Leadership
Shout: For 5 seconds all damage received is divided amongst (2...8) allies within earshot. End effect inflicts burning on all allies within earshot for 2 seconds.
Energy cost-10
Duration-5 Sec
Cool down-30 sec
Class-Paragon
Leadership
Shout: For 5 seconds all damage received is divided amongst (2...8) allies within earshot. End effect inflicts burning on all allies within earshot for 2 seconds.
Zahr Dalsk
Quote:
Every now and then you find yourself in a spot where one of your key players [a monk or warrior etc] is taking mass damage and is about to die. With this skill you have a chance at saving that player or a number of players and killing the enemies before burning comes into place
Energy cost-10 Duration-5 Sec Cool down-30 sec Class-Paragon Leadership Shout: For 5 seconds all damage received is divided amongst (2...8) allies within earshot. End effect inflicts burning on all allies within earshot for 2 seconds. |
http://guildwars.wikia.com/wiki/Shield_of_Regeneration
Turk The Legendary
Quote:
We already have a "stop dying" button.
http://guildwars.wikia.com/wiki/Shield_of_Regeneration |
This is one hell of an over powered normal skill
cheape arie
lyssa's powerspike
attribute: fast casting
energy cost: 15
casting time: 1/4 sec.
recharge: 30 sec
[elite] Hex spell: Interrupt target foe, it takes 30..130 damage.
after 2 seconds target foe is interrupted again and takes 30..130 damage.
after the final damage is done, your skills are disabled for 12..5 seconds.
melandru's defense
attribute: expertise.
energy cost: 15.
casting time: 1/4 sec.
recharge: 40 sec.
[elite]Bow attack: shoot an arrow at target if that target is within earshot it strikes for +5..20 damage, if your health is under 45% and 3..1 foe(s) are within earshot you get 41..75% block chance and + 3..8 health regenation for 15 seconds.
Your skills are disabled for 5 seconds.
hunter's stance
attribute: Wilderness Survival.
energy: 10.
casting time: 0 sec.
recharge: 35 sec.
Stance: while in this stance you move 25% faster,attack 15% faster, get +3 health regenation and strike for +5..10 dmg against moving foes.
This stance last for 5..15 seconds, and ends when your health drops below 50%
That are my ideas
attribute: fast casting
energy cost: 15
casting time: 1/4 sec.
recharge: 30 sec
[elite] Hex spell: Interrupt target foe, it takes 30..130 damage.
after 2 seconds target foe is interrupted again and takes 30..130 damage.
after the final damage is done, your skills are disabled for 12..5 seconds.
melandru's defense
attribute: expertise.
energy cost: 15.
casting time: 1/4 sec.
recharge: 40 sec.
[elite]Bow attack: shoot an arrow at target if that target is within earshot it strikes for +5..20 damage, if your health is under 45% and 3..1 foe(s) are within earshot you get 41..75% block chance and + 3..8 health regenation for 15 seconds.
Your skills are disabled for 5 seconds.
hunter's stance
attribute: Wilderness Survival.
energy: 10.
casting time: 0 sec.
recharge: 35 sec.
Stance: while in this stance you move 25% faster,attack 15% faster, get +3 health regenation and strike for +5..10 dmg against moving foes.
This stance last for 5..15 seconds, and ends when your health drops below 50%
That are my ideas

Illudia Absurdus
-Ataraxia (10 energy/2 secs activation/20 secs recharge)
Elite Hex Spell. For 5...10 seconds target foe can not see the hex spells he is under including Ataraxia. This skill expires 30...15% faster if you use a skill against that foe. When this hex ends, you and target foe face -5 health degeneration for 10 seconds. (Attrib. Illusion Magic)
(Obviously this skill aims for PvP. It could be very useful with backfire for example or to shut down an enemy by using the fear of the unknown effect that's going to take place. Also the foe can't see which hex the caster uses on him. This would make important for people to know the skill animations sometimes (It seems diversion would be the easiest skill to avoid :P) Any feedback on this skill is welcome!
-Voluptuous Mimicry (15 energy(before taking the form of a skill)/2 seconds(before taking the form of a skill)/10 seconds recharge (after 20 seconds have expired))
Elite Spell - For 20 seconds Voluptuous Mimicry takes the form of a random non-form elite spell from across all the spells of every profession. That spell uses your Domination Magic attribute. Each time you use the copied spell, your other skills are disabled for 8...5 seconds. (Attrib. Domination Magic)
(This skill intrigues me:P It can be anything from Word of Healing to Lingering Curse. It could turn pretty useless though if it copies a spell that requires something)
Elite Hex Spell. For 5...10 seconds target foe can not see the hex spells he is under including Ataraxia. This skill expires 30...15% faster if you use a skill against that foe. When this hex ends, you and target foe face -5 health degeneration for 10 seconds. (Attrib. Illusion Magic)
(Obviously this skill aims for PvP. It could be very useful with backfire for example or to shut down an enemy by using the fear of the unknown effect that's going to take place. Also the foe can't see which hex the caster uses on him. This would make important for people to know the skill animations sometimes (It seems diversion would be the easiest skill to avoid :P) Any feedback on this skill is welcome!
-Voluptuous Mimicry (15 energy(before taking the form of a skill)/2 seconds(before taking the form of a skill)/10 seconds recharge (after 20 seconds have expired))
Elite Spell - For 20 seconds Voluptuous Mimicry takes the form of a random non-form elite spell from across all the spells of every profession. That spell uses your Domination Magic attribute. Each time you use the copied spell, your other skills are disabled for 8...5 seconds. (Attrib. Domination Magic)
(This skill intrigues me:P It can be anything from Word of Healing to Lingering Curse. It could turn pretty useless though if it copies a spell that requires something)
Xion Air
Restful Spirit - Ritualist Enchantment Spell (Spawning Power)
Energy Cost: 15
Casting Time: 1/2
Recharge Time: 45 seconds
(60 seconds) Item spells last 3...36% longer.
------
Immune Was Kaozen - Elite Ritualist Item Spell (Channeling Magic)
Energy Cost: 15
Casting Time: 1 second
Recharge Time: 30 seconds
For 2...20 seconds, all spells towards you fail and you steal 1...16 health from each foe that hits you with an attack or spell.
------
Spiteful Was Tuoko - Elite Ritualist Item Spell (Restoration Magic)
Energy Cost: 10
Casting Time: 1 second
Recharge Time: 30 seconds
For 3...36 seconds, all touch and health stealing skills against you fail, and the attacker is hit for the same amount.
Energy Cost: 15
Casting Time: 1/2
Recharge Time: 45 seconds
(60 seconds) Item spells last 3...36% longer.
------
Immune Was Kaozen - Elite Ritualist Item Spell (Channeling Magic)
Energy Cost: 15
Casting Time: 1 second
Recharge Time: 30 seconds
For 2...20 seconds, all spells towards you fail and you steal 1...16 health from each foe that hits you with an attack or spell.
------
Spiteful Was Tuoko - Elite Ritualist Item Spell (Restoration Magic)
Energy Cost: 10
Casting Time: 1 second
Recharge Time: 30 seconds
For 3...36 seconds, all touch and health stealing skills against you fail, and the attacker is hit for the same amount.
joemoe
Nuclear Explosion
5 energy, 1/2 cast, 2 sec cooldown
Deals over 9000 damage to all enemies in the zone.
5 energy, 1/2 cast, 2 sec cooldown
Deals over 9000 damage to all enemies in the zone.