Create a Skill
poofighter
fusion classes! yeah!
Unleash of the ubery uber 1337 BALTHAZZAR! the god of farming
W/Mo ONLY!!!!!
everything on the map dies and give you gold loot with perfect mods
Unleash of the ubery uber 1337 BALTHAZZAR! the god of farming
W/Mo ONLY!!!!!
everything on the map dies and give you gold loot with perfect mods
Kyten
Quote:
Originally Posted by poofighter
fusion classes! yeah!
Unleash of the ubery uber 1337 BALTHAZZAR! the god of farming W/Mo ONLY!!!!! everything on the map dies and give you gold loot with perfect mods |
Knight of Eternal Darknes
Pimp Slap:Skill(Strength)
Energy:20 Energy
Recharge: 60 Seconds
Hit any foe of opposite sex in the area for 50 dmg, and additional 30 dmg if foe is weakened, or knocked down.
Energy:20 Energy
Recharge: 60 Seconds
Hit any foe of opposite sex in the area for 50 dmg, and additional 30 dmg if foe is weakened, or knocked down.
topdragon147
signet of redundancy (couldnt thing of anything else)
While this skill is equipped, you can use two elite skills (in your bar), but they cost 5 more energy and take 20 seconds longer to recharge.
While this skill is equipped, you can use two elite skills (in your bar), but they cost 5 more energy and take 20 seconds longer to recharge.
Mordrin Mandrake
Quote:
Originally Posted by mikechap
"SHUT UP!!!"
energy:10 Recharge: 60 seconds casting time: 1/2 second You slap target foe and silence (make it so he cant use shouts) him/her for 15-35 seconds. havent figured out an attribute for this skill yet lol. This is meant to be an IWAY killer by the way. |
" Silence!"
Atrib: Strenght
Adrenaline: 8
Recharge: 30 seconds
casting time: 1/2 second
Target enemy and adjecent foes becomes silenced for 5-12 seconds(Condition)
Silenced enemies can't use any shouts and all spells has a 100% increased casting time due to missing the voice component for the incantations.
I also have another shout idea..
"Kiai!"
Atrib:Strenght
Adrenaline:7
{Elite}Shout
Target foe becomes stunned (Condition) for 1-8 seconds, Stunned enemies has all their skills disabled and do not gain adrenaline.
Tactical-Dillusions
Midas arrows.
Bow attack - Energy cost 25, recharge time - one use only
Fire a magical midas arrow which makes enemy monster drop a gold max weapon guaranteed if it dies while conditioned with midas.
Run Forrest run
Warrior Shout - Energy cost 5, recharge 30
If target ally is using a speed buff, it's duration is doubled and the speed is boosted by an additional 15%
Bodyguards
Monk spell - energy cost 10, recharge 30
If you are being attacked in melee when you use this spell, attacking enemies are dragged outside your aggro range by guardian angels.
Hologram
Mesmer spell - create a hologram of yourself and you become invisible for 10-25 seconds.
Your hologram takes double damage if attacked. If hologram dies or the spell ends, you become visible again but are crippled for 8 seconds.
Quicksand
Mesmer hex - target enemies movement is slowed by 2% every second when it tries to move if hexed with quick sand. Quick sand ends when enemy movement speed reaches 0 or when the hex ends.
Bow attack - Energy cost 25, recharge time - one use only
Fire a magical midas arrow which makes enemy monster drop a gold max weapon guaranteed if it dies while conditioned with midas.
Run Forrest run
Warrior Shout - Energy cost 5, recharge 30
If target ally is using a speed buff, it's duration is doubled and the speed is boosted by an additional 15%
Bodyguards
Monk spell - energy cost 10, recharge 30
If you are being attacked in melee when you use this spell, attacking enemies are dragged outside your aggro range by guardian angels.
Hologram
Mesmer spell - create a hologram of yourself and you become invisible for 10-25 seconds.
Your hologram takes double damage if attacked. If hologram dies or the spell ends, you become visible again but are crippled for 8 seconds.
Quicksand
Mesmer hex - target enemies movement is slowed by 2% every second when it tries to move if hexed with quick sand. Quick sand ends when enemy movement speed reaches 0 or when the hex ends.
shady_knife
Quote:
Originally Posted by Swarnt Brightstar
Yay! Someone else has the idea of multi-class skills! someone else!!!!! YAYZ rockon man.... I salute you.
Hm.. The bane arrow, is basically like smite... And then flame blade would probably be something else.... Forget what though but I salute you!!! |
Asplode
Warrior
I think the warrior tactics line was missing some real TACTICS-based skills and thought a few up to try and give warriors a new place on the battlefield, other than smash-and-kill.
"For The Win!"
Elite Shout (Tactics)
5 energy 30s recast
For 8...20 seconds, nearby allies deal 1...10 more damage in combat. For The Win ends for each ally if their health drops below 90%...80% health.
"For The Lose!"
Elite Shout (Tactics)
5 energy 30s recast
For 8...20 seconds, nearbly allies gain 1...3 health regeneration, 10...24 armor, and 10...25% chance to "block" attacks. For The Lose ends for each ally if their health rises above 20...40%
Phalanx Signet
Elite Signet (Tactics)
0 energy 0s casting time 5 second recast
If you are holding a shield, target touched ally recieves 24...40 armor against physical damage, 25...50% chance to "block" missile attacks, 10...25% chance to "block" melee attacks, so long as you are near him/her. While Phalanx Signet is active you move 50...25% slower and deal 50...25% less damage in combat.
Envelop
Skill (Tactics)
4 Adrenaline
If you are wielding a sword, target touched ally will "block" the next attack against him or her, and you will deal 20...40 damage to the assailant if it was a melee attack.
Intercept
Skill (Tactics)
5 energy, 0s cast time, 2s recast
The next time target touched ally would recieve damage, you take the damage instead. For damage you recieve this way, you have -40...10 armor.
----------
Elementalist
I think the elementalist water line could use some love, most of their skills are, in my opinion, over-cost, and low effect, with maelstrom not even needing any water magic to have its full effect. I'm not adding elites, since water has 4 already, but some more useful normal skills.
Frigid Joints
Hex Spell (Water)
5 energy, 1s cast, 5s recast
For 8...18 seconds, target foe moves and attacks 5...10% slower and has a 5...10% chance to miss attacks. Frigid Joints ends when foe suffers fire damage.
Drown
Spell (Water)
15 energy, 1s cast, 20s recast
You smother the area in icy water. For 8...18 seconds all foes in a 17' radius suffer health degeneration of 1...3, and move 5...10% slower.
Ward Against Missiles
Spell (Air)
10 energy, 1s cast, 20s recast
You create a Ward Against Missiles at your location. For 8...18 seconds, all allies in Ward Against Missiles have a 50% chance to "evade" ranged attacks.
Choking Zephyr
Elite Spell (Air)
10 energy, 2s cast, 30s recast
You and target foe both suffer from exhaustion.
Tremor
Elite Spell (Earth)
10 energy, 3/4s cast, 10s recast
All nearby foes suffer 10...50 earth damage. Foes suffering from weakness are knocked down.
Massive Boulder
Elite Spell (Earth)
25 energy, 3/4 cast, 30s recast
You drop a massive boulder at target foe's location. All foes near that location suffer 30...110 earth damage. Foes that were knocked down are dazed for 5...10 seconds.
Embody Flame
Elite Enchantment Spell (Fire)
15 energy, 1/4s cast, 30s recast
For 8...18 seconds, all nearby foes take 10...30 fire damage each second. Foes striking you in melee are set on fire for 1...3 seconds.
Explode
Elite Spell (Fire)
5 energy 3/4s cast, 5s recast
You suffer 80...40 fire damage. Nearby foes suffer 40...80 fire damage.
----------
Necromancer
Blood Drinker
Elite Stance (Blood)
10 energy, 0s cast, 20s recast
For 10...30 seconds, for every foe near you suffering from bleeding, you experience health regeneration of 3 and energy regeneration of 1.
Contemplation of Corruption
Elite Spell (Curses)
5 energy 1/4s cast, 2s recast
Lose All Enchantments. For every enchantment that was lost, you deal 10...30 damage to all nearby foes.
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.
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Mesmer
Ether Leash
Elite Hex Spell (Domination)
10 energy, 3s cast, 25s recast
For 10 seconds, whenever target foe attacks or uses a skill, you steal 1...5 energy from him or her.
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.
Ether Shield
Elite Stance (Inspiration)
5 energy, 0s cast, 5s recast
For 10...90 seconds, the next time someone would steal energy from you, that spell fails, you steal 1...7 energy from that foe, and Ether Shield ends.
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Ranger
Melandru's Fury
Elite Pet Attack (Beast Mastery)
5 energy, 0s cast, 10s recast
Your animal companion attempts a Melandru's Fury attack. It deals +10...30 damage, +5...20 damage for each enchantment on target foe, and for every enchantment on target foe, he or she suffers a random condition (Crippled, Bleeding, Deep Wound, or Weakness).
Nimblefeet
Stance (Expertise)
5 energy, 0s cast, 30s recast
For 5...10 seconds, you move 33% faster and are immune to traps.
Quadruple Shot
Elite Bow Attack (Marksmanship)
15 energy, 15s recast
You fire 4 arrows at your target, each arrow has a 50...10% chance to miss.
Envenom Trap
Stance (Wilderness Survival)
10 energy, 0s cast, 45s recast
For 8...18 seconds, traps you set will also poison foes for 8...18 seconds.
----------
Monk
Zealot's Vigor
Elite Stance (Divine Favor)
5 energy 0s cast, 15s recast
for 10 seconds the next monk spell you cast recharges 25...50% faster and Zealot's Vigor ends.
Font of Healing
Elite Spell (Healing Prayers)
15 energy 1s cast 25s recast
Create a Font of Healing at your location. Allies within a 17' radius experience health regeneration of 1...5, and 1 additional health regeneration for every enchantment they have.
Times of Peace
Enchantment Spell (Protection Prayers)
5 energy 1/4s cast 2s recast
Target ally experiences health regeneration of 1...4. Times of Peace ends if that ally recieves any direct damage of any sort.
Balthazar's Glare
Elite Hex Spell (Smiting Prayers)
15 energy 2s cast 25s recast
For 8...18 seconds, target foe recieves 50% of the damage he deals in holy damage, and cannot gain adrenaline.
----------
Anyway, those are my suggestions, whew my fingers ache.
I think the warrior tactics line was missing some real TACTICS-based skills and thought a few up to try and give warriors a new place on the battlefield, other than smash-and-kill.
"For The Win!"
Elite Shout (Tactics)
5 energy 30s recast
For 8...20 seconds, nearby allies deal 1...10 more damage in combat. For The Win ends for each ally if their health drops below 90%...80% health.
"For The Lose!"
Elite Shout (Tactics)
5 energy 30s recast
For 8...20 seconds, nearbly allies gain 1...3 health regeneration, 10...24 armor, and 10...25% chance to "block" attacks. For The Lose ends for each ally if their health rises above 20...40%
Phalanx Signet
Elite Signet (Tactics)
0 energy 0s casting time 5 second recast
If you are holding a shield, target touched ally recieves 24...40 armor against physical damage, 25...50% chance to "block" missile attacks, 10...25% chance to "block" melee attacks, so long as you are near him/her. While Phalanx Signet is active you move 50...25% slower and deal 50...25% less damage in combat.
Envelop
Skill (Tactics)
4 Adrenaline
If you are wielding a sword, target touched ally will "block" the next attack against him or her, and you will deal 20...40 damage to the assailant if it was a melee attack.
Intercept
Skill (Tactics)
5 energy, 0s cast time, 2s recast
The next time target touched ally would recieve damage, you take the damage instead. For damage you recieve this way, you have -40...10 armor.
----------
Elementalist
I think the elementalist water line could use some love, most of their skills are, in my opinion, over-cost, and low effect, with maelstrom not even needing any water magic to have its full effect. I'm not adding elites, since water has 4 already, but some more useful normal skills.
Frigid Joints
Hex Spell (Water)
5 energy, 1s cast, 5s recast
For 8...18 seconds, target foe moves and attacks 5...10% slower and has a 5...10% chance to miss attacks. Frigid Joints ends when foe suffers fire damage.
Drown
Spell (Water)
15 energy, 1s cast, 20s recast
You smother the area in icy water. For 8...18 seconds all foes in a 17' radius suffer health degeneration of 1...3, and move 5...10% slower.
Ward Against Missiles
Spell (Air)
10 energy, 1s cast, 20s recast
You create a Ward Against Missiles at your location. For 8...18 seconds, all allies in Ward Against Missiles have a 50% chance to "evade" ranged attacks.
Choking Zephyr
Elite Spell (Air)
10 energy, 2s cast, 30s recast
You and target foe both suffer from exhaustion.
Tremor
Elite Spell (Earth)
10 energy, 3/4s cast, 10s recast
All nearby foes suffer 10...50 earth damage. Foes suffering from weakness are knocked down.
Massive Boulder
Elite Spell (Earth)
25 energy, 3/4 cast, 30s recast
You drop a massive boulder at target foe's location. All foes near that location suffer 30...110 earth damage. Foes that were knocked down are dazed for 5...10 seconds.
Embody Flame
Elite Enchantment Spell (Fire)
15 energy, 1/4s cast, 30s recast
For 8...18 seconds, all nearby foes take 10...30 fire damage each second. Foes striking you in melee are set on fire for 1...3 seconds.
Explode
Elite Spell (Fire)
5 energy 3/4s cast, 5s recast
You suffer 80...40 fire damage. Nearby foes suffer 40...80 fire damage.
----------
Necromancer
Blood Drinker
Elite Stance (Blood)
10 energy, 0s cast, 20s recast
For 10...30 seconds, for every foe near you suffering from bleeding, you experience health regeneration of 3 and energy regeneration of 1.
Contemplation of Corruption
Elite Spell (Curses)
5 energy 1/4s cast, 2s recast
Lose All Enchantments. For every enchantment that was lost, you deal 10...30 damage to all nearby foes.
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.
----------
Mesmer
Ether Leash
Elite Hex Spell (Domination)
10 energy, 3s cast, 25s recast
For 10 seconds, whenever target foe attacks or uses a skill, you steal 1...5 energy from him or her.
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.
Ether Shield
Elite Stance (Inspiration)
5 energy, 0s cast, 5s recast
For 10...90 seconds, the next time someone would steal energy from you, that spell fails, you steal 1...7 energy from that foe, and Ether Shield ends.
----------
Ranger
Melandru's Fury
Elite Pet Attack (Beast Mastery)
5 energy, 0s cast, 10s recast
Your animal companion attempts a Melandru's Fury attack. It deals +10...30 damage, +5...20 damage for each enchantment on target foe, and for every enchantment on target foe, he or she suffers a random condition (Crippled, Bleeding, Deep Wound, or Weakness).
Nimblefeet
Stance (Expertise)
5 energy, 0s cast, 30s recast
For 5...10 seconds, you move 33% faster and are immune to traps.
Quadruple Shot
Elite Bow Attack (Marksmanship)
15 energy, 15s recast
You fire 4 arrows at your target, each arrow has a 50...10% chance to miss.
Envenom Trap
Stance (Wilderness Survival)
10 energy, 0s cast, 45s recast
For 8...18 seconds, traps you set will also poison foes for 8...18 seconds.
----------
Monk
Zealot's Vigor
Elite Stance (Divine Favor)
5 energy 0s cast, 15s recast
for 10 seconds the next monk spell you cast recharges 25...50% faster and Zealot's Vigor ends.
Font of Healing
Elite Spell (Healing Prayers)
15 energy 1s cast 25s recast
Create a Font of Healing at your location. Allies within a 17' radius experience health regeneration of 1...5, and 1 additional health regeneration for every enchantment they have.
Times of Peace
Enchantment Spell (Protection Prayers)
5 energy 1/4s cast 2s recast
Target ally experiences health regeneration of 1...4. Times of Peace ends if that ally recieves any direct damage of any sort.
Balthazar's Glare
Elite Hex Spell (Smiting Prayers)
15 energy 2s cast 25s recast
For 8...18 seconds, target foe recieves 50% of the damage he deals in holy damage, and cannot gain adrenaline.
----------
Anyway, those are my suggestions, whew my fingers ache.
Ruoenkruez Tudor
ooooooo i have a new one
UNstopable Force
stance
elite
for 1 minute u get health regen of 30-60 each second, u can't get targeted, u can't attack, u gain 100% speed boost, and you get 4-10 energy regen
consumes all your energy
requires illusion
and i have a nother one
Sword of hell
elite sword attack
for takes 100-150 dmagae, foe gets dazed for 15 seconds and gets knocked down for 3 secondds and bleeds for 20 seconds
requires sword
require 10 energy or 15 andrenaline
UNstopable Force
stance
elite
for 1 minute u get health regen of 30-60 each second, u can't get targeted, u can't attack, u gain 100% speed boost, and you get 4-10 energy regen
consumes all your energy
requires illusion
and i have a nother one
Sword of hell
elite sword attack
for takes 100-150 dmagae, foe gets dazed for 15 seconds and gets knocked down for 3 secondds and bleeds for 20 seconds
requires sword
require 10 energy or 15 andrenaline
SecUnder
I think some of the skills listed above have potential:
Well of Depredation
Necromancer, Curses, Well, Cost: 25, Cast Time: 3, Recharge: 30.
Whenever any non-summoned creature dies in the area of this well, a lvl 2...12 masterless bone horror is sommoned.
Only curses well, has normal cost and such for a well, lower level horrors is the drawback, and you don't want it to trigger for each minion that dies in the well.
Paralyzing Shot
Ranger, Marksmanship, Arrow Attack, Cost: 15, Cast Time: 3/4, Recharge: 15.
If this arrow hits, the targets attack speed is decreased by 33% for 5...15 seconds.
Contagion
Necromancer, Death Magic, Enchantment, Cost: 10, Cast Time: 1, Recharge: 30.
For 3...15 seconds all summoned allies are diseased.
This will cause all of your minions to be diseased, which will increase their degen. As we should all know, disease is contagious, and will be spread to whoever is in contact to the minions. This will also work good on Death Nova bombs, as they will die faster.
Vindictive Hex
Mesmer, Inspiration, [ELITE] Enchantment, Cost: 10, Cast Time: 1/4, Recharge: 15.
For each hex you are currently suffering, the caster of each hex recieves 1...3 energy degeneration, which you recieve as energy regeneration. This Enchantment's duration is the same as the longest duration hex currently on you.
Mantra of Deflection
Mesmer, Inspiration, [ELITE] Stance, Cost: 15, Cast Time: N/A, Recharge: 20.
for 10...30 seconds the next time you would have been the target of an offensive spell or hex, the spell is deflected back onto the caster and deflect spell ends.
And here is a couple of my own suggestions:
Stasis
Mesmer, Domination, [ELITE] Skill, Cost: 15, Cast Time: 1, Recharge 20.
Disable the last enchantment currently on target enemy for 10...30 seconds. The target gains no benefit from the disabled enchantment, and cannot be the target of that enchantment until this skill ends. When stasis ends, the disabled enchantment continues its duration as normal.
Ominous Evocation
Necromancer, Curses, [ELITE] Spell, Cost: 10, Cast Time: 1, Recharge 25.
Disable target enemy's last used skill for 5...25 seconds.
Quote:
Originally Posted by Kriah
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 Arm Cripple Ranger skill Arrow that cripple the arm of an attacker for 3-11 seconds. During this time the attack cannot use his arm. mana cost:5 Demonic Poison Necro/Ranger skill Preperation. For 24 seconds all sommon allies are imbued with poisonuos attacks. At the cost of 20% max health for the same duration. Mana cost: 15 |
Necromancer, Curses, Well, Cost: 25, Cast Time: 3, Recharge: 30.
Whenever any non-summoned creature dies in the area of this well, a lvl 2...12 masterless bone horror is sommoned.
Only curses well, has normal cost and such for a well, lower level horrors is the drawback, and you don't want it to trigger for each minion that dies in the well.
Paralyzing Shot
Ranger, Marksmanship, Arrow Attack, Cost: 15, Cast Time: 3/4, Recharge: 15.
If this arrow hits, the targets attack speed is decreased by 33% for 5...15 seconds.
Contagion
Necromancer, Death Magic, Enchantment, Cost: 10, Cast Time: 1, Recharge: 30.
For 3...15 seconds all summoned allies are diseased.
This will cause all of your minions to be diseased, which will increase their degen. As we should all know, disease is contagious, and will be spread to whoever is in contact to the minions. This will also work good on Death Nova bombs, as they will die faster.
Quote:
Originally Posted by Agild Greenfinger
Thin air
hex spell-domination energy cost: 20 casting time: 1 recharge time: 15 for 5-10 seconds whenever target foe casts a spell he suffers from exhaustion. Hex siphon enchantment spellinspiration magic energy cost: 10 casting time: 1 recharge time: 10 for each hex you suffer you gain energy regeneration 1-3 Deflect spell enchantment spelldomination energy cost: 15 casting time: 1 recharge time: 20 for 8-18 seconds the next time target ally would have been the target of an offensive spell or hex, random nearby foe is affected by the spell instead. and deflect spell ends. |
Mesmer, Inspiration, [ELITE] Enchantment, Cost: 10, Cast Time: 1/4, Recharge: 15.
For each hex you are currently suffering, the caster of each hex recieves 1...3 energy degeneration, which you recieve as energy regeneration. This Enchantment's duration is the same as the longest duration hex currently on you.
Mantra of Deflection
Mesmer, Inspiration, [ELITE] Stance, Cost: 15, Cast Time: N/A, Recharge: 20.
for 10...30 seconds the next time you would have been the target of an offensive spell or hex, the spell is deflected back onto the caster and deflect spell ends.
And here is a couple of my own suggestions:
Stasis
Mesmer, Domination, [ELITE] Skill, Cost: 15, Cast Time: 1, Recharge 20.
Disable the last enchantment currently on target enemy for 10...30 seconds. The target gains no benefit from the disabled enchantment, and cannot be the target of that enchantment until this skill ends. When stasis ends, the disabled enchantment continues its duration as normal.
Ominous Evocation
Necromancer, Curses, [ELITE] Spell, Cost: 10, Cast Time: 1, Recharge 25.
Disable target enemy's last used skill for 5...25 seconds.
Goonter
Some of these skills are just alternate versions of skills already exsisting.
I didnt come up with all of these skills myself.
Some of them are a collection of skills from other people in skill making threads.
Warrior
Strength
Warriors Sacrifice: Skill. You exchange your health and all of your conditions and hexes for adjacent target allies health, conditions and hexes.
Cost: 8A | Cast - | Recast:20
Tactics
Balanced Stance: Shout. For 8-20 seconds, you or target ally cannot be knocked down and will not suffer extra damage from a critical attack.
Cost: 10E | Cast: - | Recast: 30
Deflection: Stance. For 4-10 seconds your receive half the damage after armor of target other ally as long as he is taking damage from in front of you.
Cost: 5E | Cast: - | Recast: 20
Mirror Shield: Stance. For 6-18 seconds, while wielding a shield, all damage that ignores armor is directed back to foe.
Energy: 10 | Cast: - | Recharge: 30
"Prepare for Battle": Shout. Party members absorb 6-28 damage for 6-14 seconds
Cost: 10E | Cast: - | Recast: 28
Ranger
Expertise
Advice: Shout. For 20 seconds when advice is used on an ally it increases their critical hit rate by 10-60%
Energy: 15 | Cost: - | Recharge: 30
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
(The skills you use that show up under your name will all look like rogues cover.
Your trap and preparation animations would turn into a basic attack stance.)
Sniper positioning: Stance. Character becomes invisible for 3-9 seconds. Stance ends if character attacks or uses a skill or comes with 10 feet of an enemy. You can not be targetted by enemies or allies while in this stance.
Energy: 15 | Cast: 1 | Recharge: 45
(You will still not show up on the radar while in this stance. This would also make your agro circle decrease to a 10 foot radius. Once a foe is within that circle this skill ends.)
No Attribute
Antidote Signet: Signet. Cleanse yourself or your animal companion of Poison, Disease, and Blindness.
Energy: - | Cast: 2 | Recast: 8
Called Shot: Attack. Shoot an arrow that moves 3 times faster than normal and cannot be blocked or evaded. If Called Shot hits a foe in a Stance they are Crippled and Bleeding for 6 seconds.
Energy: 10 | Cast: - | Recast: 4
Fight or Flight Shot: Attack. This arrow can be shot while moving for +5 damage and causes crippling for 1-5 seconds.
Adrenaline: 3 | Cast: - | Recharge: 10
(The idea for Fight of Flight Shot was to have a skill that conserved energy. With a short bow this skill is kind of spammable.)
Trick Shot: Attack. Shoot an arrow that ignores obstacles.
Energy: 5 | Cast: - | Recharge: 3
Marksmanship
Disarming Shot: Attack. If Disarming Shot hits, you strike for +3-18 damage. If this attack hits an attacking foe he suffers from Weakness for 4-18 seconds.
Energy: 10 | Cast - | Recast: 15
Precision Shot: Attack. If Precision Shot hits a foe in a stance it stikes for +13-26 damage. Precision Shot cannot be blocked or evaded.
Energy: 5 | Cast: - | Recharge: 5
(This doesn’t include dodging this shot. Its only effective as a stance killer)
Rain of Arrows (elite): Attack. Rapidly shoot 3 arrows into the air towards the target.
Energy: 15 | Cast: - | Recharge: 10
(This skill would fire 3 arrows at high arc and slightly decreased range adjusted accordingly with whatever bow you are using. These shots can be dodged easier like all high arc shots are. But it can shot over a lot of obstacles too, also like high arc shots do.)
Sniper Shot (elite): Attack. All your Preparations are removed. Shoot an arrow for double your bow range and x3 damage with a 25% - 90% chance hit.
Energy: 25 | Cast: 3 | Recharge 20
(Sniper shot works with expertise and marksmanship near maxed out. Add a conjure or judges insight and you could smack a stationary target with hella damage long before they can get to you.)
Wilderness Survival
Delayed Healing Spring: Trap. For 10 seconds, all allies in the area are healed for 15-60 every 2 seconds. This trap is triggered if an ally’s health is below 50% or after 90 seconds. While activating this skill, you are easily interrupted.
Energy: 10 | Cast: 2 | Recharge: 30
(If possible this would replace the standard Healing Spring altogether)
First Aid: Skill Cleanse yourself or touched ally of Poison, Disease or Bleeding
Energy: 10 | Cast: 1 ½ | Recast: 6
Sharpen Arrows: Preparation. For 15 seconds, your arrows have 2 - 18% armor penetration.
Energy: 15 | Cast: 2 | Recharge: 30
Troll Unguent: Skill. For 10 seconds, you or touched ally gain Health regeneration +3-10
Energy: 5 | Cast: 3 | Recast: 10
Vaccine Dart (elite): Skill. Shoot a dart at target ally for 10 damage at half your normal range. If Vaccine Dart hits, your targeted ally receives a Health regeration of +3 and immunity to poison and disease for 6-18 seconds.
Energy: 10 | Cast: - | Recast: 10
Beast Mastery
Call of the Wild: Call. For 10 seconds if your health reaches zero your pet will attempt to touch your corpse and revive you for 60% health. All your skills will be disabled for 10-5 seconds.
Energy: 10 | Cast - | Recharge: 60
Companions Fury: Call. For 20 seconds if your health reaches zero your pet receives +30-90 health and attacks the last person that inflected damage on you for +10 damage for 20 seconds or until his target is dead.
Energy: 10 | Cast: - | Recharge: 35
Desperate Sacrifice: Call. For 10-30 seconds if your health reaches zero you receive full health and your pets conditions while your pet dies instead.
Energy: 10 | Cast: 2 | Recharge: 30
With this readjustment in some skills, we have only one necessary skill for beast masters - Charm Animal.
Charm Animal
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charmed Animal equipped. If your companion is dead, this skill will resurrected your animal with 10-58% Health and all your skills are disabled for 8-0 seconds.
Cast time for animal charming is 10 sec as usual.
Cast time for animal resurrection is 2 sec.
Cost for charming or resurrecting would be 10 energy.
Charm Animal is locked for 8 seconds when your pet dies.
Your other skills are locked for 8-0 seconds when your pet dies - reduced by 0.5 seconds with each point in beast mastery.
Each point in beast mastery reduces the skill disable penalty for pet resurrection by 0.5 seconds.
Pets suffer from DP, which is visible to the pet owner.
Pets health is visible to owner. (Health by numbers, not just health bar)
Enchantments, buffs, conditions and hexes used on pets are visible to pets owner.
Comfort Animal
You heal yourself for 10-70 points or your animal companion for 20-104 points.
To select Comfort Animal by itself would heal you.
So basically, what we have is a more expensive Orison of Healing that works for you only.
It’s less spammable with 2sec recharge, than the previous 1sec recharge. and...
-Price is reduced by expertise users.
-Providing healing for Rangers that don’t even carry pets. (Probably have to give a different name then)
Selecting Charm Animal first and then Comfort Animal would heal your pet.
Also, and this is important, if no other monk resurrection skill can work on animals, perhaps Rebirth can.
Its a primarily PvE skill and is weak enough/balanced enough to be able to help get pets back in action.
And mostly because it would be much safer to resurrect a pet to your location, than to rez him in a mob just pull agro and/or possibly die again.
Elementalist
Energy Storage
Glyph of Doublecast (Elite): Glyph. The next spell you cast will consecutively be cast again for half its cost and then takes an additional 120-30 seconds to recharge.
Energy: 10 | Cast: 4 | Recharge: 60
No Attribute
Glyph of Guardianship: Glyph. The next Enchantment or Hex you cast cannot be removed for 30 seconds.
Energy: 15 | Cast: 3 | Recharge: 30
Earth Magic
Gravity: Hex. You and target enemy are knocked to the ground for (2-8) seconds, anyone adjacent to or approaching target enemy shares the remainder of the effect.
Energy: 15 | Cast: 3 | Recharge 25
(This pretty much leaves you open for ranged attacks, while protecting you from melee attacks. If used improperly you can hurt your teammates. If used right, you can get a wonderful advantage. This in conjunction with something like meteor shower could overpower it though.)
Jagged Rocks: Enchantment. For 10-30 seconds, all moving foes near you take 8-20 earth damage per second. No effect if stationary
Energy: 15 | Cast: 1 | Recharge: 50
Fire Magic
Fire Storm
For 10 seconds, the area around target foe is bombarded with a rain of fire that strikes for 5-29 Fire damage each second.
(This is the skill description given to the spell Fire Storm. However, the target can move out of the storm. In this readjustment the storm would slowly follow the target you cast on.)
Water
Ward Against Suffering: Ward. You create a Ward Against Suffering at your current location. For 8-20 seconds, allies in this area Health degeneration caps at 3.
Energy: 10 | Cast: 1 | Recast: 20
Monk
Smiting Prayers
Balthazars Aura: Enchantment. For 6-10 seconds foes adjacent to you take 2 damage for each point in Divine Favor each second.
Energy: 25 | Cast: 1 | Recast: 15
(This is a serious buff to monk smitters, but also a serious nerf to any other class that smites)
Holy Wrath: Enchantment. Whenever target ally takes damage over 15 - 5% of his max health, the
remaining damage is redirected back to the source and you lose 5 energy.
Energy: 10 | Cast: 1 | Recast: 1
Supersede: Hex. For 4-12 seconds the next time a foe would heal an ally he heals a nearby foe instead and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20
Vex: Hex. For 3-10 seconds the next time a foe would heal an ally he damages them for half the amout of the heal instead and Vex ends.
Energy: 10 | Cast: 1 ½ | Recast: 15
Zealots Fire: Enchantment. For 60 seconds, whenever an ally is healed from a spell all foes adjacent to your target are struck for 5-45 fire damage.
Energy: 10 | Cast: 1 | Recast: 30
(Any monk with 1 point in Divine Favor can still spam Zealots Fire like crazy. Other classes can still get some good mileage out of it too.)
Necromancer
Soul Reaping
Presence of Dismay (elite): Stance. For 4-20 seconds Necromancer hexes are cast twice as fast.
Energy: 15 | Cast: - | Recharge: 30
Blood Magic
Blood Sacrifice: Spell. Sacrifice 20% Health. If Target allys health is below 50% he is healed for 100-136% of the amount you lost.
Energy: 10 | Cast: ½ | Recast: 10
Curses
Crush Hope: Spell. Remove one monk enchantment. If an enchantment is removed that skill is disabled for 8-24 seconds subtracted by that skills recast time.
Energy: 10 | Cast: 2 | Recast: 30
Exile: Hex. For 10 seconds the next time a foe would receive healing he would receive 10-60 damage instead and Exile ends.
Energy: 10 | Cast: 2 | Recast: 10
Flu (elite): Hex. Flu spreads to nearby allies. No immediate effect for 20 seconds. Flu takes priority over any in hex or condition removed. When Flu ends or is removed, hexed foe becomes Diseased for 6-16 seconds.
Energy: 15 | Cast: 3 | Recharge: 25
Death Magic
Grave Digger: Spell. Summon 1-2 exploitable corpses near you.
Energy 10 | Cast 2 | Recast 28
(With death magic at 14 you can get 2 corpses near you.)
Grave Digger 2: Spell. (generic, I know) Summon 1 exploitable corpses in your area. 50% chance failer with Death Magic 4 or less.
Energy 10 | Cast 1 1/2 | Recast 25
(These corpse appears at the very end of your casting range)
Spirit Vacuum: Spell. Destroy and consume targeted Natural Ritual spirit for -12 to +3 energy.
Energy: 15 | Cast: 3 | Recharge: 40
Spirit Warden: Summon. Exploit nearest enemy corpse to animate a level 0-12 Spirit Warden that guards the corpses body. This foe can not be resurrected while Spirit Warden guards his body.
Energy: 25 l Cast: 3 | Recharge: 5
Summon Lich (elite): Summon. Exploit nearest corpse to summon a level 3-19 Lich. All other allied summons die when Lich is summoned.
Energy: 25 | Cast: 3 | Recharge: 60
Minion Sacrifice: Skill. Sacrifice a bone minion. Target ally is healed for the amount of health the minion lost.
Energy: 5 | Cast 1 | Recast 18
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
(During this time all necro spells that effect summons effect this ally in likeness.)
No Attribute
Subvert Life: Enchantment. While you maintain this enchantment, target ally gains any life you steal from a foe.
Energy: 10 | Cast 2 | Recast 2
Mesmer
Fast Casting
Body Double: Stance. Create a double of yourself for 3-19 seconds. You take 1/2 of the damage directed towards you and your body double gives ½ of its damage to you.
Energy: 15 | Cast: - | Recharge: 48
(This skill is in Fast Casting so Mesmers only will use it.)
Mantra of Insight: Spell. For 30-90 seconds Mantra of Insight is replaced with any skill the target is using as he uses them. If activated during this time you will interrupt this skill and Mantra of Insight will end.
Energy: 10 | Cast: 2 | Recharge: 60
(This one is for those interrupting mesmers that find themselves babysitting a target. With this skill they can choose to monitor another player so they can baby-sit 2 players at once. So for some amount of time they double their efficiency.)
Domination Magic
Counter Spell: Spell. If target foe is casting a spell, that spell is interrupted and Counter spell is replaced with the interrupted spell in likeness of its foes attributes for 5-21 seconds.
Energy: 10 | Cast: ¼ | Recharge: 20
Invoke Rage: Spell. Targeted foe is forced to attack his current target and can not use a skill for 2-12 seconds. If the target he is attacking dies Invoke Rage ends.
Energy: 10 | Cast: 2 | Recharge: 20
Spirit Break: Enchantment. For 5-21 seconds, any Nature Ritual spirit laid down in your area fails and an you take 50 damage.
Energy: 10 | Cast: 2 | Recharge: 60
Illusion Magic
Confusion: Spell. Targeted foe targets nearest ally for 4-16 seconds and will be able to cause them damage during this time. Allies can damage you in turn. Confusion ends if you take 10-60 damage.
Energy: 10 | Cast: 3 | Recharge: 30
(Invoke Rage is basically a skill lock up, and both it and Confusion is sort of like Pacifism. Used together and you have an enemy turned against his friends.)
Illusion of Self: Enchantment. For the next 8-56 seconds if your health falls below 50% the next attack against you will fail and you will teleport to the place you cast this spell. This enchantment ends if you move over 130 feet outside your cast point.
Energy: 10 | Cast: 2 | Recharge: 20
Low Esteem: Hex. For 8-20 seconds target foe takes 5-34 damage for each time that foe recieves and recovers from an enchantment.
Energy: 15 | Cast: 1| Recast: 15
Inspiration
Empowerment: Enchantment. For 4-10 seconds the next skill a target ally uses cast twice as fast if that skill has a cast time of 3 seconds or more.
Energy: 5 | Cast 1 | Recast 10
Rejuvenation: Enchantment. For 4-10 seconds the next skill a target ally uses recharges 50% faster if that skill has a recharge time of 8 seconds or more.
Energy: 5 | Cast 2 | Recast 15
I didnt come up with all of these skills myself.
Some of them are a collection of skills from other people in skill making threads.
Warrior
Strength
Warriors Sacrifice: Skill. You exchange your health and all of your conditions and hexes for adjacent target allies health, conditions and hexes.
Cost: 8A | Cast - | Recast:20
Tactics
Balanced Stance: Shout. For 8-20 seconds, you or target ally cannot be knocked down and will not suffer extra damage from a critical attack.
Cost: 10E | Cast: - | Recast: 30
Deflection: Stance. For 4-10 seconds your receive half the damage after armor of target other ally as long as he is taking damage from in front of you.
Cost: 5E | Cast: - | Recast: 20
Mirror Shield: Stance. For 6-18 seconds, while wielding a shield, all damage that ignores armor is directed back to foe.
Energy: 10 | Cast: - | Recharge: 30
"Prepare for Battle": Shout. Party members absorb 6-28 damage for 6-14 seconds
Cost: 10E | Cast: - | Recast: 28
Ranger
Expertise
Advice: Shout. For 20 seconds when advice is used on an ally it increases their critical hit rate by 10-60%
Energy: 15 | Cost: - | Recharge: 30
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
(The skills you use that show up under your name will all look like rogues cover.
Your trap and preparation animations would turn into a basic attack stance.)
Sniper positioning: Stance. Character becomes invisible for 3-9 seconds. Stance ends if character attacks or uses a skill or comes with 10 feet of an enemy. You can not be targetted by enemies or allies while in this stance.
Energy: 15 | Cast: 1 | Recharge: 45
(You will still not show up on the radar while in this stance. This would also make your agro circle decrease to a 10 foot radius. Once a foe is within that circle this skill ends.)
No Attribute
Antidote Signet: Signet. Cleanse yourself or your animal companion of Poison, Disease, and Blindness.
Energy: - | Cast: 2 | Recast: 8
Called Shot: Attack. Shoot an arrow that moves 3 times faster than normal and cannot be blocked or evaded. If Called Shot hits a foe in a Stance they are Crippled and Bleeding for 6 seconds.
Energy: 10 | Cast: - | Recast: 4
Fight or Flight Shot: Attack. This arrow can be shot while moving for +5 damage and causes crippling for 1-5 seconds.
Adrenaline: 3 | Cast: - | Recharge: 10
(The idea for Fight of Flight Shot was to have a skill that conserved energy. With a short bow this skill is kind of spammable.)
Trick Shot: Attack. Shoot an arrow that ignores obstacles.
Energy: 5 | Cast: - | Recharge: 3
Marksmanship
Disarming Shot: Attack. If Disarming Shot hits, you strike for +3-18 damage. If this attack hits an attacking foe he suffers from Weakness for 4-18 seconds.
Energy: 10 | Cast - | Recast: 15
Precision Shot: Attack. If Precision Shot hits a foe in a stance it stikes for +13-26 damage. Precision Shot cannot be blocked or evaded.
Energy: 5 | Cast: - | Recharge: 5
(This doesn’t include dodging this shot. Its only effective as a stance killer)
Rain of Arrows (elite): Attack. Rapidly shoot 3 arrows into the air towards the target.
Energy: 15 | Cast: - | Recharge: 10
(This skill would fire 3 arrows at high arc and slightly decreased range adjusted accordingly with whatever bow you are using. These shots can be dodged easier like all high arc shots are. But it can shot over a lot of obstacles too, also like high arc shots do.)
Sniper Shot (elite): Attack. All your Preparations are removed. Shoot an arrow for double your bow range and x3 damage with a 25% - 90% chance hit.
Energy: 25 | Cast: 3 | Recharge 20
(Sniper shot works with expertise and marksmanship near maxed out. Add a conjure or judges insight and you could smack a stationary target with hella damage long before they can get to you.)
Wilderness Survival
Delayed Healing Spring: Trap. For 10 seconds, all allies in the area are healed for 15-60 every 2 seconds. This trap is triggered if an ally’s health is below 50% or after 90 seconds. While activating this skill, you are easily interrupted.
Energy: 10 | Cast: 2 | Recharge: 30
(If possible this would replace the standard Healing Spring altogether)
First Aid: Skill Cleanse yourself or touched ally of Poison, Disease or Bleeding
Energy: 10 | Cast: 1 ½ | Recast: 6
Sharpen Arrows: Preparation. For 15 seconds, your arrows have 2 - 18% armor penetration.
Energy: 15 | Cast: 2 | Recharge: 30
Troll Unguent: Skill. For 10 seconds, you or touched ally gain Health regeneration +3-10
Energy: 5 | Cast: 3 | Recast: 10
Vaccine Dart (elite): Skill. Shoot a dart at target ally for 10 damage at half your normal range. If Vaccine Dart hits, your targeted ally receives a Health regeration of +3 and immunity to poison and disease for 6-18 seconds.
Energy: 10 | Cast: - | Recast: 10
Beast Mastery
Call of the Wild: Call. For 10 seconds if your health reaches zero your pet will attempt to touch your corpse and revive you for 60% health. All your skills will be disabled for 10-5 seconds.
Energy: 10 | Cast - | Recharge: 60
Companions Fury: Call. For 20 seconds if your health reaches zero your pet receives +30-90 health and attacks the last person that inflected damage on you for +10 damage for 20 seconds or until his target is dead.
Energy: 10 | Cast: - | Recharge: 35
Desperate Sacrifice: Call. For 10-30 seconds if your health reaches zero you receive full health and your pets conditions while your pet dies instead.
Energy: 10 | Cast: 2 | Recharge: 30
With this readjustment in some skills, we have only one necessary skill for beast masters - Charm Animal.
Charm Animal
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charmed Animal equipped. If your companion is dead, this skill will resurrected your animal with 10-58% Health and all your skills are disabled for 8-0 seconds.
Cast time for animal charming is 10 sec as usual.
Cast time for animal resurrection is 2 sec.
Cost for charming or resurrecting would be 10 energy.
Charm Animal is locked for 8 seconds when your pet dies.
Your other skills are locked for 8-0 seconds when your pet dies - reduced by 0.5 seconds with each point in beast mastery.
Each point in beast mastery reduces the skill disable penalty for pet resurrection by 0.5 seconds.
Pets suffer from DP, which is visible to the pet owner.
Pets health is visible to owner. (Health by numbers, not just health bar)
Enchantments, buffs, conditions and hexes used on pets are visible to pets owner.
Comfort Animal
You heal yourself for 10-70 points or your animal companion for 20-104 points.
To select Comfort Animal by itself would heal you.
So basically, what we have is a more expensive Orison of Healing that works for you only.
It’s less spammable with 2sec recharge, than the previous 1sec recharge. and...
-Price is reduced by expertise users.
-Providing healing for Rangers that don’t even carry pets. (Probably have to give a different name then)
Selecting Charm Animal first and then Comfort Animal would heal your pet.
Also, and this is important, if no other monk resurrection skill can work on animals, perhaps Rebirth can.
Its a primarily PvE skill and is weak enough/balanced enough to be able to help get pets back in action.
And mostly because it would be much safer to resurrect a pet to your location, than to rez him in a mob just pull agro and/or possibly die again.
Elementalist
Energy Storage
Glyph of Doublecast (Elite): Glyph. The next spell you cast will consecutively be cast again for half its cost and then takes an additional 120-30 seconds to recharge.
Energy: 10 | Cast: 4 | Recharge: 60
No Attribute
Glyph of Guardianship: Glyph. The next Enchantment or Hex you cast cannot be removed for 30 seconds.
Energy: 15 | Cast: 3 | Recharge: 30
Earth Magic
Gravity: Hex. You and target enemy are knocked to the ground for (2-8) seconds, anyone adjacent to or approaching target enemy shares the remainder of the effect.
Energy: 15 | Cast: 3 | Recharge 25
(This pretty much leaves you open for ranged attacks, while protecting you from melee attacks. If used improperly you can hurt your teammates. If used right, you can get a wonderful advantage. This in conjunction with something like meteor shower could overpower it though.)
Jagged Rocks: Enchantment. For 10-30 seconds, all moving foes near you take 8-20 earth damage per second. No effect if stationary
Energy: 15 | Cast: 1 | Recharge: 50
Fire Magic
Fire Storm
For 10 seconds, the area around target foe is bombarded with a rain of fire that strikes for 5-29 Fire damage each second.
(This is the skill description given to the spell Fire Storm. However, the target can move out of the storm. In this readjustment the storm would slowly follow the target you cast on.)
Water
Ward Against Suffering: Ward. You create a Ward Against Suffering at your current location. For 8-20 seconds, allies in this area Health degeneration caps at 3.
Energy: 10 | Cast: 1 | Recast: 20
Monk
Smiting Prayers
Balthazars Aura: Enchantment. For 6-10 seconds foes adjacent to you take 2 damage for each point in Divine Favor each second.
Energy: 25 | Cast: 1 | Recast: 15
(This is a serious buff to monk smitters, but also a serious nerf to any other class that smites)
Holy Wrath: Enchantment. Whenever target ally takes damage over 15 - 5% of his max health, the
remaining damage is redirected back to the source and you lose 5 energy.
Energy: 10 | Cast: 1 | Recast: 1
Supersede: Hex. For 4-12 seconds the next time a foe would heal an ally he heals a nearby foe instead and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20
Vex: Hex. For 3-10 seconds the next time a foe would heal an ally he damages them for half the amout of the heal instead and Vex ends.
Energy: 10 | Cast: 1 ½ | Recast: 15
Zealots Fire: Enchantment. For 60 seconds, whenever an ally is healed from a spell all foes adjacent to your target are struck for 5-45 fire damage.
Energy: 10 | Cast: 1 | Recast: 30
(Any monk with 1 point in Divine Favor can still spam Zealots Fire like crazy. Other classes can still get some good mileage out of it too.)
Necromancer
Soul Reaping
Presence of Dismay (elite): Stance. For 4-20 seconds Necromancer hexes are cast twice as fast.
Energy: 15 | Cast: - | Recharge: 30
Blood Magic
Blood Sacrifice: Spell. Sacrifice 20% Health. If Target allys health is below 50% he is healed for 100-136% of the amount you lost.
Energy: 10 | Cast: ½ | Recast: 10
Curses
Crush Hope: Spell. Remove one monk enchantment. If an enchantment is removed that skill is disabled for 8-24 seconds subtracted by that skills recast time.
Energy: 10 | Cast: 2 | Recast: 30
Exile: Hex. For 10 seconds the next time a foe would receive healing he would receive 10-60 damage instead and Exile ends.
Energy: 10 | Cast: 2 | Recast: 10
Flu (elite): Hex. Flu spreads to nearby allies. No immediate effect for 20 seconds. Flu takes priority over any in hex or condition removed. When Flu ends or is removed, hexed foe becomes Diseased for 6-16 seconds.
Energy: 15 | Cast: 3 | Recharge: 25
Death Magic
Grave Digger: Spell. Summon 1-2 exploitable corpses near you.
Energy 10 | Cast 2 | Recast 28
(With death magic at 14 you can get 2 corpses near you.)
Grave Digger 2: Spell. (generic, I know) Summon 1 exploitable corpses in your area. 50% chance failer with Death Magic 4 or less.
Energy 10 | Cast 1 1/2 | Recast 25
(These corpse appears at the very end of your casting range)
Spirit Vacuum: Spell. Destroy and consume targeted Natural Ritual spirit for -12 to +3 energy.
Energy: 15 | Cast: 3 | Recharge: 40
Spirit Warden: Summon. Exploit nearest enemy corpse to animate a level 0-12 Spirit Warden that guards the corpses body. This foe can not be resurrected while Spirit Warden guards his body.
Energy: 25 l Cast: 3 | Recharge: 5
Summon Lich (elite): Summon. Exploit nearest corpse to summon a level 3-19 Lich. All other allied summons die when Lich is summoned.
Energy: 25 | Cast: 3 | Recharge: 60
Minion Sacrifice: Skill. Sacrifice a bone minion. Target ally is healed for the amount of health the minion lost.
Energy: 5 | Cast 1 | Recast 18
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
(During this time all necro spells that effect summons effect this ally in likeness.)
No Attribute
Subvert Life: Enchantment. While you maintain this enchantment, target ally gains any life you steal from a foe.
Energy: 10 | Cast 2 | Recast 2
Mesmer
Fast Casting
Body Double: Stance. Create a double of yourself for 3-19 seconds. You take 1/2 of the damage directed towards you and your body double gives ½ of its damage to you.
Energy: 15 | Cast: - | Recharge: 48
(This skill is in Fast Casting so Mesmers only will use it.)
Mantra of Insight: Spell. For 30-90 seconds Mantra of Insight is replaced with any skill the target is using as he uses them. If activated during this time you will interrupt this skill and Mantra of Insight will end.
Energy: 10 | Cast: 2 | Recharge: 60
(This one is for those interrupting mesmers that find themselves babysitting a target. With this skill they can choose to monitor another player so they can baby-sit 2 players at once. So for some amount of time they double their efficiency.)
Domination Magic
Counter Spell: Spell. If target foe is casting a spell, that spell is interrupted and Counter spell is replaced with the interrupted spell in likeness of its foes attributes for 5-21 seconds.
Energy: 10 | Cast: ¼ | Recharge: 20
Invoke Rage: Spell. Targeted foe is forced to attack his current target and can not use a skill for 2-12 seconds. If the target he is attacking dies Invoke Rage ends.
Energy: 10 | Cast: 2 | Recharge: 20
Spirit Break: Enchantment. For 5-21 seconds, any Nature Ritual spirit laid down in your area fails and an you take 50 damage.
Energy: 10 | Cast: 2 | Recharge: 60
Illusion Magic
Confusion: Spell. Targeted foe targets nearest ally for 4-16 seconds and will be able to cause them damage during this time. Allies can damage you in turn. Confusion ends if you take 10-60 damage.
Energy: 10 | Cast: 3 | Recharge: 30
(Invoke Rage is basically a skill lock up, and both it and Confusion is sort of like Pacifism. Used together and you have an enemy turned against his friends.)
Illusion of Self: Enchantment. For the next 8-56 seconds if your health falls below 50% the next attack against you will fail and you will teleport to the place you cast this spell. This enchantment ends if you move over 130 feet outside your cast point.
Energy: 10 | Cast: 2 | Recharge: 20
Low Esteem: Hex. For 8-20 seconds target foe takes 5-34 damage for each time that foe recieves and recovers from an enchantment.
Energy: 15 | Cast: 1| Recast: 15
Inspiration
Empowerment: Enchantment. For 4-10 seconds the next skill a target ally uses cast twice as fast if that skill has a cast time of 3 seconds or more.
Energy: 5 | Cast 1 | Recast 10
Rejuvenation: Enchantment. For 4-10 seconds the next skill a target ally uses recharges 50% faster if that skill has a recharge time of 8 seconds or more.
Energy: 5 | Cast 2 | Recast 15
Cs Coldize
alright now we're getting somewhere. I must say that those elemental ideas are superb. I would love to conjure my own pwnage machines. That would be the funnest thing ever but I do think its overpowered even after looking at the pros-cons comparisons. They should decrease your attribute points in that certain area (after they're cast of course) by 2 or 3 so that all your other skills are weaker while they're on the map.
Asplode
Made a huge update to my post in page 2 >.>
One and Two
Quote:
Originally Posted by Cs Coldize
Lassitude - Mesmer Spell(Inspiration Magic)
Energy Cost: 5 Casting Time: 1 Recharge Time: 25 You steal 5-15 energy from target foe and target becomes exhausted. |
Asplode's Nimblefeet, I like very much. Makes sense that a nature ranger could avoid traps, no?
Nyax Soulreaper
lol this may suck but:
Fire of Restoration
Fire Magic
Cost:25 recharge:25 Casting Speed: 3sec
Spell. Deal 12-60 fire damage to target foe and all adjacent foes and (burn?) target foe for 2-6 sec, and you are healed 2-6 health for 10 seconds.
^reason i did this is because i just created a spell like this on morrowind
Fire of Restoration
Fire Magic
Cost:25 recharge:25 Casting Speed: 3sec
Spell. Deal 12-60 fire damage to target foe and all adjacent foes and (burn?) target foe for 2-6 sec, and you are healed 2-6 health for 10 seconds.
^reason i did this is because i just created a spell like this on morrowind
Sagius Truthbarron
Confusion - Domination Spell
Cost: 10 energy; Recharge: 30 Casting Speed: 5 seconds
A random skill in target enemy's skill bar is changed into a different, random skill for 10-20 seconds.
Disarray - Elite Domination Spell
Cost: 15 energy; Recharge: 45 Casting speed: 5 seconds
All skills in target enemy's skill bar are changed into different, random skills for 5-25 seconds.
Double Jeopardy - Elite Death Enchantment/Hex
Cost: 10 energy Recharge: 30 Casting Speed: 10 Upkeep: 1
Ressurect target enemy, binding them to you. Steal 10-50 health a second, which is redirected to all undead allies, from foes adjacent to target enemy untill this Enchantment/Hex is removed. When Double Jeopardy ends target foe dies and all undead allies are healed for that foe's remaining health when the spell was canceled.
I don't know. i just made that one up as I went. It sounds very confusing O.o
Yah, and then we can run the UW solo builds in PvP as long as we had a warder!
Cost: 10 energy; Recharge: 30 Casting Speed: 5 seconds
A random skill in target enemy's skill bar is changed into a different, random skill for 10-20 seconds.
Disarray - Elite Domination Spell
Cost: 15 energy; Recharge: 45 Casting speed: 5 seconds
All skills in target enemy's skill bar are changed into different, random skills for 5-25 seconds.
Double Jeopardy - Elite Death Enchantment/Hex
Cost: 10 energy Recharge: 30 Casting Speed: 10 Upkeep: 1
Ressurect target enemy, binding them to you. Steal 10-50 health a second, which is redirected to all undead allies, from foes adjacent to target enemy untill this Enchantment/Hex is removed. When Double Jeopardy ends target foe dies and all undead allies are healed for that foe's remaining health when the spell was canceled.
I don't know. i just made that one up as I went. It sounds very confusing O.o
Quote:
Originally Posted by Gunter
Ward Against Suffering: Ward. You create a Ward Against Suffering at your current location. For 8-20 seconds, allies in this area Health degeneration caps at 3.
Energy: 10 | Cast: 1 | Recast: 20 |
[FnG] Lazz
Quote:
Originally Posted by Calnaion Blackhawk
an actual ward against noobs
Ward Against Noobs{E} {20 energy 30 re-cast, 2second cast} foes which persist to swear and curse at your guildname/person has a 100% chance to miss and cast diversion on themselves. |
kuhu
Wonder why noone ever thinks of makign fast cast spells or soulreaping spells.. every other primary attribute has skills, why not those 2...
TyLLy_4
i had a R/Mo and i just gave up my hopes on him .erased hi mand strated from ground 0 .... Rangers are waaaayyyy undeerpowered compared to all oher profesions ... true the new sorrows furnace pdate has helped a lil bit ... but in all other MMRPG's Rangers are alloweed to use Bows AND DAGGERS!!!! i proposse the introduction of daggers for rangers with minimal swing time and a not so bad dramage ... im proposing somenthing like 1/2 second per hit and a max dramage of 15 or something like that but with bonus of armor entetration!! .. it really would help ... since this way .. rangers could also tank. we could figth casters beter (u could interupt better with that fast atacking) and also u could selective atack with bow .. then finish the mosters u separated form the group with the dagge r... it would realy be an improvment .. thanks for reading ....
Tactical-Dillusions
Alot of skills in the game could be recreated into new skills. For example, some spells could be made into maintainable enchantments.
Mending is a weak and maintainable form of healing breeze but has anyone considered a maintainable orison of healing? (target ally gains X health every X seconds while this enchantment is maintained)
How about a maintainable heal party? Obviously it would be much weaker but it's an option that may find some uses. (such as poison swamps)
Some skills could basically be copied but reversed. Let's take watchful spirit as an example here.
Instead of healing for X points when watchful spirit "ends" ...why not create a skill that heals for X "when cast" and gives a health regen of 2?
How about a temporary version of holy wrath but without the energy loss?
Most areas of skills have been covered either in the game or with previous suggestions but working around the current skills, we can create seemingly hundreds of new skills and lots of fun.
Here's a few new monk skills, while i'm posting...
Balthazars kiss.
Target ally loses X health but gains double that health after 5 seconds.
Dwaynas Promise.
Target ally gains no benefit for 10 seconds. Target ally is then healed for X points when Dwaynas promise ends.
Energetic shield.
Lose all your energy. All party members gain immunity from damage. Energetic shield ends if your energy reaches 5 or if you have 4 or more maintained enchantments.
Mending is a weak and maintainable form of healing breeze but has anyone considered a maintainable orison of healing? (target ally gains X health every X seconds while this enchantment is maintained)
How about a maintainable heal party? Obviously it would be much weaker but it's an option that may find some uses. (such as poison swamps)
Some skills could basically be copied but reversed. Let's take watchful spirit as an example here.
Instead of healing for X points when watchful spirit "ends" ...why not create a skill that heals for X "when cast" and gives a health regen of 2?
How about a temporary version of holy wrath but without the energy loss?
Most areas of skills have been covered either in the game or with previous suggestions but working around the current skills, we can create seemingly hundreds of new skills and lots of fun.
Here's a few new monk skills, while i'm posting...
Balthazars kiss.
Target ally loses X health but gains double that health after 5 seconds.
Dwaynas Promise.
Target ally gains no benefit for 10 seconds. Target ally is then healed for X points when Dwaynas promise ends.
Energetic shield.
Lose all your energy. All party members gain immunity from damage. Energetic shield ends if your energy reaches 5 or if you have 4 or more maintained enchantments.
Shynai_The_Storm
Hmm, first of all let me just second the idea of this spell:
Jagged Rocks: Enchantment. For 10-30 seconds, all moving foes near you take 8-20 earth damage per second. No effect if stationary
Energy: 15 | Cast: 1 | Recharge: 50
However, this can be a problem if used in conjunction with any of the AE Rain spells in the game, such as Maelstrom or Fire Storm...and it would especially hurt with Lava Font. It would be overpowered. I'd like to see it as:
Jagged Rocks: Spell. You cause Jagged Rocks to rise at target foe's location. For 10 seconds, foes moving in this area take 4-28 earth damage per second and move 33% slower.
Energy: 15 | Cast: 3 | Recharge: 30
That puts it more in line with the rain spells you tend to see, and the 33% moverate reduction should make up for the damage only being dealt to moving foes. Otherwise it's very similar to fire storm.
Jagged Rocks: Enchantment. For 10-30 seconds, all moving foes near you take 8-20 earth damage per second. No effect if stationary
Energy: 15 | Cast: 1 | Recharge: 50
However, this can be a problem if used in conjunction with any of the AE Rain spells in the game, such as Maelstrom or Fire Storm...and it would especially hurt with Lava Font. It would be overpowered. I'd like to see it as:
Jagged Rocks: Spell. You cause Jagged Rocks to rise at target foe's location. For 10 seconds, foes moving in this area take 4-28 earth damage per second and move 33% slower.
Energy: 15 | Cast: 3 | Recharge: 30
That puts it more in line with the rain spells you tend to see, and the 33% moverate reduction should make up for the damage only being dealt to moving foes. Otherwise it's very similar to fire storm.
Shynai_The_Storm
I'd also like to see Elementalists get the ability to summon temporary creatures, walls, or "obelisks". Something along the lines of:
Water Elemental: Spell. Animate a Water Elemental at your location. For 12-60 seconds, Water Elemental attacks enemies and slows their movement. You may control only one elemental at a time.
Energy: 25 | Cast: 5 | Recharge: 60
The elementals ought to behave just like pets, except that each elemental would apply a different affect to its target. On a successful hit, Fire could cause 1 second of burning, Water could cause a 66% movement reduction for a couple seconds, Air could cause a couple seconds of Blindness, and Earth should simply deal more melee damage than the other elementals, with no added effect (since the Earth line lacks such an effect). I would suggest that the damage dealt by the elementals scales with the skill level in that attribute, exactly as it does in Beast Mastery with a Ranger's pet. However, due to the rather powerful effects these elementals cause, and balance issues, I think the attack rate should be extremely slow. Every 3-4 seconds perhaps.
Lightning Obelisk: Spell. Summon a Lightning Obelisk at your location. Lightning Obelisk will periodically cast Lightning Strike on nearby foes. If no foe is in range, Lightning Obelisk ends. Lightning Obelisk ends after 30-126 seconds.
Energy: 15 | Cast: 5 | Recharge: 60
The lightning obelisk would be the equivalent of the necromancer's ranged-attack minion, but with a MUCH slower attack rate (I'm thinking it would attack the closest enemy every 10 seconds), no movement capabilities, and much higher damage output. The Lightning Strike damage would be the same as it would for the elementalist at his/her attribute level. Just like any skill in the game, it would have its situational uses
Water Elemental: Spell. Animate a Water Elemental at your location. For 12-60 seconds, Water Elemental attacks enemies and slows their movement. You may control only one elemental at a time.
Energy: 25 | Cast: 5 | Recharge: 60
The elementals ought to behave just like pets, except that each elemental would apply a different affect to its target. On a successful hit, Fire could cause 1 second of burning, Water could cause a 66% movement reduction for a couple seconds, Air could cause a couple seconds of Blindness, and Earth should simply deal more melee damage than the other elementals, with no added effect (since the Earth line lacks such an effect). I would suggest that the damage dealt by the elementals scales with the skill level in that attribute, exactly as it does in Beast Mastery with a Ranger's pet. However, due to the rather powerful effects these elementals cause, and balance issues, I think the attack rate should be extremely slow. Every 3-4 seconds perhaps.
Lightning Obelisk: Spell. Summon a Lightning Obelisk at your location. Lightning Obelisk will periodically cast Lightning Strike on nearby foes. If no foe is in range, Lightning Obelisk ends. Lightning Obelisk ends after 30-126 seconds.
Energy: 15 | Cast: 5 | Recharge: 60
The lightning obelisk would be the equivalent of the necromancer's ranged-attack minion, but with a MUCH slower attack rate (I'm thinking it would attack the closest enemy every 10 seconds), no movement capabilities, and much higher damage output. The Lightning Strike damage would be the same as it would for the elementalist at his/her attribute level. Just like any skill in the game, it would have its situational uses
John Waffletord
Signet of stupid thread
For each stupid, unbalancing skill you've thought of, you are banned from guild wars for 1 day.
For each stupid, unbalancing skill you've thought of, you are banned from guild wars for 1 day.
aeronox
Lyssa's Laughter - Elite Mesmer Enchantment - Inspiration
For 5-15 seconds, all energy stolen from party is redirected to you. This is a self enchantment.
-- Essentially, it doesn't help your team, but it annoys other mesmers, and helps you. The associated effects of energy-stealing spells still occurs, but the enemy caster gains no energy. This is well within the domain of the Mesmer, and has the same feel - counter/get energy/don't help allies
For 5-15 seconds, all energy stolen from party is redirected to you. This is a self enchantment.
-- Essentially, it doesn't help your team, but it annoys other mesmers, and helps you. The associated effects of energy-stealing spells still occurs, but the enemy caster gains no energy. This is well within the domain of the Mesmer, and has the same feel - counter/get energy/don't help allies
Sai of Winter
For a Monk, I thought of a skill that will be unusual in this game.
Power of Chi:
Blocks from attacks
Knocks down and injures enemy
Very unusal smiting skill for a Monk, close range, and it gives your hands and feet a glowing aura when this skill is use. It's like a Kung-Fu attack. Yeah....I just wanted to make up something weird for a Monk and out of the box.
Or...
It could just be a Protection skill.
Power of Chi:
Blocks from attacks
Knocks down and injures enemy
Very unusal smiting skill for a Monk, close range, and it gives your hands and feet a glowing aura when this skill is use. It's like a Kung-Fu attack. Yeah....I just wanted to make up something weird for a Monk and out of the box.
Or...
It could just be a Protection skill.
coldslammer
Warrior:
Strength
Bring it on! Elite Shout, for 3-30 seconds you absorb 35-75% of dmg from all sources, but you move and attack 75% slower than usual, and all your energy is consumed.
Cost: 5E | Cast - | Recast:60
Necromancer:
Soul Reaping
Grenth's Aura Elite Enchantment, for 3-30 seconds, energy gained from Soul Reaping is doubled
Cost: 5E | Cast - | Recast:60
Strength
Bring it on! Elite Shout, for 3-30 seconds you absorb 35-75% of dmg from all sources, but you move and attack 75% slower than usual, and all your energy is consumed.
Cost: 5E | Cast - | Recast:60
Necromancer:
Soul Reaping
Grenth's Aura Elite Enchantment, for 3-30 seconds, energy gained from Soul Reaping is doubled
Cost: 5E | Cast - | Recast:60
Urda
Hello, i think there are a lot of overpowered skills in this thread. I tried to make some of the "worser", more conditional skills.
Scourge Ether (hex,smiting) (10 mana, 2 casttime, 5 recharge ) :
Whenever target foe gains mana from a spell, that foe loses life equal to 1-7 x the amount of mana gained.
Isolation (skill,Domination) (5 mana, 0 casttime, 5 recharge) :
For 15 seconds, the next time you are (negativly) effected or take damage from a spell that didnt target you, the effect or damage is negated and all nearby foes take 10-50 damage. (against AoE-Spells).
Spiritual Welfare (enchentment,Soulreaping) (5 mana, 1 casttime, 10 recharge)
If target ally dies in the next 5-30 seconds, that allies corpse can be targeted only by partymembers for 5-30 seconds.
Artillery String (Bowattack,Marksmanship) (10 mana, 4 recharge ) :
Shot an Arrow that moves at half speed and your bows arc is 5x higher than normal. If Artillery String hits, you arrows explode for +20-80 damage. Bonus for higher terrain is doubled for this attack. This attack isnt affected by spirits and you cannot attack nearby or adjaced foes.
Obligation Shot (Bowattack,Beast Mastery) (5 mana, 3 recharge) :
If Obligation Shot hits, you strike for +2-10 damage. If this attack hits a foe that is attacking or targeting your pet, you strike for an aditional 10-35 damage and that foe is interrupted and becomes blinded for 8 seconds.
Wear and Tear (Hex,courses) (15 mana, 2 casttime, 20 recharge) :
For 5-20 seconds target foe loses any boni from equiped weapons, shields or staffs.
Superiority of Mind (spell,Energy Storage) (10 Mana, 3 casttime, 20 recharge) :
If you have more energy than target Foe, your target takes damage equal the difference of your and target foes mana. This spell causes exhaustion.
Restlessness (hex,Illusion) (10 Mana, 2 casttime, 10 recharge) :
For the next 15 seconds, if target foe does not keep moving for longer than 7-3 seconds, that foe takes 15-95 damage and Restlessness ends.
Provisions (enchantment,Divine Favor) (5 Mana, 1 casttime , 5 recharge)
After 3 seconds target other ally is healed for 50-150 life. Provisions can not be stacked.
Side by Side (stance, healing) (10 mana, 0 casttime, 20 recharge) :
For 8-30 seconds. All other nearby allies gain health regeneration of 2. (wardrange).
Futurs Derision (Enchantment, Fastcasting) (5 mana, 1 casttime, 20 recharge) :
For 8-45 seconds: Whenever you succesfully interrupt a spell, that target takes 10-40 damage and loses 2-8 mana.
Scourge Ether (hex,smiting) (10 mana, 2 casttime, 5 recharge ) :
Whenever target foe gains mana from a spell, that foe loses life equal to 1-7 x the amount of mana gained.
Isolation (skill,Domination) (5 mana, 0 casttime, 5 recharge) :
For 15 seconds, the next time you are (negativly) effected or take damage from a spell that didnt target you, the effect or damage is negated and all nearby foes take 10-50 damage. (against AoE-Spells).
Spiritual Welfare (enchentment,Soulreaping) (5 mana, 1 casttime, 10 recharge)
If target ally dies in the next 5-30 seconds, that allies corpse can be targeted only by partymembers for 5-30 seconds.
Artillery String (Bowattack,Marksmanship) (10 mana, 4 recharge ) :
Shot an Arrow that moves at half speed and your bows arc is 5x higher than normal. If Artillery String hits, you arrows explode for +20-80 damage. Bonus for higher terrain is doubled for this attack. This attack isnt affected by spirits and you cannot attack nearby or adjaced foes.
Obligation Shot (Bowattack,Beast Mastery) (5 mana, 3 recharge) :
If Obligation Shot hits, you strike for +2-10 damage. If this attack hits a foe that is attacking or targeting your pet, you strike for an aditional 10-35 damage and that foe is interrupted and becomes blinded for 8 seconds.
Wear and Tear (Hex,courses) (15 mana, 2 casttime, 20 recharge) :
For 5-20 seconds target foe loses any boni from equiped weapons, shields or staffs.
Superiority of Mind (spell,Energy Storage) (10 Mana, 3 casttime, 20 recharge) :
If you have more energy than target Foe, your target takes damage equal the difference of your and target foes mana. This spell causes exhaustion.
Restlessness (hex,Illusion) (10 Mana, 2 casttime, 10 recharge) :
For the next 15 seconds, if target foe does not keep moving for longer than 7-3 seconds, that foe takes 15-95 damage and Restlessness ends.
Provisions (enchantment,Divine Favor) (5 Mana, 1 casttime , 5 recharge)
After 3 seconds target other ally is healed for 50-150 life. Provisions can not be stacked.
Side by Side (stance, healing) (10 mana, 0 casttime, 20 recharge) :
For 8-30 seconds. All other nearby allies gain health regeneration of 2. (wardrange).
Futurs Derision (Enchantment, Fastcasting) (5 mana, 1 casttime, 20 recharge) :
For 8-45 seconds: Whenever you succesfully interrupt a spell, that target takes 10-40 damage and loses 2-8 mana.
neoteo
DarkVulcano ( Fire )
50 mana
5 second cast
120 second recharge
Target gets 100-1200 FireDmg
All nearby foes are knock down with 10-120 FireDmg and set fo fire for 3 sec.
50 mana
5 second cast
120 second recharge
Target gets 100-1200 FireDmg
All nearby foes are knock down with 10-120 FireDmg and set fo fire for 3 sec.
Urda
Quote:
Originally Posted by Urda
Hello, i think there are a lot of overpowered skills in this thread.....
|
Quote:
Originally Posted by neoteo
DarkVulcano ( Fire )
50 mana 5 second cast 120 second recharge Target gets 100-1200 FireDmg All nearby foes are knock down with 10-120 FireDmg and set fo fire for 3 sec. |
neoteo
-------------
1200 Damage ? thats instant kill,lol.
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ahh really ??? .. daaaaa , of course , thats the point
1200 Damage ? thats instant kill,lol.
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ahh really ??? .. daaaaa , of course , thats the point
coldslammer
have to agree with urda, seems highly unrealistic 1200 dmg, :/
t-kma89
Ressurection Aura: Cast 4, Energy 15, Recharge 60.
For 30-90 seconds, Allies inside Ressurection Aura are ressurected every 8 seconds. When Ressurection Aura ends or if ressurected Ally leaves its radius, Allies ressurected by this skill are killed. Deaths occuring from Ressurection Aura do not incur a Death Penalty. (Divine Favour?)
I know, I know, another Ressurect skill. This though can be used with some strategy. Like a ward or a well, it isn't cast on anyone so it can't be stripped. It could me somewhat powerful to use though interrupts could prevent it as it has a longer casting time. Allies ressurected by this skill must stay in it or they die. Much like Vengance, but a little twist.
For 30-90 seconds, Allies inside Ressurection Aura are ressurected every 8 seconds. When Ressurection Aura ends or if ressurected Ally leaves its radius, Allies ressurected by this skill are killed. Deaths occuring from Ressurection Aura do not incur a Death Penalty. (Divine Favour?)
I know, I know, another Ressurect skill. This though can be used with some strategy. Like a ward or a well, it isn't cast on anyone so it can't be stripped. It could me somewhat powerful to use though interrupts could prevent it as it has a longer casting time. Allies ressurected by this skill must stay in it or they die. Much like Vengance, but a little twist.
Raven Of The Wind
I would mind having a familar as an elementalist. Same as having a pet as a ranger. Imps, cats, ravens, baby dragons etc. Skill slot for Summon familiar.
kneggan
Balthazars Curse
Interrupt target foes action. If that was a spell, tharget foe can not be healed for 3..5 seconds.
Interrupt target foes action. If that was a spell, tharget foe can not be healed for 3..5 seconds.
Senketsou
What about....
Glyph of Distance
Your next spell can be cast at twice the distance, and has a 50% recast time.
10 Mana, 1 sec cast time, 20 second recharge.
Elite for elem, not overpowered.
I beleive elems need some kind of help as their elemental skills are seeming a bit less used and a bit less powerful as new builds are evolving... Here is an overpowered one...
Djinns Destruction
If target enemy has any enchantment, this deals 400 unconditional damage, and enchantments are removed.
..... Yeah, thanks ANet....
anybody see what im getting at? haha
Another, slightly overpowered, however not really? as elems need some help...
Glyph of Ultimate Power
Your next spell cast deals double damage, and causes double exhaustion if applicable
cost, 10 energy, cast time 2 seconds, recharge 30 seconds
Maybe something to spice up a rangers life...
Boom Headshot
Your next arrow will be treated as a bullet hitting the person in the head causing an instant kill.
cost, 1 bullet, preperation time, click, recharge, depends how much of a pro you are if you can reload fast, good... if not, learn how...
I'm really leaning towards a new profession... like, ninja or shogun, using a katana, or two handed sword as a weapon, or maybe throwing stars... or something atleast, ninjas and shoguns own... that would be an awesome new profession.... anyway a couple of those are pretty cool skills... others mock a few things, lol
Glyph of Distance
Your next spell can be cast at twice the distance, and has a 50% recast time.
10 Mana, 1 sec cast time, 20 second recharge.
Elite for elem, not overpowered.
I beleive elems need some kind of help as their elemental skills are seeming a bit less used and a bit less powerful as new builds are evolving... Here is an overpowered one...
Djinns Destruction
If target enemy has any enchantment, this deals 400 unconditional damage, and enchantments are removed.
..... Yeah, thanks ANet....
anybody see what im getting at? haha
Another, slightly overpowered, however not really? as elems need some help...
Glyph of Ultimate Power
Your next spell cast deals double damage, and causes double exhaustion if applicable
cost, 10 energy, cast time 2 seconds, recharge 30 seconds
Maybe something to spice up a rangers life...
Boom Headshot
Your next arrow will be treated as a bullet hitting the person in the head causing an instant kill.
cost, 1 bullet, preperation time, click, recharge, depends how much of a pro you are if you can reload fast, good... if not, learn how...
I'm really leaning towards a new profession... like, ninja or shogun, using a katana, or two handed sword as a weapon, or maybe throwing stars... or something atleast, ninjas and shoguns own... that would be an awesome new profession.... anyway a couple of those are pretty cool skills... others mock a few things, lol
Stayfrosty
Make practiced stance a non elite... then it would see gameplay
kneggan
Hand of Heaven
Smite target for and all adjected foes for 10...60 holy damage.
(Elit smiting)
Cost: 25, Cast time 1 second, recharge 25 seconds
Smite target for and all adjected foes for 10...60 holy damage.
(Elit smiting)
Cost: 25, Cast time 1 second, recharge 25 seconds
kneggan
Inner Fire
Enchantment
For 20 seconds all your skills are recharged 30..60% faster but they take 70...50% longer to cast. (Smiting)
Enchantment
For 20 seconds all your skills are recharged 30..60% faster but they take 70...50% longer to cast. (Smiting)
Treager
Sorry... didn't realize this thread already existed! LOL
PLANAR PORTAL (Elite)
Necro/Death
5 sec casting time
Regen in 60 sec
25 energy
Sacrifice 30% max heath to bring forth a demonic presence from the underworld. A lvl 20 demon that fights with the necromancer for (10-60) seconds then returns to the Underworld in a fiery blast that deals (30-120) dmg to all those adjacent to the demon. (This skill has a 50% chance to fail and damage the caster if you don't have a death magic of 10 or more)
HOW FREAKIN COOL WOULD THAT BE?!?!
PLANAR PORTAL (Elite)
Necro/Death
5 sec casting time
Regen in 60 sec
25 energy
Sacrifice 30% max heath to bring forth a demonic presence from the underworld. A lvl 20 demon that fights with the necromancer for (10-60) seconds then returns to the Underworld in a fiery blast that deals (30-120) dmg to all those adjacent to the demon. (This skill has a 50% chance to fail and damage the caster if you don't have a death magic of 10 or more)
HOW FREAKIN COOL WOULD THAT BE?!?!
kneggan
Freakin cool, id like to have that skill. =)