<insert a name here>
For 20 seconds, the next time you use a stance, this skill is replaced by the stance for 30 seconds.
Prolly for devishes.
Create a Skill
20 pages • Page 20
necromancer's non elite skill death magic attribute
Death Master Aura
-10 energy
1 sec casting time
recharge 45 sec
Enchantment spell:for the next 30...60 sec your death magic attribute boosts up two points but you sacrifice 20% of your health if you use a non-death magic attribute skill
assasin non elite skill
shadow daggers deadly arts attribute
energy-10
2 sec casting time
recharge 10
Hex spell.When a foe is hexed by this hex after 3 seconds target foe takes 20-50 cold damage damage and target foe and all adjecent foes begin bleeding for 5-15 seconds.
non elite elementalist skill earth magic attribute
Ward Against Rituals
energy cost 10
casting time 1
recharge 20
for the next 5-20 you have 50% chance to evade attacks by rituals and every non-attackin ritual have 50% chance to not take effect
Death Master Aura
-10 energy
1 sec casting time
recharge 45 sec
Enchantment spell:for the next 30...60 sec your death magic attribute boosts up two points but you sacrifice 20% of your health if you use a non-death magic attribute skill
assasin non elite skill
shadow daggers deadly arts attribute
energy-10
2 sec casting time
recharge 10
Hex spell.When a foe is hexed by this hex after 3 seconds target foe takes 20-50 cold damage damage and target foe and all adjecent foes begin bleeding for 5-15 seconds.
non elite elementalist skill earth magic attribute
Ward Against Rituals
energy cost 10
casting time 1
recharge 20
for the next 5-20 you have 50% chance to evade attacks by rituals and every non-attackin ritual have 50% chance to not take effect
I was always hopin for a split req skill that requires somthing from both sides of your character..
W/E
Armageddon Smash (Elite Hammer Skill)
Cost: 10 energy // Adrenaline Cost: 10 //Recharge time: None
You strike all ajacent foes for (some kinda variable damage number depending on hammer mastery) damage.
All ajacent foes suffer from burning for (a number of seconds determined by the ammount of attribute points in fire magic)
I think this skill and skills like it would totally kick but.. having a 2 req skill would make the depth of the game rock.
The posibilites would be endless.
W/E
Armageddon Smash (Elite Hammer Skill)
Cost: 10 energy // Adrenaline Cost: 10 //Recharge time: None
You strike all ajacent foes for (some kinda variable damage number depending on hammer mastery) damage.
All ajacent foes suffer from burning for (a number of seconds determined by the ammount of attribute points in fire magic)
I think this skill and skills like it would totally kick but.. having a 2 req skill would make the depth of the game rock.
The posibilites would be endless.
n
Insulted was Zidane {E}
Description: Your mother and sister are being insulted by nearest foe. You turn around and headbutt that foe for 25-75 damage, causing Knockdown for 3-5 seconds and Weakness for 10-25 seconds.
Energy Cost: 25
Casting Time: 2
Recharge Time: One time use. (You get sent off after using this skill)
Linked Attribute: Strength
Description: Your mother and sister are being insulted by nearest foe. You turn around and headbutt that foe for 25-75 damage, causing Knockdown for 3-5 seconds and Weakness for 10-25 seconds.
Energy Cost: 25
Casting Time: 2
Recharge Time: One time use. (You get sent off after using this skill)
Linked Attribute: Strength
2 skills i love to see...:
elite ele stance "touchers bane" energy reqt; for 10-50s if anyone uses touch skills on you, the skill is backfired and couses dmg to the caster and causes him to bleed/poison/criple for 20 seconds & is blackout for 10 sec... recharge 30 sec cost 15
elite war shout "dont drain me your gimp" ; for 30 sec if anyone cast drain/degen hexes on you (and nearby allies) the hex fail and is replaced by the shout for 60s seconds
recharge 60 sec . 8 adrenalin 45 sec recharge
you get the idea, ofcourse time duration and names could be chng
elite ele stance "touchers bane" energy reqt; for 10-50s if anyone uses touch skills on you, the skill is backfired and couses dmg to the caster and causes him to bleed/poison/criple for 20 seconds & is blackout for 10 sec... recharge 30 sec cost 15
elite war shout "dont drain me your gimp" ; for 30 sec if anyone cast drain/degen hexes on you (and nearby allies) the hex fail and is replaced by the shout for 60s seconds
recharge 60 sec . 8 adrenalin 45 sec recharge
you get the idea, ofcourse time duration and names could be chng
Ranger
Name: Nature's Resistance
Skill Type: Nature Ritual
Attribute: Wilderness Survival
Energy Cost: 5
Recharge: 45s
For all creatures within its range, Life Stealing is reduced by 30...80% and creatures take 8...42 damage if they use a life stealing skill. This spirit dies after 45 seconds.
Necro:
Name: Spawning Pool
Skill Type: Well Spell
Attribute: Death Magic
Energy Cost: 15
Recharge: 25s
Exploit the nearest corpse and create a Spawning Pool at that corpse's location for 12....28s . Whenever a fleshy creature dies in the Spawning Pool, that corpse is exploited and a level 1...18 Bone Horror is summoned.
Name: Fever [E]
Skill Type: Spell
Attribute: Curses
Energy Cost: 10
Recharge: 25s
Target foe suffers moves 33% slower for 10 seconds and suffers from weakness and poison for 8...18 seconds.
Mesmer:
Name: Signet of Sympathy
Skill type: Signet
Attribute: Domination Magic
Energy Cost: N/A
Recharge: 15s.
Target foe loses all adrenalin. For each adrenal skill that foe has, that foe loses 1...4 energy.
Name: Aptitude [E]
Skill Type: Enchantment Spell
Attibute: Fast Casting
Energy Cost: 15
Recharge: 15s
For 6...19 seconds target ally's skills recharge 11...35% faster and gain +2 energy regeneration.
Name: Hopelessness
Skill Type: Hex Spell
Attribute: Illusion Magic
Energy cost: 15
Recharge: 25s
For 8....18 seconds, target for suffers -1 health degeneration and suffers an additional -1 health degeneration whenever that foe fails to hit in combat.
Name: Nature's Resistance
Skill Type: Nature Ritual
Attribute: Wilderness Survival
Energy Cost: 5
Recharge: 45s
For all creatures within its range, Life Stealing is reduced by 30...80% and creatures take 8...42 damage if they use a life stealing skill. This spirit dies after 45 seconds.
Necro:
Name: Spawning Pool
Skill Type: Well Spell
Attribute: Death Magic
Energy Cost: 15
Recharge: 25s
Exploit the nearest corpse and create a Spawning Pool at that corpse's location for 12....28s . Whenever a fleshy creature dies in the Spawning Pool, that corpse is exploited and a level 1...18 Bone Horror is summoned.
Name: Fever [E]
Skill Type: Spell
Attribute: Curses
Energy Cost: 10
Recharge: 25s
Target foe suffers moves 33% slower for 10 seconds and suffers from weakness and poison for 8...18 seconds.
Mesmer:
Name: Signet of Sympathy
Skill type: Signet
Attribute: Domination Magic
Energy Cost: N/A
Recharge: 15s.
Target foe loses all adrenalin. For each adrenal skill that foe has, that foe loses 1...4 energy.
Name: Aptitude [E]
Skill Type: Enchantment Spell
Attibute: Fast Casting
Energy Cost: 15
Recharge: 15s
For 6...19 seconds target ally's skills recharge 11...35% faster and gain +2 energy regeneration.
Name: Hopelessness
Skill Type: Hex Spell
Attribute: Illusion Magic
Energy cost: 15
Recharge: 25s
For 8....18 seconds, target for suffers -1 health degeneration and suffers an additional -1 health degeneration whenever that foe fails to hit in combat.
Quote:
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Originally Posted by malignant-heretic
dontknow if any1 posted this alrdy but here goes:
FIRSTLY : its a skill for all classes: DOPPELGANGER ![]() [energy cost: 20-----Recharge: 60secs-----Casting time:5 seconds] Enchantment spell. For 35..45 seconds you create a double of yourself. Your double has identical skills and attributes to you, and acts like you [ follows your actions ] When ever your double takes damage you take the same amount of damage and vise versa. this skill ends if your double reaches 25% max health |

R
Assassin:
Way of Flexibility
Elite Deadly Arts skill. 5 energy, 1/2 cast, 45 recharge.
For 10-20 seconds, all attacks skills that must follow an off hand or lead attack may follow either an Off Hand Attack or Lead Attack. All attacks skills that must follow a dual attack may follow either a Dual Attack or Off Hand attack. You gain half energy from critical hits while this skill is active.
Deadly Arts needs some good reasons to use it. To the best of my knowledge, currently only Moebius Strike needs to follow a dual attack, and as Moebius Strike is elite, it is unlikely (but not impossible) that someone will ever use the second half of the bonus on this skill. However, they may add some non elite attacks that must follow a dual attack in the future.
Way of Flexibility
Elite Deadly Arts skill. 5 energy, 1/2 cast, 45 recharge.
For 10-20 seconds, all attacks skills that must follow an off hand or lead attack may follow either an Off Hand Attack or Lead Attack. All attacks skills that must follow a dual attack may follow either a Dual Attack or Off Hand attack. You gain half energy from critical hits while this skill is active.
Deadly Arts needs some good reasons to use it. To the best of my knowledge, currently only Moebius Strike needs to follow a dual attack, and as Moebius Strike is elite, it is unlikely (but not impossible) that someone will ever use the second half of the bonus on this skill. However, they may add some non elite attacks that must follow a dual attack in the future.
Quote:
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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. oh yehh and even of your not mesmer, you still cast diversion on yourself, and even if u cant cast it one yourself, you can in my spell lol |
Quote:
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Originally Posted by TheGuildWarsPenguin
Death signet-Any profession(like res sig and signet of capture*
Casting time-3, One time use, recharges if you kill a boss. Signets dont have energy cost. Instantly kill one opponent, but not a boss. |
Gotta have balance
n
Butterfingers - req Domination, Spell E:5 C:1/2 R:25
Target foe drops any held item (i.e. ashes, flags, gears, etc.). If target foe is using a skill, that skill is interrupted and foe takes [20...50] damage.
Answered Prayer - req Divine Favor, Skill E:15 C:1/4 R:30
Lose all energy. All nearby allies gain [10...120] additional health for 10 seconds.
Reclaim - req Domination Magic, Elite Spell E:15 C:1 R:10
Any enemy ward or well you are standing within ends. Foes take [10...22] damage for each well or ward they were standing in that gets ended by Reclaim.
Target foe drops any held item (i.e. ashes, flags, gears, etc.). If target foe is using a skill, that skill is interrupted and foe takes [20...50] damage.
Answered Prayer - req Divine Favor, Skill E:15 C:1/4 R:30
Lose all energy. All nearby allies gain [10...120] additional health for 10 seconds.
Reclaim - req Domination Magic, Elite Spell E:15 C:1 R:10
Any enemy ward or well you are standing within ends. Foes take [10...22] damage for each well or ward they were standing in that gets ended by Reclaim.
Icy Gaze {Water Magic}
10/1/20
Spell. Target foe cannot move for 1 second. If that foe was under a water or necromances hex, that foe takes 20...110 cold damage.
Phoenix Revival {Elite Fire Magic}
25/2/60
Spell. For 5...20 seconds, The next time you die, you are reserructed automatically after 5 seconds with full health and 25% energy and all your skills except Phoenix Revival are recharged.
10/1/20
Spell. Target foe cannot move for 1 second. If that foe was under a water or necromances hex, that foe takes 20...110 cold damage.
Phoenix Revival {Elite Fire Magic}
25/2/60
Spell. For 5...20 seconds, The next time you die, you are reserructed automatically after 5 seconds with full health and 25% energy and all your skills except Phoenix Revival are recharged.
D
Hmmm... I was just thinking along the lines of this or something.
Blood Ceremony - Requires Blood Magic.
-2 Health regen while this Blood Enchantment is maintained | 5 energy | 3 second cast | 10 second rechange.
While you maintain this Blood Enchantment, Target other Ally gains +1...2 energy regeneration. Blood Enchantments may raise your health degeneration cap above 9 pips.
Blood Ceremony - Requires Blood Magic.
-2 Health regen while this Blood Enchantment is maintained | 5 energy | 3 second cast | 10 second rechange.
While you maintain this Blood Enchantment, Target other Ally gains +1...2 energy regeneration. Blood Enchantments may raise your health degeneration cap above 9 pips.
Quote:
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Originally Posted by Artdeux
Hmmm... I was just thinking along the lines of this or something.
Blood Ceremony - Requires Blood Magic. -2 Health regen while this Blood Enchantment is maintained | 5 energy | 3 second cast | 10 second rechange. While you maintain this Blood Enchantment, Target other Ally gains +1...2 energy regeneration. Blood Enchantments may raise your health degeneration cap above 9 pips. |
Also 2 Mo/N would enchant one another no problem and have 5 pips.

