Create a Skill
Sister Rosette
Agild Greenfinger: Thanks for the feedback but to be honest the OP's skill
is far more broken than anything I could come up with.
is far more broken than anything I could come up with.
pph4m
Warrior skills:
Threaten - Shout. All nearby foes have a 20-55% of being interrupted, if interrupted, they suffer from weakness for 5-12 seconds. (tactics) 6 adrenaline recharge 22
Sword Lunge - Sword attack. This attack has half the range of a bow. If it hits, target is interrupted, begins bleeding, and suffers a deep wound for 7-21 seconds. (swordsmanship) <--- a better version of protector strike? 8 adrenaline recharge 7
Graviton Blow - Hammer attack. Lose all adrenaline. If this hits, target suffers from deep wound, crippled, dazed, and weakness for 5-20. If this attack misses, you are knocked down for 3 seconds. (hammer mastery) 8 adrenaline 5 energy recharge 30
Precision - Axe skill. For 4-14 seconds while wielding an axe, you do critical damage. Damage done this way cannot be blocked or evaded. (axe mastery) 5 adrenaline 5 energy recharge 30
Balthazar's Blade - Strength. Lose all adrenaline. For 5-18 seconds all attacks damage adjacent foes near target. 8 adrenaline. 8 energy. recharge 30.
[edit] OHHHHH i just saw someone post the idea of multiclass combo skills........HOW BOUT SOME OF THESE!?
Godhand (Mo/W) - No weapon (bare hands?). Attacks become holy and have 10-30% armor penetration. For each consecutive hit, damage increases by .5% . If missed, blocked, or evaded , Godhand ends. This skill ends if you do anything other than attack. 8 adrenaline 20 energy recharge 25 (good ol ragnarok days)
Hidden Attack (Me/W) - Skill. Target foe is interrupted, and will be hit for 30-90 piercing damage after 4 seconds. 10 energy, 10 recharge
Controlled Burst (E/Me) - Spell. Next offensive spell casted will become "upkeep" 'ed, when this upkeep is dismissed, spell is instantly unleashed on target foe. 20 energy, recharge 45, causes exhaustion. This spell cannot be echoed.
High Angled Shot (R/Me?) - Skill. Target foe and those nearby are hit after 5 seconds. If this skill hits, target is interrupted and is knocked down. 10 energy, 15 recharge.
First Blood (N/Mo) - Spell. If target is above 50% hp, you steal 10-25% of that and all your minions are healed by amount stolen. 10 energy, 20s recast
Illusion of Healing (Mo/Me) - Spell. For 15-45 seconds, target ally has the illusion of being at full hp (to the foe). Ally would still take damage from attacks. 10 energy, 20s recast
^^^^ as you can see, i like to make up skills that would add more dimensions into battles.^^^
Threaten - Shout. All nearby foes have a 20-55% of being interrupted, if interrupted, they suffer from weakness for 5-12 seconds. (tactics) 6 adrenaline recharge 22
Sword Lunge - Sword attack. This attack has half the range of a bow. If it hits, target is interrupted, begins bleeding, and suffers a deep wound for 7-21 seconds. (swordsmanship) <--- a better version of protector strike? 8 adrenaline recharge 7
Graviton Blow - Hammer attack. Lose all adrenaline. If this hits, target suffers from deep wound, crippled, dazed, and weakness for 5-20. If this attack misses, you are knocked down for 3 seconds. (hammer mastery) 8 adrenaline 5 energy recharge 30
Precision - Axe skill. For 4-14 seconds while wielding an axe, you do critical damage. Damage done this way cannot be blocked or evaded. (axe mastery) 5 adrenaline 5 energy recharge 30
Balthazar's Blade - Strength. Lose all adrenaline. For 5-18 seconds all attacks damage adjacent foes near target. 8 adrenaline. 8 energy. recharge 30.
[edit] OHHHHH i just saw someone post the idea of multiclass combo skills........HOW BOUT SOME OF THESE!?
Godhand (Mo/W) - No weapon (bare hands?). Attacks become holy and have 10-30% armor penetration. For each consecutive hit, damage increases by .5% . If missed, blocked, or evaded , Godhand ends. This skill ends if you do anything other than attack. 8 adrenaline 20 energy recharge 25 (good ol ragnarok days)
Hidden Attack (Me/W) - Skill. Target foe is interrupted, and will be hit for 30-90 piercing damage after 4 seconds. 10 energy, 10 recharge
Controlled Burst (E/Me) - Spell. Next offensive spell casted will become "upkeep" 'ed, when this upkeep is dismissed, spell is instantly unleashed on target foe. 20 energy, recharge 45, causes exhaustion. This spell cannot be echoed.
High Angled Shot (R/Me?) - Skill. Target foe and those nearby are hit after 5 seconds. If this skill hits, target is interrupted and is knocked down. 10 energy, 15 recharge.
First Blood (N/Mo) - Spell. If target is above 50% hp, you steal 10-25% of that and all your minions are healed by amount stolen. 10 energy, 20s recast
Illusion of Healing (Mo/Me) - Spell. For 15-45 seconds, target ally has the illusion of being at full hp (to the foe). Ally would still take damage from attacks. 10 energy, 20s recast
^^^^ as you can see, i like to make up skills that would add more dimensions into battles.^^^
Align
But multiclass skills aren't going into the game. It's like suggesting skills for the Astronaut class... guess its just for fun.
Slow Hit - Hammer Attack
7 adrenaline, takes 1 second more than a normal swing(2 seconds?).
If it hits, target foe is knocked down. While using this skill you are easily interrupted.
(slow Hammer Bash without Lose all adrenaline)
Slow Hit - Hammer Attack
7 adrenaline, takes 1 second more than a normal swing(2 seconds?).
If it hits, target foe is knocked down. While using this skill you are easily interrupted.
(slow Hammer Bash without Lose all adrenaline)
TheOneAndOnlyX
AIDS-Warrior Skill
"Deep Wound" your opponent and "Deep Wound" other opponent switch gushs of blood into both. Imprison your enemies and feed them urine and feces untill they die.
"Deep Wound" your opponent and "Deep Wound" other opponent switch gushs of blood into both. Imprison your enemies and feed them urine and feces untill they die.
Ironsword
you're sick
D.E.V.i.A.N.C.E
Cross Class Skill
Jesus Emote of Solo Farming
type /jesus
When Jesus appears and gives a thumbs up...
All enemies are slain within the radius of your nav map.
All enemies killed in this way drop items only for you.
ZOMFG SOLO FOW/UW 4 ALL.
Jesus Emote of Solo Farming
type /jesus
When Jesus appears and gives a thumbs up...
All enemies are slain within the radius of your nav map.
All enemies killed in this way drop items only for you.
ZOMFG SOLO FOW/UW 4 ALL.
Symeon
Dancing Devil
While this skill is active (for 5 hours), when you dance near enemies they take 50 damage per second and when they die they drop 100 x better than normal. Skill recharge=5 hours. energy cost=5.
While this skill is active (for 5 hours), when you dance near enemies they take 50 damage per second and when they die they drop 100 x better than normal. Skill recharge=5 hours. energy cost=5.
xxhell
monk
rage of angels
used once a mission
all charectors lose death penalty.. but if they die again during the mission they get 2 times the amount of death penalty
warrior
bring the pain
lose 100 health and fill energy bar
cost 0
recharge time 60 seconds
warrior
energy shield
% based on level is transfered to energy for X amount of time.. and earn double adreniline on hit
warrior
elite sprint- movement is increased by 50% but you lose all energy and your life amount is cut in half
warrior
multi atack (E)
atack X amount of times but damage is reduced by 15%.. 25% chance of bleeding
reserect all
used once a mission only
reserect all fallin party member to x% of health and energy at x%(but double the amound of health) - if anyone reserected dies within 5 minites of using this skill all fallin members that where reserected die also
unstopable
makes you uninteruptible, unblockable, undodgeable.. for 10 seconds or untill you land a atack wich ever comes first
enchant ment
while you have this enchant ment you gain 25% more experiece for your party but take double damage and 5% of everyone in partys damage
energy -1
if you die with this skill on you can no longer use it during the mission- if you fail to kill a monster for 1 minite you cant use this skill for rest of mission-
lol jus some ideas.. not like any will be made
rage of angels
used once a mission
all charectors lose death penalty.. but if they die again during the mission they get 2 times the amount of death penalty
warrior
bring the pain
lose 100 health and fill energy bar
cost 0
recharge time 60 seconds
warrior
energy shield
% based on level is transfered to energy for X amount of time.. and earn double adreniline on hit
warrior
elite sprint- movement is increased by 50% but you lose all energy and your life amount is cut in half
warrior
multi atack (E)
atack X amount of times but damage is reduced by 15%.. 25% chance of bleeding
reserect all
used once a mission only
reserect all fallin party member to x% of health and energy at x%(but double the amound of health) - if anyone reserected dies within 5 minites of using this skill all fallin members that where reserected die also
unstopable
makes you uninteruptible, unblockable, undodgeable.. for 10 seconds or untill you land a atack wich ever comes first
enchant ment
while you have this enchant ment you gain 25% more experiece for your party but take double damage and 5% of everyone in partys damage
energy -1
if you die with this skill on you can no longer use it during the mission- if you fail to kill a monster for 1 minite you cant use this skill for rest of mission-
lol jus some ideas.. not like any will be made
E Power
Illusionary Wall (Mesmer)
15E 45s Recharge
Att: 5-11s - Block all attacks from target opponent and return the damage back to them.
15E 45s Recharge
Att: 5-11s - Block all attacks from target opponent and return the damage back to them.
Kai Nui
Mesmer Inspiration Magic skills.
(counterpart to the actual skill: Mantra of Persistence - Stance. For 30 seconds, any Illusion Magic Hex you cast lasts 20-84% longer.)
Mantra of Destruction - Stance. For 30 seconds, any Domination Magic Hex you cast has a 5-38% of +1 Domination Magic.
This inspiration mantra will assisst Domination Magic, similar to how Persistance assissts Illusion.
(counterpart to the actual skill: Mantra of Persistence - Stance. For 30 seconds, any Illusion Magic Hex you cast lasts 20-84% longer.)
Mantra of Destruction - Stance. For 30 seconds, any Domination Magic Hex you cast has a 5-38% of +1 Domination Magic.
This inspiration mantra will assisst Domination Magic, similar to how Persistance assissts Illusion.
Hells Vengeance
Black Gust [Elite]
Energy cost: 15 Cast Time: 2 Recharge Time: 45 Air Magic
Target Enemy and adjecent foes are blinded for (8...18) seconds.
Energy cost: 15 Cast Time: 2 Recharge Time: 45 Air Magic
Target Enemy and adjecent foes are blinded for (8...18) seconds.
Red Sonya
General Skill (all classes)
godly Intervention: Shout no energy cost
Cannot die for 1 hour lose all adrinilin all energy and gain none for 1 hour
godly Intervention: Shout no energy cost
Cannot die for 1 hour lose all adrinilin all energy and gain none for 1 hour
Guardian of the Light
Illision of Beauty
Illision Magic
Enchantment. For X seconds any creature of the opposite gender attack X Slower (against you only) and can't gain adraline from attacking you.
Female mesmer vs IWAY ^_^
Lyssa sposed to be god of beauty too remember.
Illision Magic
Enchantment. For X seconds any creature of the opposite gender attack X Slower (against you only) and can't gain adraline from attacking you.
Female mesmer vs IWAY ^_^
Lyssa sposed to be god of beauty too remember.
FeuerFrei
Ranger:
Strafe{Elite}
Energy-5 Recharge Time-20
(Preperation)(Marksmanship)
For 24s, you have a X% chance of shooting up to (Min:2 Max:5) arrows at target foe. Arrows fired move twice as fast but deal 30% less damage.
Works brilliantly with dual shot..
Marksmanship 1-3 ---25%
Marksmanship 4-7 ---35%
Marksmanship 8-10 ---45%
Marksmanship 11-13 ---55%
Marksmanship 14-16 ---65%
Marksmanship 17-19 ---75%
Strafe{Elite}
Energy-5 Recharge Time-20
(Preperation)(Marksmanship)
For 24s, you have a X% chance of shooting up to (Min:2 Max:5) arrows at target foe. Arrows fired move twice as fast but deal 30% less damage.
Works brilliantly with dual shot..
Marksmanship 1-3 ---25%
Marksmanship 4-7 ---35%
Marksmanship 8-10 ---45%
Marksmanship 11-13 ---55%
Marksmanship 14-16 ---65%
Marksmanship 17-19 ---75%
tiatan101
Aeon Breeze{E} 10mana, cast time 2, recharge 60 sec. Monk Skill, Atrribute[Healing Prayers]
Heal target other ally full life, or ressurect full life still incured dp, for 2-5 seconds decreased damage intake to the monk, and the participant.
Heal target other ally full life, or ressurect full life still incured dp, for 2-5 seconds decreased damage intake to the monk, and the participant.
Hells Vengeance
Healing Winds [Elite]
Energy cost: 15 Cast time: 2 Recharge Time: 5 Healing Prayers
Elite Enchantment Spell. For 10 seconds, you and adjacent creatures gain (3...8) Health Regeneration.
Energy cost: 15 Cast time: 2 Recharge Time: 5 Healing Prayers
Elite Enchantment Spell. For 10 seconds, you and adjacent creatures gain (3...8) Health Regeneration.
Wakka Fen
Monk: Elite
Divine Right ( divine )
Cost :30 Casting : 1 sec Recharge: 60 sec
Target ally cannot be attacked by any Non-Boss, non-cpu monsters in the area, for a total of 4....8 seconds and gets a regeneration of 4-8
Divine Right ( divine )
Cost :30 Casting : 1 sec Recharge: 60 sec
Target ally cannot be attacked by any Non-Boss, non-cpu monsters in the area, for a total of 4....8 seconds and gets a regeneration of 4-8
The Yoink
"I Might Avenge You!" (IMAY)
Warrior: Shout
You gain +1-+3 health regen for 1-3 seconds for each dead ally.... but only if you really feel like it.
(50% chance of failure if you have Resurrection Signet equipped in your skill-bar)
Warrior: Shout
You gain +1-+3 health regen for 1-3 seconds for each dead ally.... but only if you really feel like it.
(50% chance of failure if you have Resurrection Signet equipped in your skill-bar)
jibikao
Oh, I have a funny one:
Class: Mesmer
Skill Name: Lord of the Dance (mainly for male mesmer)
Energy cost 25E, no casting time, 10s recharge.
Description:
The skill will trigger Mesmer's dance and a Symbol is drawn on the ground (the radius is like Well of Blood). Because the dance is so funny, all the foes who step in the symbol have 25% to get interrupted when using a skill. The Mesmer has to keep dancing to maintain the symbol. The dance cannot be interrupted by skills, except for Knockdown.
Oh...I gotta see this one! lol
Class: Mesmer
Skill Name: Lord of the Dance (mainly for male mesmer)
Energy cost 25E, no casting time, 10s recharge.
Description:
The skill will trigger Mesmer's dance and a Symbol is drawn on the ground (the radius is like Well of Blood). Because the dance is so funny, all the foes who step in the symbol have 25% to get interrupted when using a skill. The Mesmer has to keep dancing to maintain the symbol. The dance cannot be interrupted by skills, except for Knockdown.
Oh...I gotta see this one! lol
plastichead
A couple of ranger skills i dreamed up while tossin and turnin one night
Head Shot
Ranger skill
attribute: marksmanship (50% chance of failure with less than 12 in marksmanship)
energy: 25
casting time: 4 seconds
recharge: not applicable, this skill can only be used once during a mission (whether it hits or not)
description: shoots an arrow directly into head of target, instant kill if it hits, if it doesnt all your skills are recharged for 90 seconds, this skill is easily interrupted.
Russian Roullette (spell right?)
Ranger skill
attribute: Expertise 50% chance of failure at 16 expertise (its 75% at 8)
energy: 15
casting time: 1/4 second
recharge: 60 seconds
description: shoots an arrow that does no damage but recharges all target enemies skills for 30 seconds. if it misses your skills are recharged for 30 seconds
many will think these are overpowered but i think i stacked enough conditions on these to make people think twice about there application
edit: both of these skills should be elites and yes the bosses should use them in a careful manner
Head Shot
Ranger skill
attribute: marksmanship (50% chance of failure with less than 12 in marksmanship)
energy: 25
casting time: 4 seconds
recharge: not applicable, this skill can only be used once during a mission (whether it hits or not)
description: shoots an arrow directly into head of target, instant kill if it hits, if it doesnt all your skills are recharged for 90 seconds, this skill is easily interrupted.
Russian Roullette (spell right?)
Ranger skill
attribute: Expertise 50% chance of failure at 16 expertise (its 75% at 8)
energy: 15
casting time: 1/4 second
recharge: 60 seconds
description: shoots an arrow that does no damage but recharges all target enemies skills for 30 seconds. if it misses your skills are recharged for 30 seconds
many will think these are overpowered but i think i stacked enough conditions on these to make people think twice about there application
edit: both of these skills should be elites and yes the bosses should use them in a careful manner
darkdragon99
a ranger skill elite.
one shot one kill: a killing shot{in other words it kills when it hits no matter what}that takes all of the energy you have left and 20% of your health to use
one shot one kill: a killing shot{in other words it kills when it hits no matter what}that takes all of the energy you have left and 20% of your health to use
sunwook
Runner's Stance (Elite):
Tactics
Energy cost:10
Cast Time: 0
Recharge: 20 seconds
All allies are killed. For the next 20-26 seconds you run 50% faster, gain health regen of 5. Cannot be slowed by hex, condition, knockdown, etc. You cannot be blocked by annoying scenery or monsters.
Pay Up! Shout
Tactics
Energy cost:1
Cast Time:0
Recharge: 5 seconds
Lasts Indefinetly, can activate in town. If ally has moved a distance less than 70-50% of the distance you have moved, and has been in your party for more than 15-10 minutes, they cannot leave your party or the town until they pay you with money. If they do not have any money, 50% of money they earn for the next two weeks is sent to your storage. Shout ends when you accept trade.
Tactics
Energy cost:10
Cast Time: 0
Recharge: 20 seconds
All allies are killed. For the next 20-26 seconds you run 50% faster, gain health regen of 5. Cannot be slowed by hex, condition, knockdown, etc. You cannot be blocked by annoying scenery or monsters.
Pay Up! Shout
Tactics
Energy cost:1
Cast Time:0
Recharge: 5 seconds
Lasts Indefinetly, can activate in town. If ally has moved a distance less than 70-50% of the distance you have moved, and has been in your party for more than 15-10 minutes, they cannot leave your party or the town until they pay you with money. If they do not have any money, 50% of money they earn for the next two weeks is sent to your storage. Shout ends when you accept trade.
Roupe
Soul Reaping
Obey Me (elite): Charm non boss undead creatures near you (any beyond the first suffers accelerating health degeneration)
Energy: 15 | Cast: 20 | Recharge: 20
Description: Always though it strange that necros cant command or charm undead creatures
Your Soul is mine (elite):Hex: if target dies, gain energy equal to 25% of targets total energy
Mesmer
The Pied Piper :Well: The skill will trigger Mesmer's flute emote and a Symbol is drawn on the ground (the radius is like Well of Blood). all the foes who step in the symbol have 25% to start dancing emote (and gets interrupted when using a skill). (inspired by lord of dance skill mentioned above)
Energy cost 25E, no casting time, 10s recharge.
Fast cast
Lyssas Blessing (elite):Enchantment:maintenence: Target other ally gets fast cast bonus equal to your fast cast skill raiting instead.
Energy: 15 | Cast: 20 | Recharge: 20
other ideas
well of monopoly- other wells cant be cast
Curse of the Spider -if target dies with poison, a poison spider is spawned
restore mind: remove all hexes, monk Elite with quick casting time
Charm Golem "Frozen Heart": can be learnt either from stone summit dwarfs (while friendly), captured from certain stone summit elementalist or from a mage at Yaks Bend
Obey Me (elite): Charm non boss undead creatures near you (any beyond the first suffers accelerating health degeneration)
Energy: 15 | Cast: 20 | Recharge: 20
Description: Always though it strange that necros cant command or charm undead creatures
Your Soul is mine (elite):Hex: if target dies, gain energy equal to 25% of targets total energy
Mesmer
The Pied Piper :Well: The skill will trigger Mesmer's flute emote and a Symbol is drawn on the ground (the radius is like Well of Blood). all the foes who step in the symbol have 25% to start dancing emote (and gets interrupted when using a skill). (inspired by lord of dance skill mentioned above)
Energy cost 25E, no casting time, 10s recharge.
Fast cast
Lyssas Blessing (elite):Enchantment:maintenence: Target other ally gets fast cast bonus equal to your fast cast skill raiting instead.
Energy: 15 | Cast: 20 | Recharge: 20
other ideas
well of monopoly- other wells cant be cast
Curse of the Spider -if target dies with poison, a poison spider is spawned
restore mind: remove all hexes, monk Elite with quick casting time
Charm Golem "Frozen Heart": can be learnt either from stone summit dwarfs (while friendly), captured from certain stone summit elementalist or from a mage at Yaks Bend
jibikao
Ok, I have some ideas for Chapter 2 new skills.
The ideas are from my thread about Conjure flame, frost and lightning.
These skills may seem to fit well with a New Class whose job is to maintain enchantments and cast enchantments that benefit offensively. Basically, it's the Offense-version of Monk energy uptake skills.
1.) Devil's Embrace
Enchantment. Energy Uptake 1, 10E, 5s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to cause Bleeding + Weakness on a successful attack (attack can be from Staff/Wand). The % goes up for every level. The duration of the conditions goes up every lvl as well. (mainly designed for any class who attacks)
2.) Titan's Embrace - Elite (I think it should be elite)
Enchantment. Energy Uptake 1, 25E, 10s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to cause Critical Hit and cause Knockdown on a successful hit. The % goes up every level. (mainly designed for warriors/rangers)
3.) Fairy's Embrace
Enchantment. Energy Uptake 1, 10E, 10s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to steal +health and +energy on a successful hit. The amount goes up every level and so does the %. (mainly designed for casters who want to go for melee/range attacks)
These are just some rough ideas. Basically, there is only one class in the game that can do energy uptake (Monk). The idea is to create another class that specializes in energy uptake but in an Offensive way. I know there is Strength of Honor but that's just too limited. The ideas can be creative and I think it will be interesting strategy-wise. A lot of % values need to be tested and that's why I didn't offer that. I am just offering rough ideas. The effects of each offensive energy uptake can be creative too.
The ideas are from my thread about Conjure flame, frost and lightning.
These skills may seem to fit well with a New Class whose job is to maintain enchantments and cast enchantments that benefit offensively. Basically, it's the Offense-version of Monk energy uptake skills.
1.) Devil's Embrace
Enchantment. Energy Uptake 1, 10E, 5s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to cause Bleeding + Weakness on a successful attack (attack can be from Staff/Wand). The % goes up for every level. The duration of the conditions goes up every lvl as well. (mainly designed for any class who attacks)
2.) Titan's Embrace - Elite (I think it should be elite)
Enchantment. Energy Uptake 1, 25E, 10s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to cause Critical Hit and cause Knockdown on a successful hit. The % goes up every level. (mainly designed for warriors/rangers)
3.) Fairy's Embrace
Enchantment. Energy Uptake 1, 10E, 10s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to steal +health and +energy on a successful hit. The amount goes up every level and so does the %. (mainly designed for casters who want to go for melee/range attacks)
These are just some rough ideas. Basically, there is only one class in the game that can do energy uptake (Monk). The idea is to create another class that specializes in energy uptake but in an Offensive way. I know there is Strength of Honor but that's just too limited. The ideas can be creative and I think it will be interesting strategy-wise. A lot of % values need to be tested and that's why I didn't offer that. I am just offering rough ideas. The effects of each offensive energy uptake can be creative too.
lustymuffins
Quote:
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. |
Youd need just a group of mesmers to win a guild battle instantly...
robbiemoritz
I don't know if this has been mentioned, but I think there should be a way to have groups of skill sets you can change easily instead of having to change them one by one.
Example: When I am running some where I want to have mainly Running, Evading, and Curing skills, but if I am going to Fight I want to have my usual Fighting skills.
I would like a way to switch between my entire skill sets, by clicking or a cusom name, like Runner set, or Fighter set.
OR with Elementals, if they are going to change what type of magic they will cast they could have Earth Set, Fire Set, Water set, and Wind set.
also presets for when you change your secondary class. So you can change your class quickly and not have to go through putting all your skills back.
Just thowing it out there, but that is just in idea i had.
Example: When I am running some where I want to have mainly Running, Evading, and Curing skills, but if I am going to Fight I want to have my usual Fighting skills.
I would like a way to switch between my entire skill sets, by clicking or a cusom name, like Runner set, or Fighter set.
OR with Elementals, if they are going to change what type of magic they will cast they could have Earth Set, Fire Set, Water set, and Wind set.
also presets for when you change your secondary class. So you can change your class quickly and not have to go through putting all your skills back.
Just thowing it out there, but that is just in idea i had.
Nymph of Meliai
Pickpocket skill - allows you to pickpocket a member of your party or npc to steal the last piece of loot they picked up - remains undetected until end of mission 10% chance costs 25 energy takes 50mins to recharge (Elite skill)
Counter Pickpocket skill - allows team leader to kick the person who uses pickpocket off the team - if it is noticed by you having the player highlighted that he has used the pickpocket skill you can petition the group leader to have that member kicked off the team or the group leader can do it automatically - the member who is kicked off is then replaced with a hench like the character you fight to ascend (ie same skills available except pickpocket skill is replaced with another skill) Cost to use 5 energy time to recharge 1 minute The skill can be used to kick off any member of the team but can only be activated by the group leader - so if someone is afking their way through missions you can kick them. Or if someone is being abusive to another player on the team you can kick them.
Counter Pickpocket skill - allows team leader to kick the person who uses pickpocket off the team - if it is noticed by you having the player highlighted that he has used the pickpocket skill you can petition the group leader to have that member kicked off the team or the group leader can do it automatically - the member who is kicked off is then replaced with a hench like the character you fight to ascend (ie same skills available except pickpocket skill is replaced with another skill) Cost to use 5 energy time to recharge 1 minute The skill can be used to kick off any member of the team but can only be activated by the group leader - so if someone is afking their way through missions you can kick them. Or if someone is being abusive to another player on the team you can kick them.
necromesmer
"Its only fare" (necro or assassin skill)
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Sacrifice the life of yourself to instantly kill a oponent
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Sacrifice the life of yourself to instantly kill a oponent
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necromesmer
"Signe of recharge" (ele or ritualist skill)
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Atamatically recharge a skill of your choice
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Atamatically recharge a skill of your choice
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angshuman
Pipelining - Mesmer (General)
Energy Cost: 5 Casting Time: 1 Recharge Time: 30
Elite Enchantment Spell. For 10 seconds, activate Pipelined spell-casting mode. While this mode is on, you may initiate casting a new spell while 1 or more other spells are already undergoing casting. The new spell's casting time will overlap with the others', but the spell will take effect only after all previous spells have completed their cast. While casting any spell in Pipelined mode, you experience exhaustion proportional to the number of spells that are already undergoing casting, in addition to any exhaustion the current spell itself might cause.
The basic idea is to enable a caster to overlap casting of multiple spells for a devastating spike but at a huge price. The exhaustion is designed to more or less completely shut down the caster if pipelining is abused. For example, let's say the caster (an E/Me in this case) activates Pipelining, then quickly spams Chain Lightning, Lightning Orb, (a-echoed) Lightning Orb. The total exhaustion would be 10 (CL) + 10 (LO, since CL is being cast) + 20 (a-echoed LO, since CL and LO are being cast) = 40. This in itself is a significant penalty, but say if the caster attempts to overlap Gale as a 4th spell in this combo, the total exhaustion would reach 80. GG.
The scale of increasing exhaustion I have used (10x Overlapped Spells) could turn out to be too high or too low, hopefully play-testing will be able to bring out the ideal balance. Currently I've placed the skill under Mesmer General, but it could be moved to Illusion (it feels like it should be an Illusion), with the exhaustion reducing with increasing points in Illusion Magic. If Anet wishes to stick with the philosophy of only Elementalists having Exhaustion-causing spells, then Pipelining could fit into the Elementalist General category too.
Energy Cost: 5 Casting Time: 1 Recharge Time: 30
Elite Enchantment Spell. For 10 seconds, activate Pipelined spell-casting mode. While this mode is on, you may initiate casting a new spell while 1 or more other spells are already undergoing casting. The new spell's casting time will overlap with the others', but the spell will take effect only after all previous spells have completed their cast. While casting any spell in Pipelined mode, you experience exhaustion proportional to the number of spells that are already undergoing casting, in addition to any exhaustion the current spell itself might cause.
The basic idea is to enable a caster to overlap casting of multiple spells for a devastating spike but at a huge price. The exhaustion is designed to more or less completely shut down the caster if pipelining is abused. For example, let's say the caster (an E/Me in this case) activates Pipelining, then quickly spams Chain Lightning, Lightning Orb, (a-echoed) Lightning Orb. The total exhaustion would be 10 (CL) + 10 (LO, since CL is being cast) + 20 (a-echoed LO, since CL and LO are being cast) = 40. This in itself is a significant penalty, but say if the caster attempts to overlap Gale as a 4th spell in this combo, the total exhaustion would reach 80. GG.
The scale of increasing exhaustion I have used (10x Overlapped Spells) could turn out to be too high or too low, hopefully play-testing will be able to bring out the ideal balance. Currently I've placed the skill under Mesmer General, but it could be moved to Illusion (it feels like it should be an Illusion), with the exhaustion reducing with increasing points in Illusion Magic. If Anet wishes to stick with the philosophy of only Elementalists having Exhaustion-causing spells, then Pipelining could fit into the Elementalist General category too.
Undivine
I just thought of a neat one.
I'm thinking of making the range variable too, growing smaller as you increase your rank in Commuing.
Terrirorial Bond
Ritualist - Communing
Binding Ritual
Energy 10
Cast time 3 sec.
Reuse 60
Create a level 1...7 Spirit that last for 30 seconds. Any enemy within its range must remain within its range or suffer 10...82 damage.
I'm thinking of making the range variable too, growing smaller as you increase your rank in Commuing.
Terra Xin
Quote:
Originally Posted by Undivine
I just thought of a neat one.
Terrirorial Bond I'm thinking of making the range variable too, growing smaller as you increase your rank in Commuing. |
Hoax
Spirit Bomb(elite)
Attribute Channeling
energy 20 recharge 15 chargeup 6
Drop a spirit bomb on target. All Foes in the area take 150 damage and are knocked down.
Attribute Channeling
energy 20 recharge 15 chargeup 6
Drop a spirit bomb on target. All Foes in the area take 150 damage and are knocked down.
Undivine
Quote:
Originally Posted by Terra Xin
Problem - There's that skill that teleports spirits to your location. You can spam that skill and vwalla, 82 damage without effort.
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Eskimo
Energizing Transfer-Necromancer- ENERGY-15 / CASTING TIME-2 SECONDS / RECHARGE-60 SECONDS.
Split your energy in half, target ally gains double the amount. This spell causes exhaustion.
Split your energy in half, target ally gains double the amount. This spell causes exhaustion.
linuxnacrot
just some skills that would be alright now( before the minion master nerf they would be way too powerful) by themselves but awesome when combined. please say what you think of them.
Minion combustion-death magic enchantment
15 energy | 2 second cast | 60 sec recharge
for 15-40 seconds all your minions receive -100 health degeneration. When a minion dies it deals 10-40 dmg to all adjacent enemies and you gain 5-15 health. Minion deaths caused by 'minion combustion' are not affected by soulreaping.
Minion renewal[E]-death magic enchantment
25 energy | 2 second cast | 70 second recharge
Sacrifice 15% maximum health, for 20-50 seconds each time one of your minions dies an identical copy with full health spawns at its location and you lose 3% of your maximum health.This enchantment cannot be striped.
Obviously the point of these two skills would be to continously bomb your opponents and the reason for the health degeneration instead of instant death is so the opponent has a chance to escape while being bombed(therefore balancing the skill).
Minion combustion-death magic enchantment
15 energy | 2 second cast | 60 sec recharge
for 15-40 seconds all your minions receive -100 health degeneration. When a minion dies it deals 10-40 dmg to all adjacent enemies and you gain 5-15 health. Minion deaths caused by 'minion combustion' are not affected by soulreaping.
Minion renewal[E]-death magic enchantment
25 energy | 2 second cast | 70 second recharge
Sacrifice 15% maximum health, for 20-50 seconds each time one of your minions dies an identical copy with full health spawns at its location and you lose 3% of your maximum health.This enchantment cannot be striped.
Obviously the point of these two skills would be to continously bomb your opponents and the reason for the health degeneration instead of instant death is so the opponent has a chance to escape while being bombed(therefore balancing the skill).
linuxnacrot
Quote:
Originally Posted by robbiemoritz
I don't know if this has been mentioned, but I think there should be a way to have groups of skill sets you can change easily instead of having to change them one by one.
Example: When I am running some where I want to have mainly Running, Evading, and Curing skills, but if I am going to Fight I want to have my usual Fighting skills. I would like a way to switch between my entire skill sets, by clicking or a cusom name, like Runner set, or Fighter set. OR with Elementals, if they are going to change what type of magic they will cast they could have Earth Set, Fire Set, Water set, and Wind set. also presets for when you change your secondary class. So you can change your class quickly and not have to go through putting all your skills back. Just thowing it out there, but that is just in idea i had. |
Undivine
Here's one that's good for the ele.
With no recharge and a cast time of only 1/4 of a second, this is the ultimate spam spell. To clarify the description a bit, this hits only 1 target and that target could be the guy you targeted or it could be the guy next to him. The idea is you can unload your energy on 1 enemy if he's by himself, though it is less effective when enemies are huddled together. I'm imagining the ele basically holds out his arms and a bolt of lightning shoots from his arm to the enemy. It is not a projectile and has no travel time, but it does require line-of-sight. Constantly click on the spell icon and your ele stands there with his arms out with bolts shooting every quarter second.
Lightning Rage
Elementalist - Air Magic
Spell
Energy 5
Cast time 1/4 sec.
Reuse 0
Strike target foe or any single foe near that target at random for 5...29 lightning damage.
With no recharge and a cast time of only 1/4 of a second, this is the ultimate spam spell. To clarify the description a bit, this hits only 1 target and that target could be the guy you targeted or it could be the guy next to him. The idea is you can unload your energy on 1 enemy if he's by himself, though it is less effective when enemies are huddled together. I'm imagining the ele basically holds out his arms and a bolt of lightning shoots from his arm to the enemy. It is not a projectile and has no travel time, but it does require line-of-sight. Constantly click on the spell icon and your ele stands there with his arms out with bolts shooting every quarter second.
gabrial heart
Quote:
Originally Posted by Cs Coldize
Okay, since I haven't seen one of these threads on this board and I feel it is absolutely necessary, I decided to make on. The title is kind of self-explanatory. Simply think of a good skill and put it here Lets keep this serious though since you never know when this will inspire our lovely GW creators to add more skills and who knows, they might even look here for some of them!
So I made 2 but I have some more that I will add when and if I decide they are worthy. I am also trying to teach myself photoshop so if I ever do that, I'll make some crude icons to go with them. (thats a hint to all you photoshop wizzes out there to bedazzle all of us) Anyway, to start us off (and please follow a format similar to this 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. Cycle of Pain - Elite Necromancer Enchantment(Blood Magic) Energy Cost: 15 Casting Time: 2 Recharge Time: 60 For 45-60 seconds, anytime you would gain health using a blood magic skill, that health is negated and redirected to your opponenet in damage. Damage inflicted in this way is reduced by 80-50% Okay everyone, lets see your imaginations at work! |
The mesmer skill is a bit overpowered... and the necro one doesn't make sense. Most of the necro skills under blood magic steal health, why would someone use an enchment that negated the health stealing attribute? Does the redirected steal add onto the damage already from the steal? Cuase then that would be cool, a vamp gaze that did like 120 damage? w00t, but yeah a lil overpowering if that's the case.
gabrial heart
I still think i'd be uber happy with a sorrows furnace shout or the one in hells area enchantments (forget the name) maybe chimera? and the Kilroy Stonekin shout?