Create a Skill
Dj Tano
AAAAAAAAAAAAAARGH!!!
Adrenal cost: 10 strikes
Recharge time: 60 seconds
Loose all energy and 20-80% life. All morons in your area get 100-400 damage.
Adrenal cost: 10 strikes
Recharge time: 60 seconds
Loose all energy and 20-80% life. All morons in your area get 100-400 damage.
Glitched
Ok, here are my ideas. If you can't figure it out, c=cost r=recharge ct=casting time
Monk
Refreshing Renewal <Protection Prayers> (elite)
c-5 r-1 ct-1/2
Elite Spell. All other spells are disabled for 3 seconds. Remove one hex from target ally. If that ally was below 30-60% health, remove one condition also.
Self Purge <No Attribute>
c-15 r-60 ct-1
Spell. Remove all condtions and all hexes from yourself.
Mesmer
Intellectual Break-through <Inspiration Magic>
c-5 r-90 ct-1/4
Spell. All of your spells other than this are recharged.
Power Siphon <Inspiration Magic> (elite)
c-10 r-30 ct-3
Elite Spell. Target enemy recieves energy degeneration of 1-2, and you recieve increased energy regeneration of 1-2 for 8-30 seconds.
Necromancer
Animate Bone Assistant <Death Magic> (elite)
c-25 r-10 ct-3
Elite Spell. Summon a level 1-17 Bone Assistant. Bone Assistants can enchant other animated allies with a spell that increases damage by 1-6.
Monk
Refreshing Renewal <Protection Prayers> (elite)
c-5 r-1 ct-1/2
Elite Spell. All other spells are disabled for 3 seconds. Remove one hex from target ally. If that ally was below 30-60% health, remove one condition also.
Self Purge <No Attribute>
c-15 r-60 ct-1
Spell. Remove all condtions and all hexes from yourself.
Mesmer
Intellectual Break-through <Inspiration Magic>
c-5 r-90 ct-1/4
Spell. All of your spells other than this are recharged.
Power Siphon <Inspiration Magic> (elite)
c-10 r-30 ct-3
Elite Spell. Target enemy recieves energy degeneration of 1-2, and you recieve increased energy regeneration of 1-2 for 8-30 seconds.
Necromancer
Animate Bone Assistant <Death Magic> (elite)
c-25 r-10 ct-3
Elite Spell. Summon a level 1-17 Bone Assistant. Bone Assistants can enchant other animated allies with a spell that increases damage by 1-6.
M C H A M M E R
Signet of Uber Mending
Enchantment Spell (No Attribute(Monk Class)
0 Energy, 0 recharge, 0 cast, and -0 energy regen
Target ally gains +10 health regen and +6 energy regen, this enchantment cannot be stripped.
Enchantment Spell (No Attribute(Monk Class)
0 Energy, 0 recharge, 0 cast, and -0 energy regen
Target ally gains +10 health regen and +6 energy regen, this enchantment cannot be stripped.
Francis Demeules
Mesmer
Chaos Aura (Elite) (Domination)
15 energy, 2 sec cast, 20 sec recharge
You create a Chaos Aura in your location for 5-10 seconds. Foes in the area receive 5-25 damage each seconds, lose 2-8 energy each seconds while they cast spells and when it ends, they lose one enchantment. Lose half of your energy when it ends.
Ranger
Vine Trap (Wilderness Survival) (Trap)
10 E, 2 SC, 15 SR
When Vine Trap is triggering, up to 1-5 foes can't move for 5-15 seconds. This skill is easly interrupted.
Strength As One (shout) (Beast mastery) (Elite)
(25 E, 25 Recharge)
You and your animal enter in Strength As One for 10 seconds. You receive a bonus in your attacks created by your beast (Your bonus depends the damage your pet does) and your pet receives a bonus from your attacks. The bonus can not be added with other bonus.
(Let me explain this one: If your pet does 17 dmg to a foe, then your next attack will do +17. Same for your pet. If you do 50 dmg to a foe. Your pet will do +50. These bonuse dont stack each other!)
Nature's Balance (Nature Ritual) (Beast Mastery)
10e, 5s, 60r
Create a level 1-3 Nature's Balance spirit. All creatures in his area lose 1-3 points in each attributes except their primary attribute. When this spirit dies. The primary attribute lose 1-3 and all other attributes receive +1-3 for each seconds the spirit last.
Chaos Aura (Elite) (Domination)
15 energy, 2 sec cast, 20 sec recharge
You create a Chaos Aura in your location for 5-10 seconds. Foes in the area receive 5-25 damage each seconds, lose 2-8 energy each seconds while they cast spells and when it ends, they lose one enchantment. Lose half of your energy when it ends.
Ranger
Vine Trap (Wilderness Survival) (Trap)
10 E, 2 SC, 15 SR
When Vine Trap is triggering, up to 1-5 foes can't move for 5-15 seconds. This skill is easly interrupted.
Strength As One (shout) (Beast mastery) (Elite)
(25 E, 25 Recharge)
You and your animal enter in Strength As One for 10 seconds. You receive a bonus in your attacks created by your beast (Your bonus depends the damage your pet does) and your pet receives a bonus from your attacks. The bonus can not be added with other bonus.
(Let me explain this one: If your pet does 17 dmg to a foe, then your next attack will do +17. Same for your pet. If you do 50 dmg to a foe. Your pet will do +50. These bonuse dont stack each other!)
Nature's Balance (Nature Ritual) (Beast Mastery)
10e, 5s, 60r
Create a level 1-3 Nature's Balance spirit. All creatures in his area lose 1-3 points in each attributes except their primary attribute. When this spirit dies. The primary attribute lose 1-3 and all other attributes receive +1-3 for each seconds the spirit last.
Chaos Herald
Monk
Ether Purge{Elite}(Protection Prayers) Cast time:0.25 seconds, Recharge Time:<none>, Energy Cost:10
Lose 100-50% percent of your max energy. Target ally and all nearby allies are healed for 1-10 points for each point of energy that you lost. If this would make your energy go below 0, those points of energy are not counted in the heal.
Assassin
Flailing Chains{Elite} All nearby foes are struck for 25-75 damage and are hexed with "Phantom Pain" at level 12 illusion. All nearby allies are enchanted with "Illusion Of Weakness" at level 12 illusion
Ether Purge{Elite}(Protection Prayers) Cast time:0.25 seconds, Recharge Time:<none>, Energy Cost:10
Lose 100-50% percent of your max energy. Target ally and all nearby allies are healed for 1-10 points for each point of energy that you lost. If this would make your energy go below 0, those points of energy are not counted in the heal.
Assassin
Flailing Chains{Elite} All nearby foes are struck for 25-75 damage and are hexed with "Phantom Pain" at level 12 illusion. All nearby allies are enchanted with "Illusion Of Weakness" at level 12 illusion
Anakin The Paladin
Warrior
Legendary Strike(Elite)
Adrenaline Cost:5
Elite Sword Attack.Swing your blade and attack two foes closest to you.This attack strikes for +(5-32) damage if it hits.
(swordsmanship,damage)
(1,5) (2,7) (3,10) (4,12) (5,15) (6,17) (8,23) (9,25) (10,28) (11,30) (12,33) (13,35) (14,38) (15,40) (16,43)
Monk
Healing Aura(Elite)
Energy Cost:40 Recharge Time:60 seconds
Elite Spell.Heal Entire Party for (10-90) health every 4 seconds for (4-24) seconds.This skill ends if you attack or use a skill.Bonuses from Divine Favor are halved for this spell.
(Healing Prayers,Health,Seconds)
(1,10,4) (2,16,5) (3,23,6) (4,30,7) (5,36,9) (6,45,10) (7,53,12) (8,62,14) (9,70,16) (10,78,19) (11,86,22) (12,90,24) (13,98,26) (14,104,27) (15,110,29) (16,118,31) (17,124,33)
Legendary Strike(Elite)
Adrenaline Cost:5
Elite Sword Attack.Swing your blade and attack two foes closest to you.This attack strikes for +(5-32) damage if it hits.
(swordsmanship,damage)
(1,5) (2,7) (3,10) (4,12) (5,15) (6,17) (8,23) (9,25) (10,28) (11,30) (12,33) (13,35) (14,38) (15,40) (16,43)
Monk
Healing Aura(Elite)
Energy Cost:40 Recharge Time:60 seconds
Elite Spell.Heal Entire Party for (10-90) health every 4 seconds for (4-24) seconds.This skill ends if you attack or use a skill.Bonuses from Divine Favor are halved for this spell.
(Healing Prayers,Health,Seconds)
(1,10,4) (2,16,5) (3,23,6) (4,30,7) (5,36,9) (6,45,10) (7,53,12) (8,62,14) (9,70,16) (10,78,19) (11,86,22) (12,90,24) (13,98,26) (14,104,27) (15,110,29) (16,118,31) (17,124,33)
The milk shake
Summon Noob Elemental
Energy Storage
Cost:90
recharge:60
Casting Time:1/4
Summons Level: (1-99) elemental
All spells, hexes, and damage is redirected to the elemental
Elemental cannot suffer any conditions or hexes
Damage: at lv99+ can kill anything in one hit
Lasts Indefinitely until death due to damage
Special Ability: All drops are assigned to you, teammates who leave get their storage hacked and all gold and items removed, anyone who complains get character haxed and lose all armor and weapons, if anyone has used ebay for gw they automatically get banned
Energy Storage
Cost:90
recharge:60
Casting Time:1/4
Summons Level: (1-99) elemental
All spells, hexes, and damage is redirected to the elemental
Elemental cannot suffer any conditions or hexes
Damage: at lv99+ can kill anything in one hit
Lasts Indefinitely until death due to damage
Special Ability: All drops are assigned to you, teammates who leave get their storage hacked and all gold and items removed, anyone who complains get character haxed and lose all armor and weapons, if anyone has used ebay for gw they automatically get banned
Alcazanar
Honest strike[warrior] attack skill 'attr str' adrenal 5.
You strike for +1..9 damage and +10..24 if that foe
were attacking you. <- for the wammers/paladins
Backstabber/unjustified strike/unhonest strike (or something like that)
[warrior] attack skill 'attr str' adrenal 5.
You strike for +1..9 damage and +10..24 if that foe
were attacking someone else. <- a gift for the W/N
Evil Laugh[necro] shout 'no attr' energy 5 recharge 20.
all foes in the area loses 3 energy.
"Coward!"[warrior elite] shout 'no attr' adrenal 4.
If target foe is fleeing, that foe is knocked down. <- fixed version
Glass sword[warrior] attack skill 'attr sword' adrenal 10.
this attack strikes for +20..45 if this attack is blocked you
suffer from bleeding for 15 seconds and adjected allies take
30 damage.
Mantra of the Mastermind [mesmer] stance 'attr inspiration' energy 10
recharge 60.
For 30..54 seconds you have +10..26 maxinum energy.
*a little notice*
there are no and will never be any 20 or 30 energy skills
there are ONLY 5, 10, 15 and 25
You strike for +1..9 damage and +10..24 if that foe
were attacking you. <- for the wammers/paladins
Backstabber/unjustified strike/unhonest strike (or something like that)
[warrior] attack skill 'attr str' adrenal 5.
You strike for +1..9 damage and +10..24 if that foe
were attacking someone else. <- a gift for the W/N
Evil Laugh[necro] shout 'no attr' energy 5 recharge 20.
all foes in the area loses 3 energy.
"Coward!"[warrior elite] shout 'no attr' adrenal 4.
If target foe is fleeing, that foe is knocked down. <- fixed version
Glass sword[warrior] attack skill 'attr sword' adrenal 10.
this attack strikes for +20..45 if this attack is blocked you
suffer from bleeding for 15 seconds and adjected allies take
30 damage.
Mantra of the Mastermind [mesmer] stance 'attr inspiration' energy 10
recharge 60.
For 30..54 seconds you have +10..26 maxinum energy.
*a little notice*
there are no and will never be any 20 or 30 energy skills
there are ONLY 5, 10, 15 and 25
Moa Bird Cultist
A few ideas for elementalists:
Hurricane Riposte: Enchantment - 5E - 1/2 second cast - 8 Second Recharge.
For 8 Seconds, the next time you are attacked in melee, that attack is blocked, the attacker is knocked down and they take 10...55 damage (Attribute Air Magic)
Ether Blast: Elite Spell - 15E - 1 Second Cast - 30 Second Recharge.
Target Foe takes 45...105 damage. All your energy storage skills are disabled for 10 seconds. This is an Elite Skill. (Attribute Energy Storage)
Crystal Pulsar: Spell - 10E - 2 Second Cast - 1 Second Recharge.
Send a Crystal Pulsar at Target Foe. If it hits, Crystal Pulsar strikes for 18...44 damage, plus 1...8 armour ignoring damage for each enchantment on the caster (maximum +60) (Attribute Earth Magic)
Fires of Punishment: Spell - 15E - 1/2 Second Cast - 15 second recharge.
Target Foe takes 10...33 damage for each skill they have equipped which can directly cause a condition. (Attribute Fire Magic)
Frostsong: Elite Enchantment - 10E - 3 second cast time - 60 second recharge.
For 15...60 seconds you are enchanted with frostsong. While you are under the effects of this spell, water magic hexes you cast last 33% longer and and deal an additional 5...25 damage. This is an Elite Skill. (Attribute Water Magic)
So... opinions on these, anyone?
Hurricane Riposte: Enchantment - 5E - 1/2 second cast - 8 Second Recharge.
For 8 Seconds, the next time you are attacked in melee, that attack is blocked, the attacker is knocked down and they take 10...55 damage (Attribute Air Magic)
Ether Blast: Elite Spell - 15E - 1 Second Cast - 30 Second Recharge.
Target Foe takes 45...105 damage. All your energy storage skills are disabled for 10 seconds. This is an Elite Skill. (Attribute Energy Storage)
Crystal Pulsar: Spell - 10E - 2 Second Cast - 1 Second Recharge.
Send a Crystal Pulsar at Target Foe. If it hits, Crystal Pulsar strikes for 18...44 damage, plus 1...8 armour ignoring damage for each enchantment on the caster (maximum +60) (Attribute Earth Magic)
Fires of Punishment: Spell - 15E - 1/2 Second Cast - 15 second recharge.
Target Foe takes 10...33 damage for each skill they have equipped which can directly cause a condition. (Attribute Fire Magic)
Frostsong: Elite Enchantment - 10E - 3 second cast time - 60 second recharge.
For 15...60 seconds you are enchanted with frostsong. While you are under the effects of this spell, water magic hexes you cast last 33% longer and and deal an additional 5...25 damage. This is an Elite Skill. (Attribute Water Magic)
So... opinions on these, anyone?
mqstout
Necromancer
Mark of the Vampire (Signet) 2 second cast, 30 second recharge.
The next time you steal life, you steal twice as much. That skill takes an extra 10...5 seconds longer to recharge. (Attribute: Blood Magic)
Succumb (Elite Hex Spell) 10 energy, 1 second cast, 45 second recharge.
For 1...8 seconds, hexed foe cannot be the target of hexes or gain conditions. Hexes and conditions on hexed foe do not end until Succumb ends. When Succumb ends, all hexes and conditions are removed. (Attribute: Curses)
Soul Steal (Enchantment Spell) 15 energy, 3 second cast, 60 second recharge.
For 2...24 seconds, whenever you steal life, you gain no life. You gain 10% that much energy instead. (Attribute: Soul Reaping)
Well of Desecration (Well Spell) 15 energy, 1 second cast, 30 second recharge.
Exploit nearest corpse to create a Well of the Desecration at its location. For 10...20 seconds, living foes in that area attack 33% slower and any undead minions attack 50% faster. (50% failure chance with Death Magic 4 or less.) (Attribute: Death)
Mark of the Vampire (Signet) 2 second cast, 30 second recharge.
The next time you steal life, you steal twice as much. That skill takes an extra 10...5 seconds longer to recharge. (Attribute: Blood Magic)
Succumb (Elite Hex Spell) 10 energy, 1 second cast, 45 second recharge.
For 1...8 seconds, hexed foe cannot be the target of hexes or gain conditions. Hexes and conditions on hexed foe do not end until Succumb ends. When Succumb ends, all hexes and conditions are removed. (Attribute: Curses)
Soul Steal (Enchantment Spell) 15 energy, 3 second cast, 60 second recharge.
For 2...24 seconds, whenever you steal life, you gain no life. You gain 10% that much energy instead. (Attribute: Soul Reaping)
Well of Desecration (Well Spell) 15 energy, 1 second cast, 30 second recharge.
Exploit nearest corpse to create a Well of the Desecration at its location. For 10...20 seconds, living foes in that area attack 33% slower and any undead minions attack 50% faster. (50% failure chance with Death Magic 4 or less.) (Attribute: Death)
Storm Crow
Warrior
Diamond Studded Blade - Elite Sword/Axe Attack. Inflict Bleeding and Weakness on your foe for (15...25) seconds. (Attrib.: Swordsmanship, Axe Mastery)
cost: 15 adrenaline
cast time: 1 second
recharge time: 60 seconds
Ranger
Crystal Arrow - Elite Bow Attack. Shoot a Crystal Arrow at your foe. This arrow travels 50% faster and interrupts your target upon impact. (Attrib.: Marksmanship)
cost: 15 energy
cast time: 3 seconds
recharge time: 20 seconds
Monk
Feathered Wings - Elite Enchantment Spell. Feathered Wings envelop target ally and last until 100 damage is taken. (Attrib.: Protection Prayers)
cost: 25 energy
cast time: 2 seconds
recharge time: 30 seconds
Mesmer
Mask of Stars - Elite Hex Spell. Target foe becomes Dazed for (5...15) seconds and has a (25%...75%) chance to miss with Melee attacks. (Attrib.: Illusion Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 15 seconds
Necromancer
Pure Blood - Elite Spell. Sacrifice 15% max health and transfer (2...4) negative conditions to target foe. Duration time restarts when transferred. (Attrib.: Curses)
cost: 25 energy
cast time: 5 seconds
recharge time: 30 seconds
Elemntalist
Heavenly Strike - Elite Spell. Lightning strikes target foe. All adjacent foes are knocked down, target foe takes (50...119) damage. (Attrib.: Air Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 20 seconds
Assassin
Glass Daggers - Elite Offhand Attack. Inflict Blindness upon target foe for (10...25) seconds. This attack does twice the normal damage. (Attrib.: Dagger Mastery)
cost: 10 energy
cast time: 1 second
recharge time: 30 seconds
Ritulist
Crystal Weapon - Elite Weapon Spell. For (10...25) seconds, Crystal Weapon gives a (+2...+5) Energy regeneration, but does 50% of normal damage.
(Attrib.: Channeling Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 30 seconds
Diamond Studded Blade - Elite Sword/Axe Attack. Inflict Bleeding and Weakness on your foe for (15...25) seconds. (Attrib.: Swordsmanship, Axe Mastery)
cost: 15 adrenaline
cast time: 1 second
recharge time: 60 seconds
Ranger
Crystal Arrow - Elite Bow Attack. Shoot a Crystal Arrow at your foe. This arrow travels 50% faster and interrupts your target upon impact. (Attrib.: Marksmanship)
cost: 15 energy
cast time: 3 seconds
recharge time: 20 seconds
Monk
Feathered Wings - Elite Enchantment Spell. Feathered Wings envelop target ally and last until 100 damage is taken. (Attrib.: Protection Prayers)
cost: 25 energy
cast time: 2 seconds
recharge time: 30 seconds
Mesmer
Mask of Stars - Elite Hex Spell. Target foe becomes Dazed for (5...15) seconds and has a (25%...75%) chance to miss with Melee attacks. (Attrib.: Illusion Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 15 seconds
Necromancer
Pure Blood - Elite Spell. Sacrifice 15% max health and transfer (2...4) negative conditions to target foe. Duration time restarts when transferred. (Attrib.: Curses)
cost: 25 energy
cast time: 5 seconds
recharge time: 30 seconds
Elemntalist
Heavenly Strike - Elite Spell. Lightning strikes target foe. All adjacent foes are knocked down, target foe takes (50...119) damage. (Attrib.: Air Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 20 seconds
Assassin
Glass Daggers - Elite Offhand Attack. Inflict Blindness upon target foe for (10...25) seconds. This attack does twice the normal damage. (Attrib.: Dagger Mastery)
cost: 10 energy
cast time: 1 second
recharge time: 30 seconds
Ritulist
Crystal Weapon - Elite Weapon Spell. For (10...25) seconds, Crystal Weapon gives a (+2...+5) Energy regeneration, but does 50% of normal damage.
(Attrib.: Channeling Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 30 seconds
Chaco Nautzi
I was thinking about submitting a thread with only my suggestion but her's my Idea:
Death Bound Armor [Necromancer] Enchantment-
Sacrifice 10% health. Your closest minion becomes bound to target ally's armor giving them +40 armor for (22...78) seconds, but during the time target ally is bound with your minion they lose (75...35) health, and anyone striking that ally, during when DeathBound Armor is in effect, in melee becomes diseased for (4...13) seconds(Attrib: Death Magic)
Cost:15 energy
Cast :2 seconds
Recharge:60(I havent really decided a recharge time yet)
The, "they lose (75...35) health" part could be changed to, "they experience (3...1) health degeneration."
but whatever, how do you like it? dont think it's too overowered do you?
(also the part about disease was from Tainted Flesh o: )
Death Bound Armor [Necromancer] Enchantment-
Sacrifice 10% health. Your closest minion becomes bound to target ally's armor giving them +40 armor for (22...78) seconds, but during the time target ally is bound with your minion they lose (75...35) health, and anyone striking that ally, during when DeathBound Armor is in effect, in melee becomes diseased for (4...13) seconds(Attrib: Death Magic)
Cost:15 energy
Cast :2 seconds
Recharge:60(I havent really decided a recharge time yet)
The, "they lose (75...35) health" part could be changed to, "they experience (3...1) health degeneration."
but whatever, how do you like it? dont think it's too overowered do you?
(also the part about disease was from Tainted Flesh o: )
BeowulfKamdas
Shadow of Displacement 10e 15r Elite Stance
For 10...17 seconds, you run 25% faster and have a 5...15% chance to block attacks. When Shadow of Displacement ends, you shadow step to your original location.
For 10...17 seconds, you run 25% faster and have a 5...15% chance to block attacks. When Shadow of Displacement ends, you shadow step to your original location.
mqstout
What's with all the suggested elites? Normal skills FTW!
Tongloid Tarthwood
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. |
Or...Assassin with super speed shadow steps in runs up and cast Death Signet on Lord. Oh look, suddenly Assassin Brilliant Guild is at the top of the ladder.
Not really trying to poke holes in your skill but it isn't very ballanced.
And now my skill.
Pull Back- Assassin. Shadow step one allie back to your current position. One time use signet.
awesome sauce
Elementalist:
Eye of the storm. Enchantment spell For 3...15 seconds, foes in the area move 50 % slower moving towards you and 50% faster moving away from you.(air magic) Cost: 10 Cast: 2 Recharge: 10
apocalyptic strike (ELITE): Target foe and all adjacent foes gain full health. A meteor flies down, striking for 80....350 fire damage. These foes cannot take any further damage for 15...7 seconds. (Fire magic) Cost: 25 Cast: 3 Recharge: 30.
Warrior:
Juggernaut(elite)skill. For 3...10 seconds you move 25% faster and any foe that you run into is knocked down, giving you the ability to run over them. This skill ends prematurely if you deal damage. Tactics Cost: 8 adrenaline. Cast: 0 Recharge: 45
Monk:
Signet of immovability. signet. If target ally is knocked down, return them to an upright position. That ally is healed for 10...100 health and cannot be knocked down or interupted for the next 5....30 seconds.Divine favor. Cost:0 Cast:0 Recharge:30.
Assassin:
Back Stab.Attack Skill.Your chances of gaining a critical hit increase by 50% from behind for 2... 20 seconds. Critical strikes. Cost: 5 energy Cast: 1 sec. Recharge: 30 seconds.
Ritualist:
Spirit of Levetation.Binding Ritual.Create a level 1... 8 spirit All party members within range of this spirit are uplifted 10 feet above the ground.This spirit Takes 10 damage for each second it uplifts a party member, and dies after 10...60 seconds
Benedict Arnold: Spell. The nearest spirit foe to where this spell was cast no longer benefits your enemies, and becomes an ally of your party. You gain full benefit of it's effects. No attribute. Cost: 10 Cast: 1 Recharge: 45
Ranger:
Spirit of Destruction.(Elite)spirit. Create a level 1...6 spirit. All Creatures within it's ranger suffer from burning. When Destruction ends all creatures take 20... 90 damage. THis spirit ends after 5... 30 seconds. WIlderness survival Cost:25 Cast: 4 Recharge: 90.
Necromancer:
Stolen Soul: Spell. Remove the soul of nearest foe's corpse. Then next attempt to resurect that foe fails, and that skill takes 5...30 seconds longer to recharge. Death magic. Cost: 15 Cast: 1 Recharge: 30
Mesmer:
Masked Damage: Hex Spell. FOr the next 3... 15 seconds, all spells against target foe are treated as skills. Illusion magic. COst: 10 Cast:2 Recharge: 30.
Eye of the storm. Enchantment spell For 3...15 seconds, foes in the area move 50 % slower moving towards you and 50% faster moving away from you.(air magic) Cost: 10 Cast: 2 Recharge: 10
apocalyptic strike (ELITE): Target foe and all adjacent foes gain full health. A meteor flies down, striking for 80....350 fire damage. These foes cannot take any further damage for 15...7 seconds. (Fire magic) Cost: 25 Cast: 3 Recharge: 30.
Warrior:
Juggernaut(elite)skill. For 3...10 seconds you move 25% faster and any foe that you run into is knocked down, giving you the ability to run over them. This skill ends prematurely if you deal damage. Tactics Cost: 8 adrenaline. Cast: 0 Recharge: 45
Monk:
Signet of immovability. signet. If target ally is knocked down, return them to an upright position. That ally is healed for 10...100 health and cannot be knocked down or interupted for the next 5....30 seconds.Divine favor. Cost:0 Cast:0 Recharge:30.
Assassin:
Back Stab.Attack Skill.Your chances of gaining a critical hit increase by 50% from behind for 2... 20 seconds. Critical strikes. Cost: 5 energy Cast: 1 sec. Recharge: 30 seconds.
Ritualist:
Spirit of Levetation.Binding Ritual.Create a level 1... 8 spirit All party members within range of this spirit are uplifted 10 feet above the ground.This spirit Takes 10 damage for each second it uplifts a party member, and dies after 10...60 seconds
Benedict Arnold: Spell. The nearest spirit foe to where this spell was cast no longer benefits your enemies, and becomes an ally of your party. You gain full benefit of it's effects. No attribute. Cost: 10 Cast: 1 Recharge: 45
Ranger:
Spirit of Destruction.(Elite)spirit. Create a level 1...6 spirit. All Creatures within it's ranger suffer from burning. When Destruction ends all creatures take 20... 90 damage. THis spirit ends after 5... 30 seconds. WIlderness survival Cost:25 Cast: 4 Recharge: 90.
Necromancer:
Stolen Soul: Spell. Remove the soul of nearest foe's corpse. Then next attempt to resurect that foe fails, and that skill takes 5...30 seconds longer to recharge. Death magic. Cost: 15 Cast: 1 Recharge: 30
Mesmer:
Masked Damage: Hex Spell. FOr the next 3... 15 seconds, all spells against target foe are treated as skills. Illusion magic. COst: 10 Cast:2 Recharge: 30.
TheLordOfBlah
"Refreshing Renewal <Protection Prayers> (elite)
c-5 r-1 ct-1/2
Elite Spell. All other spells are disabled for 3 seconds. Remove one hex from target ally. If that ally was below 30-60% health, remove one condition also."
I believe therese a skill like that except without the condition of having to be below X% health. And it effects you AND the ally you target
"Spirit of Destruction.(Elite)spirit. Create a level 1...6 spirit. All Creatures within it's ranger suffer from burning. When Destruction ends all creatures take 20... 90 damage. THis spirit ends after 5... 30 seconds. WIlderness survival Cost:25 Cast: 4 Recharge: 90."
Theres already a skill with this name for ritualist. If this were to be a skill, the burning time would have to like like 2-4 seconds. 30 seconds of -7 degen is too much, the Destruction that exists: deals 4 damage to all foes in the area for each second it was alive (max 30)
c-5 r-1 ct-1/2
Elite Spell. All other spells are disabled for 3 seconds. Remove one hex from target ally. If that ally was below 30-60% health, remove one condition also."
I believe therese a skill like that except without the condition of having to be below X% health. And it effects you AND the ally you target
"Spirit of Destruction.(Elite)spirit. Create a level 1...6 spirit. All Creatures within it's ranger suffer from burning. When Destruction ends all creatures take 20... 90 damage. THis spirit ends after 5... 30 seconds. WIlderness survival Cost:25 Cast: 4 Recharge: 90."
Theres already a skill with this name for ritualist. If this were to be a skill, the burning time would have to like like 2-4 seconds. 30 seconds of -7 degen is too much, the Destruction that exists: deals 4 damage to all foes in the area for each second it was alive (max 30)
Dark Suoon
Aura of the Gods (mission skill only)
Whatever proffession you are, ur attacks increase by 50%
The Underblade (elite skill ritualist)
gives a player a blade thats vampiric and take 7 dmg away from ppl for 50...200 seconds
Whatever proffession you are, ur attacks increase by 50%
The Underblade (elite skill ritualist)
gives a player a blade thats vampiric and take 7 dmg away from ppl for 50...200 seconds
ColaManiac
i think rangers need more healing skills...
Melandru's herbs (WS)
e:5 c:1 rec:10
You gain 4...72 [100] health, this skill is easily interrupted
source of energy [no attribude]
e:15 c3 rec:30
for 30 seconds you gain health regeneration of 2 but your skills take 2 (expertise dosn't reduce) more energy to use.
Melandru's herbs (WS)
e:5 c:1 rec:10
You gain 4...72 [100] health, this skill is easily interrupted
source of energy [no attribude]
e:15 c3 rec:30
for 30 seconds you gain health regeneration of 2 but your skills take 2 (expertise dosn't reduce) more energy to use.
Z'HA'DUM
Quote:
Originally Posted by Jetdoc
For Warriors:
"Chicken Shiat" (10 energy - Shout) For 10 seconds, any foe you target stops any current action and is forced to fight you. After Chicken Shiat ends, you are knocked down for 2 seconds due to a laughing fit. Great against those pesky casters that run around in circles. |
Merry Madrigal
In honor of the World Cup:
DIVE
Self-skill only. You drop to the ground and flop around for 5 seconds. One player on the opposing team is immediately removed from the battle.
DIVE
Self-skill only. You drop to the ground and flop around for 5 seconds. One player on the opposing team is immediately removed from the battle.
Marty Silverblade
Mesmer
Rebound
Energy- 10
Casting time- 2
Recharge time- 30
Attribute- Illusion
For 5...25 seconds, the next time you would be interrupted, the closest enemy loses 1 enchantment. If there is no enchantment on the enemy, the ememy is interrupted.
Rebound
Energy- 10
Casting time- 2
Recharge time- 30
Attribute- Illusion
For 5...25 seconds, the next time you would be interrupted, the closest enemy loses 1 enchantment. If there is no enchantment on the enemy, the ememy is interrupted.
ColaManiac
Quote:
Originally Posted by Z'HA'DUM
sorry for bringing this up again but that was very funny! but if we could put something like this in a fun-subforum, were we can make all kinds of silly things like this, we dont cut in on the seriously ment post. "chicken shiat", i nearly crapped my pants dude haha
|
bunnys are ebil
shadow armor(e) elite skill for 20 seconds gain 1..3 health regen and 5..25 armor 5 energy 20 second recharge attrb shadow arts might need to tweak the health regen/armor bonus
obsidian hammer(e) elite spell deal 10..110 earth dmg and knockdown target foe 10 energy 1 sec cast 8 recharge
obsidian hammer(e) elite spell deal 10..110 earth dmg and knockdown target foe 10 energy 1 sec cast 8 recharge
Phoenix Arrows
Spirit of Touching
Create a level 1...100 spirit. Whenever a creature uses a touch skill, that creature takes 999 damage and is knocked-down for 5 seconds. If they do not die, they are Err-7ed from the game.
: )
On a more serious note:
Mantra of Touch
For 15...45 seconds, all touches targeted at you cost one more energy and deal 15% less damage. Whenever you are touched, you gain one energy.
Create a level 1...100 spirit. Whenever a creature uses a touch skill, that creature takes 999 damage and is knocked-down for 5 seconds. If they do not die, they are Err-7ed from the game.
: )
On a more serious note:
Mantra of Touch
For 15...45 seconds, all touches targeted at you cost one more energy and deal 15% less damage. Whenever you are touched, you gain one energy.
Kaguya
Quote:
Originally Posted by Storm Crow
Monk
Feathered Wings - Elite Enchantment Spell. Feathered Wings envelop target ally and last until 100 damage is taken. (Attrib.: Protection Prayers) cost: 25 energy cast time: 2 seconds recharge time: 30 seconds |
Only major difference is that Sheath lasts for 20 seconds, and Feathered Wings would last forever.. But you could cast 5 Life Sheaths for 25 energy, and cast 4 Sheaths during Wings' recharge
Anyways, prolly someone made something similar, but waah:
Emergency - Enchantment Spell
Divine Favor
5e - ½sec cast - 20sec recharge
For 1...8 seconds you move 50% faster. Emergency ends prematurely when you cast a spell that targets an ally. If Emergency times out, all your skills are disabled for 15...5 seconds.
Intended usage of Emergency would be in battlefield where the team is split up more or less, and the monk needs to get somewhere fast to heal the teammate. If you manage to toss out the heal before Emergency end, there is no penalties, but if the player doesn't heal/prot/whatever other player, you effectively blackout yourself. The duration might be little off, but I wouldn't see it as overpowered running skill when it disables all the skills, and is removable as well. Maybe add an additional energy loss as well for the penalty..
Edge Martinez
Not sure what profession, probably Mesmer.
Fourplay - Signet
0 energy, 4 second cast, 40 second recharge
When activated, for 4-14 seconds target foe is blinded, suffers -1 to -4 health degeneration, and moves 10% - 40% slower. When Fourplay ends, foe takes 10-40 damage.
Fourplay - Signet
0 energy, 4 second cast, 40 second recharge
When activated, for 4-14 seconds target foe is blinded, suffers -1 to -4 health degeneration, and moves 10% - 40% slower. When Fourplay ends, foe takes 10-40 damage.
Infinity^
Mesmer (inspiration)
Lyssa's Kiss:
Energy 5, Cast Time 1, Recharge 30
Target other ally gains 3...8 energy.
Elementalist (n/a)
Exhaustive Boon:
Energy 15, Cast Time 2, Recharge 45
If successfull, you no longer suffer from exhaustion. 50% failure chance with energy storage 5 or less.
Elementalist (energy storage)
Elemental Sacrifice:
Energy 5, Cast Time 1/2, Recharge 5
Loose all energy. Any energy lost is multiplied by 1.0...2.5 and converted into health.
Monk (smite) or Mesmer (domination)
Smite Healing [Elite]:
Energy 10, Cast Time 3, Recharge 60
For 5...10 seconds, whenever target foe would give health to an ally, that ally recieves the equivalent in damage instead.
Monk (divine favour)
Mental Block:
Energy 10, Cast Time 2, Recharge 20
For 10 seconds you cannot be the target of hex spells, but cast 50...20% slower.
Monk (healing)
Healing Ball:
Energy 10, Cast Time 1, Recharge 5
Heal target other ally and creatures adjacent to that ally for 30...150 points
Elemantalist (water magic)
Hail Storm:
Energy 15, Cast Time 2, Recharge 30
Create a Hail Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...24 water damage each second.
Elementalist (water magic)
Waterfall:
Energy 10, Cast Time 1, Recharge 20
All adjacent foes to 20...60 water damage and are knocked down
Lyssa's Kiss:
Energy 5, Cast Time 1, Recharge 30
Target other ally gains 3...8 energy.
Elementalist (n/a)
Exhaustive Boon:
Energy 15, Cast Time 2, Recharge 45
If successfull, you no longer suffer from exhaustion. 50% failure chance with energy storage 5 or less.
Elementalist (energy storage)
Elemental Sacrifice:
Energy 5, Cast Time 1/2, Recharge 5
Loose all energy. Any energy lost is multiplied by 1.0...2.5 and converted into health.
Monk (smite) or Mesmer (domination)
Smite Healing [Elite]:
Energy 10, Cast Time 3, Recharge 60
For 5...10 seconds, whenever target foe would give health to an ally, that ally recieves the equivalent in damage instead.
Monk (divine favour)
Mental Block:
Energy 10, Cast Time 2, Recharge 20
For 10 seconds you cannot be the target of hex spells, but cast 50...20% slower.
Monk (healing)
Healing Ball:
Energy 10, Cast Time 1, Recharge 5
Heal target other ally and creatures adjacent to that ally for 30...150 points
Elemantalist (water magic)
Hail Storm:
Energy 15, Cast Time 2, Recharge 30
Create a Hail Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...24 water damage each second.
Elementalist (water magic)
Waterfall:
Energy 10, Cast Time 1, Recharge 20
All adjacent foes to 20...60 water damage and are knocked down
Undivine
Quote:
Originally Posted by Infinity^
Monk (smite) or Mesmer (domination)
Smite Healing: Energy 10, Cast Time 3, Recharge 60 For 5...11 seconds, whenever target foe would give health to an ally, that ally recieves the equivalent in damage instead. |
I love your mesmer skill though. I recall there actually is a whole thread devoted to a straight energy giving mesmer spell, but that was a while ago and I can't figure out what to search for.
To everyone else, do we really need so many elites? Can't your imaginations stay within the borders of balanced normal skills?
Pandora's box
Justification
Monk enchantment
Skill: Protection
-Upkeep 1 energy
-Casting cost 10 energy
-Casting time 1
-Recharge time 1
While you maintain this enchantment everytime your energy drops below 3 you gain 1-5 energy and you loose 4-20 life.
Monk enchantment
Skill: Protection
-Upkeep 1 energy
-Casting cost 10 energy
-Casting time 1
-Recharge time 1
While you maintain this enchantment everytime your energy drops below 3 you gain 1-5 energy and you loose 4-20 life.
Kitty Soft
Manipulate Corpses
Necromancer Spell (Death Magic)
15 energy
1/2 cast time
10 recharge
Sacrifice 17% max health. All corpses in the area are exploited, and any wells or animated undead in the area end. (50% fail chance with death magic 5 or less)
Necromancer Spell (Death Magic)
15 energy
1/2 cast time
10 recharge
Sacrifice 17% max health. All corpses in the area are exploited, and any wells or animated undead in the area end. (50% fail chance with death magic 5 or less)
Rainman
Aura Of Pain {elite necromancer death magic enchantment}
For 90 seconds any foe entering youre agro circle instantly dies and turns into a sausage.
energy: 25 recharge: 60 cast time: 2
this shall own teh noobs
For 90 seconds any foe entering youre agro circle instantly dies and turns into a sausage.
energy: 25 recharge: 60 cast time: 2
this shall own teh noobs
Rainman
Boon Of Minions RT (spawnin magic)
for 10- 100 seconds whenever you create a minion it splits into 2 minions at lvl 18 (this spell causes exhaustion)
energy: 30 cast time: 5 secs recharge time:100 seconds
for 10- 100 seconds whenever you create a minion it splits into 2 minions at lvl 18 (this spell causes exhaustion)
energy: 30 cast time: 5 secs recharge time:100 seconds
Rainman
mantra of confusion (mesmer illusion)
for 20-40 seconds whenever you are target of spells the foe attacking you suffers from confusion* for 10-30 seconds.
*a new condition i made upmove 60% slower and fall down every 5 seconds
Axe Of the jackal (war axe mastery)
Adrenaline 10
cast time 2
if target was allready dazed that darget suffers from bleeding confusion and deep wound for 7-20 seconds.
for 20-40 seconds whenever you are target of spells the foe attacking you suffers from confusion* for 10-30 seconds.
*a new condition i made upmove 60% slower and fall down every 5 seconds
Axe Of the jackal (war axe mastery)
Adrenaline 10
cast time 2
if target was allready dazed that darget suffers from bleeding confusion and deep wound for 7-20 seconds.
Rainman
animate bone monk
death magic for necro
animate a level 0-15 undead monk that will heal you and youre party aswell as youre undead (spell casues axhaustion)
energy 30 recharge 30 cast time 6
death magic for necro
animate a level 0-15 undead monk that will heal you and youre party aswell as youre undead (spell casues axhaustion)
energy 30 recharge 30 cast time 6
Rainman
animate afflicted elementalist (necro death magic elite)
animate your own afflicted elementalist to fight by youre cause (colours may vary)
levels 0-15
energy 30 recharge 25 cast time 6
animate your own afflicted elementalist to fight by youre cause (colours may vary)
levels 0-15
energy 30 recharge 25 cast time 6
Haggard
Quote:
Originally Posted by Rainman
mantra of confusion (mesmer illusion)
for 20-40 seconds whenever you are target of spells the foe attacking you suffers from confusion* for 10-30 seconds. *a new condition i made upmove 60% slower and fall down every 5 seconds |
Oh wait, you would be able to, if only spells and attacks were the same thing.
Dodo The Extinct
Blizzard (elite)
Water Magic
20s Recharge
15e
3s cast time
Summon a Blizzard at target foes loacation. For 10 seconds, foes in Blizzard move 10-40% slower and take 40 damage per second.
Water Magic
20s Recharge
15e
3s cast time
Summon a Blizzard at target foes loacation. For 10 seconds, foes in Blizzard move 10-40% slower and take 40 damage per second.
Beat_Go_Stick
Quote:
Originally Posted by Merry Madrigal
In honor of the World Cup:
DIVE Self-skill only. You drop to the ground and flop around for 5 seconds. One player on the opposing team is immediately removed from the battle. |
10e, 0c, 20s
Opponent is knocked down and dazed for 3-10 seconds and takes 20-80 damage. (Strength)
quanzong
(ELITE) Quanzong Aura
15 energy
casting time 2 seconds
recharge 25
You deal 10.. 40 holy damage to any nearby foes every second for 3..13 seconds, you move 25% faster for 3.. 13 seconds, you cannot be knockedown (100% failure if you have less than 10 smiting prayers) When spell ends you cannot cast any spell for 13.. 3 seconds.
15 energy
casting time 2 seconds
recharge 25
You deal 10.. 40 holy damage to any nearby foes every second for 3..13 seconds, you move 25% faster for 3.. 13 seconds, you cannot be knockedown (100% failure if you have less than 10 smiting prayers) When spell ends you cannot cast any spell for 13.. 3 seconds.