Create a Skill
prism2525
Please everyone make an effort and keep this serious. If you want to make skills that turn opponents into sausages pls make another thread. This is meant to have skills that are reasonable enough for consideration by NcSoft.
Recover {Elite E. Storage}
E - 5, C - 1/4, R - 45
Elite Enchantment Spell. You move 66% slower and gain 2-8 energy regeneration for 4...16 seconds.
Fiery Gaze {Fire Magic}
E - 10, C - 1, R - 20
Spell. Target foe takes 16...46 fire damage and is set on fire for 1...3 seconds.
Raise Body Heat {Fire Magic}
E - 15, C - 2, R - 30
Enchantment Spell. Target ally attacks 33% faster and gains 20% more adrenaline from attacks for 2...10 seconds.
Hibernation {Water Magic}
E - 10, C - 2, R - 45
Hex Spell. Target foe moves 50% slower and suffers -1 health degeneration for 5...11 seconds.
Reject {Curses}
E - 10, C - 1/2, R - 15
Spell. Target touched foe is teleported outside you agro range, knocked down, and suffers 10...55 dark damage.
Mantra of Energy Stealing {Inspiration Magic}
E - 25, R - 45
Stance. For 15...45 seconds, whenever you are hit by a spell, you steal 1 energy from that foe.
Might be overpowered
Tell me what you think!
Recover {Elite E. Storage}
E - 5, C - 1/4, R - 45
Elite Enchantment Spell. You move 66% slower and gain 2-8 energy regeneration for 4...16 seconds.
Fiery Gaze {Fire Magic}
E - 10, C - 1, R - 20
Spell. Target foe takes 16...46 fire damage and is set on fire for 1...3 seconds.
Raise Body Heat {Fire Magic}
E - 15, C - 2, R - 30
Enchantment Spell. Target ally attacks 33% faster and gains 20% more adrenaline from attacks for 2...10 seconds.
Hibernation {Water Magic}
E - 10, C - 2, R - 45
Hex Spell. Target foe moves 50% slower and suffers -1 health degeneration for 5...11 seconds.
Reject {Curses}
E - 10, C - 1/2, R - 15
Spell. Target touched foe is teleported outside you agro range, knocked down, and suffers 10...55 dark damage.
Mantra of Energy Stealing {Inspiration Magic}
E - 25, R - 45
Stance. For 15...45 seconds, whenever you are hit by a spell, you steal 1 energy from that foe.
Might be overpowered
Tell me what you think!
quanzong
If you was refering that to me, I think the skill I created is fine, Jaijenju strike is named after someone i bet. Quanzong Aura has a ok counter, and good benefits, not all skills have to have really good counter and really bad benefit.
EDIT:
Recover, mmm 2-8 is kinda OVERKILL, you have +4 mana regen and 8 makes it +12, dont think it can go that high.
Fiery Gaze, fine
Raise Body Heat, fine
Hibernation, kinda wierd, hibernating kinda means sleeping(not moving), and dont think it hurts to hibernate (suggesting new name, or edit skills), unless bears can die from hibernating.
Reject, that got to be a elite, because a lot of people would use that skill, think of it, your a caster, you dont want em nearby, you want em, barely outa range, down, and hurting. And when there down you can go over to them and cast more spells, so gotta be elite. 10 energy and 15 recharge is low for that kind of power, so gotta be an elite.
Mantra of Energy Stealing, I think its underpowered lol, 1 energy is no biggie, now the biggie is 25 energy to cast thats like 60% of mesmer mana, otherwise fine to me.
EDIT:
Recover, mmm 2-8 is kinda OVERKILL, you have +4 mana regen and 8 makes it +12, dont think it can go that high.
Fiery Gaze, fine
Raise Body Heat, fine
Hibernation, kinda wierd, hibernating kinda means sleeping(not moving), and dont think it hurts to hibernate (suggesting new name, or edit skills), unless bears can die from hibernating.
Reject, that got to be a elite, because a lot of people would use that skill, think of it, your a caster, you dont want em nearby, you want em, barely outa range, down, and hurting. And when there down you can go over to them and cast more spells, so gotta be elite. 10 energy and 15 recharge is low for that kind of power, so gotta be an elite.
Mantra of Energy Stealing, I think its underpowered lol, 1 energy is no biggie, now the biggie is 25 energy to cast thats like 60% of mesmer mana, otherwise fine to me.
prism2525
Quote:
Originally Posted by 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 |
Beat_Go_Stick
Sorry about that.....my "Ruthless Headbutt" was also (obviously) a joke
prism2525
It's not that ridiculous you know. As you made it elite i think it wouldn't be that bad. Pity there is shove already.
Goonter
Divine Healing
Disciplined Flesh
Stance. For 1.. 7 seconds you have +40 armor verse physical damage. This stance ends if you are knocked down.
Energy: 5 Recast: 15
Energy Storage
Restoration
Spell. You recieve 1.. 4 health for every point of energy you have. (max of 160)
Energy: 10 Cast: 2 Recast: 5
Fire Magic
Fire Blast
Spell. All foes in the area are hit for 15.. 90 Fire damage.
Energy: 15 Cast: 1 Recast: 1
Water Magic
Slipper Slope
Hex Spell. For 8-20 seconds, target foe will knock themselves down if they are moving faster than normal. This hex ends if target stands still for 3 seconds.
Energy: 10 Cast: 2 Recast: 10
Curses
Unyeilding Hex elite
Enchantment Spell. The next hex you cast will remove target foe of all hexes and this enchantment ends. This foe can not be targeted with any other hexes while that hex is on them. That hex can not be removed.
Energy: 10 Cast: 2 Recast: 20
Death (or Curses, not sure)
Order of Suffering
Enchantment Spell. Sacrifice 17% Health. For 5 seconds whenever a animate undead hits a foe they are hexed with Suffering which is -2 Health degen for 5.. 11 seconds
Energy: 15 Cast: 2
Disciplined Flesh
Stance. For 1.. 7 seconds you have +40 armor verse physical damage. This stance ends if you are knocked down.
Energy: 5 Recast: 15
Energy Storage
Restoration
Spell. You recieve 1.. 4 health for every point of energy you have. (max of 160)
Energy: 10 Cast: 2 Recast: 5
Fire Magic
Fire Blast
Spell. All foes in the area are hit for 15.. 90 Fire damage.
Energy: 15 Cast: 1 Recast: 1
Water Magic
Slipper Slope
Hex Spell. For 8-20 seconds, target foe will knock themselves down if they are moving faster than normal. This hex ends if target stands still for 3 seconds.
Energy: 10 Cast: 2 Recast: 10
Curses
Unyeilding Hex elite
Enchantment Spell. The next hex you cast will remove target foe of all hexes and this enchantment ends. This foe can not be targeted with any other hexes while that hex is on them. That hex can not be removed.
Energy: 10 Cast: 2 Recast: 20
Death (or Curses, not sure)
Order of Suffering
Enchantment Spell. Sacrifice 17% Health. For 5 seconds whenever a animate undead hits a foe they are hexed with Suffering which is -2 Health degen for 5.. 11 seconds
Energy: 15 Cast: 2
keysersoze
Melandru's Haste: elite stance
energy: 15, recharge: 60
For 3-7 seconds you attack 25% faster and have a 75% chance to "evade" melee and projectile attacks. Whenever you evade an attack you gain 1 energy and whenever you take damage this stance refreshes.
nice one right
energy: 15, recharge: 60
For 3-7 seconds you attack 25% faster and have a 75% chance to "evade" melee and projectile attacks. Whenever you evade an attack you gain 1 energy and whenever you take damage this stance refreshes.
nice one right
bulletsmile
here's some i got:
-Necromancer or Ritualist:
Sacrifice spirit: spirit, energy:15, recharge:45 and casting:2.
same lv. as a rt spirit, whenever a target ally sacrifices nearby this spirit the spirit suffers 80% of the sacrificed damage instead and target ally suffers 20% of it. Communing or Soul Reaping.
-Warrior:
Burning Shield: stance, energy:5, recharge:30.
For 6-13 seconds your shield becomes burning, every time a melee foe attacks you they becomes burning for 1-3 seconds. Tactics.
-Necromancer:
Minion Feast: spell, energy:10, recharge:15.
All your animated undead allies deal 15-40 damage on their next attack and they gain the same amount as health for themself. death magic.
-Necromancer:
Bone Turtle: spell, energy:15, recharge:10.
Animate a lv.2-18 (with runes) bone turtle, the bone turtle deals very low damage (1-4 damage), but has 100 armor. Death Magic.
-Necromancer:
Bone Shield: Spell, energy:10, recharge:30.
Exploit the nearest corpse to make a bone shield on yourself for 6-16 sec, the bone shield gives you +15-30 armor against physical damage and +10-15 armor againt elemental damage. Death Magic.
-Necromancer:
Bone Bird: spell, energy:20 recharge: 10.
Animate a lv.2-18 (with runes) bone bird, the bone bird has low armor, deals low damage and the bone bird do not suffer from health degeneration as other minions. Death Magic.
-Necromancer or Ritualist:
Sacrifice spirit: spirit, energy:15, recharge:45 and casting:2.
same lv. as a rt spirit, whenever a target ally sacrifices nearby this spirit the spirit suffers 80% of the sacrificed damage instead and target ally suffers 20% of it. Communing or Soul Reaping.
-Warrior:
Burning Shield: stance, energy:5, recharge:30.
For 6-13 seconds your shield becomes burning, every time a melee foe attacks you they becomes burning for 1-3 seconds. Tactics.
-Necromancer:
Minion Feast: spell, energy:10, recharge:15.
All your animated undead allies deal 15-40 damage on their next attack and they gain the same amount as health for themself. death magic.
-Necromancer:
Bone Turtle: spell, energy:15, recharge:10.
Animate a lv.2-18 (with runes) bone turtle, the bone turtle deals very low damage (1-4 damage), but has 100 armor. Death Magic.
-Necromancer:
Bone Shield: Spell, energy:10, recharge:30.
Exploit the nearest corpse to make a bone shield on yourself for 6-16 sec, the bone shield gives you +15-30 armor against physical damage and +10-15 armor againt elemental damage. Death Magic.
-Necromancer:
Bone Bird: spell, energy:20 recharge: 10.
Animate a lv.2-18 (with runes) bone bird, the bone bird has low armor, deals low damage and the bone bird do not suffer from health degeneration as other minions. Death Magic.
bulletsmile
Quote:
Originally Posted by keysersoze
Melandru's Haste: elite stance
energy: 15, recharge: 60 For 3-7 seconds you attack 25% faster and have a 75% chance to "evade" melee and projectile attacks. Whenever you evade an attack you gain 1 energy and whenever you take damage this stance refreshes. nice one right |
unholy guardian
Quote:
Originally Posted by prism2525
Please everyone make an effort and keep this serious. If you want to make skills that turn opponents into sausages pls make another thread. This is meant to have skills that are reasonable enough for consideration by NcSoft.
Recover {Elite E. Storage} E - 5, C - 1/4, R - 45 Elite Enchantment Spell. You move 66% slower and gain 2-8 energy regeneration for 4...16 seconds. Tell me what you think! |
So yeah crazy idea... but way to good
Here's an idea
Armor of Undead-(10 energy 3 cast time 30 second recharge)- Enchantment spell. Exploit the nearest corpse to gain you undead armor which boosts you armor level by 10-25 for 4-17 seconds.
i think that's at least pretty balanced, but it seems someone thought of a bone sheild, hmm o well lol maybe you could have um both :P.
bulletsmile
Quote:
Originally Posted by unholy guardian
Kinda too powerful, if you archance ehco is you have around 32 or so seconds of +12 energy regeration, without exhuastion. Just imagine the +30 energy -2 energy regen items, you'll have 10 pips of energy regeneration thats like a lot...
|
Leos
Been thinking of this spell... Not sure if it's overpowered :P
Dwayna's heal
Lose all Energy (minimum 20) All hexes on allies will be removed.
Recharge : 45
Casting time: 1 sec
type : spell
Was thinking of Divine Favor
Dwayna's heal
Lose all Energy (minimum 20) All hexes on allies will be removed.
Recharge : 45
Casting time: 1 sec
type : spell
Was thinking of Divine Favor
bulletsmile
Quote:
Originally Posted by Leos
Dwayna's heal
Lose all Energy (minimum 20) All hexes on allies will be removed. |
ZonerZ
Ritualist Skills:
Ritual Ripper {Elite Skill}
Casting Time: 10 Energy: 15 recharge time: 30
Removes caster's helmet for duration of skill. Chosen ally's weapon become's Ritualist Ripper (Same weapon, wrapped in mummy cloth) for 8-12 seconds. All successful attacks from ally heal original caster by 50% damage dealt.
Raised Channeling increases percentage by 4% and duration by 2 seconds.
Also, Sneaky Ritual Ripper.(Same skill, but cast upon foe, I had meant this for necromancer, but I like it better for Ritualist)
Ritual Ripper {Elite Skill}
Casting Time: 10 Energy: 15 recharge time: 30
Removes caster's helmet for duration of skill. Chosen ally's weapon become's Ritualist Ripper (Same weapon, wrapped in mummy cloth) for 8-12 seconds. All successful attacks from ally heal original caster by 50% damage dealt.
Raised Channeling increases percentage by 4% and duration by 2 seconds.
Also, Sneaky Ritual Ripper.(Same skill, but cast upon foe, I had meant this for necromancer, but I like it better for Ritualist)
ZonerZ
Ritualist Skills:
Zoner's Snap Sigil {Elite}
Casting time: 2 Energy: 15 Recharge time: 20
Select and destroy one spirit under your control. An opposing spirit is destroyed at random. (This one has a few bugs to work out)
Raised Communing lowers recharge time.
Necromancer Skills:
The 13th Gate {Elite}
Casting time: 4 Energy: 10 : Recharge time: 20
Caster creates an accursed gate one square in front of them for 13-16 seconds. Undead and spirits cannot pass the gate.
Raised Death Magic increases duration by 1 second.
Fog of Death
Casting time: 3 Energy: 15 Recharge time: 10
Undead minions within the caster's aggro radius gain 1-10 additional base damage and anything within radius is blinded except the caster for 10-20 seconds.
Raised Curses adds 1 to base damage max.
Anyone have any comments on mine?
Zoner's Snap Sigil {Elite}
Casting time: 2 Energy: 15 Recharge time: 20
Select and destroy one spirit under your control. An opposing spirit is destroyed at random. (This one has a few bugs to work out)
Raised Communing lowers recharge time.
Necromancer Skills:
The 13th Gate {Elite}
Casting time: 4 Energy: 10 : Recharge time: 20
Caster creates an accursed gate one square in front of them for 13-16 seconds. Undead and spirits cannot pass the gate.
Raised Death Magic increases duration by 1 second.
Fog of Death
Casting time: 3 Energy: 15 Recharge time: 10
Undead minions within the caster's aggro radius gain 1-10 additional base damage and anything within radius is blinded except the caster for 10-20 seconds.
Raised Curses adds 1 to base damage max.
Anyone have any comments on mine?
raven66z0r
Illusion of Terror
Mesmer(Illusion)
Energy Cost: 10, Casting Time: 2, Recharge Time: 30.
If target foe is moving that foe is interrupted and cannot move for 4 - 9 seconds.
I've always thought the mesmer should have a skill like this.
Mesmer(Illusion)
Energy Cost: 10, Casting Time: 2, Recharge Time: 30.
If target foe is moving that foe is interrupted and cannot move for 4 - 9 seconds.
I've always thought the mesmer should have a skill like this.
natuxatu
I like the idea of having a new hold item for Rurik's Ashes.. i mean why didn't they think of that... or better yet remember the Athea's Ashes quest? They should totally be in there for Ritualists in my opinion... though calling Stupid Was Rurik probably not a good thing.. but wasn't Athea burned alive? so how about:
Charred Was Athea = fire dmg hold and/or blind (or Baked was Athea but i doubt that would happen.. maybe Flarred Was Athea.. but Charred could also be a slight reference to the Char )
Returned Was Rurik = fighting rurik spirit for 30 seconds (considering this i think gaining energy or something *might* make it a little too powerfull but not sure) I was think Returned HAS Rurik but considering all use was it would be that or maybe Reunited Was Rurik ... still i like that idea so
Charred Was Athea = fire dmg hold and/or blind (or Baked was Athea but i doubt that would happen.. maybe Flarred Was Athea.. but Charred could also be a slight reference to the Char )
Returned Was Rurik = fighting rurik spirit for 30 seconds (considering this i think gaining energy or something *might* make it a little too powerfull but not sure) I was think Returned HAS Rurik but considering all use was it would be that or maybe Reunited Was Rurik ... still i like that idea so
raven66z0r
Quote:
Originally Posted by natuxatu
I like the idea of having a new hold item for Rurik's Ashes.. i mean why didn't they think of that... or better yet remember the Athea's Ashes quest? They should totally be in there for Ritualists in my opinion... though calling Stupid Was Rurik probably not a good thing.. but wasn't Athea burned alive? so how about:
Charred Was Athea = fire dmg hold and/or blind (or Baked was Athea but i doubt that would happen.. maybe Flarred Was Athea.. but Charred could also be a slight reference to the Char ) Returned Was Rurik = fighting rurik spirit for 30 seconds (considering this i think gaining energy or something *might* make it a little too powerfull but not sure) I was think Returned HAS Rurik but considering all use was it would be that or maybe Reunited Was Rurik ... still i like that idea so |
ZonerZ
Ritualist:
Doppleganger
Casting time: 4 Energy:10 Recharge time: 10
The Ritualist makes a spirit in his likeness and becomes invisable for the duration of the skill (12 seconds) or until the spirit's health(1/10 of caster's) is depleted, to sneak out of a difficult battle
Raised Channeling raises Doppleganger's defense.
Note: Caster is invisible until doppleganger is destroyed.
Note: Doppleganger attacks as you would, yet misses every time.
Note: You may not attack until you are visible.
Doppleganger
Casting time: 4 Energy:10 Recharge time: 10
The Ritualist makes a spirit in his likeness and becomes invisable for the duration of the skill (12 seconds) or until the spirit's health(1/10 of caster's) is depleted, to sneak out of a difficult battle
Raised Channeling raises Doppleganger's defense.
Note: Caster is invisible until doppleganger is destroyed.
Note: Doppleganger attacks as you would, yet misses every time.
Note: You may not attack until you are visible.
unholy guardian
Quote:
Originally Posted by bulletsmile
in case you didn't know, enchantements can't overlap each others, like you can't have 2 mendings on you at the same time, so arcane echo wouldn't work...
|
Ok... you didn't get what i ment... so i went and spent some time to explain it without flaming
http://img106.imageshack.us/img106/4080/gw0241is.jpg
ok in this picture i am about to echo elemantal attunment
http://img134.imageshack.us/img134/2117/gw0258tl.jpg
There are now 2 enchants.. see 2 now simply wait around 17 seconds in your head because you can't tell very easly without a watch or something. Either way when it is about to end simply used the arcane echoed one, this is where you get to use it twice.
http://img134.imageshack.us/img134/3739/gw0260ok.jpg
And voila, arcane echo goes back to normal, you shot off two of them See now if you used that with that crazy energy managment, so how overly awesome it is. The spell idea was good in theory, but could be easly abused.
ZonerZ
Elementalist:
Burn-Out
Casting Time: 3 Energy: 10 Recharge time: 10
Your next fire magic skill does double damage, but after that no fire magic can be used until this skill is recharged.
Burn-Out
Casting Time: 3 Energy: 10 Recharge time: 10
Your next fire magic skill does double damage, but after that no fire magic can be used until this skill is recharged.
bulletsmile
yeah sry unholy guardian, i thought you meant that we could have two of the same skill on at the same time , yeah the skill is overpowered, should be 2-5 energy regen, not 8 and it shouldn't last more then 10-12 sec max
!!!nexus!!!
This skill should be placed in the Droknar's Forge run...
Police Ticket
Energy: 5
Recharge: 45
Make this an Enchantment...
For 20 seconds target foe moves 50% slower.
Police Ticket
Energy: 5
Recharge: 45
Make this an Enchantment...
For 20 seconds target foe moves 50% slower.
ColaManiac
Rock fall [elite]
energy: 15
recharge: 30
Set a trap what triggers automaticly after 90 seconds.
all adjc. foes to this traps take 80 blunt damage are dazed for 10 seconds and knocked down. all nearby foes take 40 piercing dmg and are blinded for 5 secs
energy: 15
recharge: 30
Set a trap what triggers automaticly after 90 seconds.
all adjc. foes to this traps take 80 blunt damage are dazed for 10 seconds and knocked down. all nearby foes take 40 piercing dmg and are blinded for 5 secs
quanzong
Zidane Headbutt [ELITE]
(Strength) You deal 35 damage, and your target is crippled for 3..12 and you deal extra 35 damage if your target is not moving and you knockdown your target for 1..4 seconds if he is not moving.
costs 6 adrenaline but you loose all adrenaline when using this attack.
(Strength) You deal 35 damage, and your target is crippled for 3..12 and you deal extra 35 damage if your target is not moving and you knockdown your target for 1..4 seconds if he is not moving.
costs 6 adrenaline but you loose all adrenaline when using this attack.
Undivine
Wield Fire
Elementalist - Fire Magic
Skill
Energy 5
Cast time 1/4 sec.
Reuse 15
If target touched foe is burning they are set on fire for 3...8 seconds.
Basically if you use it on an enemy that's already burning, you just prolong the burning. Notice that this is a skill, not a spell.
Energy Pour
Mesmer - Domination
Hex
Energy 15
Cast time 1 sec.
Reuse 20
Target foe suffers -8 energy degeneration for 1...5 seconds.
Reverse BiP, in a sense. Take that, bonder!
Liu
HAHA. Zomg. Zidane's Heabutt, Truly you are the king of comedy.
Truly....
No lies.
My skill:
Mantra Of Retribution/Retaliation: Energy: 10 Recharge: 20
Stance. For (35...78) seconds, the next time you would be interrupted, you are not interrupted, and all adjacent foes take (15...55) Chaos Damage. (Attib: Domination Magic)
Truly....
No lies.
My skill:
Mantra Of Retribution/Retaliation: Energy: 10 Recharge: 20
Stance. For (35...78) seconds, the next time you would be interrupted, you are not interrupted, and all adjacent foes take (15...55) Chaos Damage. (Attib: Domination Magic)
frickett
Quote:
Originally Posted by unholy guardian
Armor of Undead-(10 energy 3 cast time 30 second recharge)- Enchantment spell. Exploit the nearest corpse to gain you undead armor which boosts you armor level by 10-25 for 4-17 seconds. i think that's at least pretty balanced, but it seems someone thought of a bone sheild, hmm o well lol maybe you could have um both :P. |
I dont know, just an idea.
Here is one of mine.
Bonespur (necromancer skill in the blood attribute line)
Sacrifice 10% health to cause bone spurs to sprout from your body for 3-15 seconds. Any melee attackers who strike you are stricken with -1 health degen for each successful hit. When Bonespur ends you gain 30-70 health.
Peewee
Mind Crush (Elite Earth Magic Spell)
C-1 E-10 R-20
Target foe is knocked down and suffers 10-40 Earth Damage. If you have more energy than target foe, that foe is knocked down for an additional 4 seconds. This spell causes exhuastion.
Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20
For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds.
Trick Shot (Elite Bow attack, Marksmanship)
C-1/2 E-15 R-10
Shoot an arrow which cannot miss, cannot be obstructed, and cannot be blocked or evaded. Trick shot strikes for 3-11 damage only and interupts target foes skill. Interupted skill is disabled for 20 seconds.
Counter Throw (Skill, Deadly Arts)
C-1 E-5 R-15
If target touched foe is attacking, they are knocked down and suffer 20-60 earth damage.
Samurai Slash (Attack Skill, Swordsmanship)
C-1/2 E-5 R-10
This attack cannot be evaded. If it is blocked all attack skills are disabled for 8 seconds. If Samuria Slash hits it deals 3-15 damage, and you gain 1-4 adrenaline.
C-1 E-10 R-20
Target foe is knocked down and suffers 10-40 Earth Damage. If you have more energy than target foe, that foe is knocked down for an additional 4 seconds. This spell causes exhuastion.
Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20
For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds.
Trick Shot (Elite Bow attack, Marksmanship)
C-1/2 E-15 R-10
Shoot an arrow which cannot miss, cannot be obstructed, and cannot be blocked or evaded. Trick shot strikes for 3-11 damage only and interupts target foes skill. Interupted skill is disabled for 20 seconds.
Counter Throw (Skill, Deadly Arts)
C-1 E-5 R-15
If target touched foe is attacking, they are knocked down and suffer 20-60 earth damage.
Samurai Slash (Attack Skill, Swordsmanship)
C-1/2 E-5 R-10
This attack cannot be evaded. If it is blocked all attack skills are disabled for 8 seconds. If Samuria Slash hits it deals 3-15 damage, and you gain 1-4 adrenaline.
bulletsmile
Necromancer:
Armor of Chains:enchantement, energy:10, cast:2, recharge:45.
For 11-24 sec you have armor of chains on you, armor of chains give you +30 armor against physical attack and + 20 armor against elemental attacks, while you have this enchantement on you move 20% slower
Curses
Mesmer:
Illusion of Fear: hex, energy:10, cast:1, recharge:10.
Target foe attacks 80% slower for the next 8-18 sec
Illusion Magic
Monk:
Spear of Health: spell, energy:10, cast:1, recharge:5.
Shoot a spear of health in front of you to target ally, the spear of health will go from you to target ally and everyone between you and that target ally in a line, including yourself and target will be healed for 40-120 health.
Healing Prayers
Monk:
Aura of Power enchantement, energy:10, cast:1, recharge:30.
Create an aura of power around you (same ranger as heal area), for 6-17 sec every ally inside that aura will gain 6-14 damage reduction and will deal 6-14 more damage from attacks.
Protective Prayers.
Armor of Chains:enchantement, energy:10, cast:2, recharge:45.
For 11-24 sec you have armor of chains on you, armor of chains give you +30 armor against physical attack and + 20 armor against elemental attacks, while you have this enchantement on you move 20% slower
Curses
Mesmer:
Illusion of Fear: hex, energy:10, cast:1, recharge:10.
Target foe attacks 80% slower for the next 8-18 sec
Illusion Magic
Monk:
Spear of Health: spell, energy:10, cast:1, recharge:5.
Shoot a spear of health in front of you to target ally, the spear of health will go from you to target ally and everyone between you and that target ally in a line, including yourself and target will be healed for 40-120 health.
Healing Prayers
Monk:
Aura of Power enchantement, energy:10, cast:1, recharge:30.
Create an aura of power around you (same ranger as heal area), for 6-17 sec every ally inside that aura will gain 6-14 damage reduction and will deal 6-14 more damage from attacks.
Protective Prayers.
bulletsmile
Quote:
Originally Posted by Peewee
Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20 For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds. |
Undivine
Quote:
Originally Posted by bulletsmile
uuum a bit weak, the stance should last for a bit longer time like 5-16 sec, coz thats a long weakness, the other skills are nice..
|
prism2525
It's not like you're running away with 12 pips though. See the description I put in: it slows you down by 66%. So it's rather an out of combat skill or if you have ppl tanking you. otherwise they will chop you down real quick.
Undivine
Quote:
Originally Posted by prism2525
It's not like you're running away with 12 pips though. See the description I put in: it slows you down by 66%. So it's rather an out of combat skill or if you have ppl tanking you. otherwise they will chop you down real quick.
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Underman
Elite : Ecstacy (Mesmer)
All target foe's spell casts 2 times faster but requires 4 more energy. This hex lasts for 10-25 seconds.
Steal Enchantment (Mesmer)
Steal target foe's enchantment with exact benefits. If it is an enchantment that takes up energy regenration, it would last until the enchantment caster stops the enchantment.
Invert Health ( Ritualist ) recharge :20 sec
Heal yourself the amount of health you have left.
All target foe's spell casts 2 times faster but requires 4 more energy. This hex lasts for 10-25 seconds.
Steal Enchantment (Mesmer)
Steal target foe's enchantment with exact benefits. If it is an enchantment that takes up energy regenration, it would last until the enchantment caster stops the enchantment.
Invert Health ( Ritualist ) recharge :20 sec
Heal yourself the amount of health you have left.
ZonerZ
Quote:
Originally Posted by Underman
Invert Health ( Ritualist )
Heal yourself the amount of health you have left. |
Edit: and at half health you would just have to use it once, and if you have a high max. health...
ZonerZ
Necromancer:
Bone Coil
Casting time: 5 Energy: 10 Recast time: 10
A chosen foe attacked by an undead minion of the caster may only fight undead for 8-12 seconds.
Raised Curses increases duration by 1 second.
Bone Coil
Casting time: 5 Energy: 10 Recast time: 10
A chosen foe attacked by an undead minion of the caster may only fight undead for 8-12 seconds.
Raised Curses increases duration by 1 second.
ColaManiac
ranger
atribute: expertise
name: trapping kit
type: preparation
cost: 5 energy
cast: 2 secs
rec: 20 secs
desc: the lenght of condititions done by your next 1...4 traps is increased by 10...25%
atribute: expertise
name: trapping kit
type: preparation
cost: 5 energy
cast: 2 secs
rec: 20 secs
desc: the lenght of condititions done by your next 1...4 traps is increased by 10...25%
mys master
Glyph of sacficial awaking
enegry 0
recharge 20
cast 1
The next skill you use has +2 attp but takes 16 seconds to recharge
enegry 0
recharge 20
cast 1
The next skill you use has +2 attp but takes 16 seconds to recharge
unholy guardian
Quote:
Originally Posted by bulletsmile
yeah sry unholy guardian, i thought you meant that we could have two of the same skill on at the same time , yeah the skill is overpowered, should be 2-5 energy regen, not 8 and it shouldn't last more then 10-12 sec max
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np