Create a Skill
Master Adamdk
Encave Rocks {E}:
Trap. For three seconds, foes in the area take (10...70) damage, and are knocked down every second.
Supreme Absorbtion {E}
Skill. For (10...30) seconds, all Physical and Piercing Damage is reduced by (10...30). Supreme Absorbtion ends if you take Shadow Damage.
Conditioning Slash {E}
Attack. If it hits, target foe suffers from Bleeding and Blindness or Crippling for (5...25) seconds.
Trap. For three seconds, foes in the area take (10...70) damage, and are knocked down every second.
Supreme Absorbtion {E}
Skill. For (10...30) seconds, all Physical and Piercing Damage is reduced by (10...30). Supreme Absorbtion ends if you take Shadow Damage.
Conditioning Slash {E}
Attack. If it hits, target foe suffers from Bleeding and Blindness or Crippling for (5...25) seconds.
prism2525
Quote:
Originally Posted by Undivine
That would go great with an earth ele tank build. But that would pretty much make warriors obsolete.
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By no means I'm saying that this skill may not need a revision, but not a big one either.
Kira Sassan
Ranger:
Rough Terrain. Nature Ritual. Create a level x spirit. All non-spirit creatures within its range suffer -1 health regeneration. This spirit dies after x seconds.
Sacrifice. Nature Ritual. Create a level x spirit. For creatures within its range, all hexes and enchantments take 100..60% longer to cast but last 5..30% longer. This spirit dies after x seconds.
Balance. Nature Ritual. Create a level x spirit. For x seconds, non-spirit creatures in its range cannot be the target of the same spell, skill or attack twice within 3 seconds. This spirit dies after x seconds.
Rough Terrain. Nature Ritual. Create a level x spirit. All non-spirit creatures within its range suffer -1 health regeneration. This spirit dies after x seconds.
Sacrifice. Nature Ritual. Create a level x spirit. For creatures within its range, all hexes and enchantments take 100..60% longer to cast but last 5..30% longer. This spirit dies after x seconds.
Balance. Nature Ritual. Create a level x spirit. For x seconds, non-spirit creatures in its range cannot be the target of the same spell, skill or attack twice within 3 seconds. This spirit dies after x seconds.
Stranger The Ranger
Not very original, oh well :>
Triple Shot [E]
Shoot three arrows simultaneously at target foe. These arrows deal 35% less damage than normal.
Triple Shot [E]
Shoot three arrows simultaneously at target foe. These arrows deal 35% less damage than normal.
elavro
Quote:
Originally Posted by Kira Sassan
Ranger:
Rough Terrain. Nature Ritual. Create a level x spirit. All non-spirit creatures within its range suffer -1 health regeneration. This spirit dies after x seconds. Sacrifice. Nature Ritual. Create a level x spirit. For creatures within its range, all hexes and enchantments take 100..60% longer to cast but last 5..30% longer. This spirit dies after x seconds. Balance. Nature Ritual. Create a level x spirit. For x seconds, non-spirit creatures in its range cannot be the target of the same spell, skill or attack twice within 3 seconds. This spirit dies after x seconds. |
Master Adamdk
Got another couple of elites, this time for Rangers.
Tirangle of Confusion {E}
Shoot three Arrows Simultaneously at Target Foe. One Arrow strikes for + (6..35) Damage, another causes Bleeding, and the Third Arrow causes Dazeness.
"Bow down to Me" {E}
Shout. Your Animal companion bows down to you, causing you to attack 25% faster and deal 10% more Damage. This ends if your Animal companions Health falls below (100...35)%.
Power Strike {E}
Bow Attack. if it hits, you deal (6...37) Damage and cause Bleeding on your Target Foe for (4...25) seconds.
Tirangle of Confusion {E}
Shoot three Arrows Simultaneously at Target Foe. One Arrow strikes for + (6..35) Damage, another causes Bleeding, and the Third Arrow causes Dazeness.
"Bow down to Me" {E}
Shout. Your Animal companion bows down to you, causing you to attack 25% faster and deal 10% more Damage. This ends if your Animal companions Health falls below (100...35)%.
Power Strike {E}
Bow Attack. if it hits, you deal (6...37) Damage and cause Bleeding on your Target Foe for (4...25) seconds.
prism2525
Conjure Wall {earth}
E - 15, C - 1, R - 45
Spell. Conjure a wall around target ally. For 5...11 seconds, the next 2...8 attacks or projectile spells against that ally are obstruced.
Ice Sheath {water}
E - 10, C - 2, R - 45
Enchantment Spell. For 8...20 seconds, you have +10...40 armor against projectiles.
Cyclone {air}
E - 10, C - 1, R - 20
Enchantment Spell. For 4...11 seconds, you cannot be hit by arrows.
E - 15, C - 1, R - 45
Spell. Conjure a wall around target ally. For 5...11 seconds, the next 2...8 attacks or projectile spells against that ally are obstruced.
Ice Sheath {water}
E - 10, C - 2, R - 45
Enchantment Spell. For 8...20 seconds, you have +10...40 armor against projectiles.
Cyclone {air}
E - 10, C - 1, R - 20
Enchantment Spell. For 4...11 seconds, you cannot be hit by arrows.
bulletsmile
Warrior:
Deep Cut: skill, energy:5, recharge:5.
If this attack hits a foe suffering from deep wound that foe will suffer from weakness and bleeding for 4-11 sec, if this attack miss it will deal -10 damage.
Swordsmanship
Warrior:
Dark Slash elite skill, adreanalin:7
This attack deal +7-10 damage, if target for was suffering poison, bruning or bleeding it will deal 5-9 damage more and if that target was under any hex it will deal +3-8 damage and if target foe was under an enchantement it will deal additionally 1-7 damage. (This attack can max deal + 16-36 damage)
Axe Mastery
Warrior:
Knee Crush skill, energy:5, recharge:12.
If this attack hits it will deal + 5-10 damage and target foe will be knocked down in 10 sec after this attack hits.
Hammer Mastery
Warrior:
Blood Strike skill, energy:5, recharge:15.
If this attack hits target foe will suffer from both poison and bleeding for 4-8 sec. If it miss you will suffer from bleeding for 5 sec.
Strength.
Deep Cut: skill, energy:5, recharge:5.
If this attack hits a foe suffering from deep wound that foe will suffer from weakness and bleeding for 4-11 sec, if this attack miss it will deal -10 damage.
Swordsmanship
Warrior:
Dark Slash elite skill, adreanalin:7
This attack deal +7-10 damage, if target for was suffering poison, bruning or bleeding it will deal 5-9 damage more and if that target was under any hex it will deal +3-8 damage and if target foe was under an enchantement it will deal additionally 1-7 damage. (This attack can max deal + 16-36 damage)
Axe Mastery
Warrior:
Knee Crush skill, energy:5, recharge:12.
If this attack hits it will deal + 5-10 damage and target foe will be knocked down in 10 sec after this attack hits.
Hammer Mastery
Warrior:
Blood Strike skill, energy:5, recharge:15.
If this attack hits target foe will suffer from both poison and bleeding for 4-8 sec. If it miss you will suffer from bleeding for 5 sec.
Strength.
Bad Apache
Beast Mastery
Melandru's Blessing
-- Energy: 10 -- Recharge: 45
Elite shout. For 10-30 seconds, animals in the area gain +1-3 health regeneration, and you gain 3 energy for each animal affected by Melandru's Blessing.
Pounce of Death
-- Energy: 10 -- Cast: 1 Second -- Recharge: 30 Seconds
Elite pet attack. Your pet strikes target foe for +8-26 damage. If this attack hits, target foe becomes crippled and begins bleeding for 3-6 seconds.
Expertise
Dash of Power
-- Energy: 5 -- Recharge: 45 Seconds
Stance. For 5-10 seconds you move 33% faster and have a 30-65% to evade projectile attacks. When you evade a projectile this way, you gain 1-3 energy.
Stance of Melandru
-- Energy: 10 -- Recharge: 60
Stance. For 15-30 seconds, your Wilderness Survival skills recharge recharge 20-55% faster.
Marksmanship
Signet of accuracy
-- Cast: 1 Second -- Recharge: 30 Seconds
Signet. For 2-12 seconds, your next 4 bow attacks cannot be blocked or evaded.
Final Shot
-- Energy: 20 -- Cast: 1/2 Second -- Recharge: 25
Elite bow attack. Shoot an arrow that deals +4-28 damage at target foe. If target's health is below 50%, the damage is doubled.
Wilderness Survival
Achilles' Bane
-- Energy: 15 -- Cast: 2 Seconds -- Recharge: 18
Elite preperation. For 3-12 seconds, your arrows deal holy damage and cripple foes for 3-6 seconds.
Melandru's Blessing
-- Energy: 10 -- Recharge: 45
Elite shout. For 10-30 seconds, animals in the area gain +1-3 health regeneration, and you gain 3 energy for each animal affected by Melandru's Blessing.
Pounce of Death
-- Energy: 10 -- Cast: 1 Second -- Recharge: 30 Seconds
Elite pet attack. Your pet strikes target foe for +8-26 damage. If this attack hits, target foe becomes crippled and begins bleeding for 3-6 seconds.
Expertise
Dash of Power
-- Energy: 5 -- Recharge: 45 Seconds
Stance. For 5-10 seconds you move 33% faster and have a 30-65% to evade projectile attacks. When you evade a projectile this way, you gain 1-3 energy.
Stance of Melandru
-- Energy: 10 -- Recharge: 60
Stance. For 15-30 seconds, your Wilderness Survival skills recharge recharge 20-55% faster.
Marksmanship
Signet of accuracy
-- Cast: 1 Second -- Recharge: 30 Seconds
Signet. For 2-12 seconds, your next 4 bow attacks cannot be blocked or evaded.
Final Shot
-- Energy: 20 -- Cast: 1/2 Second -- Recharge: 25
Elite bow attack. Shoot an arrow that deals +4-28 damage at target foe. If target's health is below 50%, the damage is doubled.
Wilderness Survival
Achilles' Bane
-- Energy: 15 -- Cast: 2 Seconds -- Recharge: 18
Elite preperation. For 3-12 seconds, your arrows deal holy damage and cripple foes for 3-6 seconds.
Haggard
Quote:
Originally Posted by elavro
your second skill becomes 'better' for your enemy's when you have more points in it?
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ZonerZ
Ritualist:
Unwanted Aura{Elite}
Casting time: 10 Energy: 25 Recharge time: 40
For 5-10 seconds, spirits may not enter your aggro range unless they are targeting an ally. This may only be used once per battle.
Raised Communing increases max. duration by 1 second.
Unwanted Aura{Elite}
Casting time: 10 Energy: 25 Recharge time: 40
For 5-10 seconds, spirits may not enter your aggro range unless they are targeting an ally. This may only be used once per battle.
Raised Communing increases max. duration by 1 second.
Edge Martinez
Duplicity - Mesmer (Illusion)
15 energy
3 second cast
60 second recharge
Create 1-4 mirror images of yourself, each with 10-40 health, for 10-40 seconds. Mirror images do what the caster does, but cause no damage. When mirror image is destoryed by spell or physical damage, caster takes 40-10 damage.
15 energy
3 second cast
60 second recharge
Create 1-4 mirror images of yourself, each with 10-40 health, for 10-40 seconds. Mirror images do what the caster does, but cause no damage. When mirror image is destoryed by spell or physical damage, caster takes 40-10 damage.
prism2525
Mirror image {Elite Illusion}
E - 10, C - 1/4, R - 45
Spell. Teleport to a random position in the area. 1...6 identical illusions of yourself are randomly scattered in the area for 10....45 seconds. If an illusion is hit in melee that foe is knocked down, suffers 20....80 damage and that illusion ends. If you are hit in melee all illusions end. (illusions copy all your actions but cause no damage)
>>The idea is to confuse your opponent with the illusions. Illusions have the same amount of HP as you have and 0 energy (If you cast spells they just do the animation and their projectiles have no effect, but opponents still won't know which one actually hit them as they would be all in sync. Illusions can either be killed like normal chars by spells or bows, disappear when hit in melee, or when time is up.
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Mirror Image V2 {Elite Illusion}
E - 15, C - 1, R - 60
Spell. Create a copy of yourself which has 30...80% of your HP and energy. The copy does all you do and targets random foes. The copy lasts 6...12 seconds.
______________________________________
Final Flame {Elite Fire Magic}
E - 25, C - 1, R - 90
Elite Spell. Lose all energy, All foes in the area are dealt 1...3 fire damage for each energy point you lost. This spell causes exhaustion.
I wouldn't be surprised this is overpowered, but even if it is powered down slightly it would be cool.
E - 10, C - 1/4, R - 45
Spell. Teleport to a random position in the area. 1...6 identical illusions of yourself are randomly scattered in the area for 10....45 seconds. If an illusion is hit in melee that foe is knocked down, suffers 20....80 damage and that illusion ends. If you are hit in melee all illusions end. (illusions copy all your actions but cause no damage)
>>The idea is to confuse your opponent with the illusions. Illusions have the same amount of HP as you have and 0 energy (If you cast spells they just do the animation and their projectiles have no effect, but opponents still won't know which one actually hit them as they would be all in sync. Illusions can either be killed like normal chars by spells or bows, disappear when hit in melee, or when time is up.
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Mirror Image V2 {Elite Illusion}
E - 15, C - 1, R - 60
Spell. Create a copy of yourself which has 30...80% of your HP and energy. The copy does all you do and targets random foes. The copy lasts 6...12 seconds.
______________________________________
Final Flame {Elite Fire Magic}
E - 25, C - 1, R - 90
Elite Spell. Lose all energy, All foes in the area are dealt 1...3 fire damage for each energy point you lost. This spell causes exhaustion.
I wouldn't be surprised this is overpowered, but even if it is powered down slightly it would be cool.
Roupe
Cry of Intent
Energy cost 10 ,Cast 1, Recharge 30 seconds
Hex
For 8...18 seconds, whenever Target foe and all adjacent foes attacks or uses a skill, their action is Shouted out, and visualy seen by you and your allies
Energy cost 10 ,Cast 1, Recharge 30 seconds
Hex
For 8...18 seconds, whenever Target foe and all adjacent foes attacks or uses a skill, their action is Shouted out, and visualy seen by you and your allies
Master Adamdk
Assasain:
Musical Chairs {E}
Dance and attack around Target foe for (3...7) seconds. Each time your attack hits, you gain (1...4) energy and deal + (4..9) damage. When Musical Chairs ends, you sit down for (1..5) seconds and can't be attacked.
Energtic Slash
Attack. If it hits, you gain (1..4) energy and gain (1..3) energy regeneration. If evaded, you loose (7..3) energy.
Necromancer:
Deathly Touch {E}
Spell. Target Touched foe takes (11....50) Shadow Damage and cannot be the Target of an Enchantment for (1..9) seconds.
Shadow Blast:
Spell. Send a Shadow ball out to target foe. If it hits, target foe is knocked down and suffers (9....50) Shadow Damage.
Monk:
Call of Baltaazar {E}
Spell. For (7...20) seconds, Enchatments cast on target Ally last (10..30) % longer and target ally gains (30...90) Health. This spell ends if you recieve an Mesmer Hex lasting longer than (8...20) seconds or if it deals (35...90) Damage.
Warrior:
Slashing Strike
Attack. If it hits, Target foe suffers from Bleeding for (8..20) seconds, takes + (10..30) damage and cannot be the Target of any Condition Removal.
Musical Chairs {E}
Dance and attack around Target foe for (3...7) seconds. Each time your attack hits, you gain (1...4) energy and deal + (4..9) damage. When Musical Chairs ends, you sit down for (1..5) seconds and can't be attacked.
Energtic Slash
Attack. If it hits, you gain (1..4) energy and gain (1..3) energy regeneration. If evaded, you loose (7..3) energy.
Necromancer:
Deathly Touch {E}
Spell. Target Touched foe takes (11....50) Shadow Damage and cannot be the Target of an Enchantment for (1..9) seconds.
Shadow Blast:
Spell. Send a Shadow ball out to target foe. If it hits, target foe is knocked down and suffers (9....50) Shadow Damage.
Monk:
Call of Baltaazar {E}
Spell. For (7...20) seconds, Enchatments cast on target Ally last (10..30) % longer and target ally gains (30...90) Health. This spell ends if you recieve an Mesmer Hex lasting longer than (8...20) seconds or if it deals (35...90) Damage.
Warrior:
Slashing Strike
Attack. If it hits, Target foe suffers from Bleeding for (8..20) seconds, takes + (10..30) damage and cannot be the Target of any Condition Removal.
Avarre
Mesmer
Shielded Mind
Skill. For (1...15) seconds, your used skills do not appear to other players, and monsters cannot attempt to interrupt your skills.
Attribute - Fast Casting
Well, its not any worse than rit lord
Shielded Mind
Skill. For (1...15) seconds, your used skills do not appear to other players, and monsters cannot attempt to interrupt your skills.
Attribute - Fast Casting
Well, its not any worse than rit lord
Master Adamdk
A Mesmer Skill I thought of...
Chained Shackles {E}
Spell. Target Foe is tied up in Shackles for (7...15) seconds causing the person to move (30...50) % slower, and cannot attack.
A nice little Elementalist skill.
Burning Rage {E}
Spell. Send out three Fireballs and flares in a angry rage each striking for (11...40) damage. These Fireball and flare rages have a (64...33) % chance to miss.
Chained Shackles {E}
Spell. Target Foe is tied up in Shackles for (7...15) seconds causing the person to move (30...50) % slower, and cannot attack.
A nice little Elementalist skill.
Burning Rage {E}
Spell. Send out three Fireballs and flares in a angry rage each striking for (11...40) damage. These Fireball and flare rages have a (64...33) % chance to miss.
Francis Demeules
Warrior - Strength
Shield Tackle [E]
5e cost, instant activation, 20 sec recharge
Skill. While you wearing a shield, you 5-65 blunt damage to your target foe and Knocked down for 1-3 secondes. Lose 8-4 hits of Adrenaline when you use this skill.
Tactic
Taunt[E]
9 adrenalne
Skill. For 5-10 seconds, the target can only attack you and not other allies of your team. If the target attack you, the attack misses, loses all adrenaline, loses 10 energy and Taunt ends.
Assassins
Shadow Art
Shadow Ally [E]
25e cost, 5 seconds to cast, 90 sec recharge
Summon a lvl 6-20 Shadow Ally for 60 seconds. This ally will follow and attacks the same targets as yours with his deadly combination (Like Panaku). If Shadow Ally dies after 60 seconds it lasts, all your skills are recharged.
Shield Tackle [E]
5e cost, instant activation, 20 sec recharge
Skill. While you wearing a shield, you 5-65 blunt damage to your target foe and Knocked down for 1-3 secondes. Lose 8-4 hits of Adrenaline when you use this skill.
Tactic
Taunt[E]
9 adrenalne
Skill. For 5-10 seconds, the target can only attack you and not other allies of your team. If the target attack you, the attack misses, loses all adrenaline, loses 10 energy and Taunt ends.
Assassins
Shadow Art
Shadow Ally [E]
25e cost, 5 seconds to cast, 90 sec recharge
Summon a lvl 6-20 Shadow Ally for 60 seconds. This ally will follow and attacks the same targets as yours with his deadly combination (Like Panaku). If Shadow Ally dies after 60 seconds it lasts, all your skills are recharged.
prism2525
Energy Store {e. stroage elite}
E - 10, C - 2, R - 60, E Regen -1
Elite Enchantment Spell. Lose half of your current energy, While you mantain this enchantment, nothing happens. When you stop mantaining Energy Store or this enchantment is removed you gain energy equal to the amount you lost.
E - 10, C - 2, R - 60, E Regen -1
Elite Enchantment Spell. Lose half of your current energy, While you mantain this enchantment, nothing happens. When you stop mantaining Energy Store or this enchantment is removed you gain energy equal to the amount you lost.
prism2525
Quote:
Originally Posted by Francis Demeules
Assassins Shadow Art Shadow Ally [E] 25e cost, 5 seconds to cast, 90 sec recharge Summon a lvl 6-20 Shadow Ally for 60 seconds. This ally will follow and attacks the same targets as yours with his deadly combination (Like Panaku). When Shadow Ally die, all your skills are recharged. |
Francis Demeules
Quote:
Originally Posted by prism2525
Why make the 90 second recharge if it recharges itself?
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Fixed
Rulke
Archer's Singet
(OK, not a new skill, but it's not like many people use it now)
Same effects as current Archer's Signet, except the free attacks also strike as if you have +0-3 in Marksmanship and +0-3 in the linked attribute (if applicable and not Marksmanship).
The breakpoints on the bonus att levels are the same as the Expertise breakpoints for a 5 energy skill. Note that the bonus marks will affect the base damage and critical hit chance.
Redirect
10en, 1 cast, 10 recharge Inspiration Magic hex spell.
For 1-5 seconds, the next spell cast on target foe is redirected to you.
Note that this will also redirect spells cast by your own team. Make sure that you're careful to let the group know when you do this. Apart from targeting you instead of the intended target, the spells work exactly the same, apart from the bit saying what it can be cast on.
Probably needs tweaks on the recharge time and duration.
Glyph of Ethereal Mastery.
25en, 1 cast, 60 recharge Elementalist Elite glyph.
For 15 seconds, the next spell you cast causes you to lose all energy. For each point of energy lost, that skill will cause one point less of exhaustion, or cast one quarter second faster, or recharge one half second faster, or you gain five points of health. This glyph causes exhaustion
The ors in that description are to show that it doesn't cause all of those conditions on each point of energy lost. It goes through the list in order, doing the first one it can for each point. This will have the effect, if you are at a very high energy level, of making your next spell cause no exhaustion, cast instantly, recharge instantly and heal you substantially.It's like glyph of essence, but elite, recharging in twice the time, far more expensive, and with better conditions.
(OK, not a new skill, but it's not like many people use it now)
Same effects as current Archer's Signet, except the free attacks also strike as if you have +0-3 in Marksmanship and +0-3 in the linked attribute (if applicable and not Marksmanship).
The breakpoints on the bonus att levels are the same as the Expertise breakpoints for a 5 energy skill. Note that the bonus marks will affect the base damage and critical hit chance.
Redirect
10en, 1 cast, 10 recharge Inspiration Magic hex spell.
For 1-5 seconds, the next spell cast on target foe is redirected to you.
Note that this will also redirect spells cast by your own team. Make sure that you're careful to let the group know when you do this. Apart from targeting you instead of the intended target, the spells work exactly the same, apart from the bit saying what it can be cast on.
Probably needs tweaks on the recharge time and duration.
Glyph of Ethereal Mastery.
25en, 1 cast, 60 recharge Elementalist Elite glyph.
For 15 seconds, the next spell you cast causes you to lose all energy. For each point of energy lost, that skill will cause one point less of exhaustion, or cast one quarter second faster, or recharge one half second faster, or you gain five points of health. This glyph causes exhaustion
The ors in that description are to show that it doesn't cause all of those conditions on each point of energy lost. It goes through the list in order, doing the first one it can for each point. This will have the effect, if you are at a very high energy level, of making your next spell cause no exhaustion, cast instantly, recharge instantly and heal you substantially.It's like glyph of essence, but elite, recharging in twice the time, far more expensive, and with better conditions.
ZonerZ
Ritualist
Glass Weapon
Casting time: 10 Energy: 15 Recharge Time: 20
Target ally's weapon becomes Glass Weapon for 5 seconds. This weapon may not be used against non-spirits. Spirits attacked with this weapon are automatically destroyed, and the master of the spirit regains the energy used to summon. The skill is then recharged.
Raised Channelling increases duration by 1 second
Edit:whoa, I only have 11 skills up? I gotta go find my idea book, I have lots more
Ritualist
Soulbringer's Gamble
Casting Time: 2 Energy:-- Recharge Time: 10
A sacrifice of 5, 15, or 30 energy is randomly made. Depending on amount sacrificed, enemy loses 30, 15, or 5 energy.
Raised Channelling Magic raises the 5 energy lost of a sacrifice of 30 energy.
Glass Weapon
Casting time: 10 Energy: 15 Recharge Time: 20
Target ally's weapon becomes Glass Weapon for 5 seconds. This weapon may not be used against non-spirits. Spirits attacked with this weapon are automatically destroyed, and the master of the spirit regains the energy used to summon. The skill is then recharged.
Raised Channelling increases duration by 1 second
Edit:whoa, I only have 11 skills up? I gotta go find my idea book, I have lots more
Ritualist
Soulbringer's Gamble
Casting Time: 2 Energy:-- Recharge Time: 10
A sacrifice of 5, 15, or 30 energy is randomly made. Depending on amount sacrificed, enemy loses 30, 15, or 5 energy.
Raised Channelling Magic raises the 5 energy lost of a sacrifice of 30 energy.
Goonter
Quote:
Originally Posted by Undivine
To everyone else, do we really need so many elites? Can't your imaginations stay within the borders of balanced normal skills?
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I think of it like this, a skill should be elite only for 2 reasons.
1. They are a better version of another skill. Ex. Cripple shot, energy surge, restore condition
2. They would create a combo with another skill that is superior to most other options. Ex. Martyr & Plague Signet. Poison Arrow & Melandrus Arrows. IW & HB.
There is a third and fourth reason. If a skill gives you energy then it’s likely elite. And then some skills are elite just to be elite.
I sort of disagree with this, but o well. I’m just going over the 2 I do agree with.
The first reason is oblivious, its better it needs to be elite.
The second is a bit of a controversy though.
If a skill is made elite just to keep it from being a killer combo, that skill should be buffed in such a way that it is obviously useful in a broad group of situations.
If a skill can’t fit that bill, it needs a buff to sustain it’s eliteness in order to be anything except completely overlooked and why bother the skill even existing.
That I think is a bit of a skill suggestion towards some of the current elites.
I went back though this page and saw that I posted a bunch of skills much earlier in it.
I’m just going over it and reposting some of the ones I liked with a few new revisions.
Earth Magic
Jagged Rocks: Enchantment. For 10-30 seconds any moving foe adjacent to you takes 8-20 earth damage per second.
Energy: 15 | Cast: 1 | Recharge: 30
Marksmanship
Studied Shot: Attack. If Studied Shot hits a foe in a stance it stikes for +13-26 damage. Studied Shot cannot be blocked or evaded. This skill takes an additional 7 seconds to recharge if your shot strays.
Energy: 10 | Cast: - | Recharge: 1
Blood Magic
Blood Sacrifice: Spell. Sacrifice 20% Health. If Target allys health is below 50% he is healed for 100-186% of the amount you lost.
Energy: 10 | Cast: 1 | Recast: 10
Curses
Crush Hope: Spell. Remove one enchantment. If that enchantment was a monk enchantment it is disabled for an additional 4-20 seconds.
Energy: 10 | Cast: 3 | Recast: 30
Mesmer No attribute
Counter Spell: Spell. If target foe is casting a spell, that spell is interrupted and Counter spell is replaced with the interrupted spell for 20 seconds.
Energy: 10 | Cast: ¼ | Recharge: -
Shadow Arts
Illusion of Self: Enchantment. For the next 8-56 seconds if your health falls below 20% and you will teleport to the place you cast this spell.
Energy: 10 | Cast: 2 | Recharge: 20
???
Supersede: Hex. For 4-12 seconds the next time targeted foe would target one of their allies with a spell that spell effects one of their foes if nearby instead and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20
Or
Supersede: Enchantment. For 4-12 seconds the next time a foe would target one of their allies with a spell that spell effects you instead if you are nearby and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20
ZonerZ
Monk:
Alter Formation
Casting Time: 1 Energy: 5 Recharge Time: 20
Target ally minion is transported to it's summoner. This may be used once on each minion per battle
Raised Protection lowers recharge time.
Alter Formation
Casting Time: 1 Energy: 5 Recharge Time: 20
Target ally minion is transported to it's summoner. This may be used once on each minion per battle
Raised Protection lowers recharge time.
Undivine
Goonter, you have some good ideas there. The only one that would make me pause is that curse one, "Crush Hope." That seems a bit strong to me.
I really like the others a lot though. A blood necro can help with the healing quite well. To give them a straight heal spells is just a natural extension. Perhaps it will help reduce the dependancy on monks.
I really like the others a lot though. A blood necro can help with the healing quite well. To give them a straight heal spells is just a natural extension. Perhaps it will help reduce the dependancy on monks.
Goonter
Thanks.
I was thinking that too about crush hope i stared at it for like 6 minutes thinking of what it needed to stay in some balance. If its spotted that easy I think my original intuition that it was overly strong was right.
I like the skill description.
maybe a 40 second recharge?
I was thinking that too about crush hope i stared at it for like 6 minutes thinking of what it needed to stay in some balance. If its spotted that easy I think my original intuition that it was overly strong was right.
I like the skill description.
maybe a 40 second recharge?
Guardian of the Light
Heres some
Rit
Spirit of my Flesh {E}
10-15 energy
60 recharge
Sacrifice 25% maximum health. You summon a lvl X spirit of flesh. This spirit attacks for 35-50 damage each hit. This spirit dies after 30 seconds.
Kind of like Flesh Golem for rits
Assassin
Tornado Stance
For X seconds you deal Y damage to ajacent foes. Tornado stance ends if you move.
Nerco
Destiny Bond {E}
For X seconds if target foe kills you in combat, that foes dies with you.
Monk
Dwawna's Love
Heal
All creatures (friend and ememy and foe) within radar are healed for 50-200 health.
Enchanting Light
Prot
Enchantment. For X seconds whenever target ally receives an enchantment that ally is healed for Y seconds.
Elementist
Lightening Storm
Air
Invoke a lightening storm at target foes location. For X seconds foes ajecent to that location take X damage this is doubled to any foes with water hexs.
Mesmer
Lust of Lyssa
Insiration
If you are below 5 energy you steal X energy from target foe.
Rit
Spirit of my Flesh {E}
10-15 energy
60 recharge
Sacrifice 25% maximum health. You summon a lvl X spirit of flesh. This spirit attacks for 35-50 damage each hit. This spirit dies after 30 seconds.
Kind of like Flesh Golem for rits
Assassin
Tornado Stance
For X seconds you deal Y damage to ajacent foes. Tornado stance ends if you move.
Nerco
Destiny Bond {E}
For X seconds if target foe kills you in combat, that foes dies with you.
Monk
Dwawna's Love
Heal
All creatures (friend and ememy and foe) within radar are healed for 50-200 health.
Enchanting Light
Prot
Enchantment. For X seconds whenever target ally receives an enchantment that ally is healed for Y seconds.
Elementist
Lightening Storm
Air
Invoke a lightening storm at target foes location. For X seconds foes ajecent to that location take X damage this is doubled to any foes with water hexs.
Mesmer
Lust of Lyssa
Insiration
If you are below 5 energy you steal X energy from target foe.
rong626
Cry Of Sadness-Mesmer-Domination-NRg cost 15-recharge- 1 sec-
Elite Skill.The caster loses 6-17 nrg and target foe is knockdoen for 3 seconds.
Hex Opeal-Monk-Protection-Nrg cost 15-Recharge time 25 secs-
Spell.Target other ally cannot cast any hexes for 5-15 seconds and ally is healed for 15-35 health for 5-15 seconds.
Death Language-Necromancer-Death-Nrg cost 25-Recahrge time 15 secs-
Elite Enchantment.For 15-23 secs,target foe deals 10 more damage and the attacks the caster receive is negated.With each sucessful negation,the caster loses 2 nrg.
Balthazar Balance-Warrior-Strength-Nrg Cost 10-Recharge time 15 secs-
Attack.Strike target foe for 15-25 damage and target foe attack skills are replaced with Balthazar Balance.
Sway Of The Gods-Assissian-Deadly Art-Nrg Cost 10-Recahrge time 15 secs-
Elite Skill.Shadow step to target foe location and deal 12-26 dmg for the next 10 seconds.
Urn Of Master Togo-Ritlist-Communing-Nrg Cost 25-Recharge time 60 secs-
Elite Skill.You hold Master Togo ashes.When dropped,u summon Master Togo which deals 19-31 dmg with each sucessful hit.This lasts for 15 seconds.
Elite Skill.The caster loses 6-17 nrg and target foe is knockdoen for 3 seconds.
Hex Opeal-Monk-Protection-Nrg cost 15-Recharge time 25 secs-
Spell.Target other ally cannot cast any hexes for 5-15 seconds and ally is healed for 15-35 health for 5-15 seconds.
Death Language-Necromancer-Death-Nrg cost 25-Recahrge time 15 secs-
Elite Enchantment.For 15-23 secs,target foe deals 10 more damage and the attacks the caster receive is negated.With each sucessful negation,the caster loses 2 nrg.
Balthazar Balance-Warrior-Strength-Nrg Cost 10-Recharge time 15 secs-
Attack.Strike target foe for 15-25 damage and target foe attack skills are replaced with Balthazar Balance.
Sway Of The Gods-Assissian-Deadly Art-Nrg Cost 10-Recahrge time 15 secs-
Elite Skill.Shadow step to target foe location and deal 12-26 dmg for the next 10 seconds.
Urn Of Master Togo-Ritlist-Communing-Nrg Cost 25-Recharge time 60 secs-
Elite Skill.You hold Master Togo ashes.When dropped,u summon Master Togo which deals 19-31 dmg with each sucessful hit.This lasts for 15 seconds.
Undivine
rong626, I'd say a lot of those are a bit overpowered.
One thing I want to point out specifically though, since it's relevant to other people in this thread, is that skills like Opeal will likely never exist in this game. If you look at all the skills there currently are in Guild Wars, none of them penalize an ally with the exception of ranger spirits (and those are indirect).
If a skill does have a penalty, it is always suffered by the caster, never the ally you put it on. There's good reason for that too. You're messing with your ally's role.
One thing I want to point out specifically though, since it's relevant to other people in this thread, is that skills like Opeal will likely never exist in this game. If you look at all the skills there currently are in Guild Wars, none of them penalize an ally with the exception of ranger spirits (and those are indirect).
If a skill does have a penalty, it is always suffered by the caster, never the ally you put it on. There's good reason for that too. You're messing with your ally's role.
rong626
i guess so but what are the chances of the skills ppl created here to be palced in guildwars?
i edit the skills to make more sensible
Cresent Sun-Ranger-Markmenship-Nrg cost 10-Recharge time 10 secs-
Attack.You shoot an arrow with deals 10-20 dmg.With each sucessful hit target foe is crippled for 10 seconds.If this attack misses,u lose 5 nrg.
Fearful God-Elementalist-Fire-Nrg cost 20-Recharge time 20 secs-
Elite Spell.You strike foe with 20-65 fire dmg and target for is knockdown and suffer buring for 10 secs.This spell causes double exhuastion.
i got more creative spells and skills for each profession just wait
i edit the skills to make more sensible
Cresent Sun-Ranger-Markmenship-Nrg cost 10-Recharge time 10 secs-
Attack.You shoot an arrow with deals 10-20 dmg.With each sucessful hit target foe is crippled for 10 seconds.If this attack misses,u lose 5 nrg.
Fearful God-Elementalist-Fire-Nrg cost 20-Recharge time 20 secs-
Elite Spell.You strike foe with 20-65 fire dmg and target for is knockdown and suffer buring for 10 secs.This spell causes double exhuastion.
i got more creative spells and skills for each profession just wait
nugzta
Reborn - Restoration Magic
Energy: 15/25 cast time: 5 secs Recharge: 60 secs
Binding Ritual. Create 4 ... 8 level spirit, any fallen ally in the area is ressurected with 15% health, zero energy and all of their skills disabled for 10 secs. The spirit takes 72 ... 58 damage for each ally ressurected. This spirit dies after 30 secs.
Not sure about the numbers and wether it's worth elite or not.
Energy: 15/25 cast time: 5 secs Recharge: 60 secs
Binding Ritual. Create 4 ... 8 level spirit, any fallen ally in the area is ressurected with 15% health, zero energy and all of their skills disabled for 10 secs. The spirit takes 72 ... 58 damage for each ally ressurected. This spirit dies after 30 secs.
Not sure about the numbers and wether it's worth elite or not.
rong626
Golden Weather-Ranger-Wilderness-Nrg cost 5-recharge time 45 secs-Natural Ritual-
Create a Create a level 1-8 Spirit.For pets within its range,pets deal 12 more dmg with each attack and the master of each pets loses 3 energy.
Begging Grenth-Nerco-Blood-Nrg cost 15-Recharge time 25-Enchantment upkeep -1
Elite Enchantment.While the caster is under Begging Grenth,the caster's cast blood magic spells 10-60% faster.If a spell is interrupted while this enchantment is active,Begging Grenth Ends.
Create a Create a level 1-8 Spirit.For pets within its range,pets deal 12 more dmg with each attack and the master of each pets loses 3 energy.
Begging Grenth-Nerco-Blood-Nrg cost 15-Recharge time 25-Enchantment upkeep -1
Elite Enchantment.While the caster is under Begging Grenth,the caster's cast blood magic spells 10-60% faster.If a spell is interrupted while this enchantment is active,Begging Grenth Ends.
rong626
Quote:
Originally Posted by nugzta
Reborn - Restoration Magic
Energy: 15/25 cast time: 5 secs Recharge: 60 secs Binding Ritual. Create 4 ... 8 level spirit, any fallen ally in the area is ressurected with 15% health, zero energy and all of their skills disabled for 10 secs. The spirit takes 72 ... 58 damage for each ally ressurected. This spirit dies after 30 secs. Not sure about the numbers and wether it's worth elite or not. |
Undivine
Quote:
Originally Posted by nugzta
Reborn - Restoration Magic
Energy: 15/25 cast time: 5 secs Recharge: 60 secs Binding Ritual. Create 4 ... 8 level spirit, any fallen ally in the area is ressurected with 15% health, zero energy and all of their skills disabled for 10 secs. The spirit takes 72 ... 58 damage for each ally ressurected. This spirit dies after 30 secs. Not sure about the numbers and wether it's worth elite or not. |
rong626
Kiss From The Clouds-Monk-Heal-Nrg cost 10-Recharge time 15 secs-
Elite Spell.Target ally is healed for 120 health and u lose half of the health of that target ally.
Leap Of The Mighty-Warrior-Swordman-6 adreline-Recharge time 15 secs-
Elite Attack.You lose all adreline and Strike target foe thrice which strike for 10 dmg each.
Elite Spell.Target ally is healed for 120 health and u lose half of the health of that target ally.
Leap Of The Mighty-Warrior-Swordman-6 adreline-Recharge time 15 secs-
Elite Attack.You lose all adreline and Strike target foe thrice which strike for 10 dmg each.
Roupe
Nethervoid spirit
Ranger (or my concept class nethermancer)
Create a level 1...8 Spirit. all creatures within its range, suffer from Energy Degeneration -1. This Spirit dies after 30...126 secon
(inspiration Facet of Darkness domain in Dragons lair)
Ranger (or my concept class nethermancer)
Create a level 1...8 Spirit. all creatures within its range, suffer from Energy Degeneration -1. This Spirit dies after 30...126 secon
(inspiration Facet of Darkness domain in Dragons lair)
rong626
Tied To The Earth-Elementalist-Earth-Nrg cost 25-Recharge time 45 secs-
Elite Spell.Send out a stone dagger which deals 15 dmg and target foe is knockeddown and is dazed for 5 secs.
Elite Spell.Send out a stone dagger which deals 15 dmg and target foe is knockeddown and is dazed for 5 secs.
nugzta
Oh crap I need to read all skills available before posting then. Although it's a bit different from mine.
One thing that bug me as ritualist is the slow casting spirits. Maybe ...
Ritual Haste
Spawning Power - enchantment spell
Energy 10 Cast 2 Recharge 45
For 12 - 24 secs, your binding rituals, nature spirits and animate creatures you perform casts 10% - 34% faster.
One thing that bug me as ritualist is the slow casting spirits. Maybe ...
Ritual Haste
Spawning Power - enchantment spell
Energy 10 Cast 2 Recharge 45
For 12 - 24 secs, your binding rituals, nature spirits and animate creatures you perform casts 10% - 34% faster.
rong626
erm..''your" means the caster casts slower not the foe..