Ritualists and Assassin WILL be getting new skills... what do you think they will be

LuckyGiant

LuckyGiant

Krytan Explorer

Join Date: Aug 2005

New Zealand

Retired :)

If my sin doesnt see a decent teleport skill in critcal strikes (so can't be abused by /A) that isnt elite hes going to cry, because a sins advantage is suprise

Something similar to:

Leap of Faith 5e 30Recharge
Shadow step 20".... 100" (or whatever the aggro bubble is) to target foe, you take 50....20 damage
Attribute: Critical Strikes

At the moment 45 seconds for deaths charge (shadow arts) or dark prison (deadly arts) is too long to wait and aura 10e and has amazing utility but is an elite which limits combos since you'r 10e and an elite down when u get in there to combo.

Kid Divinity

Frost Gate Guardian

Join Date: Apr 2006

Zydian Coven

Rt/E

There can't be a Togo skill. Could you imagine going back to Cantha with that and dropping the poor guys ashes right in front of him? It's kinda rude.

Haggard

Haggard

Desert Nomad

Join Date: Dec 2005

Urmston, Manchester, UK

Greener Pastures [DVDF]

W/Rt

Quote:
Originally Posted by Paperfly
Allow me to introduce you to the newly buffed - and now quite powerful - Unsuspecting Strike.
I wondered how those Am Fah were hitting 180 on my mesmer..

Algeron Zolo

Algeron Zolo

Academy Page

Join Date: Jul 2006

Heroes Z

W/Mo

Okay, after reading some more skill ideas, I have some more of my own. Im trying to be creative, so forgive me if they're a little odd.

Failure Not An Option (elite)

Critical Strikes
(enchantment)

Cost:10e
Cast:2 sec.
Recharge: 45 sec.

This enchantment lasts 10...20 seconds. Target one enemy foe. Once targeted, target cannot be changed. Automatically shadow step to target. Attacks cost half energy, you attack 25% faster, and attcks cause +30% dmg.
If target foe dies, you shadow step to original location. You lose all energy, and cannot attack for 10...5 seconds.
If target foe does NOT die, you shadow step to a random location. You lose all energy, and lose 50%...25% maximum health, and cannot attack for 10...5 seconds.
If this enchantment is stripped BY A FOE, you shadow step to original location, and lose all energy.

Wow, thats a long skill to type. (but its my favorite )

Mind Daggers
(Shadow Arts)
Cost:5 energy
Cast: instant
recharge: 6 sec.

Target foe loses 4...10 energy, and you gain 8...20 energy.

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

That mind skill is stupidly overpowered.

Jeff Highwind

Jeff Highwind

Forge Runner

Join Date: Jul 2006

Grenth's Rejects [GR]

R/Mo

Agreed, make Recharge about 20-30 seconds.

sinican

Krytan Explorer

Join Date: May 2006

SAW

D/

Quote:
Originally Posted by Algeron Zolo
Okay, after reading some more skill ideas, I have some more of my own. Im trying to be creative, so forgive me if they're a little odd.

Failure Not An Option (elite)

Critical Strikes
(enchantment)

Cost:10e
Cast:2 sec.
Recharge: 45 sec.

This enchantment lasts 10...20 seconds. Target one enemy foe. Once targeted, target cannot be changed. Automatically shadow step to target. Attacks cost half energy, you attack 25% faster, and attcks cause +30% dmg.
If target foe dies, you shadow step to original location. You lose all energy, and cannot attack for 10...5 seconds.
If target foe does NOT die, you shadow step to a random location. You lose all energy, and lose 50%...25% maximum health, and cannot attack for 10...5 seconds.
If this enchantment is stripped BY A FOE, you shadow step to original location, and lose all energy.

Wow, thats a long skill to type. (but its my favorite )

Mind Daggers
(Shadow Arts)
Cost:5 energy
Cast: instant
recharge: 6 sec.

Target foe loses 4...10 energy, and you gain 8...20 energy.
better idea to make it not so overpowered

Hex
15e,1,45

Shadow step to target foe for 10...20sec, you attack 25% faster for +10...20dmg when this hex ends lose all energy and all attack skills are disable for 10...5sec

can be broken with hex removal... limits to one target... and provides your disadvantage

for your other

5e,1,12
Steal 4...10 energy from target touched for

Algeron Zolo

Algeron Zolo

Academy Page

Join Date: Jul 2006

Heroes Z

W/Mo

Quote:
Originally Posted by sinican
better idea to make it not so overpowered

Hex
15e,1,45

Shadow step to target foe for 10...20sec, you attack 25% faster for +10...20dmg when this hex ends lose all energy and all attack skills are disable for 10...5sec

can be broken with hex removal... limits to one target... and provides your disadvantage

for your other

5e,1,12
Steal 4...10 energy from target touched for

You're right, that is better. Thanks

Rawling

Academy Page

Join Date: Sep 2006

Me/E

I personally think that giving the Factions jobs Nightfall skills is not that good a thing.

Well, I mean, new skills are always good. But ArenaNet say that Prophecies, Factions and Nightfall are meant to be "chapters" rather than expansions.

Giving the Factions jobs Nightfall-exclusive skills and NOT giving the Nightfall jobs Factions-specific skills is an asymmetry which makes Nightfall seem an expansion on Factions rather than two chapters which can mutually benefit each other.
There will be a benefit for taking A and R characters over to Elona, but not for taking D and P characters over to Cantha.