Build a Skill!
Crom The Pale
Hello
Let us see just how creative the players are and if we can draw the attention of the dev team!
Keep things practical and as short as possible so they will read as many ideas as possible.
Here are some of mine, im startng with Elite Skills but you do not have to.
Warrior: Elite Skill - Iron Will - Your next stance can not be removed and lasts (25-75)% longer - Strength 5energy 1sec cast 60sec recharge
Monk : Elite Skill - Signet of Saviour - Target other ally is restored to full healh and for (15-5)seconds add damged delt to target is redirected to you - Divine Favor 1sec cast 20 sec recharge
Elementalist : Elite Skill - Glyph of Balthazars domain - Your next area of effect spell has its ranged increased to the size of agro circle and you lose all energy. This spell causes total exhaustion - no attribute 20 energy 3sec cast 60sec recharge
Ranger : Elite Skill - Melandru's Favor - You can tame (0-16)animals on a map. Each new pet gains armor and health equal to your existing pet and is affected by all pet skills. This skill ends when you enter a portal - Beast Mastery Preparation 15energy 2sec cast 60sec recharge
Necromancer : Elite Skill - Grenth's Aura - For (0-16)seconds target ally deals dark damage. If target strikes a foe with an enchantment he deals +(2-30) damage - Soul Reaping 15energy 2second cast 20sec recharge
Mesmer : Elite Skill - Lyssia's Grasp - For 10 seconds your hexes affect (0-4) enemy adjacent to target foe - Fast Casting 10energy 3sec cast 30sec recharge
Ritualist : Elite Skill - Spirit Lord - Summon a spirit lord. All spirits in the area of Spirit Lord gain 50 armor and deal double damage. This spirit dies in (10-60)seconds - Spawning power 15energy 3sec cast 60second recharge
Assasin : Elite Skill - Shadow Attacks - For (0-10) seconds your next attacks deal no damage to target. One nearby foe recieve the damage +(10-40) for each of your attacks - Critical Strikes 5energy 1sec cast 30sec recharge
Dervish : Elite Skill - Fearsome Stroke - Scythe attack. If your attacks hits it interupts targets action. If target was attacking you inflict bleeding and weakness for (1-10) seconds - Sycthe Mastery 15energy 1/4sec attack 15second recharge
Paragon : Elite Skill - Have Faith in Me - Chant. If your next attack skill hits all allies are healed for (25-65)health - Leadership 8adrenaline 1second cast
Let us see just how creative the players are and if we can draw the attention of the dev team!
Keep things practical and as short as possible so they will read as many ideas as possible.
Here are some of mine, im startng with Elite Skills but you do not have to.
Warrior: Elite Skill - Iron Will - Your next stance can not be removed and lasts (25-75)% longer - Strength 5energy 1sec cast 60sec recharge
Monk : Elite Skill - Signet of Saviour - Target other ally is restored to full healh and for (15-5)seconds add damged delt to target is redirected to you - Divine Favor 1sec cast 20 sec recharge
Elementalist : Elite Skill - Glyph of Balthazars domain - Your next area of effect spell has its ranged increased to the size of agro circle and you lose all energy. This spell causes total exhaustion - no attribute 20 energy 3sec cast 60sec recharge
Ranger : Elite Skill - Melandru's Favor - You can tame (0-16)animals on a map. Each new pet gains armor and health equal to your existing pet and is affected by all pet skills. This skill ends when you enter a portal - Beast Mastery Preparation 15energy 2sec cast 60sec recharge
Necromancer : Elite Skill - Grenth's Aura - For (0-16)seconds target ally deals dark damage. If target strikes a foe with an enchantment he deals +(2-30) damage - Soul Reaping 15energy 2second cast 20sec recharge
Mesmer : Elite Skill - Lyssia's Grasp - For 10 seconds your hexes affect (0-4) enemy adjacent to target foe - Fast Casting 10energy 3sec cast 30sec recharge
Ritualist : Elite Skill - Spirit Lord - Summon a spirit lord. All spirits in the area of Spirit Lord gain 50 armor and deal double damage. This spirit dies in (10-60)seconds - Spawning power 15energy 3sec cast 60second recharge
Assasin : Elite Skill - Shadow Attacks - For (0-10) seconds your next attacks deal no damage to target. One nearby foe recieve the damage +(10-40) for each of your attacks - Critical Strikes 5energy 1sec cast 30sec recharge
Dervish : Elite Skill - Fearsome Stroke - Scythe attack. If your attacks hits it interupts targets action. If target was attacking you inflict bleeding and weakness for (1-10) seconds - Sycthe Mastery 15energy 1/4sec attack 15second recharge
Paragon : Elite Skill - Have Faith in Me - Chant. If your next attack skill hits all allies are healed for (25-65)health - Leadership 8adrenaline 1second cast
RTSFirebat
Moved to suggestions forum.
aubray1741
Mesmer:
Rip Delusions [10 energy, 1s cast, 20s recharge] – Elite Spell. Remove one Mesmer hex from target foe. If a hex was removed this way, that foe becomes Dazed for (1..8) seconds. (Attr: Domination Magic)
Amplify Failure [5 energy, 1s cast, 30s recharge] – Hex Spell. For (1..10) seconds, the next time target foe's attacks fail to hit, that foe looses all adrenaline and (1..5) energy and Amplify Failure ends. (Attr: Illusion Magic)
Wastrel’s Lethargy [10 energy, 1s cast, 15s recharge] - Spell. For (5..18) seconds, target foe has 2 health degeneration while not attacking. (Attr: Domination Magic)
Deceptive Distress [5 energy, 1s cast, 20s recharge] – Hex Spell. For (1..45) seconds, whenever target foe would lose a hex prematurely, Deceptive Distress ends instead. (Attr: Illusion Magic)
Monk:
Dwayna’s Haste [5 energy, 1s cast, 20s recharge] – Enchantment Spell. For (5..15) seconds, you move 33% faster, but whenever you are struck by an attack, you lose 2..1 energy. (Attr: Divine Favor)
Healer’s Bond [5 energy, 2s cast, 10s recharge, -1 regeneration] – Enchantment Spell. While you maintain this enchantment on target ally, whenever you heal that ally, you are healed for the same amount of health.
Enchanter’s Sheath [5 energy, 1s cast, 20s recharge] – Enchantment Spell. For 1..45 seconds, whenever target ally would lose an enchantment prematurely, Enchanter’s Sheath ends instead. (Attr: Protection Prayers)
Surgeon’s Signet [1/4s cast, 8s recharge] – Signet. Target ally is healed for 30..126 health. If that ally was above 50% health, you lose 5 energy and Surgeon’s Signet takes an additional 10 seconds to recharge. (Attr: Healing Prayers)
Rip Delusions [10 energy, 1s cast, 20s recharge] – Elite Spell. Remove one Mesmer hex from target foe. If a hex was removed this way, that foe becomes Dazed for (1..8) seconds. (Attr: Domination Magic)
Amplify Failure [5 energy, 1s cast, 30s recharge] – Hex Spell. For (1..10) seconds, the next time target foe's attacks fail to hit, that foe looses all adrenaline and (1..5) energy and Amplify Failure ends. (Attr: Illusion Magic)
Wastrel’s Lethargy [10 energy, 1s cast, 15s recharge] - Spell. For (5..18) seconds, target foe has 2 health degeneration while not attacking. (Attr: Domination Magic)
Deceptive Distress [5 energy, 1s cast, 20s recharge] – Hex Spell. For (1..45) seconds, whenever target foe would lose a hex prematurely, Deceptive Distress ends instead. (Attr: Illusion Magic)
Monk:
Dwayna’s Haste [5 energy, 1s cast, 20s recharge] – Enchantment Spell. For (5..15) seconds, you move 33% faster, but whenever you are struck by an attack, you lose 2..1 energy. (Attr: Divine Favor)
Healer’s Bond [5 energy, 2s cast, 10s recharge, -1 regeneration] – Enchantment Spell. While you maintain this enchantment on target ally, whenever you heal that ally, you are healed for the same amount of health.
Enchanter’s Sheath [5 energy, 1s cast, 20s recharge] – Enchantment Spell. For 1..45 seconds, whenever target ally would lose an enchantment prematurely, Enchanter’s Sheath ends instead. (Attr: Protection Prayers)
Surgeon’s Signet [1/4s cast, 8s recharge] – Signet. Target ally is healed for 30..126 health. If that ally was above 50% health, you lose 5 energy and Surgeon’s Signet takes an additional 10 seconds to recharge. (Attr: Healing Prayers)
foo
Neat ideas, Crom!
Mike_version2
Warrior (elite). Primal Strike req 5 adren, melee attack: swing your weapon at target foe, if it hits target foe takes +10....24 damage and starts bleeding for 10....18 seconds, if target foe is knocked down, that foe also suffers from weakness or deep wound for 10 seconds.
all I can think of right now
all I can think of right now
Chewbacca Defense
Primal Scream Chant. For 5..17..21s, effects of all shouts will extend from earshot to longbow range. Shouts under Primal Scream will have a 50%..15%..5% chance of failure.
Bankai
All of the skills of the OP sound much more like celestial skills.
And would not fit in GW. Plus their recharge is way too long to be viable.
Spirit of cruelty
Create a lvl [something...soemthing] Spirit of Cruelty. This spirit's attacks inflict bleeding. 15e, 4c, 30r
And would not fit in GW. Plus their recharge is way too long to be viable.
Spirit of cruelty
Create a lvl [something...soemthing] Spirit of Cruelty. This spirit's attacks inflict bleeding. 15e, 4c, 30r
Chewbacca Defense
Chewbacca Defense [10e, 45r] Warrior Tactics Stance - For 5..15..17s, all damage taken by you is reduced by 5..15..20.
Not A Fifty Five
concept classes sub section.. add a skill subsection? XD gladiator arena after all has liike.. 5 sub sections
ddraeg cymru
Sin - side swipe - stance - for 8...16 seconds next melee attack used against you is dodged and hit target for something...something (dont play sin so dont know ) and target begins bleeding for 5...12 seconds. - shadow arts - 5 energy - 15 second recharge
derv - avatar of mimicry - elite form - for 30...46 seconds you mimic target ally your armour is increased by targets and your attacks deal targets chosen weapon damage this skill takes an additional 120 secs to rechargee.g ele wielding Fire staff - attacks deal fire damage ect - mysticism - 25 energy - 10 sec recharge
monk - reversal of pain - elite enchantment - if target foe is suffering from degen the degen is redirected to nearest enemy and that ally gains the degen he had as regen - protection prayers - 10 energy - 25 second recharge
ranger - mount - elite stance - you mount your pet and move 20% - 50% faster for 5...15 seconds this stance ends if you are knocked down - deast mastery - 10 energy - 30 second recharge
hehe i like them not sure bout dervish one tho thought id put sumin in ranger one would have awesome graphics on it...
derv - avatar of mimicry - elite form - for 30...46 seconds you mimic target ally your armour is increased by targets and your attacks deal targets chosen weapon damage this skill takes an additional 120 secs to rechargee.g ele wielding Fire staff - attacks deal fire damage ect - mysticism - 25 energy - 10 sec recharge
monk - reversal of pain - elite enchantment - if target foe is suffering from degen the degen is redirected to nearest enemy and that ally gains the degen he had as regen - protection prayers - 10 energy - 25 second recharge
ranger - mount - elite stance - you mount your pet and move 20% - 50% faster for 5...15 seconds this stance ends if you are knocked down - deast mastery - 10 energy - 30 second recharge
hehe i like them not sure bout dervish one tho thought id put sumin in ranger one would have awesome graphics on it...
ubard
whoa, with that avatar of mimicry it seems like you could do some crazy stuff.
like there's a full team of 8 mimicry guys, 1 guy uses it (thereby increasing his armor), and then another player uses it on the guy that just used it, and then another guy uses it on the last guy... and so on, until one guy has a rediculous amount of armor!
your Reversal Of Pain there looks very interesting too, although in that state it would be rediculously underpowered. Would need a much smaller recharge, and 5 energy cost for it too even be worth non-elite status imo
(i'll assume you mean target ally, not foe)
i'd so post some skills, if i could think of any... maybe i will.
like there's a full team of 8 mimicry guys, 1 guy uses it (thereby increasing his armor), and then another player uses it on the guy that just used it, and then another guy uses it on the last guy... and so on, until one guy has a rediculous amount of armor!
your Reversal Of Pain there looks very interesting too, although in that state it would be rediculously underpowered. Would need a much smaller recharge, and 5 energy cost for it too even be worth non-elite status imo
(i'll assume you mean target ally, not foe)
i'd so post some skills, if i could think of any... maybe i will.
Helcaraxe
Wheeeeee, imo mesmers inspiration is sooo broken, so here's a few ideas for it
Energy Burst {Elite} :5 energy, 1/4 cast, 20sec recharge: Lose all energy, (20%...100%) of the energy lost is divided between target touched ally and all adjacent allies.
Inspire Courage: 10 energy, 1 cast, 20sec recharge: For (5...20) seconds target ally is unaffected by slower attack speeds.
Luck: 10 energy, 1/2 cast, 15sec recharge: For (5...10) seconds target ally has a (5%...50%) chance to do double damage with any attacks or skills.
Drain Proficiency: 15 energy, 2 cast, 25 recharge: For (10...25) seconds target foe has (-1...-3) to all attributes. You gain the number of points lost to your Inspiration Attribute, for half of the duration of the hex.
Energy Burst {Elite} :5 energy, 1/4 cast, 20sec recharge: Lose all energy, (20%...100%) of the energy lost is divided between target touched ally and all adjacent allies.
Inspire Courage: 10 energy, 1 cast, 20sec recharge: For (5...20) seconds target ally is unaffected by slower attack speeds.
Luck: 10 energy, 1/2 cast, 15sec recharge: For (5...10) seconds target ally has a (5%...50%) chance to do double damage with any attacks or skills.
Drain Proficiency: 15 energy, 2 cast, 25 recharge: For (10...25) seconds target foe has (-1...-3) to all attributes. You gain the number of points lost to your Inspiration Attribute, for half of the duration of the hex.
ubard
here's some, i knew i could think of a few:
-MONK
Rejuvinating Wave [Healing Prayers Elite] - (5E, 2C, 7R,) For 5 seconds, this enchantment does nothing. After 5 seconds, all nearby allies are healed for 10...60 health and knocked down. All nearby foes are also knocked down.
Aura of Protection [Protection Prayers Elite] - (5E, 2C, 25R, -1Eregen) While you maintain this enchantment, all damage dealt too nearby allies is reduced by 2...13. When this enchantment ends, all nearby allies are healed for 30...80 health and lose one condition.
Empowering Wind [Healing Prayers Enchantment] - (10E, 1/4, 4R) Every 3 seconds, target ally is healed for 50...150 and is knocked down. This enchantment ends after 12 seconds.
Divine Price [Divine Favor Enchantment] - (5E, 1C, 15R) For 50 seconds, your armor is reduced by 45...30 , and monk spells you cast remove 1 hex.
Wrathful Burst [Smiting Prayers Elite] - (10E, 3C, 20R) Target foe takes 100...200 damage, and all nearby foes are knocked down.
Hand Of The Acolyte [Divine Favor Elite] - (5E, 1C, 10R) Target other ally is healed for 100 health and is teleported to you. (50% chance of failure with divine favor 4 or less)
-MESMER
Signet of Imbalance - (1C, 15R) If Target foe was knocked down or dead within 3...7 seconds, target foe is knocked down. (i can't remember if this is already a skill...)
i seem too be thinking that monks should be knocking things over... ah well.
i love hand of the acolyte... that's just cool.
wrathful burst is clearly simply designed for a spike build, but i gave it some 3 second recharge so it would be at least easy too interrupt/prot. You could easily use it too spike out two players while both monks are knocked down. (by the same spell)
you would, of course, need too be using cop or realese (sp?) enchantments with that divine price thing there.
rejuvinating wave + ward of stability might be a little overpowered.
-MONK
Rejuvinating Wave [Healing Prayers Elite] - (5E, 2C, 7R,) For 5 seconds, this enchantment does nothing. After 5 seconds, all nearby allies are healed for 10...60 health and knocked down. All nearby foes are also knocked down.
Aura of Protection [Protection Prayers Elite] - (5E, 2C, 25R, -1Eregen) While you maintain this enchantment, all damage dealt too nearby allies is reduced by 2...13. When this enchantment ends, all nearby allies are healed for 30...80 health and lose one condition.
Empowering Wind [Healing Prayers Enchantment] - (10E, 1/4, 4R) Every 3 seconds, target ally is healed for 50...150 and is knocked down. This enchantment ends after 12 seconds.
Divine Price [Divine Favor Enchantment] - (5E, 1C, 15R) For 50 seconds, your armor is reduced by 45...30 , and monk spells you cast remove 1 hex.
Wrathful Burst [Smiting Prayers Elite] - (10E, 3C, 20R) Target foe takes 100...200 damage, and all nearby foes are knocked down.
Hand Of The Acolyte [Divine Favor Elite] - (5E, 1C, 10R) Target other ally is healed for 100 health and is teleported to you. (50% chance of failure with divine favor 4 or less)
-MESMER
Signet of Imbalance - (1C, 15R) If Target foe was knocked down or dead within 3...7 seconds, target foe is knocked down. (i can't remember if this is already a skill...)
i seem too be thinking that monks should be knocking things over... ah well.
i love hand of the acolyte... that's just cool.
wrathful burst is clearly simply designed for a spike build, but i gave it some 3 second recharge so it would be at least easy too interrupt/prot. You could easily use it too spike out two players while both monks are knocked down. (by the same spell)
you would, of course, need too be using cop or realese (sp?) enchantments with that divine price thing there.
rejuvinating wave + ward of stability might be a little overpowered.
Helcaraxe
omg, hand of the acolyte is my best friend (if it existed). You couyld control those stupid aggro monkeys that want to aggro the entire shiverpeak mountain range. I think it should be healed for (25...100) though. Otheriwse any class could be healing for 100, and if it fails then they only wasted 5 energy ^_^
ubard
yeah, that's true.
10 second recharge though. Can't see many people dropping a differant elite of their own class to heal 100 every 10 seconds with a 50% chance of failure.
i was thinking kinda like a return in gvg for the entire team. hatcha!
of course, get a monk that's just hitting it all the time for the heal and you have some mad teammates that keep being dragged around the map
could stop a spike without being worried about being knocked down while you hit return.
changed it too target OTHER ally, since that's what i meant. :P
10 second recharge though. Can't see many people dropping a differant elite of their own class to heal 100 every 10 seconds with a 50% chance of failure.
i was thinking kinda like a return in gvg for the entire team. hatcha!
of course, get a monk that's just hitting it all the time for the heal and you have some mad teammates that keep being dragged around the map
could stop a spike without being worried about being knocked down while you hit return.
changed it too target OTHER ally, since that's what i meant. :P
Saphrium
Mesmer:
Illusion attribute:
Arcane Fragility(hex)
10energy 2cast 15 recharge
For 4-12 seconds, The next time target foe's enchantment or hex is removed, that foe takes 10-65 damage and dazed for 1-6 seconds.
Warrior:
Strength attribute:
Warrior's Instinct (Stance)
0energy 0cast 30 recharge 7Adrenaline
For 2-12 seconds, you attack 25% faster and immune to all conditions, but can not gain adrenaline. Warrior instinct ends if you use a skill.
Illusion attribute:
Arcane Fragility(hex)
10energy 2cast 15 recharge
For 4-12 seconds, The next time target foe's enchantment or hex is removed, that foe takes 10-65 damage and dazed for 1-6 seconds.
Warrior:
Strength attribute:
Warrior's Instinct (Stance)
0energy 0cast 30 recharge 7Adrenaline
For 2-12 seconds, you attack 25% faster and immune to all conditions, but can not gain adrenaline. Warrior instinct ends if you use a skill.
Jecht Scye
Necromancer:
Stygian Fear(Curses) - Elite Hex: Energy 15, Cast 3 sec, 30 sec recharge
For 10 seconds, all foes in the area suffer from weakness and have a -1 health degeneration
Animate Bone Dragon(Death) - Elite Spell: Energy 25, Cast 3 sec, 30 sec recharge
Exploit Nearest 2 corpses to summon a level 15...28 Bone Dragon. You can only have one Bone Dragon at a time.
Verata's Contempt(Death) - Spell: Energy 15, Cast 3 sec, 45 sec recharge
Kill all undead minions in the area. You sacrifice 8%....2% health for each minion killed.
Stygian Fear(Curses) - Elite Hex: Energy 15, Cast 3 sec, 30 sec recharge
For 10 seconds, all foes in the area suffer from weakness and have a -1 health degeneration
Animate Bone Dragon(Death) - Elite Spell: Energy 25, Cast 3 sec, 30 sec recharge
Exploit Nearest 2 corpses to summon a level 15...28 Bone Dragon. You can only have one Bone Dragon at a time.
Verata's Contempt(Death) - Spell: Energy 15, Cast 3 sec, 45 sec recharge
Kill all undead minions in the area. You sacrifice 8%....2% health for each minion killed.
The Millard
Ranger Beast Mastery skill
Beastial Sacrifice - Elite Skill - Energy 20, Cast 1, 45 sec recharege
Your pet takes all the hits for you until the pet has 25% health or less.
I don't know if this is any good or not just posting it because I'm bored.
Beastial Sacrifice - Elite Skill - Energy 20, Cast 1, 45 sec recharege
Your pet takes all the hits for you until the pet has 25% health or less.
I don't know if this is any good or not just posting it because I'm bored.
SoulFlayer
Sort of similiar skills, but..
Assassin Shadow Arts
Shadow of Empowerment [E]
e15 / c2 / r15
Hex. For 15 seconds target foe deals 5...15 more damage with attacks (including attack skills) and 10...20 more damage with all other skills. When this hex ends, target foe takes damage equal to 90...110% of the damage they dealt over the duration of this hex.
Mesmer Domination or Illusion
Share the Pain [E]
e10 / c2 / r10
Hex. For 10...15 seconds half the damage dealt by target foe is redirected to themselves.
Assassin Shadow Arts
Shadow of Empowerment [E]
e15 / c2 / r15
Hex. For 15 seconds target foe deals 5...15 more damage with attacks (including attack skills) and 10...20 more damage with all other skills. When this hex ends, target foe takes damage equal to 90...110% of the damage they dealt over the duration of this hex.
Mesmer Domination or Illusion
Share the Pain [E]
e10 / c2 / r10
Hex. For 10...15 seconds half the damage dealt by target foe is redirected to themselves.
Jeff Highwind
I got a few Ranger Ideas
Arm Shot {e} Bow Attack 15e, 20r (Marksmanship)
If Arm Shot hits, one skill in target's skillbar is disabled for 5...15...20 seconds. If this attack misses, Arm Shot recharges in half the time.
Beguiling Gas {e} Preparation 15e, 30r (Wilderness Survival)
For 4...8...9 seconds, Upon impact your arrows reduce the target's primary attribute by 1 for for 5...9...10 seconds and cause Dazed for 5...9...10 seconds.
Primal Lure Pet Attack 5e, 20r (Beast Mastery)
Your pet attacks target enemy then returns to yourside. If your pet takes damage, he gains 10...20...25 AL for 5...10...15 seconds
Archer's Focus {e} Stance, 5e 30r (Expertise)
For 10...20...25 seconds, you attack 25...15...10% slower but deal 10...40...50% more damage.
Arm Shot {e} Bow Attack 15e, 20r (Marksmanship)
If Arm Shot hits, one skill in target's skillbar is disabled for 5...15...20 seconds. If this attack misses, Arm Shot recharges in half the time.
Beguiling Gas {e} Preparation 15e, 30r (Wilderness Survival)
For 4...8...9 seconds, Upon impact your arrows reduce the target's primary attribute by 1 for for 5...9...10 seconds and cause Dazed for 5...9...10 seconds.
Primal Lure Pet Attack 5e, 20r (Beast Mastery)
Your pet attacks target enemy then returns to yourside. If your pet takes damage, he gains 10...20...25 AL for 5...10...15 seconds
Archer's Focus {e} Stance, 5e 30r (Expertise)
For 10...20...25 seconds, you attack 25...15...10% slower but deal 10...40...50% more damage.
Metasynaptic
Some seriously unbalanced skills here...
So, in the spirit...
"PWNED" Non-elite skill. cost 0, recharge 0. Stance. When you make an attack, even if the attack misses, you cause blind, dazed, poison, disease, cripple, weaken, burning, deep wound and bleeding for 10..60 minutes. You also hex your foe with 'Mark of the pwned', which causes target's spells to fail and attacks to miss, and energy degeneration of -100 for 5..10 hours. 'Mark of the pwned' cannot be removed by any spell or effect, and the foe must quit for it to be removed.
So, in the spirit...
"PWNED" Non-elite skill. cost 0, recharge 0. Stance. When you make an attack, even if the attack misses, you cause blind, dazed, poison, disease, cripple, weaken, burning, deep wound and bleeding for 10..60 minutes. You also hex your foe with 'Mark of the pwned', which causes target's spells to fail and attacks to miss, and energy degeneration of -100 for 5..10 hours. 'Mark of the pwned' cannot be removed by any spell or effect, and the foe must quit for it to be removed.
Spader
"Shut it" 8 adren war shout strenth
for the next 3 to 15 seconds the next shout fails. would effect allies and enemies only one shout would be blocked.
for the next 3 to 15 seconds the next shout fails. would effect allies and enemies only one shout would be blocked.
Crom The Pale
Some great ideas all!!
Here are some more of mine.
Warrior - Stance - Blind Fighting - 10energy 1sec 20sec : For 5..15 seconds while blind you have a 90% chance to hit with attacks. - Tactics
Assasin - Enchantment - Phantom Striker - 10energy 1/4sec 5sec : Shadow step to target foe. When phantom Striker ends you return to where you activated the skill. Phantom Striker ends when you land with an attack. - no attribute
Elemental - Enchantment - Energize! - 15energy 1sec 30sec : For 5..15 seconds all allies attacks deal lightning damage and have 20% sundering. - Air magic
- Hex - Flood Waters - 20energy 2sec 30sec : Target foe moves 10% slower for 5..15 seconds and takes +5..20 damage from lightning attacks. - Water magic
- Hex - Water Colum - 15energy 1second 20sec : Target suffers 1..4 health degen for 5..15seconds - Water magic
- Spell - Rain sheath - 5energy 2sec 20sec : For 3..20seconds allies can not be set on fire. - Water magic
- Enchantment - FireShield - 20energy 1sec 30sec : For 5..20seconds any foe striking you with a melee attack is set on fire for 1..4 seconds. - Fire magic
Keep them coming!!
Here are some more of mine.
Warrior - Stance - Blind Fighting - 10energy 1sec 20sec : For 5..15 seconds while blind you have a 90% chance to hit with attacks. - Tactics
Assasin - Enchantment - Phantom Striker - 10energy 1/4sec 5sec : Shadow step to target foe. When phantom Striker ends you return to where you activated the skill. Phantom Striker ends when you land with an attack. - no attribute
Elemental - Enchantment - Energize! - 15energy 1sec 30sec : For 5..15 seconds all allies attacks deal lightning damage and have 20% sundering. - Air magic
- Hex - Flood Waters - 20energy 2sec 30sec : Target foe moves 10% slower for 5..15 seconds and takes +5..20 damage from lightning attacks. - Water magic
- Hex - Water Colum - 15energy 1second 20sec : Target suffers 1..4 health degen for 5..15seconds - Water magic
- Spell - Rain sheath - 5energy 2sec 20sec : For 3..20seconds allies can not be set on fire. - Water magic
- Enchantment - FireShield - 20energy 1sec 30sec : For 5..20seconds any foe striking you with a melee attack is set on fire for 1..4 seconds. - Fire magic
Keep them coming!!
Quid Pro Quo
Glint's Claw {e} 5e 8r
Elite Scythe Attack. If Glint's Claw hits you deal +10..34 damage.
If target was below 25% health, this skill recharges immediatly.
(Attrib: Scythe Mastery)
Glint's Claw would have the same effect as Lyssa's Assault does with the claw scythe instead of whatever the scythe is suppose to be that appears when you use Lyssa's Assult. The attack speed would also be the same as Lyssa's Assult.
Balthazar's Finale 15e 4s 25r
Enchantment Spell. If damage drops your Health below 25%, Balthazar's Finale ends. When Balthazar's Finale ends all adjacent foes take 30...102 holy damage, you gain 8..18 Health for each foe successfully hit by this enchantment.
(Attrib: Mysticism)
Spell effect would be a circle with an image of Balthazar yelling in the middle with ornate symbols circling the outside of his portrait. The circle would be infront of the player and the sound effect would be a roar sound.
Balanced? Overpowered?
Elite Scythe Attack. If Glint's Claw hits you deal +10..34 damage.
If target was below 25% health, this skill recharges immediatly.
(Attrib: Scythe Mastery)
Glint's Claw would have the same effect as Lyssa's Assault does with the claw scythe instead of whatever the scythe is suppose to be that appears when you use Lyssa's Assult. The attack speed would also be the same as Lyssa's Assult.
Balthazar's Finale 15e 4s 25r
Enchantment Spell. If damage drops your Health below 25%, Balthazar's Finale ends. When Balthazar's Finale ends all adjacent foes take 30...102 holy damage, you gain 8..18 Health for each foe successfully hit by this enchantment.
(Attrib: Mysticism)
Spell effect would be a circle with an image of Balthazar yelling in the middle with ornate symbols circling the outside of his portrait. The circle would be infront of the player and the sound effect would be a roar sound.
Balanced? Overpowered?
Helcaraxe
great ones quid. I think you should tweak balthazar's finale a bit though. Maybe make it 1...3 energy per foe hit. That way it gives you the ability to make a comeback, or 'go out with a bang' which is what I think you were going for. having it heal for an amount competes with skills like faithful intervention, or the monks divine intervention.
Crom - Rain Sheath looks good, but it should be all allies 'in the area' otherwise it would be incredibly over-powered. It should be like a ward, only with a rain effect inside it. and with Energize! make it 'target' ally, not all allies.
Crom - Rain Sheath looks good, but it should be all allies 'in the area' otherwise it would be incredibly over-powered. It should be like a ward, only with a rain effect inside it. and with Energize! make it 'target' ally, not all allies.
Emik
One pointer...
Balthazars Finale does sound good but how long does this one last then?
Or is it something like Illusion of Weakness that gets triggered?
If it's the latter then this would be massive on a D/Me
Balthazars Finale does sound good but how long does this one last then?
Or is it something like Illusion of Weakness that gets triggered?
If it's the latter then this would be massive on a D/Me
Priest Of Sin
Feast Of Souls {E} Spell, 25 nrg, 60 recharge (death magic)
Exploit target corpse. 1...3 level 0...7 undead allies are animated. These expire after 13...30 seconds. You gain double soul reaping from each undead minion summoned by this spell.
Exploit target corpse. 1...3 level 0...7 undead allies are animated. These expire after 13...30 seconds. You gain double soul reaping from each undead minion summoned by this spell.
Sli Ander
Monk: Blessing 15 e, cast time 2, recharge 20
All allies in the area are healed for (x...50 health). Any undead foe near an ally is struck for (x...50) holy damage.
I'm a firm believer in the old school "healing prayers hurt undead" thingamajig. Also, possibly strengthen healing and damage, but make damage hurt any undead(including allies).
But that's just my two cents
All allies in the area are healed for (x...50 health). Any undead foe near an ally is struck for (x...50) holy damage.
I'm a firm believer in the old school "healing prayers hurt undead" thingamajig. Also, possibly strengthen healing and damage, but make damage hurt any undead(including allies).
But that's just my two cents
Kriel Drache
Okay, I have a couple at the moment
Elementalist: Superheat - Spell - Fire Magic- 10 Energy, 1 Second Casting Time, 15 Second Recharge Time - Target foe is struck for 30-70 fire damage. If target foe is holding an item, that foe suffers an additional 30-70 fire damage and they drop their item
Necromancer: Well of Sacrifice - Elite Well Spell - Death Magic - 15 Energy, 2 Second Casting Time, 10 Second Recharge Time - Exploit the nearest corpse to create a Well of Sacrifice. For 6-12 seconds, any Conditions suffered by all allies within the Well of Sacrifice are transferred to you
Elementalist: Superheat - Spell - Fire Magic- 10 Energy, 1 Second Casting Time, 15 Second Recharge Time - Target foe is struck for 30-70 fire damage. If target foe is holding an item, that foe suffers an additional 30-70 fire damage and they drop their item
Necromancer: Well of Sacrifice - Elite Well Spell - Death Magic - 15 Energy, 2 Second Casting Time, 10 Second Recharge Time - Exploit the nearest corpse to create a Well of Sacrifice. For 6-12 seconds, any Conditions suffered by all allies within the Well of Sacrifice are transferred to you
Helcaraxe
Invisibility: Mesmer Illusion Spell - Your target becomes invisible and untargetable by anyone for (1...8) seconds. 10e, 1/4 cast, 15 recharge
Elite verison of invisibility would also include: Foes adjacent to target are dazed for 5 seconds.
Ether Companion: Mesmer Illusion Spell - Summon an illusion of a great beast to aid in combat. At Illusion Attributes 1 and 2 this spells summons an ether Skale. At 3-5 this spells summons an ether Stag. At 6-8 this spell summons an ether Wolf. At 9-11 this spell summons an ether Tiger. At 12-14 this spell summons an ether Phoenix. And at 15 and above this spell summons the Ghostly Hero himself. The ether companion lasts for (15...60) seconds. 20e, 3 cast, 45 recharge
Disguise Spell: Mesmer Fast Casting Enchantment Spell - Your next (1...4) spells are un-interruptible and appear as a different random spell from your skill bar when your casting activation is viewed by other players. 5e, 2 cast, 20 recharge
Illusion of Death: Mesmer Illusion Enchantment - When you cast this enchantment, you die. After 10 seconds you are ressurected at full health and energy. Deaths caused by Illusion of Death do not cause death penalty. 15e, 1 cast, 20 reacharge
Elite verison of invisibility would also include: Foes adjacent to target are dazed for 5 seconds.
Ether Companion: Mesmer Illusion Spell - Summon an illusion of a great beast to aid in combat. At Illusion Attributes 1 and 2 this spells summons an ether Skale. At 3-5 this spells summons an ether Stag. At 6-8 this spell summons an ether Wolf. At 9-11 this spell summons an ether Tiger. At 12-14 this spell summons an ether Phoenix. And at 15 and above this spell summons the Ghostly Hero himself. The ether companion lasts for (15...60) seconds. 20e, 3 cast, 45 recharge
Disguise Spell: Mesmer Fast Casting Enchantment Spell - Your next (1...4) spells are un-interruptible and appear as a different random spell from your skill bar when your casting activation is viewed by other players. 5e, 2 cast, 20 recharge
Illusion of Death: Mesmer Illusion Enchantment - When you cast this enchantment, you die. After 10 seconds you are ressurected at full health and energy. Deaths caused by Illusion of Death do not cause death penalty. 15e, 1 cast, 20 reacharge
Helcaraxe
Quote:
Originally Posted by Crom The Pale
Some great ideas all!!
Here are some more of mine. Warrior - Stance - Blind Fighting - 10energy 1sec 20sec : For 5..15 seconds while blind you have a 90% chance to hit with attacks. - Tactics |
Dark Helmet
Unoriginal Was Dark Helmet
Communing
15 Energy/2 Second Cast Time/45 Second Recharge
Create a level 1...7 Spirit. For 10...22 seconds, any hex on a nearby ally is removed, and the spirit takes 30 damage.
Communing
15 Energy/2 Second Cast Time/45 Second Recharge
Create a level 1...7 Spirit. For 10...22 seconds, any hex on a nearby ally is removed, and the spirit takes 30 damage.
Jeff Highwind
If we are gonna bring Spaceballs into this...
"Keep Firing Assholes!" Shout 5e, 20r (Command)
Allies within Earshot attack 33% Faster and deal 25% less damage for 5...15 seconds. Ranged attacks are unaffected by the damage reduction.
"Keep Firing Assholes!" Shout 5e, 20r (Command)
Allies within Earshot attack 33% Faster and deal 25% less damage for 5...15 seconds. Ranged attacks are unaffected by the damage reduction.
Quid Pro Quo
Quote:
Originally Posted by Helcaraxe
great ones quid. I think you should tweak balthazar's finale a bit though. Maybe make it 1...3 energy per foe hit. That way it gives you the ability to make a comeback, or 'go out with a bang' which is what I think you were going for. having it heal for an amount competes with skills like faithful intervention, or the monks divine intervention.
|
As for it competing with Faithful and Divine Intervention, I don't believe it would because of the low health gain. If you had enough foes around you to heal you for any ammount that would be higher or just as high as Faithful or Divine then you are probably screwed anyway which goes back to what I said before.
Quote:
Originally Posted by Emik
One pointer...
Balthazars Finale does sound good but how long does this one last then? Or is it something like Illusion of Weakness that gets triggered? If it's the latter then this would be massive on a D/Me |
Thanks for the compliments.
Helcaraxe
*bump* we need to keep this thread alive and kicking.
and since I posted I guess I have to come up with a skill.
Bubble of Life: Monk Healing Enchantment - For 10 seconds target other ally gains (5...45) health per second. This enchantment ends if that ally becomes the target of a hex or condition. 10e, 1 cast, 5 recharge.
and since I posted I guess I have to come up with a skill.
Bubble of Life: Monk Healing Enchantment - For 10 seconds target other ally gains (5...45) health per second. This enchantment ends if that ally becomes the target of a hex or condition. 10e, 1 cast, 5 recharge.
Dead_Metal_Zero
Monk- Wind of Rejuvenation [E]- For 5 seconds, target ally and nearby allies are healed for 5...10 health per second and 5-10 additional health for each second this spell has been in effect.
15 en/2S cast/20s rc
15 en/2S cast/20s rc
MithranArkanere
-- Warrior --
Bull rush
Energy: 10. Recharge 20.
Stance. For 2..8 seconds, you move 25% faster, you cannot be knocked down and any adjacent foes will be knocked down. When this stance ends you'll be dazed and weakened for 8..2 seconds.
Bull rush ends if you are not moving.
(Attribute: Strenght)
Use? Someone cast an AoE skill that triggers when knocked down and the warrior runs all over the place knocking down people, XD.
So you must cast while moving in order to actually use it.
--Ranger--
Secret Attack
Elite Pet Attack. The pet will deal its unique attack depending on pet type.
Secret Call
Elite Shout. The pet will use its unique non-ofensive skill.
The attack and the skill will be different depending on pet groups, not for each one. 'Walking birds' will have one (Moa, Crane, Flamingo), 'Slithering reptiles' will have another (Lizard, Crocodile) and such.
This two skill would require any way for PvP characters to choose pets (maybe in creation or in the isle of the Nameless)
Be one
15 Energy, 2s Activation, 10s Recharge.
Elite Form. For 15...63 seconds, your pet dies an cannot be resurrected, you gain 33% our your pet's current HP (maximum to 160HP), you deal melee damage of the same type of your pet does and all your Pet Attacks will act as Melee attacks. When this skill finishes your pet will be resurrected with full health if you are alive. This skill is disabled for 120 seconds.
(Attribute: Beast Mastery)
There would be one form for each pet type, not pet themselves. Cranes, Flamingos, and Moas would share one form, same for Crocodiles and Lizards, and all the cats.
-- Necromancer --
Animate Corpse
Energy: 15 Casting 2s Recharge: 5seconds
Spell. You exploit nearest non-boss, non-unique non-unique creature corpse to raise the same creature at level 1...14. It will be only able to attack and will not use any skill.
(Attribute: Death Magic)
Animate Zombie
Energy: 25 Casting 2s Recharge: 15seconds
Spell. You exploit nearest non-boss, non-unique reature corpse to raise the same creature at level 1...12. It will be able to use all his non-monster and non-elite skills.
(Attribute: Death Magic)
Animate Undead
Energy: 15 Casting 2s Recharge: 45seconds
Elite spell. You exploit nearest non-boss, non-unique creature corpse to raise the same creature at level 2...18. It will be able to use all his non-moster skills.
(Attribute: Death Magic)
I call unique monsters: Shiro, Glint, Rotscale, and basically any monster at level 29 or greater :P.
Re-animated creatures will have brighter completely desaturated skins. They'll look like in greyscale, and a bit brighter.
They will never leave exploitable corpses.
-- Mesmer --
'Catchy lines'
Energy: 15. Cast:3 Recharge:20
Enchantmet. While you maintain this enchantment, any ally withing earshot of the target will copy shouts, chants, echoes and their remaining durations, if any, from any other adjacent ally or foe.
-- Paragon --
'Get Out of Face! ... NOW!!!'
Energy: 15 Recharge: 60
Elite shout.
After two seconds, foes not moving or moving slower than normal will be affected during 1..5 seconds like this:
All foes within earshot suffer from -1 health degeneration.
All foes in the area suffer from -2 health degeneration.
All nearby foes suffer from -5 health degeneration.
All adjacent foes suffer from -10 health degeneration.
(Attribute: Leadership)
This spell will only affect standing still creaures and slowed down ones, any other creature moving in the AoE will not be affected.
The text balloon will show 'Get out of my face!' after the two seconds, another will appear and show 'NOW!!'
To put it simply, See the 'Get out of my face!' and RUN.
Remember that each -1 HP degen means -2HP per second, that is,
The maximum effect at rank 12 woul be... 10*5*2=-100HP
Why too much? Increase recharge to 90 or 120, and/or time to 1..3 or 1..4 seconds, .
Bull rush
Energy: 10. Recharge 20.
Stance. For 2..8 seconds, you move 25% faster, you cannot be knocked down and any adjacent foes will be knocked down. When this stance ends you'll be dazed and weakened for 8..2 seconds.
Bull rush ends if you are not moving.
(Attribute: Strenght)
Use? Someone cast an AoE skill that triggers when knocked down and the warrior runs all over the place knocking down people, XD.
So you must cast while moving in order to actually use it.
--Ranger--
Secret Attack
Elite Pet Attack. The pet will deal its unique attack depending on pet type.
Secret Call
Elite Shout. The pet will use its unique non-ofensive skill.
The attack and the skill will be different depending on pet groups, not for each one. 'Walking birds' will have one (Moa, Crane, Flamingo), 'Slithering reptiles' will have another (Lizard, Crocodile) and such.
This two skill would require any way for PvP characters to choose pets (maybe in creation or in the isle of the Nameless)
Be one
15 Energy, 2s Activation, 10s Recharge.
Elite Form. For 15...63 seconds, your pet dies an cannot be resurrected, you gain 33% our your pet's current HP (maximum to 160HP), you deal melee damage of the same type of your pet does and all your Pet Attacks will act as Melee attacks. When this skill finishes your pet will be resurrected with full health if you are alive. This skill is disabled for 120 seconds.
(Attribute: Beast Mastery)
There would be one form for each pet type, not pet themselves. Cranes, Flamingos, and Moas would share one form, same for Crocodiles and Lizards, and all the cats.
-- Necromancer --
Animate Corpse
Energy: 15 Casting 2s Recharge: 5seconds
Spell. You exploit nearest non-boss, non-unique non-unique creature corpse to raise the same creature at level 1...14. It will be only able to attack and will not use any skill.
(Attribute: Death Magic)
Animate Zombie
Energy: 25 Casting 2s Recharge: 15seconds
Spell. You exploit nearest non-boss, non-unique reature corpse to raise the same creature at level 1...12. It will be able to use all his non-monster and non-elite skills.
(Attribute: Death Magic)
Animate Undead
Energy: 15 Casting 2s Recharge: 45seconds
Elite spell. You exploit nearest non-boss, non-unique creature corpse to raise the same creature at level 2...18. It will be able to use all his non-moster skills.
(Attribute: Death Magic)
I call unique monsters: Shiro, Glint, Rotscale, and basically any monster at level 29 or greater :P.
Re-animated creatures will have brighter completely desaturated skins. They'll look like in greyscale, and a bit brighter.
They will never leave exploitable corpses.
-- Mesmer --
'Catchy lines'
Energy: 15. Cast:3 Recharge:20
Enchantmet. While you maintain this enchantment, any ally withing earshot of the target will copy shouts, chants, echoes and their remaining durations, if any, from any other adjacent ally or foe.
-- Paragon --
'Get Out of Face! ... NOW!!!'
Energy: 15 Recharge: 60
Elite shout.
After two seconds, foes not moving or moving slower than normal will be affected during 1..5 seconds like this:
All foes within earshot suffer from -1 health degeneration.
All foes in the area suffer from -2 health degeneration.
All nearby foes suffer from -5 health degeneration.
All adjacent foes suffer from -10 health degeneration.
(Attribute: Leadership)
This spell will only affect standing still creaures and slowed down ones, any other creature moving in the AoE will not be affected.
The text balloon will show 'Get out of my face!' after the two seconds, another will appear and show 'NOW!!'
To put it simply, See the 'Get out of my face!' and RUN.
Remember that each -1 HP degen means -2HP per second, that is,
The maximum effect at rank 12 woul be... 10*5*2=-100HP
Why too much? Increase recharge to 90 or 120, and/or time to 1..3 or 1..4 seconds, .
Crom The Pale
Quote:
Originally Posted by Helcaraxe
this one looks overpowered, make it a 50% chance to hit, and a 30 to 45 seconds recharge.
|
Here are two more skills.
Elementalist : Ball Lightning - 20e 2sec 60sec - Send a ball of lightning at target foe, when it hits all enemys nearby take 25..75 lightning dmg and are hexed with Static Shock for 3..15 seconds, while hexed with static shock they suffer 5..15 lightning dmg every time they attack.
Necromancer : Invoke Lich - 10e 4sec 20sec - Resurect dead ally. That ally has Aura of the LIch on them for 5..60sec.(has half health/energy take half dmg from all sources) When Aura ends the ally dies, deaths of this maner do not incure death penalty.
Keep them coming!!
actionjack
Some Necro Skills to play with...
Bone Spear
5e | 1c | 5r Skill (Death)
Deal 15…54 physical damage to the target, and cause Bleeding for 1…15 seconds. You suffer Weakness for the next 10 seconds.
Armor of Bones
15e | 2c | 25r Enchantment Spell (Death)
For 20 seconds, increase your AL by 5…25, and any foe attacking you will suffer Bleed for 1…5 seconds.
Blood Bath
10e | 2c | 15r Enchantment Spell (Blood)
For 15 seconds, you gain +1…3 hp regen for every foe nearby that is suffering from Bleeding.
Servant to the Master
10e | 3c | 15r Spell (Death)
Scarifies 15% of you HP, and resurrect a fallen target ally with 25…75%hp. For the next 20 seconds, all damage you receive are half, with the other half suffer by the risen ally.
Dance of the Bones
25e | 3c | 20r Spell (Death)
Exploite all nearby corpses, and for each corpses exploite this way, will animate one level 1…10 Bone Marionette (up to max of 8). Bone Marionette start with health degen of 7.
Vampiric Kiss
10e | 2c | 12r Skill (Blood)
Touch Target foe to steal 15…50hp, and cause foe to Bleed for 1…8 seconds.
Vampiric Embrace
10e | 1c | 12r Skill (Blood)
Touch Target foe suffer 1…7 hp degen, and you gain 1…7 hp regen. This last for 5 seconds, and only if target foe remain in touch distance.
Relambrien
"I See Your Schwartz is as Big as Mine!"
Elite Shout. For (5...10) seconds, if target foe deals more damage than your weapon's maximum damage (minimum 30...18), that damage is reduced to your weapon's maximum damage (minimum 30...18). (Attrib: Tactics)
"That Sounds Like the Combination an Idiot Would Have On His Luggage!"
Shout. For (10...30) seconds, all allies have an additional 15% chance to hit enemies whenever the normal hit chance is lowered due to block, evasion, or misses. This skill cannot improve the chance for Assassin skills to hit out of combo order. (Attrib: Command)
I <3 Spaceballs.
Elite Shout. For (5...10) seconds, if target foe deals more damage than your weapon's maximum damage (minimum 30...18), that damage is reduced to your weapon's maximum damage (minimum 30...18). (Attrib: Tactics)
"That Sounds Like the Combination an Idiot Would Have On His Luggage!"
Shout. For (10...30) seconds, all allies have an additional 15% chance to hit enemies whenever the normal hit chance is lowered due to block, evasion, or misses. This skill cannot improve the chance for Assassin skills to hit out of combo order. (Attrib: Command)
I <3 Spaceballs.