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Elemental Cotton

Elemental Cotton

Frost Gate Guardian

Join Date: Nov 2006

E/Mo

I'm not currently feeling creative, but I do have an idea.

An air version of Meteor Shower! Minus the 25% armor penetration, of course. Would be nice to actually have an air AoE.

Sli Ander

Sli Ander

Wilds Pathfinder

Join Date: Jul 2006

Deep in Maguuma, by the Falls

Liberators of Agony

Mo/R

Quote:
Originally Posted by Elemental Cotton
I'm not currently feeling creative, but I do have an idea.

An air version of Meteor Shower! Minus the 25% armor penetration, of course. Would be nice to actually have an air AoE.
Storm's Wrath is the name of a similar skill from a comic book.

Storm's Wrath (E)
Cost 25 e
casting 5
Duration 10
Recast 60
Bolts of lightning rain down on area surrounding foe every 2 seconds. Any enemy struck suffers x to x damage and suffers from blindness for x seconds

I'm no expert on air magic, which is why this is a blatant copy of Meteors cost, etc. If someone would please tweak those and put a decent amount of damage in there, I would appreciate it. I put blindness in since Meteor causes knockdown, so might as well make it equally powerful.

But that's just my two cents

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Thanks Alleji for the defence, I'd not thought about it being a pve only skill but they do exist.(cap signet, lightbringer skills)

MithranArkanere, your elite and mine for ranger would be just too overwhelming a combo id say

Elementalist :

Iron Golem : Elite Spell - 30energy 3seconds 60seconds - Summon a lvl 5..22 Iron Golem. Iron Golem deals 5..50 earth damage with attacks and cannot be the target of spell.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Remember that there are ONLY 5,10,15 and 25 energy costs!
Any more energy must be stated on the skill description!

Ok, at first I though Elementalist should not call creatures, but... who cares?!

Here's a spell from Old Diablo I!

Fire Golem:
E:25 C:5 R:45
Elite Spell: You create in front of you a human-shaped mass of fire that will set on fire any adjacent enemy or ally.
The golem will try to get to adjacent range to the target foe and die.
When the golem dies, will explode dealing 30...120 fire damage to any ajdacent enemy.
It will die after 10...30 seconds.

Translation:
The golem goes to catch you, you better run or you'll receive a lot of damage, bodyblock it and you'll suffer burning and maybe receive the damage of the explosion.
Kill it and it will explode.

Notes.
The golem willbe invulnerable to any condition.
The golem will use an uninterruptalbe skill when reaching the target, that skill kills the golem.
The golem will move with character normal speed.
The golem can be speeded up with effects like enchantmens.
The golem can receive damge, but for healing skills it will be considered like a spirit. So it will only be healed by spirit healing skills.
The golem can't be crippled, but can be slowed down with effects like terraing effects, spirts or hexes.
The golem takes half damage from fire and double from water.
The golem won't leave a corpse, and nothing can prevent if from dying when the timer reaches 0 or if it used the kamikaze skill on its target, it will always die.
If the targts gets out or radar range of the golem or dies, the golem will go for nearest enemy. If there are no enemies on its radar range, it will just stand still and wait until its death by timer.

Elemental Cotton

Elemental Cotton

Frost Gate Guardian

Join Date: Nov 2006

E/Mo

Quote:
Originally Posted by Sli Ander
Storm's Wrath is the name of a similar skill from a comic book.

Storm's Wrath (E)
Cost 25 e
casting 5
Duration 10
Recast 60
Bolts of lightning rain down on area surrounding foe every 2 seconds. Any enemy struck suffers x to x damage and suffers from blindness for x seconds

I'm no expert on air magic, which is why this is a blatant copy of Meteors cost, etc. If someone would please tweak those and put a decent amount of damage in there, I would appreciate it. I put blindness in since Meteor causes knockdown, so might as well make it equally powerful.

But that's just my two cents
Heh, I can see anti-melee elementalists using it on a mob of melee fighters..

Althought I'd have preferred the knockdown effect. Makes a good combination for my lightning orb (which is easily missed -_-)

EDIT: Just got an idea for a couple of elementalist spells.
You know the aura of restoration, right? Well this spell is going to be similar in concept of a self-heal, but doesn't depend on casting spells.

Convert energy {E} (since this relates to energy, and Aura of Restoration is of Energy Storage attribute, it could be attributed to Energy Storage)
Cost 10e (to activate). Cast 1 or 1/4 seconds. Recharge 25

Spell description: You lose half your current energy and you are healed for 30%.....70% of the amount of energy you lost.

I could change the percentage to 100%... 136% but then the non-elementalist professions who don't rely on energy would start abusing it.. Also, Infuse Health have no recharge time, but Convert Energy does, because you don't lose health, you only lose energy, and the recharge time is there to prevent abuse as previously stated.

It'd be useful for some really quick healing.. at the price of losing energy. Since this spell heals for much more than aura of restoration, it could be Elite.

Second Idea: Energy Gift
Attribute: Energy Storage (It makes the most sense..)
Cost: Erm, hmm, probably 15 to activate it (So elementalists don't go around abusing it and acting like an energy supplier to the other players.)
Cast time: 1 or 2 seconds
Recharge time: 15 to 25.. (although the 25 seconds recharge would be inconvient for when you really need to use this spell, or I could change it to 60..)

Skill description: Lose 1/4 of your current energy. Target other ally gains 50%......100% of the energy you lost.

We have energy storage, so why not use it to help an ally out?

P.S. I'm aware that Energy Gift could be abused and used as a poor energy management.. hence the 15 energy cost and the long recharge time. Hmm, maybe I should go ahead and make it an elite..
So if anyone sees something flawed with my ideas, go ahead and point it out in a polite manner. I wouldn't want to unbalance the game.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Magnetic armor.
E:10 C:3/4 R:30
Enchantment For 10...60 seconds, you take double damage from any weapon attack, but anyone melee attacking you won't be able to attack again in 2...10 seconds.
(Attribute: Earth magic)

Notes:
The effect would be 'unremovable', not an hex.
Animation: Wouldd be very bright and recognisable.

Clord

Clord

Wilds Pathfinder

Join Date: Jul 2006

Finland

Victory Via Valour

Mana Cost 15
Recharge 60

The Great Elixir
Elite Skill. Does max alcohol effect what last 30...60 seconds. You are knocked down 4...1 seconds, every 1...7 second. All Warrior skills recharge 100...200% faster expect Elite Skills (Attribute Tactics).

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Mesmer:

Ring of Nullity [E]
Creates a ward-like effect (black, dark instead of light); in this area no rituals, wards, wells or other environmental effects occur. Hence it could counter ward camping, allow you to escape the effects of a nature ritual, negate the effect of a spirit like Recuperation or shut down wells.

Tabula Rasa [E]
This skill, when used, allows the selection of any non-elite skill you know and can use with your profession combination; it becomes that skill permanently, until you enter a new zone.

Basically just flexibility. Is it worth sacrificing an elite slot for a non elite? Hmm, maybe not, but it would allow it to act as a way to pack a counter; you can sub in based on what you face.

Sli Ander

Sli Ander

Wilds Pathfinder

Join Date: Jul 2006

Deep in Maguuma, by the Falls

Liberators of Agony

Mo/R

Quote:
Originally Posted by Sli Ander
Storm's Wrath is the name of a similar skill from a comic book.

Storm's Wrath (E)
Cost 25 e
casting 5
Duration 10
Recast 60
Bolts of lightning rain down on area surrounding foe every 2 seconds. Any enemy struck suffers x to x damage and suffers from blindness for x seconds


But that's just my two cents
Had a thought not long after I posted this. Lets have the big aoe for air damage deal dazed, instead of blindness. Or perhaps deal interrupts. This way we can have an Elite for Earth Magic which can deal blindness.

Sandstorm/Dust Storm: Same stats as above(approx) deals blindness with a short duration on anyone struck. That way(same as above with dazed or interrupts) if you leave the aoe attack you are only hampered temporarily by after affects. Enough to give the baddy an advantage, but nothing extreme like a 20 second blindness.
Now we have an elite storm for each line.

Wargod The Great

Ascalonian Squire

Join Date: Feb 2006

Why do we lag [DLup]

Mo/

Monk -Elite-"refreshing gauze" Remove all conditions from target ally.For 10-60 seconds target cannot be the target of bleeding,poison,or burn.PROTECTION 15 energy 1 second cast
25 second recharge.

Elementalist-Elite- "Siphon armor" Target foe takes 10-30 damage. for 5-30 seconds you gain 10-30armor and target foe loses 5-30 armor. EARTH MAGIC 10 energy 1 second cast 45 second recharge.

Warrior-Elite SHout- "thrive with energy" shout.for 1-12 seconds you attack 15% faster and gain +1 energy every time you hit with an attack.this shout reapplies every time you hit 0 energy.Nearby allies attack 15% faster only. 10 energy. TACTICS 45 recharge.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Bind Banshee
Chaining Ritual. You bind a lvl 0...12 Banshee spirit. After 10 seconds, the spirit will shout and any creature within it earshot range will die.
This spirit dies after 11 seconds.
(Attributte: Communing)

This will kill anything, friend or foe, spirit, undead or living, anthing.

Bind Banshee
Chaining Ritual. You bind a lvl 0...12 Banshee spirit. After 10 seconds, the spirit will shout and any creature within it earshot range will die.
This spirit dies after 11 seconds.
(Attributte: Communing)

This will kill anything, friend or foe, spirit, undead or living, anthing.

"Who let the dogs out?"
Elite Shout. Any ally withing earshot range with a living pet an their pets will have a +20 armor bonus for 10...30 seconds.
(Tactics)

"Who, who, who, who who?"
Elite Shout. Any ally withing earshot range with a living pet an their pets will have a +20 armor bonus for 10...30 seconds.
(Leadership)

(Sorry about the joke, XD)

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Elementalist

Tornado

15energy 3sec 60sec - Elite Air magic - This spell costs an additional 5 energy for every 3levels of air magic. Summon a tornado at target foes location for 1..8seconds. Target foe and adjacent foes take 10..50 damage every second and are knocked down, nearby foes take 5..30 damage per second and are crippled for 1..8seconds and foes in the area take 1..10damage per second and are bleeding for 1..8 seconds.

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

Quote:
Originally Posted by MithranArkanere
Bind Banshee
Chaining Ritual. You bind a lvl 0...12 Banshee spirit. After 10 seconds, the spirit will shout and any creature within it earshot range will die.
This spirit dies after 11 seconds.
(Attributte: Communing)

This will kill anything, friend or foe, spirit, undead or living, anthing.
I love the idea of a Banshee spirit that uses a 'shout' to do damage, although the skill would never be put into the game like this. It is far too overpowered and would cause loads of nuisance with idiots who'd put it up just to kill their own team in AB before the timer starts etc.

I'd make it a spirit like Pain, that does damage every second, but the Banshee spirit would do it to all enemies in the area every second, with a shout. "Aaaaaaaarrrrrghhhh!!!" or something similar :P

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

When the banshee wails, the human die.

It should be a one-hit death.
Put it any condition. Or more health, but the very low level is enough to kill her before she can wail.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Elementalist line:

Ruination Elite spell. Earth magic.

Cost: 15 energy, Cast-time: 25 seconds, recharge 5 seconds

(at 16 earth)
You begin to open a Door of Ruin. Each second, adjacent foes are struck 60 earth damage. After 5 seconds adjacent foes are crippled for 4 seconds and struck for 90 earth damage each second. After 10 seconds, nearby foes -suffer weakness for 4 seconds and are struck for 120 earth damage each second. After 15 seconds, foes in the area suffer Deep Wound for 4 seconds and are struck for 150 earth damage each second. After 20 seconds you become invulnerable and lose all but 1 health and energy. All nearby creatures suffer 200 holy damage each second. At 25 seconds, the Door of Ruin opens and all creatures within earshot die. Your life is consumed to close the door once again. Door of Ruin is disabled for additional time equal to it's duration.


A long one .

Break-down...
This is an ultimate spell. Impossibly strong, and with the right buffs, unstoppable. It deals damage during cast-time meaning it will damage as soon as you begin. Elementalists are famous for their ridiculously long cast-times. This one takes home the bacon.


Usage:
In use, it is designed to never finish. If you finish casting it, you open the door and lose your life. Even if you go beyond 20 seconds, while your granted invulnerability, like every devilish deal, there's a catch. You do insane damage to everything around you. Including allies while more or less being on deaths door.
To avoid this (tiny!) pit-fall, cast it only up until around 15 seconds to secure the deep-wound then kill it. Obviously interruption is your greatest enemy, and Mesmers and Rangers will be watering at the lips to devour you. Combat this by using Glyph of Concentration and watch the tears fall ^_^. Knockdown will obviously nail you also. Combat this by dropping Ward of Stability before you begin casting ^_^. Death is also a big concern! Combat this by praying your healer loves you.
This spell under the right conditions (snares, extended/multiple knockdowns,) is more or less death in a neat little box.


Counters:
Despite how insanely powerful this spell is, it has some major flaws. While there are numerous counters...

-Interrupts
-Knockdowns
-Mesmer's (Most notably OverLord)
-Ranger's packing Savage for the constant +29 damage.
-Any ranged attack full stop.

...The funniest thing is, all you need to do is, wait for it... move away.
It's a pbaoe spell afterall and while it's working, the elementalist can't even move let alone do anything. To just use it without fore-thought is stupid, as this spell can actually be just as completely useless as it is insanely powerful. It needs to get to around 10 seconds before the real insanity begins. Plenty of time to limp away ^_^.
Besides, death is by far the best interrupt in the game...
Considering all that, this spell is best used for relatively quick 5-10 second bursts. If you feel lucky, go for the 15 seconds. If you feel suicidally confident, go for the edge (24 seconds).


I can just fell the written abuse coming ^_^.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Timed explosion.
Spell. You set a timed explosion on target foe location. After 15...3 seconds, any enemy creature in the area will take 60...120 fire damage and will be set on fire for 1...6 seconds.

Note: Enemies in the area will hear a 'bip, bip, bip' in the last 3 seconds of the timer.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Well Frojack, id never abuse but i can see the exploit of your skill with Heros. You set one up casting it then use another to agro into it...

In pvp it would likely never get used and in pve would be way over powered...

You might concider droping the long cast time and making it an enchantment on you that slows your movement by 90%, when the enchantment ends you die unless its removed prematurely. This would make it more costly for an ele to use but still give him a way out with skills like the dervish signet that strips one of your enchants and heals.



To everyone thats posted here, WOW! A huge number of great ideas!

Keep them coming

Lafayette

Lafayette

Lion's Arch Merchant

Join Date: Dec 2005

Quote:
Originally Posted by Elemental Cotton
Convert energy {E} (since this relates to energy, and Aura of Restoration is of Energy Storage attribute, it could be attributed to Energy Storage)
Cost 10e (to activate). Cast 1 or 1/4 seconds. Recharge 25

Spell description: You lose half your current energy and you are healed for 30%.....70% of the amount of energy you lost.

I could change the percentage to 100%... 136% but then the non-elementalist professions who don't rely on energy would start abusing it.. Also, Infuse Health have no recharge time, but Convert Energy does, because you don't lose health, you only lose energy, and the recharge time is there to prevent abuse as previously stated.

It'd be useful for some really quick healing.. at the price of losing energy. Since this spell heals for much more than aura of restoration, it could be Elite.
Just thought I'd comment on this.

Say you've got 70 energy (after the 10 energy cost of casting) when you use it. Lose half energy means you're down to 35 energy and, at 12 energy storage, you're healed for 24.5 health (70% of 35). Which is a very bad heal, even more so for being elite. And this is assuming you're at full energy. If you need healing then obviously you've been in a battle, so one could assume you've been fighting (i.e. casting). If you've only got, say, 20 energy left (after 10 energy cost), you lose half energy to 10 total and you're healed for 7 health (70% of 10). 7-25 health healed every 25 seconds for a cost of half your energy (+10 more) and for an elite?

It would be a lot more effective if it were, for example, 80%...400%. With 12 energy storage, so 400% health gain of energy lost, if you cast it at 80 energy you'd again be down to 35 energy (lose 10 from cast then half from spell: 80->70->35), and healed for 400% of 35 = 140.

Even then, it's an extremely costly spell, as it heals for 140 health for 45 (!) energy (in this example; more or less healing comes from more or less energy cost) and, just as important, it occupies your elite slot.

Another idea is to make it a signet with a reduced recharge so it's more spammable and less costly. It wouldn't really be abused by other professions since, at zero energy storage, it's health effect is only 80%. Say a mesmer (or another caster) used it with 40 energy after casting. Lose half energy (20), so healed for 80% of 20 = 16. It's a very inefficient heal for an elite slot with a 10 (or 25) second recharge.

Further, elementalists are often pressured for energy unless they dedicate several skill slots, possibly including the elite slot (Glyph of Energy, Elemental Attunement, for example), to energy management. Having an elite spell that costs half your energy, or more, for only an average heal would make them less effective damage dealers (unless BiP powered). With a 25 second recharge and even an 80%...400% heal, I think it would be just a normal skill, not elite. If it had a 8-10 second recharge or so, and perhaps with being less energy intensive, it could be elite. Or, as an alternative idea, you could recover some of the lost energy with higher rank in Energy Storage. For example:

Signet, 1 second cast, 10 second recharge, Energy Storage attributed
Lose half your current energy. You are healed for 80%...400% of the energy lost. For each rank of Energy Storage, you gain one energy. This is an elite skill.


At 12 ES you'd be healed for 140 health (assuming 80 energy at start, as in above example) and it would cost 35 energy. Then you'd recover 12 energy for a total cost of 23 energy. Which is still costly, but more efficient I think. This of course could be improved upon a lot. Say, for example, a smaller heal (80%...300%) but recover two points of energy per ES rank. Then at 80 energy before casting, at 12 ES you'd have a 105 point heal (300% of 35) for 11 energy (35 energy lost + 12x2, with 0 casting cost).

[EDIT: As an afterthought, another example. Say you've got 20 energy and you use this (second) revised skill. You lose 10 energy (half current energy but with no casting cost (signet)) and you gain 300% of 10 energy so a 30 point heal. You gain 2 energy per rank in ES so you gain 24 energy (assuming 12 ES). So essentially you've got a 30 point heal and a 14 (24-10) point gain in energy. So in effect its energy management is better at lower energy levels while healing is lower. This reverses when you cast at higher energy levels.]

I really liked the idea, though, which is why I posted all of this. I just wanted to try make it a little more feasible. Elementalists need a self-heal that doesn't require them to cast, though Glyph of Restoration is a step in the right direction - better than Aura of Restoration in many cases (in my opinion) anyhow.

Tide to Go

Wilds Pathfinder

Join Date: Nov 2006

I War Torn I [Torn]

N/Me

fat burn mesmer spell
5 energy cast time 1 minute(lol)
this spell can only be used on Norgu you get this spell in a quest called (norgus fitness trainer) for 4 minutes Norgu cetches on fire as his fat burns this spell stops once his weight gets to 150.

Made In Ascalon

Krytan Explorer

Join Date: Jun 2006

None

Rt/

Aura of Mesmetic Chaos
Dervish Mysticism Elite Enchantment Spell
10 energy/ 1 second cast/ 20 second recharge
You deal 25...70 chaos damage to all adjacent foes. For 30 seconds, all of your attacks deal chaos damage. When this enchantment ends, all adjacent foes are dazed for 2...10 seconds.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by Crom The Pale
Well Frojack, id never abuse but i can see the exploit of your skill with Heros. You set one up casting it then use another to agro into it...

In pvp it would likely never get used and in pve would be way over powered...

You might concider droping the long cast time and making it an enchantment on you that slows your movement by 90%, when the enchantment ends you die unless its removed prematurely. This would make it more costly for an ele to use but still give him a way out with skills like the dervish signet that strips one of your enchants and heals.



To everyone thats posted here, WOW! A huge number of great ideas!

Keep them coming
Yes that is certainly a possibility but remember it's actually an aoe. Any ai enemy taking too much aoe damage will flee the area. You are right about pvp though. I guess this is one for those people who like to use the Deepfreeze > Glyph of Sacrifice > Meteor Shower > Death's Charge > Aoe style combinations. It's gimmicky. A one-time use thing which most good teams will never fall for again, but it's also an interesting dynamic.

Ruination introduces a new dynamic in that it's casting is the real spell, allowing it to have power but suitably gimp you enough to justify it. The length of time it continues for is completely flexible and you can float the time as you see fit. To make it an enchantment would actually be over-powered and under-powered at the same time, while ultimately less interesting .
It would be over-powered due to the ability to 'act' while the spell works. Add deaths charge or any teleport/shadow-step and you have a very real problem. People could just run around like suicide bombers, leaving the thing on just long enough, then port' in and nuke everything to oblivion.
Similarly, the need to use an additional slot for a dervish/monk skill to just remove it would be unacceptable for an elite. Though I guess a maintained enchantment could work, but that has it's own draw-backs.
The enchantment dynamic is old and pretty tired anyways. With so many skills available for removing enchantments, I wouldn't even want to experiment with this skill, let alone make a serious build out of it.

With Ruination, you are a living bomb. It thrives in environments where a team is competent at snaring (which isn't exactly hard in the Earth line with Ward Against Foes, Grasping Earth etc.) and constant knockdowns. To get the most out of it requires some planning and actually fore-thought. Similar to that of trying touse Channeling to nuke an area effectively (Destruction, Daoshen, Glaive, Kuurong, Spirit Rift etc). It's about time there we're more complex options than just 1,2,4,1 type spell-casting that's actually worth the trouble. Not saying Ruination is the answer, but it certainly is one. For how long will heal party spam, nuking, spiking etc. remain interesting? I for one am quite bored of it already...

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Lava Lake.
E: 15 C:3 R: 30
You create a lava lake on target foe location. During 1...10 seconds, any foe within location will be cripled and set on fire.
(Attribute: Fire Magic)

This just copyes the 'lava effect' you suffer in Ring of Fire lava terrains.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Quote:
Originally Posted by frojack
Yes that is certainly a possibility but remember it's actually an aoe. Any ai enemy taking too much aoe damage will flee the area. You are right about pvp though. I guess this is one for those people who like to use the Deepfreeze > Glyph of Sacrifice > Meteor Shower > Death's Charge > Aoe style combinations. It's gimmicky. A one-time use thing which most good teams will never fall for again, but it's also an interesting dynamic.
I had not thought of the deaths charge exploite. And you are right its something new with a totaly new style of use.

While I do like the challange of a new way to play I can't get the feeling this would be less usefull and more a case of one player sacrificing himself for either one dead enemy, the guy unlucky enough to not escape, or wiping out both teams.

One thing that certainly needs some thought is that if the caster can break the spell, ie take a step forward and any cast is interupted and the skill never needs recharging, then its way to easy to use. If the caster cant break the spell then its either interupt or death, might make it more balanced.

Still all in all a very creative idea.

I The General I

Pre-Searing Cadet

Join Date: Nov 2006

Revenge And Death Always

W/Mo

I hope you like my ideas


Finishing Stab (10 Adrenaline, 20 recharge)

Attack target foe. If that foe is knocked down, this attack strikes for +12...54 damage. If this attack kills target foe, it recharges instantly. (Attrib: Swordsmanship)

Final Stand (5 Energy, 1/4 Cast, 40 Recharge)

Elite Stance. If you less than 50% health, you attack 33% faster and gain double adrenaline for 3...8 seconds. This stance ends prematurely if you exceed 50% health. (Attrib: Strength)

Blood Of Accursed Souls (15 Energy, 5 Cast, 25 Recharge)

Elite Curse. For 5...13 seconds, target foe suffers -3...8 health degeneration. If this foe is suffering from a condition, they also suffer Weakness for 5...13 seconds (Attrib: Curses)

Shadow Double (25 Energy, 10 Cast, 120 Recharge)

Create a level 1...8 shadow double of yourself. This double can attack, but only strikes 13...50% of the damage you would normally cause and cannot use skills. This double dies after 20...44 seconds. (Attrib: Shadow Arts)

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by Crom The Pale
One thing that certainly needs some thought is that if the caster can break the spell, ie take a step forward and any cast is interupted and the skill never needs recharging, then its way to easy to use. If the caster cant break the spell then its either interupt or death, might make it more balanced.

Still all in all a very creative idea.
A very good point. I guess my description wasn't clear enough. The 5 second recharge is mandatory. Then theres the thing with duration adding to the cool-down. Even if you use it for only 3 seconds to deal 180 earth damage, you still need to wait 8 seconds to use it again (5+3). Plus energy is always going to be a concern (it costs 15 energy). Can't really keep spamming it now can you? .

Being able to end it whenever you want is the key to the skill. Therefore you don't need to kill any friendlies unnecessarily. Also you current 'play' may require you to make it only last exactly 6 seconds (who knows). Having the flexibility to do that isn't unbalanced in my opinion.
Seriously, most pbaoe spells are junk. Long cast-times, long recharge times, crappy adjacent range, and abysmal damage. In comparison to those, this may seem over-powered. As are 70% of the skills in the game...

Not A Fifty Five

Jungle Guide

Join Date: Apr 2006

Creating guild

Mo/

The Eternal Mists (Mesmer Elite) 5 E 1 cast 5 recharge

This hex does nothing. However, 3 copies of this hex last on the target for 1...9..10 seconds

Carl Butanananowski

Carl Butanananowski

Krytan Explorer

Join Date: Mar 2006

Arizona

We Have Big [Meat]

MESMER:

Demoralize, 5e, 1ct, 25r
Spell. Target foe loses 1..3 shouts.

legion_rat

legion_rat

Desert Nomad

Join Date: Aug 2006

668 the neighbor of the beast

TFK

A/

assassin
Shadow Armor 10 1 30 (elite enchantment) while in a stance you cannot be the hostile spells or attacks. This spell ends if you attack.

*note, this may seem over powered to a point, but enchantment stripping does away with it as it targets the spell not you. Also if you miss your timing
with stances you could be toast very quickly.


Ritualist
Soul from Flesh 15 2 45 (spirit) last for 5-20 secs, for every second alive when this spirit dies it does 1-10 damage too all foes within range.
<maybe elite>


~the rat~

-LiamB

-LiamB

Lion's Arch Merchant

Join Date: Apr 2006

Death be quick {e}

15e // 3/4 Cast // 25r

Skill. For 5-15 seconds, Each foe within earshot takes double the amount of damage they would normally take. (Strength)


All I can think off :P

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Monk

Elite - Champion of Light - 25energy 2sec 60sec - You lose all enchantments and suffer -15 health degen and your skills are all disabled for 30..10seconds. All foes in the area of effect suffor 2..15 Holy damage every second untill your dead. - Smiting prayers

note: for those that think the damage is too low keep in mind that a second monk could keep the caster alive for 60+seconds that equals out to 900+ damage if you dont get out of range. The degen will not stop until the caster is dead so death can be delayed but never avoided.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Thunderstorm
E:15 C:3 R:10
Spell. You create a thunderstorm in enemy foe location. For 1..12 seconds, one random enemy in the thunderstorm area will be struck for 3...30 lighting damage each second. A single enemy won't be struck more than 7 times. This spell has 25% armor penetration.
(Attribute: Air magic)

Note: The world record of someone being struck by a lighting and surviving is currently 7 times.

Elemental Cotton

Elemental Cotton

Frost Gate Guardian

Join Date: Nov 2006

E/Mo

Quote:
Originally Posted by MithranArkanere
Thunderstorm
E:15 C:3 R:10
Spell. You create a thunderstorm in enemy foe location. For 1..12 seconds, one random enemy in the thunderstorm area will be struck for 3...30 lighting damage each second. A single enemy won't be struck more than 7 times. This spell has 25% armor penetration.
(Attribute: Air magic)

Note: The world record of someone being struck by a lighting and surviving is currently 7 times.
Yay, another air AoE!

anima1991

Ascalonian Squire

Join Date: Jun 2006

Rt/A

Assassin: Sneak:
PvP:Enchantment. Your level indicator displays your level as one, everyone laughs at you and ignores you, as well as the fact that level 20 is now the lowest in random arena.
PvE:Stance. Your aggro circle shrinks, and enemies have a lower tendancy to follow you. This skill ends when you successfully attack.
Assassin: Assassination stab:
Elite Lead Attack. If under the effects of Sneak, and your target is currently not attacking, then you deal Shadow Step to target foe and deal +100 damage and this attack results in a critical hit.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Quote:
Originally Posted by Elemental Cotton
Yay, another air AoE!
Not really. It will hit only ONE target per second. So you won't see more than one yellow number at the same time.

It may target more than one enemy, but will hit only one.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

"There Can Be Only One!"
E:5 C:n/a R:30
Elite Shout. For each skill target foe has equiped that you also have equiped, that foe will take 6..60 damage. If target foe do not have any skill equiped that you have, you recover 5..25% of your maximum health and 1...10 energy. This skill ignores armor.
(Attribute: Tactics)

Note: This will deal 480 damage if target foe shares all your skills, more with Tactic runes, so... great to punish those who just use builds made by others and tested by others instead of getting their own, XD.

Ilusion of deaf-muteness.
E:10 C:1 R:30
Hex. For 3..15 seconds, target foe is dazed and cannot use shouts or chants. After that time, target foe will gain 3..1 energy points for each 5 seconds that foe was under the effect of this hex.
(Attribute: Illusion magic)

Scourge yelling
E:10 C:2 R:5
Hex. For 30 seconds, each time target foe is the target of a Shout or Chant, the yeller of that effect takes 15...63 holy damage.
(Attribute: Smiting Prayers)

Silencing Moth Powder
E:5 C:3/4 R:30
Skill. For 1...10 seconds, if any adjacent foe uses a chant or shout skill, that foe will take 5...50 earth damage and become dazed for 1...10 seconds.
(Attribute: Deadly arts)

Shadow

Shadow

Lion's Arch Merchant

Join Date: Aug 2005

None

"Enjoy the Silence!" Shout skill.
Energy: 10
For 5...20 seconds all foes in the area that use shouts or chants have them disabled for 1...15 seconds.
(Attribute: Tactics)

The Goggles. Elite signet.
Recast: 1 Second Cast: 1 Second.
This skill does nothing.
(Attribute: None)

??Ripskin

??Ripskin

Jungle Guide

Join Date: Jul 2006

Mo/

Monk Elite-

Dwaynas Blessing-Elite enchantment. For 5...15 seconds all your Healing Prayers cost 1...5 less energy and cast 1/2 seconds faster. When this enchantment ends, you lose 15...25 energy.
Healing Prayers
15 energy
3/4 cast time
20 second recharge

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Mantra of greed.
E: 5 C:0 R:20
Stance. For 60...156 seconds, enemies that use any skill copying skill on you or copying any of your skills will miss, lose 20 energy and all skills of that foe become disabled for 1..7 seconds.
(Attribute: Inspiration magic)

Note: This applies too if the enemy target any of his allies and copy one of your hexes.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

"Stop trying to hit me and hit me!"
Shout. After after 12...1 seconds, target foe is knocked down for 1...4 seconds and suffer weakness for 3...15 seconds. If that foe deals you damage with any melee attack or melee attack skill the effect of this shout ends and does nothing.
(Attribute: Tactics)

Energy Overload
E:25 C:1/4 R:15
Glyph. Next 5 elemental damage spells will deal 25%...250% more damage, but will cause exaustion.
(Attribute: Unlinked)

Note:
Spells causing exaustion will cause double exaustion with this glyph ()like casting that spell twice.
This will work on any spell dealing direct elemental damage (Fire, Cold, Earth, Lighting), not only elementalist ones.

ArcaneApostle

Ascalonian Squire

Join Date: Nov 2006

Mmm...need more elite!

Ranger [Elite] - Celestial Sight - 15 energy, 2s cast, 30s recharge, enchantment: For 5...20 seconds all attacks can travel through obstacles, but skills will have an increased energy cost of 5 and doubled recharge time.
(Attribute: Marksmanship)

Ranger [Elite] - Hidden in the Shadows - 25 energy, 6s cast, 60s recharge, enchantment: Enemies will be unable to detect the user for 5...25 seconds or until the user attacks or uses a skill. (PvP: Doesn't show up on radar, PvE: Halved aggro range; got no clue if this is overpowered; should be an assassin skill instead?)
(Attribute: Wilderness Survival)

Ranger [Elite] - Magic Arrow - 15 energy, 5s recharge, skill: If this arrow hits, it proceeds to attempt to hit the next closest target enemy for up to 4 hits or until it fails to do damage or the target is outside of the bow's normal range. Cannot hit the same target more than twice (Changes direction upon hitting a target, like a freaky barrage alternative)
(Attribute: Marksmanship)

Paragon [Elite] - "My blade is my guide!" - 25 energy, shout - For 5...15 seconds, all allies receive +10 armor against non-piercing weapons and deal and extra +5 damage with piercing weapons.

Offense-oriented shouts?!

Paragon [Elite] - "I laugh at you, little men!" - 25 energy, shout - For 5...15 seconds, all enemies in earshot have a -5% morale modifier (max. -10%).

Paragon [Elite] - "Shaddup!" - 20 energy, shout - All shouts in effect immediately end and no further shouts can be used for 5..10 seconds.

Oh, and Shadow's Goggles skill isn't just a joke skill, as it could mess with a number of 'Arcane' skills of the enemy. Oh, idea!

Mesmer (not elite?) - Arcane Decoy - 60s recharge - If any enemy uses a skill-stealing or skill-copying, er, skill on this character, they always steal/copy this skill, which is set to recharge. This skill only takes effect when not charging.