Build a Skill!

Highstorm

Highstorm

Ascalonian Squire

Join Date: Aug 2006

Scotland

CGA

E/

Ranger

Tail Wind [Elite] (Expertise, 15 Energy, 2 Cast, 24 Recharge)
Perperation. For 12...24 seconds your bows range is increased by 50%.


Ele

Energy Pool [Elite] (Energy Storage, -1 Upkeep, 10 Energy, 3 Cast, 30 Recharge)
Enchantment. You can cast this spell on target ally. While this enchantment is in effect it can store 10...50 energy for later use. The enchantment holds 10 energy to begin with and the energy increases at a rate of 1 energy every 3 seconds. When this enchantment ends target ally recieves the stored energy. If this enchantment ends prematurely* target ally gains only a third of the stored energy.
* ie removed by a foe

Bloody Ether [Elite] (Energy Storage, 5 Energy, 1/4 Cast, 30 Recharge)
Enchantment. For 5...18 seconds you take 2...8 health degen. For every 2 points of health degen you gain 1 point of energy regen.


Necromancer

Blood Brother (Blood, -1 Upkeep, 5 Energy, 1 Cast, 30 Recharge)
Enchantment. Cast on target other ally.
When the ally under this effect takes damage an equal amount of health is stolen from the caster of this enchantment. The damage to the enchanted is negated by the stolen health.

bamm bamm bamm

bamm bamm bamm

Krytan Explorer

Join Date: Jul 2006

Mesmer:

Inspired Mimicry 5e 1/4c 30r - Spell. If target foe is casting a spell, the spell is interrupted and for (5...29) seconds Inspired Mimicry is replaced by that spell.

Overwhelming Sympathy [E] 10e 1c 10r - Elite hex spell. For (5...13) seconds, whenever target foe attacks, that foe takes (15...39) damage and an additional (1...3) damage for each attack the foe has made.

Tension 10e 3c 20r - Hex spell. For 10 seconds, whenever target foe uses a shout, that foe takes (35...119) damage.

Enervate [E] 10e 1c 10r - Elite hex spell. For (4...7) seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers (10...76) damage and loses all adrenaline.

Nothing really original, just twists on existing skills. Probably all overpowered.

EDIT: Just realized Inspired Thievery isn't really thievery, so changed the name.

Not A Fifty Five

Jungle Guide

Join Date: Apr 2006

Creating guild

Mo/

"AAAAAAAAAAAAAAAH!" Warrior Elite Shout 20 Strikes of Adrenaline.

Lose All Adrenaline: All foes in the area are knocked down for 3 seconds.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Hypnosis
Hex. Target foe's next 1...7 attack skills will target nearest ally within the range of that attack of that foe instead of the target that foe was targeting. If that foe has no allies within the range of that attack, the attack will fail.
(Attribute: Domination)

This will affect any melee or range attack, but if that foe has no allies near, his attack will just fail instead of hitting an ally.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Dervish

Punishment - Elite Scythe Attack : 5energy 1/4sec 20sec - if this attack hits it deals +5..35. If it strikes a burning foe it recharges instantly. Scythe mastery

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

"I'm your rival!"
Adrenaline:4
Shout. For 1...7 seconds, target foe can only attack or use skills on you, but you can't evade or block that foe's attacks.
(Attribute: Tactics)

Note. That foe would be still able to call targets and target other enemies, but would only be able to use any offesnive action with you.

Spader

Frost Gate Guardian

Join Date: Sep 2006

W/Mo

Since we like catchphrases...

Power Extreame (E) Skill =Streanth 10 Energy recast 20 secs exhaustion
for the next 3 to 15 seconds melee attacks gain double adren and deal +1 damage for every 2 ranks in strenth.

MrGuildBoi

MrGuildBoi

Desert Nomad

Join Date: May 2006

A/

Quote:
Originally Posted by Crom The Pale
Dervish

Punishment - Elite Scythe Attack : 5energy 1/4sec 20sec - if this attack hits it deals +5..35. If it strikes a burning foe it recharges instantly. Scythe mastery

Offtopic : D/E Fire scythe, Mark of Rodgort

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Quote:
Originally Posted by MrGuildBoi
Offtopic : D/E Fire scythe, Mark of Rodgort
Well I do have a Dervish/elemental......and his name is Vlad

In a side note I wounder how many posts we need here before they make this a sticky

TheBaron82

TheBaron82

Frost Gate Guardian

Join Date: Jan 2006

Ritualist: Elite Skill (Spawning) Rebirth and Renew: 15 E 2 sec 10 Recharge: For 30 seconds when target spirit die, a level 1...5 of the same spirit is created.

Ranger: Elite Nature Ritual (Beast) Biting Wind 15 E 5 sec 60 Recharge: Create a level 1..8 Spirit. All creatures within its range lose 7...15 Health each second while moving. Creatures with speed boost will take an additional 10...18 damage while moving.

Warrior:Elite Shout (Strength) "I will die another day!" 10 E 20 recharge: Remove All hexes and conditions on you. For 4...10 seconds, you have an additional 40...150 Health.

Paragon: Elite Shout (Command) "No Mercy!" 15 E 30 recharge: For 1...10 seconds all allies within earshot deal 10...25% more damage but have 10...25% less Health.

Dervish: Elite Enchantment (Earth) Melandru's Blessing 15 E 2 sec 20 recharge: For 30 seconds you have 50...100 maximum Health and gain 7...15 health for each successful hit.

Assasin: Elite Lead Attack (Dagger) Back Stab 10 E 8 recharge: This attack cannot be blocked or evaded. If you acheive a critical hit struck foe suffers from Deep Wound for 5...17 seconds and this attack count as an off-hand attack instead of Lead Attack.

Elementalist: Elite Enchantment (Air) Lord of the Sky 15 E 2 sec 30 Recharge: Lose all enchantments. For 5...17 seconds Air magic spells you cast does 50% more damage and recharge 50% faster.

Monk: Elite Enchantment (Smiting) Dwayna's Wrath 25 E 2 Sec 30 Recharge: For 5...10 seconds, all party members deal holy damage and whenever they takes attack damage, this spell deals 33% of the damage back to the source.

Mesmer: Elite Hex (Illusion) Butterfingers 25 E 2 Sec 30 Recharge: For 10...20 seconds, the next 1..3 times target foe attempts to attack, the attack is interrupted.

Necromancer: Elite Enchantment (Soul Reaping) Order of Lost Soul 25 E 2 Sec 0 Recharge. For 5 seconds, whenever a party member dies, a level 1..16 Neutral Lost Soul is summoned and the corpse is exploited. Lost Souls does not consider an animated undead and their health will not go down or up over time.

Here are some elites I have came up with. I have not read all of the previous posts so if the names and/or effect of these skills are duplicate it is unintentionally.

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 TheBaron82

Ranger: Elite Nature Ritual (Beast) Biting Wind 15 E 5 sec 60 Recharge: Create a level 1..8 Spirit. All creatures within its range lose 7...15 Health each second while moving. Creatures with speed boost will take an additional 10...18 damage while moving.

Necromancer: Elite Enchantment (Soul Reaping) Order of Lost Soul 25 E 2 Sec 0 Recharge. For 5 seconds, whenever a party member dies, a level 1..16 Neutral Lost Soul is summoned and the corpse is exploited. Lost Souls does not consider an animated undead and their health will not go down or up over time.
I like both of these(thanks for the elite Judge's insight/holy wrath combo too), especially as Soul Reaping doesn't have many skills attributed to it.
If anyone considers the Nature Ritual too powerful, then it could always be changed to a larger amount of cold damage instead of health loss. But I like it the way it is.

But that's just my two cents.

Helcaraxe

Helcaraxe

Krytan Explorer

Join Date: Jul 2006

On top of a mountain

A Bad Moon Rising [Moon]

Me/Mo

I still need a name for this skill.

15e, 20 recharge (Domination) - For 1...8 seconds, whenever target foe casts a spell that spell fails and a random spell from thier skillbar is cast instead.

This would be an effective shutdown for casters, much like the nerfed to death Blackout. However there would still be a 1 in 8 chance that the target casts the spell that they originally intended. Or, if the target only has 1 spell on their bar, this will have no effect. So, let's an ele goes to cast searing flames while hexed with this. Instead of casting searing flames, one other random spell from their bar will be cast instead, like glowing gaze. If their target is wrong, (ie. they are targeting a foe, but the random spell chosen is a rez) then they get lucky and the normal 'wrong target' message would appear.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Chaos Arcane Mimicry
E:5 C:2 R:10
Hex. For 7...60 seconds, anytime target foe uses a non-attack, non-adrenaline using skill this skill is replaced with the skill that foe is using, but you'll receive 1 point of damage for each point of energy the copyed skill costs.

Notes:
- This skill will deal user fixed 5, 10, 15 and 25 armor ignoring damage. Thus, enemy using signets will deal no damage to the user of this hex.
- This won't copy adrenaline skills.
- It won't be affected by other skills or attributes that affect energy cost. It only consider the cost in the skill description.
- The faster target foe uses her skills, the faster the mime must go.
- If this hex is removed, the skill wil return to normal and recharge.
- If this hex is removed and the user of this skill copyes and maintan an enchantment, the maintained enchantment will be lost.

Torpoon

Frost Gate Guardian

Join Date: May 2006

Abbadons Endings

R/Mo

This may of been said already but heres my idea

Ranger Preperation: Piercing Arrows, lasts 24 seconds deals 5-15 extra damage. Once arrows hit target enemy, they continue to fly through that enemy and on to the next.

Highstorm

Highstorm

Ascalonian Squire

Join Date: Aug 2006

Scotland

CGA

E/

Ele

Glyph of Extension - 10 Energy, 1 Cast, 30 Recharge
The next spell takes twice as long to cast but lasts twice as long. If a spell is affected by this Glyph the Glyph takes an additional time to recharge based on the new duration of the spell*.

* ie if a 10 second spell was Glyphed then the Glyph would take (30 + 2*10) seconds to recharge.


Glyph of Quickening - 5 Energy, 1 Cast, 30 Recharge
Your next spell casts twice as fast but costs an additional 10 energy.


Mesmer

Rebound - Domination, 15 Energy, 1/4 Cast, 45 Recharge
Hex Spell. This Hex lasts 2 seconds. The next time target foe casts an offensive spell the caster becomes the target of that spell. The spell is then counted as to be aligned to the caster* of the Hex for purposes of spread damage (if any). The damage of the rebounded spell is 25...100% of the total.

* ie cast as you would an interrupt. If your target was an Ele casting fireball then it would drop to his feet and damage him (and any of HIS adjacent allies).


Reflect [Elite] - Domination, 10 Energy, 3 Cast, 60 Recharge
Hex Spell. Target foe becomes hexed with Reflect for 10 seconds. The next 1...3 spells cast by allies of that foe are reflected to the caster of the hex instead*.

* ie heals or enchants get sent to the mesmer and not the intended target.

Yes, now that I come to put pen to paper (as such) I've come to realise that Reflect is really quite broken. Still, I like the idea so I thought I'd put it down anyway ^.^

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Chaotic Slot
E:5 C:1/4 R:0
This skill will be ramdomly replaced with any other one unlocked in your account for any of your two current proffessions. If you do not use the skill in under 2 seconds, it will return to normal. If you use te new skill, it will be in the skillbar for 300 seconds.
(Attribute: none)

Note: This won't turn into any skill of a campaing you do not own or a skill you have not unlocked already.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by Highstorm
Ele

Glyph of Extension - 10 Energy, 1 Cast, 30 Recharge
The next spell takes twice as long to cast but lasts twice as long. If a spell is affected by this Glyph the Glyph takes an additional time to recharge based on the new duration of the spell*.

* ie if a 10 second spell was Glyphed then the Glyph would take (30 + 2*10) seconds to recharge.


Glyph of Quickening - 5 Energy, 1 Cast, 30 Recharge
Your next spell casts twice as fast but costs an additional 10 energy.


Mesmer

Rebound - Domination, 15 Energy, 1/4 Cast, 45 Recharge
Hex Spell. This Hex lasts 2 seconds. The next time target foe casts an offensive spell the caster becomes the target of that spell. The spell is then counted as to be aligned to the caster* of the Hex for purposes of spread damage (if any). The damage of the rebounded spell is 25...100% of the total.

* ie cast as you would an interrupt. If your target was an Ele casting fireball then it would drop to his feet and damage him (and any of HIS adjacent allies).


Reflect [Elite] - Domination, 10 Energy, 3 Cast, 60 Recharge
Hex Spell. Target foe becomes hexed with Reflect for 10 seconds. The next 1...3 spells cast by allies of that foe are reflected to the caster of the hex instead*.

* ie heals or enchants get sent to the mesmer and not the intended target.

Yes, now that I come to put pen to paper (as such) I've come to realise that Reflect is really quite broken. Still, I like the idea so I thought I'd put it down anyway ^.^

Reflect is very, very cool. The Glyph ideas are also interesting...

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Frozen Assault (water hex spell)
Target foe takes 8-40 cold damage and for 5-15 seconds target's attack speed is reduced by 25%.
15 energy 1 cast 20 recharge

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

Quote:
Originally Posted by Winterclaw
Frozen Assault (water hex spell)
Target foe takes 8-40 cold damage and for 5-15 seconds target's attack speed is reduced by 25%.
15 energy 1 cast 20 recharge
Nice to see a water hex that doesn't just slow movement.

Quid Pro Quo

Quid Pro Quo

Wilds Pathfinder

Join Date: Jul 2005

Divine Sweep 5e 4r
Scythe Attack. If this attack hits you deal +1.. 25 damage. If target foe has less Health then you, you and all allies in the area gain 10.. 40 Health. (Attrib: Scythe Mastery)


Animation could be a scythe attack with a burst of blue light exploding on the enemy target.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Dervish

Ethereal Scythe Attack : 10e 1sec 10sec - If you are under any enchantments you steal 1..10 energy from each foe you strike with this attack, this attack cannot be evaded or blocked. - Sycthe mastery

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Ilussion of Death
Illusion magic. It target enemy is under 20%...80% heath, target foe will lose all health. After 10...20 seconds, that foe will resurrect with full health and energy. Diying by this skill won't increase Death Penaly neither Death count.
(Attribute: Illusion magic)

TheBaron82

TheBaron82

Frost Gate Guardian

Join Date: Jan 2006

Quote:
Originally Posted by MithranArkanere
Ilussion of Death
Illusion magic. It target enemy is under 20%...80% heath, target foe will lose all health. After 10...20 seconds, that foe will resurrect with full health and energy. Diying by this skill won't increase Death Penaly neither Death count.
(Attribute: Illusion magic)
It sounds good but it's overpowered, good to lock down ghostly?

Sparda

Sparda

Lion's Arch Merchant

Join Date: Nov 2006

The Netherlands

N/

Death Magic

Animate Hell Hound Horror:

Exploit nearest corpse to animate a level 1-14 Hell Hound.
When ever Hell Hound Attacks there is a 10% change of inflicting Desease on that target.

Energy cost 25.
Casting time 3 Seconds
Rechare time 15 Seconds

I hope you like it

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

End to the Slaughter.
E:10 C:3 R:30
Binding Ritual. Create a level 1..7 Spirit who dies after 15..39 seconds. If more than one party member dies within its range at the same time, they are resurrected instantly with 10..33% health and 0 energy.
(Attribute: Restoration Magic)

Notes:
This will only trigger if the party members die due to the same skill, exactly at the same time.
If the skill deal multiple AoE attacks (Like Meteor Shower) only the same strike will trigger this.
Health degeneration wont trigger the effect.

Isaac Rahl

Isaac Rahl

Ascalonian Squire

Join Date: Dec 2006

2 steps away from reality

The Guardians of Loyalty [HOPE]

R/E

Dervish-Avatar of Abaddon [E]
E:20 C:2 R:10
Elite Form. For 15...63 seconds, each time you activate a skill you have a 10...40% chance to knock down target foe, and each of your attacks has a 10...40% chance to remove a stance or enchantment from target foe. And your attacks deal cold damage. This skill is also disabled for 120 seconds.
Attribute-Mysticism

Not sure if this would be overpowered. If it is percentages could be decreased. Skill could be captured from a boss in Abaddon's gate.

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

I would read all of the suggestions here, but I do not have the time, so I'll post mine:
Solar Flare: 25 energy, 1 second casting, 10 second recharge - Spell. Target foe and adjacent foes are struck for 7-91 fire damage. For each hex you are suffering, this attack deals 3-23 more fire damage. Fire Magic.

Magma Hammer: 25 energy, 3 seconds casting, 15 second recharge - Spell. Target foe is struck for 10-78 fire damage and is set on fire for 1-3 seconds. Fire Magic.

Bone Crusher: 15 energy, 2 second casting, 20 second recharge - Spell. Launch a giant boulder at target foe. If it hits it deals 8-67 earth damage and target foe suffers from weakness and is crippled for 5-10 seconds. Earth Magic.

Spiked Ground: 10 energy, 2 second casting, 10 second recharge - Spell. Create a spiked area in your area for 5 seconds. Each second a foe is in the spiked area, that foe receives 10-23 earth damage and is crippled for 1-2 seconds.

Ice Constrictor: 15 energy, 1 second casting, 8 second recharge - {Elite Hex Spell} Freeze your target opponent. Target foe cannot move for 1-3 seconds unless hit by a fire attack. This spell deals no damage. Ice Magic.

Windburn: 10 energy, 1 second casting, 10 second recharge - Spell. Target foe is struck for 1-51 cold damage and receives a deep wound for 1-5 seconds. Air Magic.

Stealth Arrow: 10 energy, 10 second recharge - Elite Skill. All preparations are removed. Fire a stealth arrow 3 times faster than usual at target foe and deal +5-22 damage. This attack cannot be blocked or evaded. Marksmanship.

Bow Slash: 5 energy, 1 second casting, 8 second recharge - Skill. Hit target touched foe with your bow and deal 10-51 damage. Expertise. (Note: This attack can be blocked or evaded if the foe uses the skill to do so. This will make it not as favorable for touchers to use.)

Twin Blade: 8 adrenaline - Sword Attack. While wielding a sword, hit target foe twice. The first attack deals +1-13 damage and the second attack deals +1-5 damage and if it hits, target foe starts bleeding for 1-15 seconds. If target foe is already bleeding, it is extended for an extra 5 seconds. Strength.

Plague Chop: 5 adrenaline - Axe Attack. Hit target foe and deal +5-15 damage and target foe is diseased for 1-10 seconds. Axe Mastery.

Comet Smash: {Elite Hammer Attack} 15 energy 20 second recharge. Hit target foe and deal +1-34 damage and knock the foe down. If the foe is already knocked down, that foe suffers a deep wound and weakness for 1-10 seconds. Strength. (Note: Not everybody would like Thumpers to have this skill, that's why it is under the strength category so Thumpers won't be overpowered.)

This is all I can think of right now. But do not criticize the skills with notes on them unless you have read them, and clearly understood them.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Warrior

Elite Sword Attack

Omni Slash : 5energy 1/2sec 20sec - Strike target foe for +2..24 dmg, if target is suffering from deep wound this skill instantly recharges, this attack cannot be blocked or evaded.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

Elementalist, Energy Storage
Elemental Rush {E}: 10 energy, 30 sec recharge. Elite Stance. For the next 10 seconds, your attacks strike for their original damage plus the damage the last attack struck for. After this stance ends, you lose all adrenaline, energy, and 300 health. If this stance is removed prematurely, the attacker takes 10...100 damage.

Flesh Of The Master, necromancer, death magic, 1/4 cast time, 10 energy, 60 second recharge. For 10...40 seconds, all health degeneration suffered by your minions is transfered to you. After this enchantment ends, you gain 20...300 health. You must be in command of 10...8 minions or this spell fails.

Animate Ally, necromancer, death magic, 3 sec cast time, 15 energy, 10 second recharge. Spell. Target ally is ressurected at full health and full energy and deals +10...30 damage with it's attacks, but target ally is classified as Undead and takes double holy damage, and suffers -10...-5 health degeneration. After 10...60 seconds, target ally dies. Death Penalty is not applied in this death.

Eh.. a little overpowered, but man they'd be fun in PvE.

shardfenix

shardfenix

Banned

Join Date: Dec 2005

Il Power Overwhelming Il [HaX]

Avatar of Touch Rangers (hex)
10e, 1s, 30r
For 30 seconds, target foe has -30 health regen and you have +30 life regen. If that foe is moving, that foe suffers -20 health degen instead and you gain +20 health regen instead.

Avatar of Ritualists (enchantment)
5e, 1/4s, 0r, -1u
While you maintain this enchantment, your monk spells have twice the normal range, and your ranged attacks have twice the normal range.

Avatar of Mending Wammo (Elite Form Spell)
10e, 2s, 15r
For (15...80) seconds, you become a Mending Wammo. You have +3 health regen and your Healing Breeze costs 5 less energy to cast.

And now a serious skill
Avatar of Kormir (Elite Form Spell)
(nots: this skill is broken as hell, but so are all the other forms so who cares)
15e, 2s, 15r
For (15...80) seconds, you become an Avatar of Kormir. Your attacks can't miss. While blinded, your attacks deal +(10...40) damage and have an additional 33% chance of being a critical hit.

Arcanis the Omnipotent

Arcanis the Omnipotent

Jungle Guide

Join Date: Sep 2005

Nova Alliance

Me/

Assassin:
Way of the Sheltered Strike
Critical Strikes
Stance
For (5...18)seconds, whenever you hit with a Critical Attack, you gain +10 Armor (Max +60). When Way of the Sheltered Strike ends you suffer from Weakness for 15 seconds.

Dervish:
Grenth's Reach
Mysticism
Enchantment
For 20 Seconds your scythe attacks reach all nearby enemies. You deal 25...12% less damage. This enchantment ends if you use an attack skill.

Elementalist:
Echoing Thunder
Air Magic
Elite Hex Spell
Target foe and all adjacent foes are hexed with Echoing Thunder. For 5..20 seconds, the next time a foe uses a skill, that foe and all adjacent foes are interupted and suffer from Dazed for 10..15 seconds.

Tidal Wave
Water Magic
Elite Spell
Send out a Tidal Wave at target foes and all adjacent foes. They are hit for 50...80 Cold damage and are knocked down for 1..3 seconds.
(Recommend extended recharge time for this skill)

Mesmer:
Echo of Chaos
Unlinked
Enchantment
Enchant Target Ally with Echo of Chaos. Echo of Chaos is replaced in your skill bar by the next skill used by that ally and at its current level. That skill is disabled in your ally's bar for 10 seconds. Echo of Chaos reverts after 10 seconds.

Illusion of Power
Illusion Magic
Enchantment
You are enchanted with Illusion of Power. If damage were to drop your health below 25%, Illusion of Power ends. Your next skill's attribute level is boosted by 1..3.

Energy Storm
Inspiration Magic
Spell
Create an Energy Storm at target foes location. You steal 1..4 energy from target foe and each adjacent foe whenever they activate a spell inisde the Energy Storm. The Energy Storm ends after 10..20 seconds.

Monk:
Words of Wisdom
Healing Prayers
Elite Enchantment
Enchant target ally for 15 seconds. That ally gains 50....100 health each time they are the target of a Shout or Chant (Target is the wrong word, basically if the Shout or Chant effects them, they are healed). This spell is disabled an additional 5 seconds for each Shout or Chant applied.

Necromancer
Animated Genocide
Soul Reaping
Spell
Destroy all Animated Allies you control. You gain double soul reaping for each destroyed ally. This spell causes Exhaustion. Exhaustion is reduced by 1 point for every 2 ranks you have in Soul Reaping.
(Suggested 15 Energy cost)

I'll finish up the other classes later.

<-Two-bit_mathews->

<-Two-bit_mathews->

Pre-Searing Cadet

Join Date: Dec 2006

W/Me

Warrior

Hold Your Axe Tight!

Elite Axe attack- 8Adrenaline.
Axe slips out of your hands hitting all Nearby foes for 10-32dmg. Axe slips back into hands after hitting all enemies.

Sli Ander

Sli Ander

Wilds Pathfinder

Join Date: Jul 2006

Deep in Maguuma, by the Falls

Liberators of Agony

Mo/R

'I've got music" Command chant: Anyone within earshot under the effect of a chant gains x amount of energy for every chant they are currently affected by.

"I've got rhythm"
Motivation chant: For every recharging skill on affected allies skill bar, they gain +x to x damage for every attack.

The could be switched to every recharging shout or chant, it might work better.
The second I just wanted to fit the name, seeing most paragon shouts/chants are somehow paired.

"Who could ask for anything more?" echo (reapplied every time a chant or shout ends) For every shout or chant, affected non spirit ally gains an extra 1-5 armor.
I don't know what would be good charge, cast, or energy costs as I know little about paragon powers.

But that's just my two cents

Highstorm

Highstorm

Ascalonian Squire

Join Date: Aug 2006

Scotland

CGA

E/

Ele

Glyph of Danger - 5 Energy, 1 Cast, 30 Recharge
You are counted as a foe* for the next spell you cast

* ie you can cast meteor shower or any other offensive spell on yourself (you'd also suffer the damage and effects)

Glyph of Targeting - 10 Energy, 1 Cast, 60 Recharge
For the next 15 seconds your next projectile spell hits it's target regarldess of objects in the way. If the spell involves multiple projectiles then only the first is gauranteed to hit.


Mesmer

Blowback - 10 Energy, 2 Cast, 30 recharge
Hex Spell. For 10...30 seconds target foe is counted as your ally* for AoE attacks.

* ie if the Glyphed/Hexed person casts Meteor Shower on a target adjacent to himself then he'd also suffer the knockdown/damage if he doesn't move


Rit

Spirit of Hope [Elite] - 25 Energy, 5 Casting, 60 Recharge
This spirit lasts 15...60 Seconds. When this spirit ends all allies within it's range are resurrected with 10% health and 5% energy for each ally resurrected this way.

This may be a bit overpowered but can anyone say anti-wipe? ^.^

Aegeroth

Lion's Arch Merchant

Join Date: Jul 2006

Sydney, AUS.

Sons of Dark Magicians [SoDM]

N/Me

Necromancer:
Barrows Effect 15 en. 2 cast 20 recharge
Curses. Aura. Any minion killed why under your control and over the level (21...12) will spawn a level (2...10) Barrow Phantom.

Ritualist:
Domain of the Master {e} 20 en. 3 cast 35 recharge
Communing. Aura. Any ally with *given area* recieve +2 to any Death Magic or Communing Attributes they currently have, in addition, all spirits (ritualist only) and minions increase by 3 levels.

Warrior:
Reave Chest {e} 10 Adren.(possible?) 5 en. Instant 20 recharge
Swordsmanship. Sword Attack. If this attack hits (22% chance...66% chance), the foe takes an additional 20...35 damage and suffers Deep Wound and Bleeding for 2...10 seconds.

Elementist:
Elonian Dunes
Earth Magic. Enchantment. Any ally within *given area* recieves +1 to Earth Magic and Earth Prayers. This lasts for 5...20 seconds.

Dervish:
Faith and Fervor! {e} 25 en. 2 sec. 50 recharge.
Mytiscism(spellcheck). Enchantment. You recieve a bonus +2 to all Dervish stats for 1...5 seconds. You also deal an extra 5...20 damage with every physical attack. During the effect of this spell your armour decreases by 10...2.

Mesmer:
Blank 10 en. 3 sec. 20 recharge.
Domination. Hex. Targeted foe stops for 1...5 seconds, it is immobile (1 - 5) and recieves +5 damage from all damage taken.

Paragon:
"We want YOU!" 5 en. 2 sec. 10 recharge
Motivation. Chant. Target Ally recieves +1 energy regeneration and +1 health regeneration for 5...20 seconds. You must look like Uncle Sam... and use the /point emote.

Assassin:
Contract {e} 25 en. 5 cast. 40 recharge.
Deadly Arts. Hex. Target's armour decreases by 2...10, recieves only 80% from any form of healing and speed is redeuced by 30%. Your damage increases by 5.

Ranger:
One with Nature 10 en. 3 cast. 30 recharge
Wilderness Survival. Enchantment. Any of the following conditions, Bleeding, Poison, Burning are reduced by 1 in degeneration and last only 70% of the original time.

Monk:
Heat of Combat {e} 5 en. 2 cast. 15 recharge.
All healing spells cast in 1/2 time but are 10% less effective, this lasts until you do not cast a spell or attack for 2...10 seconds.

Feedback?

Selena_Lionheart

Selena_Lionheart

Lion's Arch Merchant

Join Date: Apr 2005

Nova Alliance [Nova]

R/

Mesmer
Illusionary Arrows [E] 15 Energy, 2 Casting Time, 35 Recharge
Elite Enchantment Spell. For 30 seconds, your arrows deal no damage, but whenever you attack, target foe takes 4...17 damage. This Enchantment ends if you use an attack Skill.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

Assassin, Dagger Mastery
Blinding Blades [E], 15 energy, 1 second Casting Time, 60 Recharge
Elite enchantment spell. 10...50 seconds, you deal 30...10 less damage in melee, your attacks deal shadow damage. But each time you are struck you are teleported to a random nearby location. The foe who struck you is blinded for 10...15 seconds. You can only be struck 2...20 times before this enchantment ends.

4ssassin

4ssassin

Lion's Arch Merchant

Join Date: Apr 2006

none

W/E

Holy Fire: Elite Spell Target foe is struck for 20....100 holy damage and is set on fire for 1...4 seconds. This skill does double damage to summoned creatures. energy cost: 15 recharge: 30 seconds. (attr. smiting prayers)

Balthazars Blade/Axe/Hammer: Attack target foe. this attack cannot "miss." ene cost: 5 recharge: 10 sec. (attr. swordsmanship/hammer mastery/axe mastery)

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 4ssassin
Holy Fire: Elite Spell Target foe is struck for 20....100 holy damage and is set on fire for 1...4 seconds. This skill does double damage to summoned creatures. energy cost: 15 recharge: 30 seconds. (attr. smiting prayers)
me likee. As powerful as Ray of Judgement but with no shutdown of nonsmiting because its a spike instead of aoe. And I would really like another double vs summoned the way banished is. Great for taking down spirits.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

I came up with these in like 5 mins lol so yea...

Aura of Regeneration: 10e 2c 30r [healing prayers]

for 10-60 seconds, nearby (or adjacent?) allies have 1-2 health regeneration.

Concentration: Stance 10e 2c 20r [expertise]

for 5-25 seconds your next 1-4 attack skills strike for 250% damage, but take 100% longer to use. These attacks can not be "blocked" or "evaded"

Glyph of Vigor: Glyph 5e 1c 15r [no attribute]

For 15 seconds, your next spell costs 200% energy but recharges 200% faster.

Revenge: ritualist spirit 25e 5c 60r [communing]

Create a spirit of Revenge for [not sure how many] seconds, Foes within its range take 15% of the damage back and this spirit looses 10+50% of the damage returned.