My ideas for Elites in future games

GiZMo

GiZMo

Academy Page

Join Date: Jul 2006

SoCal

Dyed Black [db]

Mo/A

These are a few elites I have ideas for guild Wars:

MESMER

Decreptitude (illusion)

-For 8...18 seconds, target foe and foes in the area takes 13...25 damage each time that foe suffers or recovers from a new condition. 15 energy cast. 2 second cast. 30 second recharge.


Mind Shatter (domination)

-For 10 seconds, whenever target foe uses a skill, that foe takes 28...112 damage and you lose 3 energy. This hex ends if you have 0 energy. 10 energy cast. 3 second cast. 20 second recharge.


Delusional Insanity (illuion)

-Remove up to 1...4 hexes from target foe. For 1...9 seconds that foes has -2 health degeneration for each hex removed this way. 10 energy cast. 1 second cast. 10 second recharge.


Psychic Connection

-While you maintain this hex, target foe has -1 energy regeneration and you gain 1 energy regeneration. This hex ends prematurely if you or target foe's energy reaches 0. 15 energy cast. 2 second cast. 25 second recharge.




NECROMANCER

Exsiccate (Curses)

-If target foe is under the effects of an enchantment and is suffering from a condition or a hex, that foe suffers -2 energy degeneration for 3...15 seconds. 10 energy cast. 1 second cast. 5 second recharge.


Call to the Grave (Death)

-If target foe's Health is under 50%, you deal 42...76 Shadow Damage and inflict a Deep Wound, but you suffer -4 energy regeneration for 10 seconds. 10 energy cast. 2 second cast. 10 second recharge.


Disenchanting Agony (Curses)
-Remove all enchantments from target foe. For each removed enchantment, that foe suffers -1...3 Health degeneration (maximum 10) for 10 seconds. 25 energy. 3 second cast. 30 second recharge.


Corrosive Burst (Death)
-Target foe takes takes 5...41 cold damage. If that foe was under the effects of an enchantment, that foe suffers from Disease for 5...17 seconds. If that foe was not under the effects of an enchantment, that foe is Poisoned for 5...17 seconds. 10 energy cast. 1 second cast. 10 second recharge.



RANGER

Cryptic Arrows (Wilderness)

-Preparation. For 3...15 seconds your arrows cause Disease to foes they hit. When this preparation ends, you become diseased. 15 energy cast. 2 second cast. 30 second recharge.


Brutal Arrow

-If this attack hits, you strike for +10...34 damage. 10 energy cast. 1 second cast. 5 second recharge.




These are just some for now. I will be posting more later on when I have more ideas.

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

tripple post gogogoogogo

Gregslot

Gregslot

Wilds Pathfinder

Join Date: Aug 2006

Me/

wow, 3 posts?
thats a record

Kakumei

Kakumei

Forge Runner

Join Date: Jul 2005

Grind is subjective

learn this please

Quote:
Decreptitude (illusion)

-For 8...18 seconds, target foe and foes in the area takes 13...25 damage each time that foe suffers or recovers from a new condition. 15 energy cast. 2 second cast. 30 second recharge.
AoE Fragility? meh

Quote:
Mind Shatter (domination)

-For 10 seconds, whenever target foe uses a skill, that foe takes 28...112 damage and you lose 3 energy. This hex ends if you have 0 energy. 10 energy cast. 3 second cast. 20 second recharge.
Backfire for any skill, plus self e-denial? meh

Quote:
Delusional Insanity (illuion)

-Remove up to 1...4 hexes from target foe. For 1...9 seconds that foes has -2 health degeneration for each hex removed this way. 10 energy cast. 1 second cast. 10 second recharge.
Might as well just use Conjure Nightmare, for as much as it would cost to put four hexes on them. very meh.

Quote:
Psychic Connection

-While you maintain this hex, target foe has -1 energy regeneration and you gain 1 energy regeneration. This hex ends prematurely if you or target foe's energy reaches 0. 15 energy cast. 2 second cast. 25 second recharge.
While I like the idea of a maintained hex, having an "ends at 0 energy" clause makes skills tend to suck.

Quote:
Exsiccate (Curses)

-If target foe is under the effects of an enchantment and is suffering from a condition or a hex, that foe suffers -2 energy degeneration for 3...15 seconds. 10 energy cast. 1 second cast. 5 second recharge.
E-denial Discord? meh

Quote:
Call to the Grave (Death)

-If target foe's Health is under 50%, you deal 42...76 Shadow Damage and inflict a Deep Wound, but you suffer -4 energy regeneration for 10 seconds. 10 energy cast. 2 second cast. 10 second recharge.
Ridiculous self-e-denial solely for mediocre conditional damage and a DW. pretty meh

Quote:
Disenchanting Agony (Curses)
-Remove all enchantments from target foe. For each removed enchantment, that foe suffers -1...3 Health degeneration (maximum 10) for 10 seconds. 25 energy. 3 second cast. 30 second recharge.
How is this really better than Corrupt Enchantment?

Quote:
Corrosive Burst (Death)
-Target foe takes takes 5...41 cold damage. If that foe was under the effects of an enchantment, that foe suffers from Disease for 5...17 seconds. If that foe was not under the effects of an enchantment, that foe is Poisoned for 5...17 seconds. 10 energy cast. 1 second cast. 10 second recharge.
Decent, but certainly not Elite status.

Quote:
Cryptic Arrows (Wilderness)

-Preparation. For 3...15 seconds your arrows cause Disease to foes they hit. When this preparation ends, you become diseased. 15 energy cast. 2 second cast. 30 second recharge.
The difference between Disease and Poison isn't enough for me to take this as my elite, instead of just taking Apply Poison.

Quote:
Brutal Arrow

-If this attack hits, you strike for +10...34 damage. 10 energy cast. 1 second cast. 5 second recharge.
An elite Power Shot that adds twelve damage? WHERE DO I SIGN

GiZMo

GiZMo

Academy Page

Join Date: Jul 2006

SoCal

Dyed Black [db]

Mo/A

They are in the works. A lot of them, I do agree, seem "meh" which is why i posted them here to find ways to fix these problems. And the energy costs, casting times, and recharge times are questionable cuz i was trying to balance out everything. Some work will be in order.