Oh, just a thing or two. On some ideas for skills.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Warrior___________________________________________ ___________________________
Combo Preparation Strength
15 Energy / 1 Second Cast / 10 Second Recharge
Shout. For 10 seconds, the next attack skill used is followed by an extra regular attack and Combo Preparation ends. If this shout expires without an attack skill being used it is disabled for 10 seconds.
Combo... combo... combo.

Ranger____________________________________________ __________________________
Boomerang Shot Marksmanship
10 Energy / ½ Second Cast / 3 Second Recharge
Bow Attack. Fire a wide horizontal arcing arrow at target foe that deals 3...9 extra damage. If there are foes inbetween you and the original target, they are each grazed by the arrow. These grazing attacks deal only 5...15 damage.
An interesting bow skill that could very well open up another build.

Bulls-Eye Marksmanship
15 Energy / 1 Second Cast / 8 Second Recharge
Bow Attack. Fire an arrow that moves straight and is aimed for the head. If this arrow results in a critical attack, the attack deals 5...17 extra damage and the target is dazed for 5 seconds.
Conditional condition.

Elementalist______________________________________ ___________________________
Eye of the Colossus Earth Magic
25 Energy / 3 Second Cast / 45 Second Recharge
Enchantment Spell. For 10...30 seconds, spells you cast that deal earth damage deal 3...14 more earth damage. This spell causes Exhaustion.
People wanted Conjure Earth. Well Conjure Earth would be too strong. Super W/E Geotanks? No thank you. This however, I think would suppliment those few needs while filling in the hole.

Magic Ball Energy Storage
5 Energy / 1 Second Cast
Spell. Target foe takes 6...30 damage. If you have less energy than target foe, steal 0...2 energy from that foe.
Just something neat for Energy Storage.

Drown Water Magic
20 Energy / ¼ Second Cast / 30 Second Recharge
Hex Spell. For 10...20 seconds, each time a water hex spell is cast on this target or ends on this target, this target takes 11...27 damage. Drown does not count itself.
Gives a way to apply damage with water hexes. I seriously, seriously don't see them used much - if ever.

Necromancer_______________________________________ __________________________
Painful Demise Curse Magic
15 Energy / 1 Second Cast / 20 Second Recharge
Hex Spell. Target is hexed with Painful Demise. For 20 seconds, Painful Demise does nothing. If a creature within earshot of the victim dies, Painful Demise ends. When Painful Demise ends, it deals 20...70 damage to that person and they are knocked down.

Curdling Blood Blood Magic
-15% Health / 10 Energy / ¾ Second Cast / 5 Second Recharge
Hex Spell. Target adjacent foe and up to two additional adjacent foes are hexed with Curdling Blood for 5 seconds. Curdling Blood causes -1...5 Health Degeneration and grants immunity to Bleeding. Targets affected by Curdling Blood steal only 25% of their normal amount when stealing health. For each target affected by your Curdling Blood, you gain +1 Health Regeneration for 10 seconds.
Okay, modified it so its not such a toucher friendly skill anymore, but would work well as an opener touch to necro primary vampires, as well as a counter to touch rangers themselves. As well, this is not a touch skill, but a hex spell, so Expertise shouldn't affect the cost.

Reaping Tows Soul Reaping
25 Energy / 2 Second Cast / 60 Second Recharge
Enchantment Spell. For 15...45 seconds, if an allied non-spirit, non undead ally within soul reaping range dies, you gain an additional 1....18 energy and 10...60 health from their death.
Soul reaping got a *huge* nerf, and personally, I like it. This however, helps give an edge to necromancers when their side is losing a fight - which in turn lets them make immediate use of the newly deceased corpse. And of course, spirits and undead minion's don't count.

Monk______________________________________________ _________________________
Vengeful Clamour Smiting Prayers
10 Energy / 1 Second Cast / 15 Second Recharge
Spell. For each hex on each nearby ally, the casters of those hexes take 3...7 holy damage and you lose 2 energy for each hex counted in this way.
A nifty conditional smite spell that will work well if facing a large hex-casting force.

Will of Judgement Smiting Prayers
-1 Energy Regeneration Maintenance / 10 Energy / 1 Second Cast
Enchantment Spell. While you maintain this enchantment, Smiting Prayers you cast on foes also inflict 10...20 holy damage and you lose 2 energy.
What? I think smiters need it.

Holy Glare Smiting Prayers
10 Energy / 1 Second Cast / 12 Second Recharge
Spell. Target foe is struck for 10..46 holy damage. If your target is also suffering from a hex, they take an additional 10...30 holy damage.
Duplicate of smite, but works on hexes rather than attacking, hence the recharge.

Divine Glint Smiting Prayers
5 Energy / ½ Second Cast / 1 Second Recharge
Spell. This spell deals 7...22 holy damage. This spell has half the range of a normal spell.
Spammable, but weak, smite skill for smiters.

Mesmer____________________________________________ _________________________
Ether Leech Inspiration Magic
5 Energy / 1 Second Cast / 8 Second Recharge
Hex Spell. Target foe is hexed with Ether Leech for 5...15 seconds. Each time they cast a spell, you steal 1 energy from them.
Nothing to say, just an additional hex e-manage spell.

Hex Smear Illusion Magic
5 Energy / ½ Second Cast / 15 Second Recharge
Spell. If affected by a Hex spell, transfer that Hex spell and its remaining duration to target foe. This spell has half the range of a normal spell.
Similar to plague touch, but for hexes - with a 15 second duration, and would work as an excellent counter to Curdling Blood mentioned above.

Arcane Contingency Fast Casting
15 Energy / 1 Second Cast / 8 Second Recharge
Memory Spell. For 15 seconds, the next 1...3 mesmer spells you cast are stored in this spell. For 15 seconds, the next time this spell is used all stored mesmer spells are released on target foe. For each spell released in this way you lose 3 energy.
A new concept, memory released spells! Stack Energy burn and Energy Surge into this puppy along with some topping, and slap someone with it.

Signet of Contingencies [Elite] Fast Casting
1 Second Cast / 5 Second Recharge
Memory Spell. For 20 seconds, the next 2...5 hex spells you cast are stored in this Signet Ring. For 20 seconds, if this Signet is used, the stored mesmer hex spells are cast on target foe. Hex spells released in this way do not consume energy.
Yes, this works with all hexes - thats why its an elite.

Mantra of Contingencies Fast Casting
20 Energy / 2 Second Cast / 45 Second Recharge
Memory Spell. For 10...60 seconds, the next 3 mesmer spells you cast are stored in this Mantra. During this spell's duration, if your energy drops below 30...15, the spells are released and strike the nearest foe and you lose your remaining energy.
Defensive version.

Double Cast [Elite] Fast Casting
10 Energy / 2 Second Cast / 10 Second Recharge
Enchantment Spell. If you cast a mesmer spell in the next 20 seconds, Double Cast is replaced with that spell for 20 seconds and both skills are disabled for 40 seconds. For 20 seconds, whenever a mesmer spell is cast, Double Cast fires simultaneously and you lose 6...3 energy.
To clarify, if one were to use Double Cast, then Energy Burn, both Double Cast and Energy Burn would be disabled for 40 seconds. However, if one were to begin casting Overload on a target over and over, Overload would do its normal 5...17 damage and Energy Burn would be cast simultaneously at the prescribed energy cost of 6...3 energy.

Fault of Perfection Illusion Magic
25 Energy / 1 Second Cast / 30 Second Recharge
Spell. If target foe possesses stored spells, they are dissolved and you gain 1...6 energy for each stored spell erased this way.
Counter to above stated memory spell concepts.

Assassin__________________________________________ __________________________
Coup de Grace Deadly Arts
15 Energy / 20 Second Recharge
Melee Attack. If this attack strikes a foe that has less than 50% health, this attack deals an additional 7...18 damage and results in a Deep Wound for 1...10 seconds.
No comment.

Death from Above Shadow Arts
25 Energy / 1 Second Cast / 10 Second Recharge
Shadow step above target foe, and fall down on them with a piercing attack. If this attack succeeds, foe is struck for an additional 5...30 damage and is knocked down. If this attack misses, you are knocked down instead.


Shadow Replacement Shadow Arts
10 Energy / 5 Second Cast / 5 Second Recharge
Enchantment Spell. For 10...30 seconds, the next time you receive damage that would be fatal that damage is ignored and you shadow step to an ally in the area.
No comment really, but the large cast time means its virtually impossible to use in battle - and thusly, very easy to interupt..

Ritualist_________________________________________ ____________________________
Vexing Chains Communing
20 Energy / 3 Second Cast / 20 Second Recharge
Hex Spell. Target foe is hexed with Vexing Chains. For 5 seconds Vexing Chains does nothing. When Vexing Chains ends, the durations on hexes that foe is suffering are refreshed to their original duration. Vexing Chains cannot refresh itself.
Not really an explanation here, I just think this would be neat.

Spirit Clod Channeling (yes clod, that's not a typo)
10 Energy / 2 Second Cast / 15 Second Recharge
Hex Spell. Target foe is hexed with Spirit Clod for 30 seconds. The next time that target attempts to summon a spirit, the summoned spirit fails to appear and Spirit Clod ends.
Counter spirit spell.

Paragon___________________________________________ __________________________
Thrusting Jabs Spear Mastery
4 Adrenaline / ¾ Second Sast / 2 Second Recharge
Spear Attack. Target adjacent foe is struck 1...3 times with a spear. These quick jabs do 10...23 less damage, and each jab counts as an individual attack.
Honestly, the Paragon needs some more spear skills. This skill would work well with elemental conjures or other damage increasing skills.

Solar Strike Spear Mastery
6 Adrenaline / 10 Second Recharge
Spear Attack. Target foe is struck from above, dealing fire damage and causing burning for 1...7 seconds. This skill has half the range of a normal ranged spear attack.
Another skill to the Spear repitoire.

Wings of Fervor Leadership
8 Adrenaline / 25 Second Recharge
Skill. For 5...14 seconds, whenever a nearby ally attacks you gain adrenaline and lose 35...20 health, and that ally's next attack happens 25% faster and deals 5...11 more damage. The amount of adrenaline gained increases with ranks in Leadership.
Gives the Paragon a needed group attack skill.

"Take the Pain!" Motivation
15 energy / 15 Second Recharge
Shout. Target ally takes an additional 30...20 damage from the next five attacks they receive, and deal 3...55% more damage with their next attack skill.
An assisting attack skill spike enabler, with a cost.

Dervish___________________________________________ ___________________________
Mystic Mantra Mysticism
10 Energy / ¼ Second Cast / 2 Second Recharge
Spell. Allies within earshot are healed 1...7 health for each enchantment on you.
This would work to compliment Mystic Healing, and provide the Dervish with more definite role as a party healer

Mystic Storm Wind Prayers
5 Energy / ¾ Second Cast / 8 Second Recharge
Skill. For each enchantment on you, your next 3 attack strikes for an additional 1...9 lightning damage.
Again, no comment.

Galvanizing Charge Wind Prayers
15 Energy / ¾ Second Cast / 25 Second Recharge
Enchantment Spell. All adjacent foes are struck for 20...68 lightning damage. For 30 seconds, your attacks deal lightning damage. When this enchantment ends, all adjacent foes are Dazed for 2...5 seconds.
Same as the other skills like it, only lightning damage.

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

Ok. So why again?

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Sorry, do I need a particular reason to post ideas?

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

Some good concept skills in there. Didnt pay much attention to the numbers as numbers can always be changed.

Kool Kirby

Academy Page

Join Date: Jul 2006

Very nice. /sign. Only problem is Curdling Blood would help touchers immensely.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Quote:
Originally Posted by Kool Kirby
Very nice. /sign. Only problem is Curdling Blood would help touchers immensely.
Took your advice, and modified Curdling Blood considerably. Now works as a countermeasure to touchers and vampires, and works well as an active touch skill itself. In short, it's able to counter itself.

edit : Added buncha mesmer ideas.