More random skill ideas !! (oh joy!)

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Elementalist:

Earth Magic:

Tremor, Spell
10 energy / 2s casting time / 10s recharge
Target foe and all adjacent foes take 10...85...100 earth damage.
If any of them were moving, they are knocked down for 2 seconds.
50% chance of failure with Earth Magic 4 or less.

Boulder, Spell
10 energy, 2s casting time 8s recharge
Send out a large Boulder that rolls along the ground. Target foe and any foes in the Boulder's path are struck for 8...60...80 earth damage.

Fire Magic:

Gift of the Titans, Enchantment Spell.
15 energy / 3s casting time / 30s recharge
For 5...27...30 seconds, you are enchanted with Gift of the Titans.
You cannot be set on fire, and any foe striking you in melee combat, and all adjacent foes, take 5...29...35 fire damage and are set on fire for 1...3...4 seconds.

Air Magic:

Stormchild, Elite Enchantment Spell
25 energy /5s casting time / 30s recharge time / -2 energy reg upkeep
While you are enchanted with Stormchild, you deal 20...160...200 lightning
damage once every 2 seconds to a random foe within earshot.
Stormchild ends if you move, are knocked down, or use a non-Spell skill.
When Stormchild ends, it is disabled for 120 seconds, and all your other
skills are disabled for 3...1...1 seconds for every second it was active.
50% chance of failure with Air Magic 8 or less

Mesmer

Illusion Magic:

Skill Twisting, Spell
10 energy / 1s cast time / 12s recharge time
Target foe takes 2...6...7 damage for each point energy cost of the highest cost skill that foe has equipped, but gains 1...4...5 life for each point energy cost of the lowest cost skill equipped.

Domination Magic:

Fevered Frenzy, Hex Spell
10 energy / 2s casting time / 20s recharge time
For 5...10...12 seconds target foe and all nearby foes are hexed with Fevered Frenzy. They attack 25% faster, but take 50% more damage from all sources.

Dervish

Mysticism:

Avatar of Kormir, Elite Form Spell
15 energy / 2s cast time / 30s recharge time
For 10...62...75 seconds you cannot use attack skills, your attacks are ranged and whenever you use a skill all other party members within earshot gain 5...20...25 health and 0...2...3 energy.
This skill is disabled for 120 seconds.

Scythe Mastery:

Whirlwind Sweep, Scythe Attack
10 energy / 15s recharge time
Lose one enchantment and strike all adjacent foes for +5...12...15 damage.
If you lost an Enchantment this way, any foe struck will also be knocked down for 2 seconds.

More to come as I brainstorm on ...
(Edit - missed a few little things in my enthusiasm)
(Edit2: removed Haunting Memories because it's only causing kneejerk reactions)

Sparda

Sparda

Lion's Arch Merchant

Join Date: Nov 2006

The Netherlands

N/

Hmmmmmm have to say there are not many comments on the thread.
So i''ll be the first one.
For the Ele skills i like them, the personal favorite is Gift of the Titans an StormChild.
For the Mesmer skills they are good but im not a mesmer player.
And for the Dervish skills they are nice Avatar of Kormir is a wel thought skill.

So i hope to see more of your skills they are made by someone who knows a thing or 2 about the game and i like that.
So brainstorm on ^^

vergerefosh

Wilds Pathfinder

Join Date: Sep 2006

Englishmen Don't Drink [Tea]

W/R

with skill twisting shouldn't enemy health gain go down?

Stormchild sounds like fun

GedLongbow

GedLongbow

Lion's Arch Merchant

Join Date: Oct 2006

A pinapple under the Jade Sea

R/Mo

Very good job...
Stormchild would be sweet...Skill Twisting sounds like a real skill because it's so well balanced-looking...You don't get much balance in this forum.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by vergerefosh
with skill twisting shouldn't enemy health gain go down?
Yes - it does.

It deals 2-7 damage per point of energy cost of the highest cost skill equipped. (for a 15-cost skill this means 30-105 damage)
Target gains 1-5 life per point of energy cost of the lowest cost skill equipped (so if target has a signet equipped, which costs 0 energy, target gains nothing and loses a lot)

That make sense again ?

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Ritualist

Channeling Magic:

Wrathful was Janthir, Item Spell
25 energy 3s cast time 30s recharge time
Hold Janthir's Ashes for 5...24...30 seconds, while you hold his ashes, you walk 20% slower.
Once every 4 seconds all foes within earshot that are activating skills or attacking are knocked down, and you lose 5...1...1 energy for each foe
affected.

Spirit Conflagration, Spell
20 energy, 2s cast time, 45s recharge
Destroy all allied spirits within earshot.
Target foe and all foes in the area take 20...45...50 fire damage (maximum 200) for each spirit destroyed and are set on fire for 1...4...5 seconds.

Elementalist:

Air Magic:

Thunderbolt, Spell
10 energy, 1s cast time 8s recharge
Strike target foe for 8...65...80 lightning damage.
Damage from Thunderbolt has 25% armor penetration.

Earth Magic:

Stoneglass Shard, Spell
5 energy, 1s cast time, 3s recharge
Send out a Stoneglass Shard that deals 8...28...33 earth damage and inflicts Bleeding for 3...6...8 seconds if it hits.

Water Magic:

Ice Storm, Elite Spell
25 energy, 2s cast time, 15s recharge
Create an Ice Storm at target's location.
For 10 seconds, any foes in that area take 20...45...50 cold damage each second, and an additional 10...22...25 cold damage each second if they are not attacking or activating skills.
Ice Storm causes Exhaustion.

Paragon:
Command:

Balthazar's Voice, Elite Shout
10 energy, 30s recharge
Target foe and all adjacent foes become Dazed for 5...16...20 seconds.
If any of them were casting a Spell, they are interrupted.
This skill has only half range.

Lyric of Lyssa, Elite Shout
15 energy, 60s recharge
for 3...8...10 seconds, all allies within earshot have +1...3 health regeneration and +1 energy regeneration, and all foes within earshot have -1 health regeneration and -1 energy regeneration.

Song of Dwayna, Elite Shout
10 energy, 30s recharge
For 1...5 seconds, each party member within earshot gains 5...20...25 health every second.

Melandru's Call, Elite Shout
15 energy, 30s recharge.
All allied pets within earshot are resurrected and fully healed, and for 5...12...15 seconds, they receive a +33% movement speed, +33% attack speed and +25% damage bonus.

Grenth's Call, Elite Echo.
10 energy, 30s recharge time
For 5...12...15 seconds, whenever a Shout or Chant ends on target ally, all nearby foes are struck for 10...45...50 cold damage and this Echo is renewed.

Call to the Abyss, Elite Chant
15 energy, 3s cast time, 10s recharge
Summon a level 6...24...28 random Torment Demon which joins your party as an Ally which turns hostile on your party after 10...25...30 seconds. Your party does not gain experience or loot from slaying this monster.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Necromancer

Death Magic:

Tombstone, Binding Ritual
15 energy, 3s cast time, 60s recharge
Summon a level 1...6...7 Tombstone.
All summoned creatures within Tombstone's range gain +1...6...7 health regeneration.
Resurrection skills take twice as long to use within earshot of Tombstone.
Tombstone is destroyed after 30...110...120 seconds.
When Tombstone is destroyed, all summoned creatures within earshot of it are destroyed, and all corpses exploited.

Animate Hulking Horror, Spell
15 energy, 3s cast time 15s recharge
Exploit nearest corpse to create a level 1...19...23 Hulking Horror.
Hulking Horror moves 33% slower, but knocks down any foe with its attacks.

Animate Titan Horror, Elite Spell
25 energy, 3s cast time, 45s recharge
Exploit nearest corpse to create a level 3...21...25 Titan Horror.
When Titan Horror dies, it is replaced by 1...3...3 level 0...13...17 Tormented Horrors.

Soul Reaping:

Soul Harvesting, Enchantment Spell
10 energy, 1s cast time, 10s recharge.
For 60 seconds, whenever any non-spirit creature dies within earshot, you gain 0...3...4 energy.

vergerefosh

Wilds Pathfinder

Join Date: Sep 2006

Englishmen Don't Drink [Tea]

W/R

More cool sounding skills

placebo overdose

Wilds Pathfinder

Join Date: Jan 2007

N/

wow almost all those skills are imbalanced no skill and GW should be non elite and easily doing 200 damages look at the ingame blance now and base alot of your skills of that and Avatar of Kormir would be fun but think about adding a tiny offensive side posibly a damage type change like in AoG

-tombstone would be abused by creating low lvl one and killing
-hulking horror is horridly strong KD is way way to powerful and it is not even elite come on
-ice storm is way way to strong with a good aoe KD and that you could deal 750 damage with one elite X_x
-haunting mems has the potential for too much damage
-wirlwind sweep once again KD is to powerful to just throw into any skill

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by placebo overdose
wow almost all those skills are imbalanced no skill and GW should be non elite and easily doing 200 damages
Two words: Meteor Shower. That's over 300 damage for a non-elite.
(And if you think it's hard to get out: Glyph of Sacrifice)

To use Spirit Conflagration to DEAL that max 200 (fire) damage requires:
- You have 4 spirits out (minimum cost: 20 energy, 12 seconds cast time)
- you manage to cast it

And it costs you ALL allied spirits within earshot. ALL.
Additionally, it's elemental damge, and Fire to boot, which is relatively easy to defend against (did someone say "Ward against Elements" ?)

Quote:
look at the ingame blance now and base alot of your skills of that and Avatar of Kormir would be fun but think about adding a tiny offensive side posibly a damage type change like in AoG
I HAVE based my skills on existing ones. As far as possible (with a few exceptions) I've tried to compare them to the skills as listed on the wiki resource pages, and tried to make sure that they remain in line with those.

Quote:
-tombstone would be abused by creating low lvl one and killing
To what effect ? Oh yes, I kill all opposing minions in one fell swoop if the opposing team isn't paying attention. Otherwise, I'm just busy pissing off my own MM support. Yes, that will make me popular

Quote:
-hulking horror is horridly strong KD is way way to powerful and it is not even elite come on
It moves 33% slower so you can easily kite and/or avoid it; lead it into a Barbed Trap and you'll be laughing as it stumbles across the battlefield doing nothing but use up a minion slot for the opposing MM.
Additionally, melee minions attack only once every 3 seconds. Maybe a good point to remember

Quote:
-ice storm is way way to strong with a good aoe KD and that you could deal 750 damage with one elite X_x
Sandstorm compares quite favorably to Ice Storm. The conditional on Ice Storm is easier to avoid, and it causes Exhaustion, which, BTW, Sandstorm doesn't. The only AoE KD's currently available are Earthquake and it's Factions clone Dragon's Stomp - 25 energy, 3 second cast time and another load of Exhaustion. Yes, a really potent combo - to get your Elementalist cleaned out.
Again, this is elemental damage, which is subject to a wide range of reduction effects.

Quote:
-haunting mems has the potential for too much damage
This is the only point I will concede. I'll have a look at it later and revise it. I guess I got a little too carried away with the plight of the Mesmer, and even its elite status is no excuse.
EDIT: Better to delete it altogether from the ideas -done & dusted.

Quote:
-wirlwind sweep once again KD is to powerful to just throw into any skill
It only knocks down at the cost of an Enchantment - so please factor the cost and cast time of that into the equation as well.

Barrett

Barrett

Lion's Arch Merchant

Join Date: Feb 2006

UK

W/

Quote:
Originally Posted by ClanYumemiru
Mesmer


Illusion Magic:
Haunting Memories, Elite Spell
25 energy / 3s cast time / 15s recharge time
Target foe takes 6...25...30 damage for every equipped Attack, 10...30...35 damage for every equipped spell and 6...25...30 for every equipped signet.
u mite aswell have

Mesmer Nuke:
50 energy / 5sec cast time / 15sech recharge
Targetted Foe And 1Ajacent Foe Takes 250-100DMG

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Barrett
u mite aswell have

Mesmer Nuke:
50 energy / 5sec cast time / 15sech recharge
Targetted Foe And 1Ajacent Foe Takes 250-100DMG
This is a good example of what I was emphatically not trying to do; I realize that Mesmers are not Elementalists, and should not be treated as such, I realize that to get a point across in a forum requires a certain level of eloquence as well as a basic understanding of both spelling and grammar (for what it's worth, please note English is NOT my first language, thank you very much) and regarding the current subject, at least a basic understanding of game rules and skill phrasings would be very welcome.

Oh, and to boot, I've given it more thought, and the original respondent who pointed out the deficiences in that specific idea was correct - and since I have no adequate (secondary) revision in my head, I've pulled the entire idea.

Back to brainstorming for more ideas ...

swordfisher

Krytan Explorer

Join Date: Sep 2005

Knockdown is a powerful effect, and cannot be arbitrarily thrown around. As to a minion having a knockdown, I think the Flesh Golem could use a Bull's Charge effect- KD on fleeing foes. But easily triggered, spammable KDs with no or negligible drawbacks = lose. Remember that paying for an attack skill with an enchantment is a sacrifice in RA, but nothing at all in more organized templates.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

How long have you been playing?

200% of these skills are overpowered. And appearantly, you don't even know the lore of GW.

Wrathful was Janthir? Was Janthir even a human?

Paragon worships Balthazar and Dwayna, and none of the other gods.

I am seriously disgusted.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by lightblade
How long have you been playing?

200% of these skills are overpowered. And appearantly, you don't even know the lore of GW.

Wrathful was Janthir? Was Janthir even a human?

Paragon worships Balthazar and Dwayna, and none of the other gods.

I am seriously disgusted.
OK, quick review for you, from the top of the thread even (ain't I nice) because all I heard was some aimless whining.
Can you prove or disprove Janthir's status ? No you can't. Neither can I, so I made a little leap of judgement and included it, period.
Oh, a Dervish "only" worships Melandru and Dwayna (Earth and Wind, remember) yet has all 5 divine avatars ... your point with the Paragon was ?

OK, skill review:

Tremor 10/2/10, Earth - runs parallel to Fireball for damage (and areas), only 3s longer recharge, conditional KD - fits well in the Earth line.
Fills a gap, too. Not too many usable offensive 10-cost Earth spells.

Boulder 10/2/8, Earth - OK, this was a bit of haha's - damage is between that of a 10-cost and 5-cost spell with the added effec of possibly hitting more than one foe if they get in its path. Oooh, dangerous.

Gift of the Titans - Sliver Armor, an existing skill, compares favorably to this in energy cost and activation time (Sliver Armor is 10/1/30, max duration 11-12 seconds, but offers block%, and deals damage if you are hit with either a spell or an attack. Know thine skills.)

Stormchild - OK, it is VERY powerful. When it works. But a 5-second to cast, must-be-maintained Enchantment that immobilizes the caster, disables itself and all other skills when it ends/is removed ?? do you have any idea how much enchantment removal there is in GW and how often you get it slung at you ?

Skill Twisting - your problem here is ? I found it to fit a Mesmer's style and ability quite well - it requires a little thought to use, and you never know what you're going to get from it ...

Fevered Frenzy - just an idea for a nice skill to help out those poor Mesmers that everyone agree needed a little extra ...

Avatar of Kormir - what more can I say ? You trade your attack skills for the ability to deal damge at range and to buff your party buddies for its duration.

Whirlwind Sweep - Whirlwind/Teinai's Wind are more effective than this - more damage, equal cost, 8s recharge.
The only thing that might be good to change about it would be either to make it easily interruptible, or place a condition on the KD like Whirlwind's. Duly noted.

Wrathful was Janthir - trade 20% movement speed for a KD against attacking/activating foes once every 4 seconds, with a stretch maximum of 7 times (by which time the fight will be long over, the Ritualist carying it long dead, or the ashes dropped - kiting gets hard with a movement speed penalty)

Spirit Conflagration -already picked complaints on this one apart in another post. Still wish I'd called it "Spirit Combustion" though.

Thunderbolt - damage falls between Lightning Strike (5/1/5) and Lightning Orb (15/2/5) - and at 8s recharge I don't see a problem. Again, it's a gap filler in Air Magic like Tremor is for Earth.

Stoneglass Shard - Basically a Stone Dagger in damage that inflicts Bleeding. Daggers pump out two, and you can keep spamming them, this has a 3s recharge on it.

Ice Storm OK - THIS is a potential meanie capable of inflicting serious damage - but then, so does Sandstorm, and its conditional is a whole lot more annoying than Ice Storm's.

Voice of Balthazar - a half range shout ? Uh - yeah ... right where my 'gon should be! Absolutely! :-D

Lyric of Lyssa - OK, a rather powerful party buff, especially given the handicap it places on opposition. But, effects work both ways ...

Song of Dwayna - another short-lived party wide buff with a long recharge.

Melandru's Call - it. works. on. PETS.

Grenth's Call - A different version of Blazing Finale - except this one is Elite and deals Cold damage. And ?

Call to the Abyss - stop to think about this one. OK, so you get to call a bigass, random type, Torment Demon to fight for you. Maybe you can get two! Awesome! But then you have to DEAL with them as well as they turn hostile (no, you can't ask your Ritualist to toss something like Signet of Binding on them since they "join your party as an Ally") - how long before you beg the carrier of this skill to PLEASE STOP USING IT because you want to get on with it ?

Tombstone - nice MM/spiritbomber buff. But you'd better manage it properly. Ideally, you want to be in range, but out of earshot of it. See if you can figure out why.

Hulking Horror - ok, correction - "When Hulking Horror hits a stationary foe that foe is knocked down." - that was my original intention, but I see I didn't put it in. My apologies.
For the rest, it's a terrible minion because they shamble along - you can't carry them from fight to fight, and even in a fight they're rather easily avoided. Clumsy things. Brrr. (But fun when they work)

Titan Horror - OK, so basically a Flesh Golem that leaves no corpse, spawns up to three minions when it dies which you may or may not have capacity to support, costs 25 energy at 45 cycle time. For an Elite.

Soul Harvesting - kind of to bridge the gap on SR after the recent change. It's an Enchantment, and like all of them, it can be removed quickly and rather effortlessly.

OK, that's all of them.
And another question - to what standards are you holding me ?
If you are holding me to higher ones than you hold GW or its creators (which I suspect, and otherwise you're pretty ignorant when it comes to skill effects), you really ought to think again:

- I do not get paid for this.
- I do not work for A.net.
- I know that posting skills _here_ doesn't make them any more official or canon than any of the other broken proposals or ideas floating in this forum.

Here's my offer - you can discuss the points you don't like, and why, or I'll just treat you like I do with all the buffoons that complain about not having everything at once - I ignore them.
-EOF-

tenshi_strife

tenshi_strife

Desert Nomad

Join Date: Jul 2006

in sardelac getting yelled at.

Angels of Strife[Aoc]

E/

ok all in all i like your skills but voice of balth is a bit powerful..... not much but dazed to everyone = ouch. but other than that cool beans man

Kale Ironfist

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Quote:
Originally Posted by ClanYumemiru
OK, quick review for you, from the top of the thread even (ain't I nice) because all I heard was some aimless whining.
Can you prove or disprove Janthir's status ? No you can't. Neither can I, so I made a little leap of judgement and included it, period.
Oh, a Dervish "only" worships Melandru and Dwayna (Earth and Wind, remember) yet has all 5 divine avatars ... your point with the Paragon was ?
On your Dervish point, you are dead wrong. Read the lore again, they worship ALL of the 5 gods. Paragons on the other hand, only worship Balthazar and Dwayna.

Taking a look at your skills, some do look overpowered. Even your reasons don't make sense lore-wise.

Tremor: Shouldn't be on par anywhere near Fireballs damage, since your skill description does not state a projectile. Also, it has a conditional KD. At 15 Earth, it should have around 90 damage for its effect (remember, Earth is support, unlike Fire which is for damage).

Boulder: Unlikely that GW could support that on its engine, instead it could launch a boulder for the stated damage, all adjacent foes are struck for less damage (I'm thinking along the lines that magic pulled the boulder up and threw it from the air a la Meteor).

Gift of the Titans: Problem is the burning condition and AoE, which in itself adds 14 DPS on top of the repeated activations of the skill. It absolutely punks Sliver Armor by a long shot.

Stormchild: The kind of skill that shouldn't exist. It's unbalanced as is, and using the mechanics you've posted, it wouldn't be able to be balanced.

Fevered Frenzy: Reduce to adjacent, increase to 15 energy. This is very similar to "Victory or Death!" which only occurs after a certain amount of time in certain PvP matches, and being in Domination, would only help fuel Domination spikes.

Avatar of Kormir: Can't be done under the current engine.

Whirlwind Sweep: An enchantment for a Dervish is not a worthy enough cost for being a non-elite Earthshaker. Though it has to hit, I'm not sure whether it's got the right cost or not.

Wrathful Was Janthir: Increase the energy lost to 2 or 3 at 15 Channeling, add the clause that it gets dropped if you can't pay the energy.

Spirit Conflagration: No skill costs 20 energy, and in its current form does not provide enough reason to bring it anywhere. Also, Ritualists don't have any sort of fire-based magic. Re-work it to fit lore.

Thunderbolt: If it's meant to not be a projectile, decrease damage. If it's meant to be a projectile, then it looks alright.

Stoneglass Shard: Not entirely sure where the synergy is... It's fine as is, but there's no reason to bring it. Ever.

Ice Storm: No, just no. Water is not meant for mass area damage over time, especially when you've got slowdowns to maximise damage potential. ESPECIALLY when it lasts 10 seconds. Teams with Deep Freeze and this would wipe out anything within seconds.

Voice of Balthazar: Overpowered by a huge margin. Regardless of range. Not sure why you'd have daze so easily applicable when ArenaNet doesn't want that (it's a caster killer, and should be hard to apply).

Lyric of Lyssa: Needs to be reworked, as the worst effect, the -1 energy regen, lasts a mere 10 seconds max. Does not add much pressure, if any, and it's elite.

Song of Dwayna: I think "Incoming!" has more use than this.

Melandru's Call: Paragons have nothing to do with animal companions, and the +25% damage buff is HUGE. Not sure how you'd fit that in the Paragon skill set lore-wise.

Grenth's Call: Remove the renewal. There's plenty of ways to remove the shouts and chants early if the team is built for it, leading to large spikes on opposing enemies. Possibly tone down the damage.

Tombstone: Signet of Creation for Necromancers? It's probably better to raise armor instead. And because its a spirit, it doesn't affect other spirits.

Animate Hulking Horror: instead of when it attacks, have it when it attacks a moving foe and reduce the movement penalty to 15% or 25%.

Titan Horror: Even if you can't support the minions, it destroys your oldest ones anyway. This makes a minion army much more resilient, though I'm not sure if its overpowered or not.

Your Meteor Shower comparison is weak, as it takes 12 seconds to deal it's damage, and has only 3 opportunities to do so. Not only that, but it's got a 5 second activation time and 90 second recharge.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Kale Ironfist
On your Dervish point, you are dead wrong. Read the lore again, they worship ALL of the 5 gods. Paragons on the other hand, only worship Balthazar and Dwayna.

Taking a look at your skills, some do look overpowered. Even your reasons don't make sense lore-wise.
Before I start off responding to your points - thank you for your post. This is the kind of post that I appreciate, even there's no agreement. Better living through intelligent discussion!

I'll do a lore reread ASAP - I must have missed it. Mea culpa!

Quote:
Tremor: Shouldn't be on par anywhere near Fireballs damage, since your skill description does not state a projectile. Also, it has a conditional KD. At 15 Earth, it should have around 90 damage for its effect (remember, Earth is support, unlike Fire which is for damage).
Hmm ... how about if the damage dropped to 8...55...70, only dealing damage to target foe, keeping the conditional KD to foe & adjacent ?

Quote:
Boulder: Unlikely that GW could support that on its engine, instead it could launch a boulder for the stated damage, all adjacent foes are struck for less damage (I'm thinking along the lines that magic pulled the boulder up and threw it from the air a la Meteor).
You mean something like this:

Boulder, Spell
10 energy 2s cast time, 15s recharge
Launch a Boulder at target foe. Target foe is struck for 10...72...90 earth damage, and all foes adjacent to the target are struck for 5...40...50 earth damage.

Quote:
Gift of the Titans: Problem is the burning condition and AoE, which in itself adds 14 DPS on top of the repeated activations of the skill. It absolutely punks Sliver Armor by a long shot.
Sliver Armor triggers on more conditions - spells, ranged attacks, melee attacks.
However, you are right in that it still looks rather formidable.

Gift of the Titans, Enchantment Spell
15 energy, 2s cast time, 20s recharge
For 5...12...15 seconds you are enchanted with Gift of the Titans and cannot be set on fire.
Every foe striking you in melee combat is set on fire for 1...3...4 seconds.

Quote:
Stormchild: The kind of skill that shouldn't exist. It's unbalanced as is, and using the mechanics you've posted, it wouldn't be able to be balanced.
It's also an intensely weak skill for all its strength.
It's long activation time, its Enchantment status and dismissal conditions, and what happens AFTER it gets ended, create a tradeoff. How long are you willing to maintain it, and can you deal with its aftereffects.
Yes, it is a FORMIDABLE weapon, however, with a number of fatal flaws.

Quote:
Fevered Frenzy: Reduce to adjacent, increase to 15 energy. This is very similar to "Victory or Death!" which only occurs after a certain amount of time in certain PvP matches, and being in Domination, would only help fuel Domination spikes.
Sounds good.

Quote:
Avatar of Kormir: Can't be done under the current engine.

Whirlwind Sweep: An enchantment for a Dervish is not a worthy enough cost for being a non-elite Earthshaker. Though it has to hit, I'm not sure whether it's got the right cost or not.
Av of Kormir - I don't know. Lots of things deemed impossible have happened over the past 20-22 months I've been playing.

Whirlwind Sweep, Scythe Attack:
10 energy, 15s recharge
Lose an enchantment. Strike all adjacent foes for +5...12...15 damage, and if you lost an enchantment this way, any foes that were attacking are knocked down.

That better ?

Quote:
Wrathful Was Janthir: Increase the energy lost to 2 or 3 at 15 Channeling, add the clause that it gets dropped if you can't pay the energy.
Wrathful was Janthir, Item Spell
25 energy 3s cast time 30s recharge time
Hold Janthir's Ashes for 5...24...30 seconds, while you hold his ashes, you walk 20% slower.
Once every 4 seconds all foes within earshot that are activating skills or attacking are knocked down, and you lose 10...5...4 energy for each foe affected.
If you reach 0 energy, you automatically drop Ashes of Janthir.

Quote:
Spirit Conflagration: No skill costs 20 energy, and in its current form does not provide enough reason to bring it anywhere. Also, Ritualists don't have any sort of fire-based magic. Re-work it to fit lore.
Spirit Storm
15 energy, 3s cast time, 45s recharge
Destroy all allied spirits within earshot.
Target foe and all nearby foes take 20...45...50 lightning damage (maximum 180) for each spirit destroyed and are Weakened for 3...8...10 seconds.

Quote:
Thunderbolt: If it's meant to not be a projectile, decrease damage. If it's meant to be a projectile, then it looks alright.
Not meant to be a projectile.

Thunderbolt, Spell
10 energy, 1s cast time, 8s recharge.
Inflict 7...62...70 lightning damage on target foe. Damage from Thunderbolt has 25% armor penetration.

Quote:
Stoneglass Shard: Not entirely sure where the synergy is... It's fine as is, but there's no reason to bring it. Ever.
I'm afraid THAT applies to more skills Hmm.

Stoneglass Shard, Spell
5 energy, 1s cast time, 8s recharge
Send out a Stoneglass Shard that deals 7...25...30 earth damage to target foe and inflicts Bleeding on target and all adjacent foes for 3...6...8 seconds if it hits.

Quote:
Ice Storm: No, just no. Water is not meant for mass area damage over time, especially when you've got slowdowns to maximise damage potential. ESPECIALLY when it lasts 10 seconds. Teams with Deep Freeze and this would wipe out anything within seconds.
DOH! of course. (Talk about one colossal brainfart) OK, that one gets scrapped, PRONTO!

Quote:
Voice of Balthazar: Overpowered by a huge margin. Regardless of range. Not sure why you'd have daze so easily applicable when ArenaNet doesn't want that (it's a caster killer, and should be hard to apply).
Increase cost to 15, affect only target, keep half range ?

Quote:
Lyric of Lyssa: Needs to be reworked, as the worst effect, the -1 energy regen, lasts a mere 10 seconds max. Does not add much pressure, if any, and it's elite.
10 seconds in combat can be LONG - additionally, the party-wide buff it affords can really skew balance towards affected party.

Quote:
Song of Dwayna: I think "Incoming!" has more use than this.
"Incoming" last only 1...3 seconds IIRC; what about make it last 1...9...10 seconds for 5...8...10 health per second ?

Quote:
Melandru's Call: Paragons have nothing to do with animal companions, and the +25% damage buff is HUGE. Not sure how you'd fit that in the Paragon skill set lore-wise.
Correct. I couldn't figure out anything else for this one and ended up with this.
Hmm..

Melandru's Call, Elite Shout
10 energy, 30s recharge
The next 1...4...5 projectile attacks made by each party member move 100% faster and inflict +2...6....7 damage

Quote:
Grenth's Call: Remove the renewal. There's plenty of ways to remove the shouts and chants early if the team is built for it, leading to large spikes on opposing enemies. Possibly tone down the damage.
Grenth's Call, Elite Echo.
10 energy, 30s recharge time
For 5...12...15 seconds, whenever a Shout or Chant ends on target ally, all adjacent foes are struck for 8...30...35 cold damage

Quote:
Tombstone: Signet of Creation for Necromancers? It's probably better to raise armor instead. And because its a spirit, it doesn't affect other spirits.
Hm. Interesting idea, hadn't thought of that.

Tombstone, Binding Ritual.
15 energy, 3s cast time 60s recharge
Summon a level 1...6...7 Tombstone.
All undead minions within its range receive +5...16...20 armor
Resurection skills take twice as long to activate within earshot of Tombstone.
When Tombstone is destroyed, all undead minions within earshot of it are destroyed, and all corpses exploited.
Tombstone dies after 30...110...120 seconds.

Quote:
Animate Hulking Horror: instead of when it attacks, have it when it attacks a moving foe and reduce the movement penalty to 15% or 25%.

Titan Horror: Even if you can't support the minions, it destroys your oldest ones anyway. This makes a minion army much more resilient, though I'm not sure if its overpowered or not.
Animate Hulking Horror:
25 energy, 3s cast time 30s recharge
Exploit the nearest corpse and animate a level 1...17...21 Hulking Horror.
Hulking Horror moves 25% slower.
Any moving foe struck by its attacks is knocked down.
You may not have more than 1...3...3 Hulking Horrors at any one time.

And yes, Titan Horror is strong, but you get 3 Bone Horrors by another name for it in return - which may not be what you need at that time ... additionally, its 25 energy cast cost and 45s recharge makes it compare unfavorably against Flesh Golem (10/3/30), which leaves an exploitable corpse and can be reraised easily.

Quote:
Your Meteor Shower comparison is weak, as it takes 12 seconds to deal it's damage, and has only 3 opportunities to do so. Not only that, but it's got a 5 second activation time and 90 second recharge.
Small correction: it takes 9 seconds (drop meteors at 3s, 6s and 9s after cast), and the default recharge is 60 seconds.
(You are right though)

I hope I've adressed your points adequately - thank you for your reply!

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

How about a Mesmer domination skill that makes a creature turn against his allies for x amount of seconds and causes exhaustion? When I first started Guild Wars, I thought the Mesmer would have more mind controlling abilities. I couldn't see this being abused with exhaustion and a long recast timer.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Sante_Kelm
How about a Mesmer domination skill that makes a creature turn against his allies for x amount of seconds and causes exhaustion? When I first started Guild Wars, I thought the Mesmer would have more mind controlling abilities. I couldn't see this being abused with exhaustion and a long recast timer.
There are a number of issues that prevent this from being usable.

The first problem is that skills are linked between play modes. Any skill that has X effect in PvE also has X effect in PvP - where such a skill would create a lot of implementation/balance problems, even more so than in PvE.

However,the idea has some merit - what would you think of this:

Illusion Magic:
Ghostly Illusion, Elite Spell
25 energy, 4s cast time, 60s recharge time
Create a Ghostly Illusion of target foe for 10...25...30 seconds, which joins your party as an Ally.
Ghostly Illusion has the same level and skills as the foe copied.
When Ghostly Illusion dies or is destroyed, you lose 25...12...10 energy.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Nerfing Guide^^!
-I find some of your ideas are Overpowered and Underpowered.

Quote:
Boulder, Spell
10 energy, 2s casting time 8s recharge
Send out a large Boulder that rolls along the ground. Target foe and any foes in the Boulder's path are struck for 8...60...80 earth damage.
I think this is Underpowered, Try this.

Try adding knock down but if you add this increase recharge time to 15 seconds^^.

Quote:
Gift of the Titans, Enchantment Spell.
15 energy / 3s casting time / 30s recharge
For 5...27...30 seconds, you are enchanted with Gift of the Titans.
You cannot be set on fire, and any foe striking you in melee combat, and all adjacent foes, take 5...29...35 fire damage and are set on fire for 1...3...4 seconds.
I think this is Overpowered, Try this.
BTW I changed the name for shortcuts.

Titan's Gift
-Enchantment Spell, 15e|2c|25r : For 5-15 seconds, You are enchanted with Titan's Gift. You are immune to Fire Damage and Burning, and Whenever a Foe strikes you that foe and Adjacent foes to you are Knocked Down for 1-3 seconds and suffers burning for 1-3(5) seconds.

-This gives you more time to Escape.
-This gives you more Defence.
-This enables yo to harm foes even if they are not adjacent.

Quote:
Stormchild, Elite Enchantment Spell
25 energy /5s casting time / 30s recharge time / -2 energy reg upkeep
While you are enchanted with Stormchild, you deal 20...160...200 lightning
damage once every 2 seconds to a random foe within earshot.
Stormchild ends if you move, are knocked down, or use a non-Spell skill.
When Stormchild ends, it is disabled for 120 seconds, and all your other
skills are disabled for 3...1...1 seconds for every second it was active.
50% chance of failure with Air Magic 8 or more.
I think this is Overpowered. Try this.

Stormchild[Elite]
-Enchantment Spell, 25e|3c|60r : For 5 seconds, While you are enchanted with Storm Child, You deal 20-125(175) Lighting Damage once every second to a Random Adjacent Foe(Same foe can't be struck again). Stormchild ends when you move. This spell causes exhaustion.

-This won't give you 50% chance to work.
-A more Brief Description.
-And your skills won't be disabled.

Quote:
Fevered Frenzy, Hex Spell
10 energy / 2s casting time / 20s recharge time
For 5...10...12 seconds target foe and all nearby foes are hexed with Fevered Frenzy. They attack 25% faster, but take 50% more damage from all sources.
I think this is Overpowered, Try this.

Fevered Frenzy
-Hex Spell, 10e|2c|20r : For 5-10(12) seconds Target Foe and Nearby Foes are hexed with Fevered Frenzy. They gain 15% more Adrenaline and they Attack 25% Faster. But take 33% more damage from all sources.

-Imagine Heavy Damage Spell + 50% more Damage = Swipe of a whole Party, I think that's too much^^.
-You may take away the Adrenaline Part just like to add^^!

Quote:
Avatar of Kormir, Elite Form Spell
15 energy / 2s cast time / 30s recharge time
For 10...62...75 seconds you cannot use attack skills, your attacks are ranged and whenever you use a skill all other party members within earshot gain 5...20...25 health and 0...2...3 energy.
This skill is disabled for 120 seconds.
I think this is Overpowered, try this.

Avatar of Kormir
-Form, 15e|3c|30r : For 10-35 seconds, You cannot use Attack Skills. Whenever you use a skill all other Party Members within earshot gains +5-20(25) Health and +0-1(2) Energy. This skill is disabled for 120 seconds.

-Try nerfing it cause you may just get some spamming skills and your party may have unlimited supply of energy or even health.
-And the lasting time is too long.


Quote:
Whirlwind Sweep, Scythe Attack
10 energy / 15s recharge time
Lose one enchantment and strike all adjacent foes for +5...12...15 damage.
If you lost an Enchantment this way, any foe struck will also be knocked down for 2 seconds.
I think this is Underpowered, Try this.

Whirlwind Sweep
-Scythe Attack, 10e|15r : Lose all enchantments and strike all adjacent foes for +15-31(37). If you lose an enchantment this way, Foes struck by this skill are knockdown for 1-2(2) second/s.

Kale Ironfist

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Quote:
Originally Posted by ClanYumemiru
Hmm ... how about if the damage dropped to 8...55...70, only dealing damage to target foe, keeping the conditional KD to foe & adjacent ?
Considering the energy cost, it looks like a cheaper alternative to Earthquake/Dragon's Stomp. Looks good.

Quote:
You mean something like this:

Boulder, Spell
10 energy 2s cast time, 15s recharge
Launch a Boulder at target foe. Target foe is struck for 10...72...90 earth damage, and all foes adjacent to the target are struck for 5...40...50 earth damage.
Looks good as an Earth variant of Meteor.


Quote:
Sliver Armor triggers on more conditions - spells, ranged attacks, melee attacks.
However, you are right in that it still looks rather formidable.

Gift of the Titans, Enchantment Spell
15 energy, 2s cast time, 20s recharge
For 5...12...15 seconds you are enchanted with Gift of the Titans and cannot be set on fire.
Every foe striking you in melee combat is set on fire for 1...3...4 seconds.
Considering the cost and the fact that its a gift, you might be able to extend it to all foes who attack you. I'd say reduce the duration at 15 Fire Magic to 3.


Quote:
It's also an intensely weak skill for all its strength.
It's long activation time, its Enchantment status and dismissal conditions, and what happens AFTER it gets ended, create a tradeoff. How long are you willing to maintain it, and can you deal with its aftereffects.
Yes, it is a FORMIDABLE weapon, however, with a number of fatal flaws.
It is because of the fact that its a formidable weapon with fatal flaws that leave it unbalanced or useless. Reduce the cast time to 3, remove the upkeep, increase to 4 seconds per trigger and reduce damage by about a third (maybe 120 at 15?), remove the ends if you move/get knockdowned, disable for 60 seconds, remove the air<8 50% failure, lastly give it a duration, say 5-20 seconds (again 0-15 attribute)?

Quote:
Av of Kormir - I don't know. Lots of things deemed impossible have happened over the past 20-22 months I've been playing.
When there are bugs in place with skills like Conflagration affecting all projectiles instead of just arrows (flaming spears anyone?), I don't think this will ever work under the current engine.

Quote:
Whirlwind Sweep, Scythe Attack:
10 energy, 15s recharge
Lose an enchantment. Strike all adjacent foes for +5...12...15 damage, and if you lost an enchantment this way, any foes that were attacking are knocked down.

That better ?
Looks good, from there the recharge need to be adjusted for it to be worth bringing over a skill like Whirlwind/Teinai's Wind (maybe 12?)


Quote:
Wrathful was Janthir, Item Spell
25 energy 3s cast time 30s recharge time
Hold Janthir's Ashes for 5...24...30 seconds, while you hold his ashes, you walk 20% slower.
Once every 4 seconds all foes within earshot that are activating skills or attacking are knocked down, and you lose 10...5...4 energy for each foe affected.
If you reach 0 energy, you automatically drop Ashes of Janthir.
Either lower the initial cost to 15 or reduce the payment cost to something like 8-3 energy (0-15 attribute). This is because a Rit holding this has a much lower energy pool than others, and would likely only have at most 15 energy after casting this (and that's with radiant insignia).


Quote:
Spirit Storm
15 energy, 3s cast time, 45s recharge
Destroy all allied spirits within earshot.
Target foe and all nearby foes take 20...45...50 lightning damage (maximum 180) for each spirit destroyed and are Weakened for 3...8...10 seconds.
Looks good.


Quote:
Not meant to be a projectile.

Thunderbolt, Spell
10 energy, 1s cast time, 8s recharge.
Inflict 7...62...70 lightning damage on target foe. Damage from Thunderbolt has 25% armor penetration.
Still basically a filler spell, but it's got the right cost.


Quote:
I'm afraid THAT applies to more skills Hmm.

Stoneglass Shard, Spell
5 energy, 1s cast time, 8s recharge
Send out a Stoneglass Shard that deals 7...25...30 earth damage to target foe and inflicts Bleeding on target and all adjacent foes for 3...6...8 seconds if it hits.
With a recharge like that, maybe extend it to nearby foes? Or would that add too much pressure? The damage is low enough that it would be worth it... I'll get back to you on this one.

Quote:
DOH! of course. (Talk about one colossal brainfart) OK, that one gets scrapped, PRONTO!
"For Great Justice!"

Quote:
Increase cost to 15, affect only target, keep half range ?
I'd say keep the cost/recharge as is, but change it so that it affects one foe, add the clause 'if they are knocked down, they are dazed', keep earshot range. Now it's an elite version of Awe. Keep the clause that if they were casting a spell, they're interrupted. Possibly add daze with the interruption.

Quote:
10 seconds in combat can be LONG - additionally, the party-wide buff it affords can really skew balance towards affected party.
The only real thing it adds is the energy regeneration/degeneration by the party/opposing party. The Health regeneration/degeneration doesn't do much. I'd say remove the health thing, and raise the duration to 15 seconds at 15 command. Maybe lower recharge, but that would encourage Paraway.

Quote:
"Incoming" last only 1...3 seconds IIRC; what about make it last 1...9...10 seconds for 5...8...10 health per second ?
I'd say have it work similar to Avatar of Dwayna. For 20 seconds, whenever a party member within earshot uses a skill, they are healed for 30-?? health. From there, depending on the numbers for 15 command, UP the recharge.

Quote:
Correct. I couldn't figure out anything else for this one and ended up with this.
Hmm..

Melandru's Call, Elite Shout
10 energy, 30s recharge
The next 1...4...5 projectile attacks made by each party member move 100% faster and inflict +2...6....7 damage
I think it's better to make it simpler and have it at 'For 10 seconds, all projectile attacks made by party members move twice as fast.' Now it's quite a potent skill in Ranger and Paragon spikes.


Quote:
Grenth's Call, Elite Echo.
10 energy, 30s recharge time
For 5...12...15 seconds, whenever a Shout or Chant ends on target ally, all adjacent foes are struck for 8...30...35 cold damage
Looks good.



Quote:
Hm. Interesting idea, hadn't thought of that.

Tombstone, Binding Ritual.
15 energy, 3s cast time 60s recharge
Summon a level 1...6...7 Tombstone.
All undead minions within its range receive +5...16...20 armor
Resurection skills take twice as long to activate within earshot of Tombstone.
When Tombstone is destroyed, all undead minions within earshot of it are destroyed, and all corpses exploited.
Tombstone dies after 30...110...120 seconds.
I'd say reduce the recharge and duration. Possibly R=45 seconds and duration of about 90 seconds at 15 attribute. Remove the corpse exploitation clause.


Quote:
Animate Hulking Horror:
25 energy, 3s cast time 30s recharge
Exploit the nearest corpse and animate a level 1...17...21 Hulking Horror.
Hulking Horror moves 25% slower.
Any moving foe struck by its attacks is knocked down.
You may not have more than 1...3...3 Hulking Horrors at any one time.
I'd say lower the energy cost to 15, lower the level to that of a Bone Horror/Fiend/Vampiric Horror, reduce the penalty to 15% and remove the limit on them. Even with "Charge!" or "Fall Back!", the lower level and high recharge prevents you from getting too many to chain knockdown. Also, it makes it easier to kill.

Quote:
And yes, Titan Horror is strong, but you get 3 Bone Horrors by another name for it in return - which may not be what you need at that time ... additionally, its 25 energy cast cost and 45s recharge makes it compare unfavorably against Flesh Golem (10/3/30), which leaves an exploitable corpse and can be reraised easily.
So it's a Flesh Golem in disguise? RUN FOR THE HILLS! On a more serious note, looks fine as is.

Quote:
Small correction: it takes 9 seconds (drop meteors at 3s, 6s and 9s after cast), and the default recharge is 60 seconds.
(You are right though)
Yeah, brainfart on my part . Too many numbers in my head when I was writing the post that I used the wrong ones .

Quote:
I hope I've adressed your points adequately - thank you for your reply!
Let's see what you've got to say with my latest additions.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Kale Ironfist,

Rather than do an ultra long point/counterpoint post again, (BTW, another excellent post, keep it up!) I thought it would be smarter to entirely relist all my skills in this thread so far, folding in your comments/suggestions with each.
Skills with Bold titles have been changed/revised/corrected.
Skills in italic are scrapped.

ELEMENTALIST:

Stoneglass Shard, Spell
5 energy, 1s cast time, 8s recharge
Send out a Stoneglass Shard that deals 7...25...30 earth damage to target foe and inflicts Bleeding on target and all nearby foes for 3...6...8 seconds if it hits.
(Attribute: Earth Magic)

(increased Bleeding radius to Nearby)

Tremor, Spell
10 energy, 2s cast time, 10s recharge
Target foe is struck for 7...55...70 earth damage. If the target or any adjacent foes were moving, they are knocked down.
(Attribute: Earth Magic)

Boulder, Spell
10 energy 2s cast time, 15s recharge
Launch a Boulder at target foe. Target foe is struck for 10...72...90 earth damage, and all foes adjacent to the target are struck for 5...40...50 earth damage.
(Attribute: Earth Magic)

Gift of the Titans, Enchantment Spell
15 energy, 2s cast time, 20s recharge
For 5...12...15 seconds you cannot be set on fire, and every foe attacking you in melee combat is set on fire for 1...3...3 seconds.
(Attribute: Fire Magic)

(Decreased Burning duration at 15 attribute, cleaned up wording)

Stormchild, Elite Enchantment Spell
25 energy, 3s cast time, 30s recharge, -1 energy reg upkeep
While you are enchanted with Stormchild, all your Air Spells gain +15% armor penetration, but they cost +10...4...3 energy to cast.
(Attribute: Air Magic)

(Completely changed functioning)

Thunderbolt, Spell
10 energy, 1s cast time, 8s recharge.
Inflict 7...62...70 lightning damage on target foe. Damage from Thunderbolt has 25% armor penetration.
(Attribute: Air Magic)

Ice Storm - scrapped, not viable for rebalancing/rewriting. (BTW, your FGJ comment was a blast - good one!)

DERVISH:

Avatar of Kormir - scrapped, no viable implementation in sight.

Whirlwind Sweep, Scythe Attack
10 energy, 12s recharge
Lose an enchantment. Strike all adjacent foes for +5...12...15 damage, and if you lost an enchantment this way, any foes struck by this attack that were attacking are knocked down.

(Decreased recharge, clarified that the KD only happens to those attacking foes you strike with Whirlwind Sweep - to compare, Whirlwind/Teinai's Wind has an 8s recharge, same cost, and a 3/4 second cast time)

RITUALIST:

Wrathful was Janthir, Item Spell
15 energy, 4s cast time 30s recharge time
Hold Janthir's Ashes for 5...24...30 seconds, while you hold his ashes, you walk 20% slower.
Once every 4 seconds all foes within earshot that are activating skills or attacking are knocked down, and you lose 9...4...3 energy for each foe affected.
If you reach 0 energy, you automatically drop Ashes of Janthir.
(Attribute: Channeling Magic)

(Reduced casting cost, increased casting time; slightly reduced usage cost; remember the energy loss is per foe affected - this can really clean you out in one or two blasts in a busy fight)

Spirit Storm, Spell
15 energy, 3s cast time, 45s recharge
Destroy all allied spirits within earshot.
Target foe and all nearby foes take 20...45...50 lightning damage (maximum 180) for each spirit destroyed and are Weakened for 3...8...10 seconds.
(Attribute: Channeling Magic)

PARAGON:

Voice of Balthazar, Elite Skill
15 energy, 60s recharge
For 30 seconds, your next 1...4...5 Shout, Chant or Echo skils you use affect not only their target but all legal adjacent targets as well.
(Attribute: Command)

(Complete revamp)

Lyric of Lyssa, Elite Shout
15 energy, 60s recharge
for 5...12...15 seconds, all allies within earshot have +1 energy regeneration, and all foes within earshot have -1 energy regeneration.
(Attribute: Motivation)

(Moved to Motivation, removed health regen/degen effect, extended duration)

Song of Dwayna, Elite Chant
10 energy, 2s cast time, 30s recharge
For 20 seconds, whenever any party member uses a skill, that party member also gains 10...30...35 health.
(Attribute: Motivation)

(Moved to Motivation, redid effect)

Call of Melandru, Elite Shout
10 energy, 30s recharge
For 15 seconds, all projectiles fired by party members move 50% faster and cannot be blocked.
(Attribute: Command)

(Redid effect)

Grenth's Call, Elite Echo
10 energy, 30s recharge time
For 5...12...15 seconds, whenever a Shout or Chant ends on target ally, all adjacent foes are struck for 8...30...35 cold damage
(Attribute: Command)

Call to the Abyss, Elite Chant
15 energy, 3s cast time, 10s recharge
Summon a level 6...24...28 random Torment Demon which joins your party as an Ally. It turns hostile on your party after 10...25...30 seconds. Your party does not gain experience or loot from slaying this monster.

NECROMANCER:

Tombstone, Binding Ritual
15 energy, 3s cast time, 30s recharge
Create a level 1...6...7 Tombstone.
All undead minions within its range receive +5...16...20 armor.
Resurrection skills take twice as long to activate within earshot of Tombstone.
When Tombstone is destroyed, all undead minions within earshot of it are destroyed.
Tombstone expires after 15...35...45 seconds.
(Attribute: Death Magic)

(Reduced recharge and duration, tweaked effect)

Animate Hulking Horror, Spell
15 energy, 3s cast time 30s recharge
Exploit the nearest corpse and animate a level 1...15...19 Hulking Horror.
Hulking Horror moves 10% slower.
Any moving foe struck by its attacks is knocked down.
(Attribute: Death Magic)

(Decreased cost, decreased level, decreased movement speed penalty, removed count limit)

Animate Titan Horror, Elite Spell
25 energy, 3s cast time, 45s recharge
Exploit nearest corpse to create a level 3...21...25 Titan Horror.
When Titan Horror dies, it is replaced by 1...3...3 level 0...13...17 Tormented Horrors.
You may only have one Titan Horror at any one time.
(Attribute: Death Magic)

(Made clear you can only have one at any time - same rules as Flesh Golem; recast when its active and the Titan Horror keels over and you DON'T get the additional minions, just like you don't get an exploitable corpse when you recast the Golem)

Soul Harvesting, Enchantment Spell
10 energy, 1s cast time, 10s recharge.
For 60 seconds, whenever any non-spirit creature dies within earshot, you gain 0...3...4 energy.
(Attribute: Soul Reaping)

MESMER:

Skill Twisting, Spell
10 energy / 1s cast time / 12s recharge time
Target foe takes 2...6...7 damage for each point energy cost of the highest cost skill that foe has equipped, but gains 1...4...5 life for each point energy cost of the lowest cost skill equipped.
(Attribute: Illusion Magic)

Ghostly Illusion, Elite Spell
25 energy, 4s cast time, 60s recharge time
Create a Ghostly Illusion of target foe for 10...25...30 seconds, which joins your party as an Ally.
Ghostly Illusion has the same level and skills as the foe copied.
When Ghostly Illusion dies or is destroyed, you lose 40...12...10% maximum health.
(Attribute: Illusion Magic)

(Changed triggered effect on Ghostly Illusion's death from energy loss to health loss)

Fevered Frenzy, Hex Spell
15 energy / 2s casting time / 20s recharge time
For 5...10...12 seconds target foe and all nearby foes are hexed with Fevered Frenzy. They attack 25% faster, but take 50% more damage from all sources.
(Attribute: Illusion Magic)

(Raised energy cost to 15, moved from Domination to Illusion Magic)

Whew! That's all of them I think.
EDIT: Forgot a few skills, fixed spelling/wording as required.

Lord Oranos

Lord Oranos

Krytan Explorer

Join Date: Aug 2005

Fort Aspenwood

Whirlwind Sweep, Elite Scythe Attack
5 energy, 12s recharge
Lose an enchantment. Strike foe for +5...12...15 damage, and if you lost an enchantment this way, any foes struck by this attack are knocked down.

Honestly, Id never use it with the attacking foes bit.... makes it useless when trying to kill smart casters.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

More to discuss/tweak:

ASSASSIN:

Bonesnap Kick, Skill
10 energy, 15s recharge
This skill must follow a Lead Attack, and counts as an Off-Hand Attack.
Target adjacent foe takes 5...41...50 damage and is Crippled for 3...8...10 seconds.
(Attribute: Deadly Arts)

Twin Fury Kick, Skill
10 energy, 12s recharge
This skill must follow an Off-Hand Attack, and counts as a Dual Attack.
Target adjacent foe and another adjacent foe each take 10...50...70 damage.
(Attribute: Deadly Arts)

Just two quickies that poppd in my brains ...

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Lord Oranos
Whirlwind Sweep, Elite Scythe Attack
5 energy, 12s recharge
Lose an enchantment. Strike foe for +5...12...15 damage, and if you lost an enchantment this way, any foes struck by this attack are knocked down.

Honestly, Id never use it with the attacking foes bit.... makes it useless when trying to kill smart casters.
Ah. But that's not what Whirlwind Sweep was intended to do.
It's intended to "clear" you (at least temporarily) from an overwhelming melee dogpile to save your backside

Hunting casters eh ?

Savage Sweep, Scythe Attack
5 energy, 12s recharge
When this attack hits, you strike target foe for +5...17...20 damage.
If target foe was casting a spell, you inflict an additional +10...23...30 damage, and the target is interrupted.
(Attribute: Scythe Mastery)

How's that sound ?

Stranger The Ranger

Stranger The Ranger

Wilds Pathfinder

Join Date: Nov 2005

Those Netherlands

Dynasty Warriors [DW]

R/

Step of the Ox [E] c:1/4 e:10 r:20
Elite Spell. Shadowstep to target foe, if that foe isn’t adjacent to any allies, that foe is knocked down. All your spells are disabled for 15…5 Seconds (Attribute: Deadly Arts)

Kale Ironfist

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Stormchild: Guild Wars' current engine can't give armor penetration externally (take a look at Destructive Was Glaive, it gives -6 armor instead of 10% AP). Because of that, the increased costs don't seem that worth it, having such a high cost, upkeep, increased costs on your air spells for likely a drop of 9 armor against the target.

Wrathful Was Janthir: I think it was fine at 3 second cast.

Voice of Balthazar: I just checked GuildWiki, and no chant only affects one target. Of the skills left, those most likely to have an impact are:
"Brace Yourself!"
"Find Their Weakness!"
"Lead the Way!"
"Make Haste!"
Bladeturn Refrain
Blazing Finale
Burning Refrain
Energizing Finale
Purifying Finale

However, if you made a gimmick build which involves getting another elite, you could potentially use it with:
"Coward!"
"It's just a flesh wound."
"Victory is Mine!"

Which means at this point it's unlikely to be used by anyone.

Call of Melandru: Raise its cost. A LOT. If you don't know why, take a look at this skill [skill]Anthem of Guidance[/skill].

Tombstone: I think the minion destruction should still be within range of the spirit and not earshot. And people would likely not care because of the double resurrection activation time clause.

Animate Titan Horror: Unfortunately I don't think re-raising it wouldn't trigger the Tormented horrors spawning. After all, the Titan Horror has died and would trigger the coding.

Soul Harvesting: The whole point of the Soul Reaping nerf was to reduce the effects that this skill would have. While the energy gain is low, and the range smaller than normal Soul Reaping, it's still in addition to Soul Reaping, so I'm not too sure about how overpowered it is. Likely the maximum energy would be 3 at 15 SR if its ever implemented.

Skill Twisting: Although the net damage won't likely be that high (maximum for a 25 energy skill combined with signet is 175, likely damage is between 70 and 105), the wording of the skill suggests that it could technically kill someone even with the low damage on it, because it causes health gain AFTER the damage. I'd say change it so that it causes reduced damage instead of health gain. The problem now is that you still have Mesmer spike all over again.

Ghostly Illusion: I don't like the looks of that skill... it's quite powerful considering you're adding another party member for ~30 seconds at the cost of an elite slot (and the foe likely has a decent or great elite on them anyway). Way too good as used on the right foe, it adds a lot of pressure.

Fevered Frenzy: Still nearby? There's a reason why I advised a drop in range.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Stranger The Ranger
Step of the Ox [E] c:1/4 e:10 r:20
Elite Spell. Shadowstep to target foe, if that foe isn’t adjacent to any allies, that foe is knocked down. All your spells are disabled for 15…5 Seconds (Attribute: Deadly Arts)
Interesting, but I'd rather word it like this:

Charge of the Ox, Elite Spell
15 energy, 1/2s cast time, 30s recharge
Shadow step to target foe. If target is not adjacent to any other foes, target is knocked down.
This spell has half range.
(Attribute: Shadow Arts)

Eroth

Eroth

Lion's Arch Merchant

Join Date: Aug 2006

ummm no

Modified Soul Society [SOUL]

A/R

How bout these?

Warrior's Morale
5 energy, 1/2s cast, 10 sec recharge
Skill. For every point of damage you have lost, you gain 30%..45%..70% of that health back. (tactics)

Gyn's Powder
20 energy, 5 cast, 60 sec recharge
Nature Spirit. For 20..30..50 seconds the spirit of Gyn's Powder causes any weapon attack to cause an explosion that does 4...7...12 damge. (Wild Survival)

Spirit's Thrust {E}
10 energy, 20 sec recharge
Skill. Touched target foe takes 20...40..80 damage and 10...30...70 for each Weapon Spell in your skill bar (maximum +210). (channeling)

I'll think of some more since I gtg to school atm.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Kale Ironfist
Stormchild: Guild Wars' current engine can't give armor penetration externally (take a look at Destructive Was Glaive, it gives -6 armor instead of 10% AP). Because of that, the increased costs don't seem that worth it, having such a high cost, upkeep, increased costs on your air spells for likely a drop of 9 armor against the target.
OK, I was unaware of that. Consider it scrapped

Quote:
Voice of Balthazar: I just checked GuildWiki, and no chant only affects one target. Of the skills left, those most likely to have an impact are:
"Brace Yourself!"
"Find Their Weakness!"
"Lead the Way!"
"Make Haste!"
Bladeturn Refrain
Blazing Finale
Burning Refrain
Energizing Finale
Purifying Finale

However, if you made a gimmick build which involves getting another elite, you could potentially use it with:
"Coward!"
"It's just a flesh wound."
"Victory is Mine!"

Which means at this point it's unlikely to be used by anyone.
Hm.

Voice of Balthazar, Elite Skill
15 energy, 60s recharge
For 30 seconds, all your Shout, Chant or Echo skills last 5...15...20% longer
(Attribute: Command)

Quote:
Call of Melandru: Raise its cost. A LOT. If you don't know why, take a look at this skill [skill]Anthem of Guidance[/skill].
Point taken.

Call of Melandru, Elite Shout
10 energy, 30s recharge
For 15 seconds, all projectile attacks from party members move 100% faster.
(Attribute: Command)

(This also excludes spell projectiles by more properly wording the skill, I just realized)

Quote:
Tombstone: I think the minion destruction should still be within range of the spirit and not earshot. And people would likely not care because of the double resurrection activation time clause.
Hence shortening both effects to Earshot - allowing users to reap its benefits by managing their position, but keeping the element of caution.
The problem with minion death in spirit range is that is then becomes viable to use in PvP/AB to quickly take out opposing minion hordes; possibly the only change to make would be to drop the effect on res skills - hmm ...

Tombstone, Binding Ritual
15 energy, 3s cast time, 30s recharge
Create a level 1...6...7 Tombstone.
All undead minions within its range receive +5...16...20 armor.
When Tombstone is destroyed, all allied undead minions within range are destroyed.
Tombstone expires after 15...35...45 seconds.
(Attribute: Death Magic)

Quote:
Animate Titan Horror: Unfortunately I don't think re-raising it wouldn't trigger the Tormented horrors spawning. After all, the Titan Horror has died and would trigger the coding.
But when a Flesh Golem is reraised it also automagically exploits the corpse ... what about that then ??

Quote:
Soul Harvesting: The whole point of the Soul Reaping nerf was to reduce the effects that this skill would have. While the energy gain is low, and the range smaller than normal Soul Reaping, it's still in addition to Soul Reaping, so I'm not too sure about how overpowered it is. Likely the maximum energy would be 3 at 15 SR if its ever implemented.
Soul Harvesting, Enchantment Spell
10 energy, 1s cast time, 10s recharge.
For 60 seconds, whenever any non-spirit creature dies within earshot, you gain 0...2...3 energy.
(Attribute: Soul Reaping)

(This pending the final word on SR's own effect BTW - once there's a decision there I'll have another look at this one; the proposal is based on SR's efect as-is now)

Quote:
Skill Twisting: Although the net damage won't likely be that high (maximum for a 25 energy skill combined with signet is 175, likely damage is between 70 and 105), the wording of the skill suggests that it could technically kill someone even with the low damage on it, because it causes health gain AFTER the damage. I'd say change it so that it causes reduced damage instead of health gain. The problem now is that you still have Mesmer spike all over again.
What about reversing the order of effects:

Skill Twisting, Spell
15 energy / 2s cast time / 12s recharge time
Target foe gains 1...4...5 life for each point energy cost of the lowest cost non-signet skill equipped, but loses 2...6...7 life for each point energy cost of the highest cost skill that foe has equipped,.
(Attribute: Illusion Magic)

Quote:
Ghostly Illusion: I don't like the looks of that skill... it's quite powerful considering you're adding another party member for ~30 seconds at the cost of an elite slot (and the foe likely has a decent or great elite on them anyway). Way too good as used on the right foe, it adds a lot of pressure.
Ghostly Illusion, Elite Spell
25 energy, 4s cast time, 60s recharge time
Create a level 6...20...24 Ghostly Illusion of target non-boss enemy for 10...25...30 seconds, which joins your party as an Ally.
Ghostly Illusion has the same skills as the foe copied.
When Ghostly Illusion ends or is destroyed, you lose 40...12...10% maximum health.
(Attribute: Illusion Magic)

Quote:
Fevered Frenzy: Still nearby? There's a reason why I advised a drop in range.
It's moved it over to Illusion Magic to separate it from convenient Domination spike -- but still too much ?

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by Eroth
How bout these?

Warrior's Morale
5 energy, 1/2s cast, 10 sec recharge
Skill. For every point of damage you have lost, you gain 30%..45%..70% of that health back. (tactics)
Too effective. Compare [skill]Lion's Comfort[/skill] and/or [skill]Healing Signet[/skill]

Quote:
Gyn's Powder
20 energy, 5 cast, 60 sec recharge
Nature Spirit. For 20..30..50 seconds the spirit of Gyn's Powder causes any weapon attack to cause an explosion that does 4...7...12 damge. (Wild Survival)
[skill]Ignite Arrows[/skill] does the same and this would be compatible with Barrage - which would be utterly devastating.

Quote:
Spirit's Thrust {E}
10 energy, 20 sec recharge
Skill. Touched target foe takes 20...40..80 damage and 10...30...70 for each Weapon Spell in your skill bar (maximum +210). (channeling)

I'll think of some more since I gtg to school atm.
Youch. That's one hell of a murder spike. It would require just 2 Weapon spells in the bar at 15 Channeling Magic to max it out - and that's not really a stretch or a sacrifice to do.

For fun, compare with [skill]Star Burst[/skill]

Kale Ironfist

Kale Ironfist

Jungle Guide

Join Date: Jul 2006

Australia

Venatio Illuminata [VEIL]

W/

Quote:
Originally Posted by ClanYumemiru
Hm.

Voice of Balthazar, Elite Skill
15 energy, 60s recharge
For 30 seconds, all your Shout, Chant or Echo skills last 5...15...20% longer
(Attribute: Command)
An elite version of Vocal was Sogolon that doesn't require your hands... not too sure of the viability of that kind of skill. At least you don't have to be a Rit secondary...

Quote:
Point taken.

Call of Melandru, Elite Shout
10 energy, 30s recharge
For 15 seconds, all projectile attacks from party members move 100% faster.
(Attribute: Command)

(This also excludes spell projectiles by more properly wording the skill, I just realized)
You thought my 10 second version was underpowered?

Quote:
Hence shortening both effects to Earshot - allowing users to reap its benefits by managing their position, but keeping the element of caution.
The problem with minion death in spirit range is that is then becomes viable to use in PvP/AB to quickly take out opposing minion hordes; possibly the only change to make would be to drop the effect on res skills - hmm ...

Tombstone, Binding Ritual
15 energy, 3s cast time, 30s recharge
Create a level 1...6...7 Tombstone.
All undead minions within its range receive +5...16...20 armor.
When Tombstone is destroyed, all allied undead minions within range are destroyed.
Tombstone expires after 15...35...45 seconds.
(Attribute: Death Magic)
Instead of destroying all, possibly 1 or 2 for every second it was alive? That way, opposing minion parties can exist, and creating it for the express purpose of destroying minions requires that it lasts a while.

Quote:
But when a Flesh Golem is reraised it also automagically exploits the corpse ... what about that then ??
The skill description doesn't support that, so it's likely a bug to prevent more than one existing. Or to punish you for using the skill again before it's dead.

Quote:
What about reversing the order of effects:

Skill Twisting, Spell
15 energy / 2s cast time / 12s recharge time
Target foe gains 1...4...5 life for each point energy cost of the lowest cost non-signet skill equipped, but loses 2...6...7 life for each point energy cost of the highest cost skill that foe has equipped,.
(Attribute: Illusion Magic)
Even more unbalanced, as you can't prevent the health loss (a la vampiric), but it now costs more and takes longer to cast. I'd say just keep it as damage instead of health loss and it's fine.

Quote:
Ghostly Illusion, Elite Spell
25 energy, 4s cast time, 60s recharge time
Create a level 6...20...24 Ghostly Illusion of target non-boss enemy for 10...25...30 seconds, which joins your party as an Ally.
Ghostly Illusion has the same skills as the foe copied.
When Ghostly Illusion ends or is destroyed, you lose 40...12...10% maximum health.
(Attribute: Illusion Magic)
I don't think kind of skill was ever meant to exist. If it gains degeneration over time as well as having a set duration limit, it might be something to consider.

Quote:
It's moved it over to Illusion Magic to separate it from convenient Domination spike -- but still too much ?
Previously, when it was in Domination, it was just easier to have Mesmers using Domination to dish out the damage. Now, it's used similar to Augury of Death, just before the spike hits to prevent reactionary use of hex removal. It's the extra damage clause that makes it way too powerful for any spike or even just pressure builds (and being a hex makes it naturally harder to remove). If you really want to keep the nearby range, I'm thinking of 15% IAS/+damage%.

Quote:
Charge of the Ox, Elite Spell
15 energy, 1/2s cast time, 30s recharge
Shadow step to target foe. If target is not adjacent to any other foes, target is knocked down.
This spell has half range.
(Attribute: Shadow Arts)
Shadow Arts? Having such a high cost and recharge just for potential knockdown? At that cost, it had better deal some damage. And possibly count as a lead attack.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Voice of Balthazar - scrapped, run out of proper implementations.
Call fo Melandru - hmm ... must've missed your take on it. Forumblindness

Tombstone, Binding Ritual
15 energy, 3s cast time, 30s recharge
Create a level 1...6...7 Tombstone.
All undead minions within its range receive +5...16...20 armor.
When Tombstone is destroyed, it destroys one random minion within range for every 1...4...5 seconds it was alive.
Tombstone expires after 15...35...45 seconds.
(Attribute: Death Magic)

Skill Twisting, Spell
15 energy / 2s cast time / 20s recharge time
Disable a random non-signet skill for target foe for 3...6...8 seconds.
Target foe takes 1...4...5 damage for each point energy cost of that skill.
(Attribute: Illusion Magic)

Ghostly Illusion - scrapped, no proper implementation/balance possible within existing confines.

Fevered Frenzy, Hex Spell
15 energy / 2s casting time / 20s recharge time
For 5...10...12 seconds target foe and all nearby foes are hexed with Fevered Frenzy. They attack 25% faster, but take 25% more damage from attacks.
(Attribute: Illusion Magic)

Charge of the Ox, Spell
15 energy, 1/2s cast time, 30s recharge
Shadow step to target foe. If target is not adjacent to any other foes, target is knocked down.
This spell has half range and counts as an Off-Hand attack.
(Attribute: Shadow Arts)

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

I'd love to see skill twisting on a level 30 hard mode boss. Their base attribute would probably let it do at least 10x the damage of the highest cost skill, and the fact that they are a boss makes that damage double. 500 damage on an elementalist with meteor shower is hot

Haunting memories would be even hotter! On a level 30 boss, it'd probably do about 50 x 2 damage for every spell, which means it can hit a monk for 800ish health

D8tura

Frost Gate Guardian

Join Date: Feb 2006

Mesmer Domination Magic: Fight Fire With Fire

If target foe causes elemental damage X amt is dealt back to the caster (cannot exceed X amt damage)

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Skill Twisting is still over-powered. 175 max damage spike is what your looking at. Armour ignoring spike skills with this much power on Mesmers are scary. This will never trigger the hp gain in any serious pvp as everyone uses res signets.

This should only trigger on skills with energy cost. Other skills, should be ignored. Adding a damage cap would be the best way to deal with that. Something like 142 would be a good number, maybe a little less. Then you could drop the cost to maybe 10 energy (maybe), and for all the love in the world keep it as damage. It's a good skill but has balance issues.

Tremors... Earthquake costs 25 energy, has a 3 second cast, and causes exhaustion. See what I mean? Still Earthquake/Dragon Stomp could do with a buff imo...

Stoneglass Shard is interesting but bleeding isn't an amazing condition on anyone that isn't a sword warrior, and the damage isn't good enough on it's own to bother with.

I'd consider buffing it in either damage, working a weakness condition in there somewhere instead, or changing it entirely. For example...

StoneGlass Shard (or Garnet Crescendo)

10e, 3/4 sec cast, 10 sec recharge
Target foe is struck for 5..33..42 earth damage (142 maximum) and weakened for 3 seconds for each recharging skill or fully charged adrenal skill carried by that foe.



Other earth ideas...

Obsidian Synergy [E] (causes exhaustion)
5e 2s cast 5s recharge,
Spell. Target foe suffers 22..94..118 damage and is weakened for 5..8..11 seconds. Target foes suffering from weakness are also knocked down.

(An elite version of the rather good Obsidian Flame)

Diamond Cutter
15e 1s cast 20 sec recharge
Hex Spell. for 8..18..21 seconds target foe and all nearby foes are hexed with Diamond Cutter. Whenever foes suffering from this hex are hit with or use earth damage that foe suffers 8..16..21 earth damage.

(a reason to actually use Stone Sheath and to a lesser extent Stone Striker. Yay! Ebod mods!! Or whatever...)


Stalagmite [E] (causes exhaustion)
25e 2s 15s recharge
Raise a stalagmite at target foes location. All foes within earshot suffer 5..15..20 earth damage. All foes nearby suffer 10..25..30 earth damage and are knocked down. All foes in the area suffer 15..32..41 earth damage and suffer weakness for 5..8..11 seconds. All adjacent foes suffer 20..45..51 earth damage and are blinded for 5..8..11 seconds.

(The definitive earth hurt spell)


Edit:
Nerfed Diamond Cutter a bit. Stone Daggers would make it hurt... A lot.

ClanYumemiru

ClanYumemiru

Academy Page

Join Date: May 2007

Quote:
Originally Posted by frojack
Skill Twisting is still over-powered. 175 max damage spike is what your looking at. Armour ignoring spike skills with this much power on Mesmers are scary. This will never trigger the hp gain in any serious pvp as everyone uses res signets.
Did you read the most up-to-date revision of it ? Here's the description again for you:

Skill Twisting, Spell
15 energy / 2s cast time / 20s recharge time
Disable a random non-signet skill for target foe for 3...6...8 seconds.
Target foe takes 1...4...5 damage for each point energy cost of that skill.
(Attribute: Illusion Magic)

So the absolute maximum damage any target can take from Skill Twisting is 125 damage, and only if the random chosen skill happens to cost 25 energy.

Quote:
This should only trigger on skills with energy cost. Other skills, should be ignored. Adding a damage cap would be the best way to deal with that. Something like 142 would be a good number, maybe a little less. Then you could drop the cost to maybe 10 energy (maybe), and for all the love in the world keep it as damage. It's a good skill but has balance issues.
The latest revision handily resolved all these issues, I think. (See above)

Quote:
Tremors... Earthquake costs 25 energy, has a 3 second cast, and causes exhaustion. See what I mean? Still Earthquake/Dragon Stomp could do with a buff imo...
Tremor only damages the target (Earthquake/DS hit target + adjacent, and for a lot more) and the KD is conditional (vs garantueed)

Most recent version:

Tremor, Spell
10 energy, 2s cast time, 10s recharge
Target foe is struck for 7...55...70 earth damage. If the target or any adjacent foes were moving, they are knocked down.
(Attribute: Earth Magic)

Quote:
Stoneglass Shard is interesting but bleeding isn't an amazing condition on anyone that isn't a sword warrior, and the damage isn't good enough on it's own to bother with.
It says nowhere skills have to excel at something. Stoneglass Shard is good for spreading an annoying condition around a bunch of opponents, either to add pressure to their healers, or as convenient cover for other, worse things.
Frex, drop an Eruption and bonk them with Stoneglass to cover the Blindness with Bleeding for additional effect; a sneaky Necromancer could make use of the confusion to dump in Rotting Flesh and/or Enfeebling Blood ... there's plenty potential for uses, (did someone mention Fragility) but you shouldn't expect really great things from a 5-cost spell IMHO ... there's nothing wrong with skills that have limited use or function; at worst, they use up a slot you wouldn't have had anything else for (or you don't use them at all, period), at best, they add a little extra touch to your play style.

ColaManiac

ColaManiac

Lion's Arch Merchant

Join Date: Nov 2005

DISNEYLAND!

R/Mo

I want to invent some skills too...

Hastefull herbs
wildernes survival, 10e 2s 15s recharge
Skill/Stance, You attack 33% faster for 2..8..10 seconds and when this skill ends you suffer 108..32...20 dmg

(ws needs own IAS skill)

Powder arrows
WS, 15e 2s 24s recharge
Preparation. For 1..10..13 seconds, you arrows deal 1..7..8 more dmg and and blind foe and all adjacent foes on impact for 1..5..5 seconds

(Like choking gas, but for melee!)


Seal arrow [E]
expertise, 10e 1/2s 15s recharge
If Seal Arrow hits, it interrupts target foe's action but deals only 1...13...17 damage. If the interrupted action was a spell, that spell is disabled for an additional 20 seconds.

(like distracting shot, but for spells!)

Arrow trap
WS, 10e 2s 20s
When Arrow Trap is triggered, for 3 seconds all nearby foes are struck for 15...30 piercing damage. Arrow Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.

(pure dmg trap)

Eroth

Eroth

Lion's Arch Merchant

Join Date: Aug 2006

ummm no

Modified Soul Society [SOUL]

A/R

Quote:
Originally Posted by ClanYumemiru
Too effective. Compare [skill]Lion's Comfort[/skill] and/or [skill]Healing Signet[/skill]



[skill]Ignite Arrows[/skill] does the same and this would be compatible with Barrage - which would be utterly devastating.



Youch. That's one hell of a murder spike. It would require just 2 Weapon spells in the bar at 15 Channeling Magic to max it out - and that's not really a stretch or a sacrifice to do.

For fun, compare with [skill]Star Burst[/skill]
I was aiming for another War heal, cause only 2 out of the ENTIER proffesion seems kinda small to me. how bout this?

Warrior's Courage
10 energy, 1/2 cast, 15 sec recharge
Spell. For every point of health lost you gain 10...30..60% of it back. This spell fails if you are in a stance or under an enchantment.


I see whatcha mean about the barrage+Gyn's Powder thing...umm how can I change this....OH!

Gyn's Powder
20 energy, 5 cast, 60 sec recharge
Nature Spirit. For 20..30..50 seconds Gyn's Powder causes melee or staff attacks to cause an explosion that does 4...7...12 damge. (Wild Survival)

And I see how it's a fricken tank of a spike, but then again, the channeling elites mostly suck @$$ and most need spirits or items to work. None for Weapons so far (spirit strength is spawning so it's exempt). Let's try this.

Weapon's Thrust {E}
10 energy, 15 sec recharge
Skill. Touched target foe takes 20...40..70 damage and 5...15...20 for each Weapon Spell in your skill bar (maximum 80). (channeling)

now it'll take 4 weapon spells to max out and that leave you with 3 open slots (W'sT + 4 weapon spells = 5 slots). oh and here's another weapon spell for channeling.

Weapon of Sharpening
10 energy, 1 sec cast, 10 sec recharge
Weapon Spell. For 5...10...15 seconds you have a Weapon of Sharpening, of which causes +10...15..25% percent penetration.