When I'm bored in school, I tend to think in things that i would like to be doing in that moment lol. Guess what i normaly think of? Yeh Guild Wars. And so I start making new skills, cause i love doing it.
And i decided to post them here, just in case Anet is needing some inspiration for GW:EN!
I'll start with the core professions today (actually Elites only), but I'll add the skills for the others later.
Oh and please feel free to post your ideas!! (Comments are also welcome)
WARRIOR
Axe Mastery - Precision Blow - 10 energy - 20 recharge
Elite Axe Attack. If this attack hits, it dazes target fow for 1...7 seconds and strikes for +5...12 damage. If the attack is blocked, you are dazzed for 1...7 seconds and take 40...10 damage.
Hammer Mastery - Leg Bash - 8 adrenaline
Elite Hammer Attack. If this attack hits, target foe is knocked down and crippled for 4...12 seconds. This attack always results in a critical hit.
Strengh - Closed Combat - 5 energy - 25 recharge
Elite Stance. For 4...15 seconds, your armor is increased by 20, your attacks deal +1...12 damage but you move 25% slower.~
Swordsmanship - Penetrating Thrust - 10 Adrenaline - 1/4 cast
Elite Sword Attack. Lose all adrenaline. If this attack hits a foe with more than 50% health it strikes for +5...30 damage and target foe suffers from bleeding and weakness for 1...15 seconds.
Tactics - "Watch the sky" - 5 energy - 25 recharge
Elite Shout. For 2...12 seconds, party members within earshot have a 50% chance to block incoming projectile attacks and have +1...10 armor against piercing damage.
ELEMENTALIST
Air Magic - Cyclone - 15 energy - 2 cast - 20 recharge
Elite spell. For 1...5 seconds, target foe and all nearby foes are struck for 5...40 cold damage each second, and moving foes are struck for an additional 1...10 cold damage each second.
Earth Magic - Fissure - 10 energy - 2 cast - 20 recharge
Elite Spell. You open a fissure in the area adjacent to you. Foes in that area are knocked down for 2 seconds, struck for 10...55 earth damage and weakened for 5...15 seconds.
Fire Magic - Lava Pits - 15 energy - 3 cast - 20 recharge
Elite Hex Spell. For 10 seconds target foe and all nearby foes are hexed with Lava Pits. Hexed foes move 25% slower and when moving they begin burning for 1...5 seconds. Hexed foes standing still are struck for 2...20 fire damage each second.
Water Magic - Chilling Breeze - 15 energy - 2 cast - 25 recharge
Elite Hex Spell. Target foe is struck for 10...70 cold damage and can't move for 1...4 seconds. If target foe begins burning while suffering from this hex, it is struck for 10...40 cold damage.
Energy Storage - Glyph of the Elements - 5 energy - 1 cast- 20 recharge
Elite Glyph. Your next spell uses your Energy Storage attribute instead of its normal attribute and costs 5 less energy.
RANGER
Beast Mastery - Nature Attunement - 15 enery - 45 recharge
Elite Stance. For 20...60 seconds, nature rituals you perform cost 5 more energy but spirits summoned by them have +100...200 health.
Expertise - Calculate - 15 energy - 30 recharge
Elite Stance. For 3...15 seconds you have a 50% chance to block attacks and whenever you block an attack this way, you gain 1 energy.
Marksmanship - Nightmare Arrows - 15 energy - 2 cast - 12 recharge
Elite Preparation. For 24 seconds, whenever your arrows fail to hit due to blindness, they still up to 5...40 health. While in this preparation each time you shoot an arrow, you are blinded for 1...5 seconds.
Wilderness Survival - Season Survival - 10 energy - 45 recharge
Elite Stance. For 5...30 seconds, you have +20...40 armor against elemental damage and +1...15 armor against other damage.
No Atributte - Disarm Traps - 10 energy - 2 cast - 10 recharge
Elite Skill. Trigger all of target foe's traps. Those traps are also hostile to all your foe's party members.
MONK
Divine Favor - Monk's Preservation - 5 energy - 1/4 cast - 15 recharge
Elite Spell. For each point in your Divine Favor atributte, you are healed for 20 health.
Healing Prayers - Pressure Healing - 5 energy - 1/4 cast - 10 recharge
Elite Spell. For each hex on you, heal target ally for 10...40 health.
Protection Prayers - Holy Protection - 10 energy - 1 cast - 15 recharge
Elite Enchantment Spell. While under the effects of this enchantment, target ally has a 75% chance to block attacks and gains 8...20 health whenever he hits with an attack. This enchantment lasts for 10 seconds.
Smiting Prayers - Final Judgment - 25 energy - 1/4 cast - 30 recharge
Elite Spell. If target foe's health is above 50%, it drops to 50%. If target foe's health is below 50%, target foe is knocked down and struck for 10...50 holy damage.
Heaven Insciptions - 5 energy - 10 recharge
Elite Stance. For 10 seconds, whenever you use a signet, you are healed for 50 health.
MESMER
Domination Magic - Mask of Fear - 10 energy - 2 cast - 20 recharge
Elite Hex Spell. For 3...15 seconds, target foe attacks 25% slower, moves 25% slower and can not attack you.
Fast Casting - Mantra of Swiftness - 10 energy - 20 recharge
Elite Stance. For 10 seconds, your next 1...2 spells take only 1/4 seconds to cast.
Illusion Magic - Illusionary Friendship - 10 energy - 2 cast - 25 recharge
Elite Hex Spell. For 3...15 seconds, target foe's spells don't affect your party members and foes adjacent to that foe are struck for 3...30 chaos damage each time the foe for atempts to cast a spell.
Inspiration Magic - Images of Beauty - 5 energy - 3 cast - 20 recharge
Elite Spell. If there are no nearby enemys, you gain 1 energy for each point in your Inspiration Magic attribute.
Lyssa's Blessing - 25 energy - 2 cast - 30 recharge
Elite Enchantment Spell. For 15 seconds nothing happens. After 15 seconds the enchantment ends and you receive twice the energy you spent casting this spell.
NECROMANCER
Blood Magic - Shared Sacrifice - 5 energy - 1 cast - 20 recharge
Elite Enchantment Spell. For 4...16 seconds, whenever you sacrifice health, the closest enemy sacrifices the same amount and you steal up to 4...16 health from that foe.
Curses - Insiduous Corruption - 10 energy - 2 cast - 20 recharge
Elite Hex Spell. For 16 seconds, this hex does nothing. When this hex ends, target foe suffers from poison, disease and weakness for 3...15 seconds.
Death Magic - Feast of the Vulture - 10 energy - 1/4 cast - 20 recharge
Elite Hex Spell. Exploit nearest corpse. You gain 10...70 health and 3...15 energy. If the exploited corpse is ressurected, all party members of that ressurected corpse suffer from -1...4 health degeneration.
Soul Reaping - Exploit Body and Soul - 10 energy - 2 cast - 30 recharge
Elite Enchantment Spell. For 3...15 seconds, you can exploit the same corpse twice.
Ok... *stops to catch his breath and his tongue* This is all for today, I really hope you enjoy reading it as much as i did doing them!!
Please reply and post your own skills!!

Cheers!!