Invent a skill contest
Stella/Shin
wouldn't it be great if GW let us have the chance to invent a skill that would be beneficial for the game by starting an invent a skill contest???
gameshoes3003
It would've been cool. But now it's a little late, all we can do is imagine...
MithranArkanere
They could be unlinked PvE skills for Prophecies.
For example, the lost Disapear, or a skill to see the stats of an enemy:
- Armor(and weaknesses to damage types), Health, Energy, Fleshy, Exploitable corpse, type of damage dealt with normal attacks, etc.
Prohecies is the only campaign without PvE skills, and I think that they could add some unlinked non-battle advantage ones. One for info, fun and stuff like that.
For example, the lost Disapear, or a skill to see the stats of an enemy:
- Armor(and weaknesses to damage types), Health, Energy, Fleshy, Exploitable corpse, type of damage dealt with normal attacks, etc.
Prohecies is the only campaign without PvE skills, and I think that they could add some unlinked non-battle advantage ones. One for info, fun and stuff like that.
StormDragonZ
I'm bored, so feel free to tell me how much these ideas suck.
Cyclonic Blast
Spell. Target foe and all nearby foes takes 44-59 lightning damage for each condition you are suffering. If any foe affected by Cyclone dies, when this skill has been recharged, you suffer Exhaustion.
10 Energy; 2 Casting Time; 15 Recharge
Heat Barrier
Spell. For 5-12 seconds, if target ally would have taken fire damage, both you and target ally are healed for 125-180% of the damage that normally should have been dealt.
15 Energy; 1 Casting Time; 15 Recharge
False Blessing
Blessing. For 30 seconds, you cannot take damage. This stance ends prematurely if you move.
5 Energy; 1 Casting Time; 45 Recharge
Cyclonic Blast
Spell. Target foe and all nearby foes takes 44-59 lightning damage for each condition you are suffering. If any foe affected by Cyclone dies, when this skill has been recharged, you suffer Exhaustion.
10 Energy; 2 Casting Time; 15 Recharge
Heat Barrier
Spell. For 5-12 seconds, if target ally would have taken fire damage, both you and target ally are healed for 125-180% of the damage that normally should have been dealt.
15 Energy; 1 Casting Time; 15 Recharge
False Blessing
Blessing. For 30 seconds, you cannot take damage. This stance ends prematurely if you move.
5 Energy; 1 Casting Time; 45 Recharge
RavagerOfDreams
@above
false blessing = a monk's dream
monks would just activate it then stand still in spikes that would b stupid
@op
like the idea i don't care if people think it's to late do it anyways
false blessing = a monk's dream
monks would just activate it then stand still in spikes that would b stupid
@op
like the idea i don't care if people think it's to late do it anyways
Splitisoda
If i had to make one...
Shadows Assault : Hex Spell:Critical Strikes Your next 1..2...3 attacks on target foe all cause criticals and do +1.....15 damage. 10 Energy.1 second casting.25 Recharge.
Master's Wish:Skilleath Magic: The next time one of your minions die, you gain 25....100 Hitpoints. 5 Energy.1.5 Casting.20 second recharge.
Penetrating Claws:Skilleath Magic: For 5 seconds whenever Target minion attacks he/she life steals 1....10 hitpoints and you lose 1....10 hitpoints whenever that minions hits. 5 Energy. 3/4 casting.10 recharge.
Elementalists Burden:Enchantment:Energy Storage: For 10...30 seconds your spells deal 150% more damage. You take 3 damage for every point of energy spent on spells. (Ex. Flare, you lose 15 hp) 15 Energy.2 second casting.60 Recharge.
Shadows Assault : Hex Spell:Critical Strikes Your next 1..2...3 attacks on target foe all cause criticals and do +1.....15 damage. 10 Energy.1 second casting.25 Recharge.
Master's Wish:Skilleath Magic: The next time one of your minions die, you gain 25....100 Hitpoints. 5 Energy.1.5 Casting.20 second recharge.
Penetrating Claws:Skilleath Magic: For 5 seconds whenever Target minion attacks he/she life steals 1....10 hitpoints and you lose 1....10 hitpoints whenever that minions hits. 5 Energy. 3/4 casting.10 recharge.
Elementalists Burden:Enchantment:Energy Storage: For 10...30 seconds your spells deal 150% more damage. You take 3 damage for every point of energy spent on spells. (Ex. Flare, you lose 15 hp) 15 Energy.2 second casting.60 Recharge.
RavagerOfDreams
@above
penetrating claws is almost exactly like Order of Undeath use that instead
penetrating claws is almost exactly like Order of Undeath use that instead
Splitisoda
Quote:
Originally Posted by RavagerOfDreams
@above
penetrating claws is almost exactly like Order of Undeath use that instead |
RavagerOfDreams
notice it says ALMOST gg
Lishy
"Headshot!"
Attribute:Command
Energy:5
Activation:1
Recharge:5
Preparation:For 24 seconds whenever you use a spear skill, you strike for +1...+20 damage.
Chaos Signet
Attribute:Domination
Energy:0
Activation:3
Recharge:13
Signet:For each signet equiped, target foe and all adjacent foes take 3...20 damage.
Attribute:Command
Energy:5
Activation:1
Recharge:5
Preparation:For 24 seconds whenever you use a spear skill, you strike for +1...+20 damage.
Chaos Signet
Attribute:Domination
Energy:0
Activation:3
Recharge:13
Signet:For each signet equiped, target foe and all adjacent foes take 3...20 damage.
HawkofStorms
Quote:
Originally Posted by Splitisoda
Notice its LIFESTEALING, GG evil 55 monks in AB .
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Splitisoda
shut up =(
1234
1234
gameshoes3003
Quote:
Originally Posted by HawkofStorms
Gaze of contempt.
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Phoenix Tears
I loved personally ever the thought on skills like these:
Elementalist
Tornado: You create for the next 5-15 seconds a Tornado, which will deal per half second to any adjacent foes at it 15-30 Wind Damage. Attacking and moving foes will suffer on 50% more damage and will suffer on Bleeding, when receiving damage through the Tornado. The Tornado will follow to every place, where the Elementalist runs to. This Spell will causes Exhaustion and has a 25% Armor Penetration. When Tornado ends, the last Gust of Wind will knock down all nearby foes 15 metres away from the last spot of the Tornado.
--------------
25E, 5CT, 60RT
Apocalypse: The Elementalist will uses up all his powers to perform the most destructive elemental energy based Spell, an Elementalist can use. So mighty, that it can wipe out full landscapes, if the the Elementalist wants to. The "forbidden" Spell Apocalypse, usable only by the wisest of the wisest Elementalists. After 5 Seconds of Spelling this mighty Magic of Devastation, the Elementalist will have formed a huge lightblue energetic Chaos Sphere at his hand over his hand in the air, which floats above his hand, ready to get shot into a bunch of now very unlucky beings which can give of their prayers now.
It is total regardless, where the foes stand, the almighty shockwave of the explosion of the created Chaos Sphere will reach all foes in earshot.
When the Chaos Sphere explodes, all foes in earshot will receive 100-300 Chaos Damage and will suffer on cripple, blind, burning, cracked armor and weakness for the next 10 seconds and get knocked down. After usage, the Elementalist will be dazed for 60seconds , suffers on -1 to -5 Life Degeneration for 15s and has not his bonus defense against Elements for 60s as punishment from Melandru for heavily damaging the Nature by using the forbidden Spell. This Spell causes Exhaustion
--------------
50 Energy, 5CT, 120RT
Petrification: The Elementalist will spell at a target and the adjacent foes to that target with an elemental curse, which will slow down the movement, the attack speed and the cast speed of spells by those foes per second by 1-5% for the next 10-20 seconds. When the 20 seconds are over, the foes will suffer on petrification and can't move anymore, can't use skills anymore and will instantly die, when someone does a critical hit on the petrificated foes. When died, while being stone, those foes can't be revived again (what is broken in 1000 pieces cant be revived anymore, so simple XD)
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15E, 2CT, 30RT
Blizzard: You create for the next 10 seconds a Blizzard at your location and all nearby foes will suffer per second 15-25 Cold Damage per second, and get lowed down by 66%. After the End of Blizzard, it exists a chance of 25-50%, that all damaged foes will suffer on Freeze for the next 10 seconds. Frozen foes will lose per second 5 Energy, when a foe reaches 0 Energy, Freeze will end and the foe will lose 1-3 HP per lost Energy Point.
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25E, 3CT, 45RT
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Ritualist
Ghosts of the Round: The Ritualist will summon 10 lvl 5-15 spirits around hisself, which will protect the Ritualist for the next 60-120 second.
While the ritualist stands in the middle of the round, the ritualist will gain +25-50 HP per Ghost and +5-10 Defense also per Ghost. This Bonus decreases per Ghost, which gets defeted by a foe. While the Ghosts are there, they will attack all nearby foes for 15-25 Damage and each own ghost will have its own effect.
Ghost 1's Shots deal Blinding to the foe
Ghost 2's Shots remove enchants from a foe
Ghost 3's Shots steal up the done Damage and gets it as heal
Ghost 4's Shots deal double damage to hexed foes
Ghost 5's Shots deal double damage to foes that suffer on conditions
Ghost 6's Shots deal for 3 seconds a life degeneration of -7
Ghost 7's Shots steal up 5 Energy
Ghost 8's Shots steals all Adrenaline
Ghost 9's Shots deals double damage to non moving and non attacking foes
Ghost 10's Shots knock down foes that suffer on hexes or conditions
While this Summon is active, will suffer the Ritualist on -2 Energy Degeneration
----------------
50E, 7CT, 120RT
Chain Cutter: While the ritualist maintains this Enchant, will show summoned Ghosts their true powers, by becoming able to move and receive additional 1-5 Levels. They will deal 10-50% more damage, while this enchant is maintained, but the Ritualist will sacrifice 5-15 HP for every attack the affected ghosts do meanwhile.
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-1ER, 5E, 1CT, RT10
Poltergeist: You will instantly order a Poltergeist from the spirit realm to the targeted foe, which should attack it. The Poltergeist will fly through the body of the foe and the foe will feel the insane power of rage, hatred and revenge, which flowed through his body, receivign after 3 seconds the damage the targeted foe has dealt withing the last 10 seconds to anyone back. When that foe has died through the spiritual impulse blast, that dealt chaos damage to the foe, the soul of the foe will become a Poltergeist that will deal half the damage that died foe had receive to all adjacent foes to the corpse and the new Poltergeist will disappear. When disappearig, the Poltergeist will take the corpse with him to Hell
--------------
10E, 1/4CT, 10RT
Hatred&Love: The Ritualist will summon 2 very special Elite Ghosts. They will come up with level 10-20 and will stay for the next 30-60 seconds.
The Ghost of Hatred lets receive all nearby foes suffer the same damage, whenever the Ritualist suffers on damage, also all nearby foes will suffer on the same contions and hexes, which the Ritualist suffers on.
While the Ghost of Love lets all allies receive the same damage, that ritualist receives as heal, whenever the ritualist suffers on damage and will get healed by one condition and 1 hex every 4-2 seconds.
When the Ghost of Hatred dies, all foes in its near, which have lesser than 25% of HP, will die, when the Ghost of Love dies, all nearby dead allies will get revived with 25-50% HP and 25-50% of their Energy, if there are any dead allies. Are there none, then will receive all nearby allies an Energy Regeneration of +2 for 10 seconds
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25E, 3CT, 45RT
-------------------------------------------------------------------------
Later I'll post the other proffessions XD
Elementalist
Tornado: You create for the next 5-15 seconds a Tornado, which will deal per half second to any adjacent foes at it 15-30 Wind Damage. Attacking and moving foes will suffer on 50% more damage and will suffer on Bleeding, when receiving damage through the Tornado. The Tornado will follow to every place, where the Elementalist runs to. This Spell will causes Exhaustion and has a 25% Armor Penetration. When Tornado ends, the last Gust of Wind will knock down all nearby foes 15 metres away from the last spot of the Tornado.
--------------
25E, 5CT, 60RT
Apocalypse: The Elementalist will uses up all his powers to perform the most destructive elemental energy based Spell, an Elementalist can use. So mighty, that it can wipe out full landscapes, if the the Elementalist wants to. The "forbidden" Spell Apocalypse, usable only by the wisest of the wisest Elementalists. After 5 Seconds of Spelling this mighty Magic of Devastation, the Elementalist will have formed a huge lightblue energetic Chaos Sphere at his hand over his hand in the air, which floats above his hand, ready to get shot into a bunch of now very unlucky beings which can give of their prayers now.
It is total regardless, where the foes stand, the almighty shockwave of the explosion of the created Chaos Sphere will reach all foes in earshot.
When the Chaos Sphere explodes, all foes in earshot will receive 100-300 Chaos Damage and will suffer on cripple, blind, burning, cracked armor and weakness for the next 10 seconds and get knocked down. After usage, the Elementalist will be dazed for 60seconds , suffers on -1 to -5 Life Degeneration for 15s and has not his bonus defense against Elements for 60s as punishment from Melandru for heavily damaging the Nature by using the forbidden Spell. This Spell causes Exhaustion
--------------
50 Energy, 5CT, 120RT
Petrification: The Elementalist will spell at a target and the adjacent foes to that target with an elemental curse, which will slow down the movement, the attack speed and the cast speed of spells by those foes per second by 1-5% for the next 10-20 seconds. When the 20 seconds are over, the foes will suffer on petrification and can't move anymore, can't use skills anymore and will instantly die, when someone does a critical hit on the petrificated foes. When died, while being stone, those foes can't be revived again (what is broken in 1000 pieces cant be revived anymore, so simple XD)
--------------
15E, 2CT, 30RT
Blizzard: You create for the next 10 seconds a Blizzard at your location and all nearby foes will suffer per second 15-25 Cold Damage per second, and get lowed down by 66%. After the End of Blizzard, it exists a chance of 25-50%, that all damaged foes will suffer on Freeze for the next 10 seconds. Frozen foes will lose per second 5 Energy, when a foe reaches 0 Energy, Freeze will end and the foe will lose 1-3 HP per lost Energy Point.
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25E, 3CT, 45RT
-------------------------------------------------------------------------
Ritualist
Ghosts of the Round: The Ritualist will summon 10 lvl 5-15 spirits around hisself, which will protect the Ritualist for the next 60-120 second.
While the ritualist stands in the middle of the round, the ritualist will gain +25-50 HP per Ghost and +5-10 Defense also per Ghost. This Bonus decreases per Ghost, which gets defeted by a foe. While the Ghosts are there, they will attack all nearby foes for 15-25 Damage and each own ghost will have its own effect.
Ghost 1's Shots deal Blinding to the foe
Ghost 2's Shots remove enchants from a foe
Ghost 3's Shots steal up the done Damage and gets it as heal
Ghost 4's Shots deal double damage to hexed foes
Ghost 5's Shots deal double damage to foes that suffer on conditions
Ghost 6's Shots deal for 3 seconds a life degeneration of -7
Ghost 7's Shots steal up 5 Energy
Ghost 8's Shots steals all Adrenaline
Ghost 9's Shots deals double damage to non moving and non attacking foes
Ghost 10's Shots knock down foes that suffer on hexes or conditions
While this Summon is active, will suffer the Ritualist on -2 Energy Degeneration
----------------
50E, 7CT, 120RT
Chain Cutter: While the ritualist maintains this Enchant, will show summoned Ghosts their true powers, by becoming able to move and receive additional 1-5 Levels. They will deal 10-50% more damage, while this enchant is maintained, but the Ritualist will sacrifice 5-15 HP for every attack the affected ghosts do meanwhile.
--------------
-1ER, 5E, 1CT, RT10
Poltergeist: You will instantly order a Poltergeist from the spirit realm to the targeted foe, which should attack it. The Poltergeist will fly through the body of the foe and the foe will feel the insane power of rage, hatred and revenge, which flowed through his body, receivign after 3 seconds the damage the targeted foe has dealt withing the last 10 seconds to anyone back. When that foe has died through the spiritual impulse blast, that dealt chaos damage to the foe, the soul of the foe will become a Poltergeist that will deal half the damage that died foe had receive to all adjacent foes to the corpse and the new Poltergeist will disappear. When disappearig, the Poltergeist will take the corpse with him to Hell
--------------
10E, 1/4CT, 10RT
Hatred&Love: The Ritualist will summon 2 very special Elite Ghosts. They will come up with level 10-20 and will stay for the next 30-60 seconds.
The Ghost of Hatred lets receive all nearby foes suffer the same damage, whenever the Ritualist suffers on damage, also all nearby foes will suffer on the same contions and hexes, which the Ritualist suffers on.
While the Ghost of Love lets all allies receive the same damage, that ritualist receives as heal, whenever the ritualist suffers on damage and will get healed by one condition and 1 hex every 4-2 seconds.
When the Ghost of Hatred dies, all foes in its near, which have lesser than 25% of HP, will die, when the Ghost of Love dies, all nearby dead allies will get revived with 25-50% HP and 25-50% of their Energy, if there are any dead allies. Are there none, then will receive all nearby allies an Energy Regeneration of +2 for 10 seconds
--------------
25E, 3CT, 45RT
-------------------------------------------------------------------------
Later I'll post the other proffessions XD
Div
Quote:
Originally Posted by Splitisoda
Notice its LIFESTEALING, GG evil 55 monks in AB .
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Rushin Roulette
Id create a whole new boss to cap the elite from (would have to be a Nightfall boss though)
Sirap the spoilt (Paragon boss)
Elite: Cacophony (sp?):
(Energy, recharge and so on are optional) Shout; all near by foes are interupted and are dazed for 1...10 seconds. You then suffer from Cracked armor and exhaustion.
(lets see how long it takes untill someone gets this combination. Hint: if youd want to look for pictures of the cracked armor, then it would be NSFW )
Sirap the spoilt (Paragon boss)
Elite: Cacophony (sp?):
(Energy, recharge and so on are optional) Shout; all near by foes are interupted and are dazed for 1...10 seconds. You then suffer from Cracked armor and exhaustion.
(lets see how long it takes untill someone gets this combination. Hint: if youd want to look for pictures of the cracked armor, then it would be NSFW )
tehshadowninjar
Phoenix Tears, those skills are like, beyond elite. <.< And your grammar and punctuation errors are OFF TEH CHARTZ!!!
The Way Out
"Nerfed"
Shout
Causes all your skills to the targeted enemies skills to be disabled for 30 seconds. Your only attack is the flex emote, which causes exhaustion for you and targeted foe.
Energy 15
Duration 30 seconds
Casting Time Instant
Recharge 45 seconds
Shout
Causes all your skills to the targeted enemies skills to be disabled for 30 seconds. Your only attack is the flex emote, which causes exhaustion for you and targeted foe.
Energy 15
Duration 30 seconds
Casting Time Instant
Recharge 45 seconds
Phoenix Tears
Quote:
Originally Posted by tehshadowninjar
Phoenix Tears, those skills are like, beyond elite. <.< And your grammar and punctuation errors are OFF TEH CHARTZ!!!
|
Alone these 3 facts make those skills balanced...high energy cost, high cats time and high reload time for strong effect.
Look only at Apocalypse...you deal very strong damage, but you have to cast for 5 seconds, thats very long, any noob of a ranger foe can interrupt you.
Also we talk here about pve only skills, so those skills can be more powerful, than normal, you don't have to worry about pvp ...
50 Energy Cost + EXHAUSTION - have you any clue, what this means to the Elementalist ??? oO I don't believe so.
about the punctuation ect ... shut up, how often have I god damn it more to tell, that I'm not a native English... so shut the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO finally up with this pretending of being wannabe teachers, ever mentioning about grammer failures ect. I KNOW IT ..god damn it >.< and I can't change it with a finger snip.
When you couldn't understand something, then quote answer the part you couldn't understand and I'll try to explain it better >.>
But stop beign such assholes, which have to point at others ever for their grammar failures... NOBODY IS PERFECT >.< I try my best to write as understandable, as I can.
Ever these stupid personal attacks...you can keepp this shit for yourself, when you are not willing to quote, what I should try to explain better.
Maybe you don't know it, but people tend to make very quick much grammar failures ect. , just by writing to quick or being sleepy, writing at late night
this "..." is no punctuation failure, maybe on the English language, but not in the German. There this sign has a meaning, but I'm unable to describe it's meaning on English
The Way Out
Quote:
Originally Posted by Phoenix Tears
why do you think, have the real strogn skills of my ideas there such a high Energy Cost eh ? Look at the Cast Times and Reload Times...those skills are very strong, but they have also they big bad sides, by beign extreme easily interruptable and once you spelt them, you've to wait soem time, before you can use them again.
Alone these 3 facts make those skills balanced...high energy cost, high cats time and high reload time for strong effect. Look only at Apocalypse...you deal very strong damage, but you have to cast for 5 seconds, thats very long, any noob of a ranger foe can interrupt you. Also we talk here about pve only skills, so those skills can be more powerful, than normal, you don't have to worry about pvp ... 50 Energy Cost + EXHAUSTION - have you any clue, what this means to the Elementalist ??? oO I don't believe so. about the punctuation ect ... shut up, how often have I god damn it more to tell, that I'm not a native English... so shut the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO finally up with this pretending of being wannabe teachers, ever mentioning about grammer failures ect. I KNOW IT ..god damn it >.< and I can't change it with a finger snip. When you couldn't understand something, then quote answer the part you couldn't understand and I'll try to explain it better >.> But stop beign such assholes, which have to point at others ever for their grammar failures... NOBODY IS PERFECT >.< I try my best to write as understandable, as I can. Ever these stupid personal attacks...you can keepp this shit for yourself, when you are not willing to quote, what I should try to explain better. Maybe you don't know it, but people tend to make very quick much grammar failures ect. , just by writing to quick or being sleepy, writing at late night this "..." is no punctuation failure, maybe on the English language, but not in the German. There this sign has a meaning, but I'm unable to describe it's meaning on English |
Stella/Shin
wasn't expecting this to become a hot thread lol
Stella/Shin
Quote:
Originally Posted by Phoenix Tears
why do you think, have the real strogn skills of my ideas there such a high Energy Cost eh ? Look at the Cast Times and Reload Times...those skills are very strong, but they have also they big bad sides, by beign extreme easily interruptable and once you spelt them, you've to wait soem time, before you can use them again.
|
Darkhell153
I'd submit these skills:
Monk:
Light Barrage- 5 energy 1 cast 20 recharge
(Spell) sends out 1...7 light beams at a foe each one inflicts 5...10 holy damage. (Smiting Prayers)
Pure Thoughts- 10 energy 1 cast 8 recharge
(Spell) target other ally is healed for 5...65 health plus 5...20 additional health for each condition or hex on that ally (maximum +130). (Healing Prayers)
Necromancer:
Soul Lifting- 5 energy 1/2 cast 30 recharge
(Spell) touch and exploit target foe's corpse. For 3...7 seconds that foe cannot be ressurected and the corpse becomes exploited. (Death Magic)
Death's Embrace- 5 energy 1 cast 12 recharge
(Spell) exploit one corpse in the area, you gain 4...25 energy. (Soul Reaping)
Elementalist:
Spiked Skin- 15 energy 1 cast 20 recharge
(Enchantment) for 5...13 seconds, whenever you take damage in melee while under the effects of 2 or more enchantments, your attack is struck for 5...45 earth damage. (Earth Magic)
Lightning Arrows- 5 energy 1 cast 12 recharge
(Spell) send out 2...4 lightning arrows at target foe and all adjacent foes. Each arrow strikes for 5...20 lightning damage. This spell has a 25% armor penetration. (Air Magic)
Monk:
Light Barrage- 5 energy 1 cast 20 recharge
(Spell) sends out 1...7 light beams at a foe each one inflicts 5...10 holy damage. (Smiting Prayers)
Pure Thoughts- 10 energy 1 cast 8 recharge
(Spell) target other ally is healed for 5...65 health plus 5...20 additional health for each condition or hex on that ally (maximum +130). (Healing Prayers)
Necromancer:
Soul Lifting- 5 energy 1/2 cast 30 recharge
(Spell) touch and exploit target foe's corpse. For 3...7 seconds that foe cannot be ressurected and the corpse becomes exploited. (Death Magic)
Death's Embrace- 5 energy 1 cast 12 recharge
(Spell) exploit one corpse in the area, you gain 4...25 energy. (Soul Reaping)
Elementalist:
Spiked Skin- 15 energy 1 cast 20 recharge
(Enchantment) for 5...13 seconds, whenever you take damage in melee while under the effects of 2 or more enchantments, your attack is struck for 5...45 earth damage. (Earth Magic)
Lightning Arrows- 5 energy 1 cast 12 recharge
(Spell) send out 2...4 lightning arrows at target foe and all adjacent foes. Each arrow strikes for 5...20 lightning damage. This spell has a 25% armor penetration. (Air Magic)
Kiasyd117
hmmm, design a skill, with no new expansions or upgrades on the horizon I can't see much hope for this, on the surface it screams abuse my face but aNet would keep whatever skill chosen in the realm of semi-balanced, most likely you could forget about ever being allowed to use a user made skill in anything other than PvE.
Not a terrible idea but a bit late in the show to figure it will get any traction.
The only skill I would propose would be an Elite Signet of Capture that you only ever get one of per account that you could cap a monster skill with. Spectral Agony, Impossible Odds, Call To Torment ftw.
Not a terrible idea but a bit late in the show to figure it will get any traction.
The only skill I would propose would be an Elite Signet of Capture that you only ever get one of per account that you could cap a monster skill with. Spectral Agony, Impossible Odds, Call To Torment ftw.
dfwm
Quote:
Originally Posted by Darkhell153
I'd submit these skills:
Lightning Arrows- 5 energy 1 cast 12 recharge (Spell) send out 2...4 lightning arrows at target foe and all adjacent foes. Each arrow strikes for 5...20 lightning damage. This spell has a 25% armor penetration. (Air Magic) |
Hey just wanted too say u do realise Lightning Arrows is preety much a copy of lava arrows but in Air Magic
RavagerOfDreams
i would love to see a deadly arts hex that works like this
Mark of the Locust-Elite Hex Spell 10e 25recharge 1s cast
For the next 1..10 seconds target foe is hexed with mark of the locust and all your attacks against that foe strike for dual hits (this would include attack skills )
Mark of the Locust-Elite Hex Spell 10e 25recharge 1s cast
For the next 1..10 seconds target foe is hexed with mark of the locust and all your attacks against that foe strike for dual hits (this would include attack skills )
Eldin
Obliterate Enchantments
Spell. Target foe loses every enchantment on them and takes 55...75 damage for each enchantment lost this way. If target foe is a 55 monk, you are fully healed and given pie.
Just what I need.
55 MONKS MUST DIE!
Spell. Target foe loses every enchantment on them and takes 55...75 damage for each enchantment lost this way. If target foe is a 55 monk, you are fully healed and given pie.
Just what I need.
55 MONKS MUST DIE!
U Wanna Die
would be kinda cool, but should be a pvp-only skills and there are 4 winners, one for each eotn faction
Norn: Norn Lore Hunter - Enchantment. Target ally has an additional 10%...25% to deal a critical hit when Norn Title is displayed in Norn territory. 5e -1 nrg regen 10 recharge 1 cast
Asura: G.O.L.E.M Summon - Elite spell. A level 12...21 G.O.L.E.M is summoned for 10..20 seconds as a defensive specialty. Specialty can be changed. 15e 35 recharge 3 cast
Vanguard: Charr Secret - Elite spell. For 5 seconds Searing Fire falls from the sky causing 87...105 damage a second in the area of target foe. 15e 20 recharge 2 cast
Deldimor: Great Dwarf - Elite Enchantment. For 15...25 seconds you transform into a Stone Dwarf and have +20 additional armor, +10 additional energy, and you attacks deal +2- addtional damage. 10e 40 recharge 3 cast
Norn: Norn Lore Hunter - Enchantment. Target ally has an additional 10%...25% to deal a critical hit when Norn Title is displayed in Norn territory. 5e -1 nrg regen 10 recharge 1 cast
Asura: G.O.L.E.M Summon - Elite spell. A level 12...21 G.O.L.E.M is summoned for 10..20 seconds as a defensive specialty. Specialty can be changed. 15e 35 recharge 3 cast
Vanguard: Charr Secret - Elite spell. For 5 seconds Searing Fire falls from the sky causing 87...105 damage a second in the area of target foe. 15e 20 recharge 2 cast
Deldimor: Great Dwarf - Elite Enchantment. For 15...25 seconds you transform into a Stone Dwarf and have +20 additional armor, +10 additional energy, and you attacks deal +2- addtional damage. 10e 40 recharge 3 cast
lutz
Quote:
Originally Posted by Phoenix Tears
why do you think, have the real strogn skills of my ideas there such a high Energy Cost eh ? Look at the Cast Times and Reload Times...those skills are very strong, but they have also they big bad sides, by beign extreme easily interruptable and once you spelt them, you've to wait soem time, before you can use them again.
Alone these 3 facts make those skills balanced...high energy cost, high cats time and high reload time for strong effect. Look only at Apocalypse...you deal very strong damage, but you have to cast for 5 seconds, thats very long, any noob of a ranger foe can interrupt you. Also we talk here about pve only skills, so those skills can be more powerful, than normal, you don't have to worry about pvp ... 50 Energy Cost + EXHAUSTION - have you any clue, what this means to the Elementalist ??? oO I don't believe so. about the punctuation ect ... shut up, how often have I god damn it more to tell, that I'm not a native English... so shut the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO finally up with this pretending of being wannabe teachers, ever mentioning about grammer failures ect. I KNOW IT ..god damn it >.< and I can't change it with a finger snip. When you couldn't understand something, then quote answer the part you couldn't understand and I'll try to explain it better >.> But stop beign such assholes, which have to point at others ever for their grammar failures... NOBODY IS PERFECT >.< I try my best to write as understandable, as I can. Ever these stupid personal attacks...you can keepp this shit for yourself, when you are not willing to quote, what I should try to explain better. Maybe you don't know it, but people tend to make very quick much grammar failures ect. , just by writing to quick or being sleepy, writing at late night this "..." is no punctuation failure, maybe on the English language, but not in the German. There this sign has a meaning, but I'm unable to describe it's meaning on English |
Eldin
Atomic Detonation
15 Energy
10 Second Cast Time
Recharged by Morale Boosts.
You split the atom and set up us the bomb, and lose all energy. All foes within compass range take 400...550 damage. A well is created at the caster's location, and all creatures within the well are set on fire and diseased until they leave the well.
Attribute: Asura Rank
That one is actually sort of balanced! Somehow. Except for missions.
15 Energy
10 Second Cast Time
Recharged by Morale Boosts.
You split the atom and set up us the bomb, and lose all energy. All foes within compass range take 400...550 damage. A well is created at the caster's location, and all creatures within the well are set on fire and diseased until they leave the well.
Attribute: Asura Rank
That one is actually sort of balanced! Somehow. Except for missions.
Winterclaw
Winter's Claws
5e 1cast 8 recharge
Elite spell. Do 24...64 cold damage to target. If target is suffering from a water hex do an additional 24...64 damage and gain 3...8 energy. This spell has half range.
5e 1cast 8 recharge
Elite spell. Do 24...64 cold damage to target. If target is suffering from a water hex do an additional 24...64 damage and gain 3...8 energy. This spell has half range.
Phoenix Tears
Quote:
Originally Posted by Stella/Shin
If u went into HA with those skills the bad sides really wouldn't matter because the other team would be dead by then; and same goes to RA, TA, HB and Zaishen.....
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@lutz. would you have read it, instead of only quoting, what I've written, you would have seen, that those concepts were all meant for PvE-Only
Mr. G
Phoenix give up, those are just horrific
[skill]Shock Arrow[/skill]
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as for me im gunna stick with the name ive aways liked for a skill
Shadow Ricochet - Shadow arts - 5E 0C 12R
Stance. For 2....5 Seconds the next time you take damage from a foe, you shadowstep to that foe's location and they suffer 20....50 Shadow damage. The next time you take damage you Shadowstep back to your original location.
Perhaps not the best....but sure would be funny ^^
Quote:
Lightning Arrows- 5 energy 1 cast 12 recharge (Spell) send out 2...4 lightning arrows at target foe and all adjacent foes. Each arrow strikes for 5...20 lightning damage. This spell has a 25% armor penetration |
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as for me im gunna stick with the name ive aways liked for a skill
Shadow Ricochet - Shadow arts - 5E 0C 12R
Stance. For 2....5 Seconds the next time you take damage from a foe, you shadowstep to that foe's location and they suffer 20....50 Shadow damage. The next time you take damage you Shadowstep back to your original location.
Perhaps not the best....but sure would be funny ^^
Moloch Vein
I am wondering if it would actually be possible that Arenanet ever added another skill to this game. If they did, it would be positively awesome if they set it up as a player competition, maybe via the guildwars.com website.
As for me, I'll name a skill I've always thought would be pretty cool:
Price In Blood
Blood Magic
Cost 15
Casting time ?
Recharge ?
For x...y seconds, every time target foe uses a Skill, that foe sacrifices x...y% health.
As for me, I'll name a skill I've always thought would be pretty cool:
Price In Blood
Blood Magic
Cost 15
Casting time ?
Recharge ?
For x...y seconds, every time target foe uses a Skill, that foe sacrifices x...y% health.
jimme
‘’‘’‘’‘’‘’
'Last hope'
Divine Favor
Energy Cost: 10 ; Casting time: 2s ; Recharge time: 30s.
Enchantment Spell. For 10.....17 seconds you have +6...16 Health regeneration and +1..3 energy regeneration. Whenever 'Last Hope' ends you lose all health but 1...20 and lose all energy but 0...5. If your energy reaches 0 before Last Hope ends you lose all enchantments.
‘’‘’‘’‘’‘’
"We are invincible!"
Beast Mastery
Energy Cost: 20; Casting time: 0s; Recharge time: 20s.
Shout. For 10...20 seconds, you and your pet move 33% faster, attack 33% faster, have a 75% chance to block attacks and have a 1..3 health regeneration. "We are invincible!" ends whenever you take more than 50...30 damage from a single attack or spell.
‘’‘’‘’‘’‘’
"It's the final countdown!"
Command
Energy Cost: 15; Casting time: 0s; Recharge time: 15s;
Shout. After 10 seconds all foes within earshot suffer from weakness, and are knocked down for 1..3 seconds. All allies within earshot lose all conditions.
'Last hope'
Divine Favor
Energy Cost: 10 ; Casting time: 2s ; Recharge time: 30s.
Enchantment Spell. For 10.....17 seconds you have +6...16 Health regeneration and +1..3 energy regeneration. Whenever 'Last Hope' ends you lose all health but 1...20 and lose all energy but 0...5. If your energy reaches 0 before Last Hope ends you lose all enchantments.
‘’‘’‘’‘’‘’
"We are invincible!"
Beast Mastery
Energy Cost: 20; Casting time: 0s; Recharge time: 20s.
Shout. For 10...20 seconds, you and your pet move 33% faster, attack 33% faster, have a 75% chance to block attacks and have a 1..3 health regeneration. "We are invincible!" ends whenever you take more than 50...30 damage from a single attack or spell.
‘’‘’‘’‘’‘’
"It's the final countdown!"
Command
Energy Cost: 15; Casting time: 0s; Recharge time: 15s;
Shout. After 10 seconds all foes within earshot suffer from weakness, and are knocked down for 1..3 seconds. All allies within earshot lose all conditions.
Eldin
Avatar of ABADDON!!!
10 Energy, 2s Cast Time, 60s Recharge
Elite Form. For 10...25 seconds, you take on on the form of ABADDON!!! Your attacks deal an additional +10 damage, ignore armor, and you are healed for half the damage dealt each time you successfully hit with an attack. Whilst under this spell, enchantments on you end 50%...33% quicker. You also take double holy damage.
10 Energy, 2s Cast Time, 60s Recharge
Elite Form. For 10...25 seconds, you take on on the form of ABADDON!!! Your attacks deal an additional +10 damage, ignore armor, and you are healed for half the damage dealt each time you successfully hit with an attack. Whilst under this spell, enchantments on you end 50%...33% quicker. You also take double holy damage.
Cherng Butter
Quote:
Originally Posted by Phoenix Tears
When the 20 seconds are over, the foes will suffer on petrification and can't move anymore, can't use skills anymore and will instantly die, when someone does a critical hit on the petrificated foes.
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yum
Warrior:
"Noob" (Must spec /mo and have mending): Elite shout. All creature within earshot become lvl1. If your lvl is lower than 20, GW uninstalls itself. 5e 1r.
Pve skill but can be run in AB.
"Noob" (Must spec /mo and have mending): Elite shout. All creature within earshot become lvl1. If your lvl is lower than 20, GW uninstalls itself. 5e 1r.
Pve skill but can be run in AB.
Hikan Trilear
Quote:
Originally Posted by yum
Warrior:
"Noob": Elite shout. If you do not have mending, healing breeze, and frenzy on you, or are not using healing signet at the time of shout, this skill fails. All creature within earshot become lvl1. If your lvl is lower than 20, GW uninstalls itself. 5e 1r. Pve skill but can be run in AB. |
The Way Out
Quote:
Originally Posted by yum
Warrior:
"Noob" (Must spec /mo and have mending): Elite shout. All creature within earshot become lvl1. If your lvl is lower than 20, GW uninstalls itself. 5e 1r. Pve skill but can be run in AB. |
Could we use it in the RA Outpost and skip the lvl 1 part of it, just one massive uninstall?