THE pve skill for each class
mazey vorstagg
I was thinking about the GW classes and how some are missing pve skills that would allow them to "complete" their role. These skills are imbalanced or too difficult to code by nature and so have been left out of the game. But here's a chance to reinvent them. You get one pve skill for each class and it must fit with their lore/whole image.
Here's mine (I think monks and dervishes are pretty much complete in their concept):
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 10
Elementalist: Elemental Ritual- Spell: Summon an elemental from the same element as your weapon's attribute. It's lvl is the same as your attribute in that branch of magic +6. (e.g., lvl 22 with 16 fire magic). Each elemental last for 20 seconds and has 500 health. The earth elemental has stoning and ebon hawk. The fire elemental has phoenix and inferno. The water elemental has ice spikes and glowing ice. The air elemental has shock and lightning touch. Activation: 5, Energy: 15, Recharge 90
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Entangling Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
Paragon: Aura of Command- skill: For the next 20 seconds your shouts last 5 seconds longer and are 20% more effective.
Energy: 5, Recharge: 45
Ritualist: Primal Fear- spell: Targeted enemy is haunted by terrible images of the dead and flees in fear for 5 seconds. They do not agro other mobs but travel away from the caster in a random direction at 80% of their normal speed. They are unable to act while this effect is occuring.
Energy: 25, Activation: 3, Recharge: 20
That's my lot, have you got any ideas?
Mazey
Here's mine (I think monks and dervishes are pretty much complete in their concept):
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 10
Elementalist: Elemental Ritual- Spell: Summon an elemental from the same element as your weapon's attribute. It's lvl is the same as your attribute in that branch of magic +6. (e.g., lvl 22 with 16 fire magic). Each elemental last for 20 seconds and has 500 health. The earth elemental has stoning and ebon hawk. The fire elemental has phoenix and inferno. The water elemental has ice spikes and glowing ice. The air elemental has shock and lightning touch. Activation: 5, Energy: 15, Recharge 90
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Entangling Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
Paragon: Aura of Command- skill: For the next 20 seconds your shouts last 5 seconds longer and are 20% more effective.
Energy: 5, Recharge: 45
Ritualist: Primal Fear- spell: Targeted enemy is haunted by terrible images of the dead and flees in fear for 5 seconds. They do not agro other mobs but travel away from the caster in a random direction at 80% of their normal speed. They are unable to act while this effect is occuring.
Energy: 25, Activation: 3, Recharge: 20
That's my lot, have you got any ideas?
Mazey
N1ghtstalker
Quote:
Originally Posted by mazey vorstagg
Bryant Again
The Warrior skill won't be a good consideration with a near minute recharge. I'd also rather see something that debuffs the enemy rather than something that encourages tanking.
Quote:
Originally Posted by N1ghtstalker
Quote:
what is the meaning of that?
He may've just meant to copy the part after "Smoke Trap".
Richardt
Some interesting ideas, but this belongs in Sardelac though.
Some of these are pretty overpowered IMO.
Some of these are pretty overpowered IMO.
beregond
Quote:
Originally Posted by Richardt
Some interesting ideas, but this belongs in Sardelac though.
Some of these are pretty overpowered IMO. Pretty much my thoughts as well.
Some of these are pretty overpowered IMO. Pretty much my thoughts as well.
Mickey
I like how the Warrior PvE skill is gimped around being a tank.
The Elementalist skill needs to be changed a bit, say that you can't Echo, Arcane Echo, or SoI it. The Assassin one is....interesting...not really useful in PvE, unless your Chest Running.
The Elementalist skill needs to be changed a bit, say that you can't Echo, Arcane Echo, or SoI it. The Assassin one is....interesting...not really useful in PvE, unless your Chest Running.
Rushin Roulette
Quote:
Originally Posted by mazey vorstagg
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 50
Lol, sounds like a weak version of a Warrior Waio of Doom...
Cast teh shout at a monk and all he can do is wand you (no heals for the party)
Cast teh shout at a monk and all he can do is wand you (no heals for the party)
Rushin Roulette
Quote:
Originally Posted by mazey vorstagg
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 50
Lol, sounds like a weak version of a Warrior Wail of Doom...
Cast teh shout at a monk and all he can do is wand you (no heals for the party)
Cast teh shout at a monk and all he can do is wand you (no heals for the party)
Beeb beeb
Quote:
Originally Posted by mazey vorstagg
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
I don't really like the idea of other people killing people in pve. Even if there is no Death penalty.
VendingMachine
Quote:
Originally Posted by mazey vorstagg
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
GREIFERS ABUSE MI RITE?
Seriously, why would you have a skill to kill other party members?
Activation: 1/4, Energy: 10, Recharge: 60
GREIFERS ABUSE MI RITE?
Seriously, why would you have a skill to kill other party members?
mazey vorstagg
oops, fixed a few mistakes that you guys picked up on really fast :s. I was sure I'd read it carefully.
And yes, they are all overpowered. I wasn't going for balance, but more an imaginary pve skill. for each class to complete their concept. Like how the assassin is called an assassin, but can't assassinate anything in the true sense of the word.
There's no way they could be fixed for game use, that's why I put it here instead of sardilac. It's not a suggestion, more of a game.
Perhaps, that should kill yourself only... Playing with H/H all the time is fuddling my MMO sense
And yes, they are all overpowered. I wasn't going for balance, but more an imaginary pve skill. for each class to complete their concept. Like how the assassin is called an assassin, but can't assassinate anything in the true sense of the word.
There's no way they could be fixed for game use, that's why I put it here instead of sardilac. It's not a suggestion, more of a game.
Perhaps, that should kill yourself only... Playing with H/H all the time is fuddling my MMO sense
snaek
definatelly some fun skills
plz do give me teh ability to kill my teamates at will
i want to wreak havoc on teh pugs @__@
dam wammo jus aggro'd everything...i shall keel u now!!!
plz do give me teh ability to kill my teamates at will
i want to wreak havoc on teh pugs @__@
dam wammo jus aggro'd everything...i shall keel u now!!!
BlackSephir
/sigh
Quote:
Quote:
Seriously- attack only you, 40% chance to hit, mind control, runs away- not GW material.
Captain Jager
Very interesting I have a version of my, Critique if u want, pardon my spelling although :P. I'm just doing this for fun now that i started playing again. Here's some of my ideas, btw i'm not real creative for names on skills
Elementalist: Ice Over - hex: target foe and all adjacent foes are frozen in place for (2-8) seconds, while frozen foe has an (+60-30) additional armor to elemental damage. Any fire damage to foes will remove Ice over. Actv: 2 Energy 15 Recharge 30
Mesmer: Hypnotize Hex: for (5-20) seconds target enemy because confused between enemy and for and will attack nearst target. Act: 2; Energy: 15 Recharge: 45
Assassin: Assassin's Contract - Hex: target foe and you are hexed with Assassin's Contract, Caster has -5 hp degen till hexed foe is vanquised but has +60 armor and deals +(10-20) physical damage to hexed foe. Caster hexed with assassins contract cannot receive health or enchanment from allies till target hexed foe is vanquished. If hex ends prematurely to contract Caster loses all energy Act:1 Energy:5 Recharge: 45
Warrior: "I am legend"-shout: lose all enchantments, shouts, and refrains, for ten seconds you have +(3-4) health regen for each condtion and hex cast on you and have an additional (20-40) armor level; you cannot be the target any monk enchantments. adrn 10 Recharge 20
Ritualist: Wailing lord- for 30 seconds a lvl (10-15) Wailing lord protects you any hex or dmg you recieve will be transfered to wailing lord. Wailing lord follows you around and attacks anything that targets you for (10-20) dmg. Actv: 3 Energy: 20 Recharge: 50
Ranger: We are one- elite Form: you must have a pet, for (20-70) seconds you and your pet become one, you have +(100-150) hp, +30 armor, and move 33% faster, your bar is is replaced with venomous fangs, roar of one (knocks adjacent foes down), feast, the swipe of two, and separate. skill is disabled for 120 seconds
Necro: Sacrifice-elite spell: lose all but 1hp of your health and all energy (will fail if soul reaping<8), all elite form enemies in the area are ended prematurely. actv. 3 energy 25 recharge 60
Elementalist: Ice Over - hex: target foe and all adjacent foes are frozen in place for (2-8) seconds, while frozen foe has an (+60-30) additional armor to elemental damage. Any fire damage to foes will remove Ice over. Actv: 2 Energy 15 Recharge 30
Mesmer: Hypnotize Hex: for (5-20) seconds target enemy because confused between enemy and for and will attack nearst target. Act: 2; Energy: 15 Recharge: 45
Assassin: Assassin's Contract - Hex: target foe and you are hexed with Assassin's Contract, Caster has -5 hp degen till hexed foe is vanquised but has +60 armor and deals +(10-20) physical damage to hexed foe. Caster hexed with assassins contract cannot receive health or enchanment from allies till target hexed foe is vanquished. If hex ends prematurely to contract Caster loses all energy Act:1 Energy:5 Recharge: 45
Warrior: "I am legend"-shout: lose all enchantments, shouts, and refrains, for ten seconds you have +(3-4) health regen for each condtion and hex cast on you and have an additional (20-40) armor level; you cannot be the target any monk enchantments. adrn 10 Recharge 20
Ritualist: Wailing lord- for 30 seconds a lvl (10-15) Wailing lord protects you any hex or dmg you recieve will be transfered to wailing lord. Wailing lord follows you around and attacks anything that targets you for (10-20) dmg. Actv: 3 Energy: 20 Recharge: 50
Ranger: We are one- elite Form: you must have a pet, for (20-70) seconds you and your pet become one, you have +(100-150) hp, +30 armor, and move 33% faster, your bar is is replaced with venomous fangs, roar of one (knocks adjacent foes down), feast, the swipe of two, and separate. skill is disabled for 120 seconds
Necro: Sacrifice-elite spell: lose all but 1hp of your health and all energy (will fail if soul reaping<8), all elite form enemies in the area are ended prematurely. actv. 3 energy 25 recharge 60
High Moral
monk people! dont forget the monks! ... ungrateful!!!
Cuilan
Quote:
Originally Posted by mazey vorstagg
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90 That would be making mesmer more and more like Magic the Gathering's blue. That sounds like a fun skill, but it won't do much if there's a lot of foes or if you don't target a boss.
Activation: 3, Energy: 10, Recharge: 90 That would be making mesmer more and more like Magic the Gathering's blue. That sounds like a fun skill, but it won't do much if there's a lot of foes or if you don't target a boss.
Neverending Silence
can u say WoW??????? this is the reason these skillz will never become a part of GW...
Akolo
Quote:
Originally Posted by Captain Jager
Ranger: We are one- elite Form: you must have a pet, for (20-70) seconds you and your pet become one, you have +(100-150) hp, +30 armor, and move 33% faster, your bar is is replaced with venomous fangs, roar of one (knocks adjacent foes down), feast, the swipe of two, and separate. skill is disabled for 120 seconds wanna make a new ursan? :P
otherwise most skills are a good idea, BUT, overpowered.
Samscwamch
Over powered indeed.., and the warrior one just sounds to dumb compared to the rest, if you make everything else over powered you can at least do the same for warrior here for example
Warrior: Barbing Riposte - Stance: for 2...10 seconds you have a 20...75% to block incoming attacks, when an attack is blocked all nearby foes begin bleeding and are crippled for 2...20 seconds. Barbing Riposte is canceled if you use and adrenaline skill.
Warrior: Barbing Riposte - Stance: for 2...10 seconds you have a 20...75% to block incoming attacks, when an attack is blocked all nearby foes begin bleeding and are crippled for 2...20 seconds. Barbing Riposte is canceled if you use and adrenaline skill.
Tyla
"I pity the fool!"
Warrior (HAS to look like Mr.T!!!)
Shout
People flee because you're so leet.
Warrior (HAS to look like Mr.T!!!)
Shout
People flee because you're so leet.
Captain Miken
Quote:
Originally Posted by mazey vorstagg
Here's mine (I think monks and dervishes are pretty much complete in their concept):
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 10
Elementalist: Elemental Ritual- Spell: Summon an elemental from the same element as your weapon's attribute. It's lvl is the same as your attribute in that branch of magic +6. (e.g., lvl 22 with 16 fire magic). Each elemental last for 20 seconds and has 500 health. The earth elemental has stoning and ebon hawk. The fire elemental has phoenix and inferno. The water elemental has ice spikes and glowing ice. The air elemental has shock and lightning touch. Activation: 5, Energy: 15, Recharge 90
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Entangling Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
Paragon: Aura of Command- skill: For the next 20 seconds your shouts last 5 seconds longer and are 20% more effective.
Energy: 5, Recharge: 45
Ritualist: Primal Fear- spell: Targeted enemy is haunted by terrible images of the dead and flees in fear for 5 seconds. They do not agro other mobs but travel away from the caster in a random direction at 80% of their normal speed. They are unable to act while this effect is occuring.
Energy: 25, Activation: 3, Recharge: 20
That's my lot, have you got any ideas?
Mazey
Stopped reading after Ele and thought, "what about the people who use +5/30 weapons?"
street peddler
less roleplaying imo
Samscwamch
Quote:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120 this actually seems underpowered, like cmon 10e 120recharge for a 4 sec knockdown or an attack that has a 40% chance to hit, you could have thought of something more deadlier then that, if i want knockdown ill take trampling ox
MasterSasori
Since we're having fun:
Warrior - "Save Myself!":
15 energy, 25 recharge - For 15 seconds you gain +3...9 health regeneration and For 10 seconds, whenever target ally takes damage, that ally is healed for 5...29 health. Oh wait a minute this sounds familiar.....
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
Mesmer - Experiment
0 energy, 200 recharge, 1 CT - Your entire skill bar is replaced with target ally's skill bar. Target ally's skill bar is replaced with your skill bar.
Ranger - Kamikaze Pet
10 energy, 30 second recharge, 1 CT - Pet sacrifices 100% max health. All nearby enemies take 70...150. This skill is recharges at morale boost
Necromancer - Animate Party Member (Everyone should use this)
0 energy, 3 seconds, 3 CT - Resurrect target dead party member with 100% hp and 25% energy. This skill is disabled until party receives a morale boost.
Ritualist - Chorus
15 energy, 20 recharge, 5 CT - Summon 3 lvl 7...12 spirits that does 18...25 damage each hit.
Monk - /ragequit
0 energy, 0 recharge, 0 CT - Revive all teammates within earshot at your location. You leave game and is replaced by a monk henchmen.
Paragon - no more PvE skills
Current paragon runs too many PvE and are way overpowered. No skills for you.
Dervish - Avatar of Abaddon
15 energy, 30 recharge, 2 CT - You become purple. You gain +300 max health and move 90% slower.
Warrior - "Save Myself!":
15 energy, 25 recharge - For 15 seconds you gain +3...9 health regeneration and For 10 seconds, whenever target ally takes damage, that ally is healed for 5...29 health. Oh wait a minute this sounds familiar.....
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
Mesmer - Experiment
0 energy, 200 recharge, 1 CT - Your entire skill bar is replaced with target ally's skill bar. Target ally's skill bar is replaced with your skill bar.
Ranger - Kamikaze Pet
10 energy, 30 second recharge, 1 CT - Pet sacrifices 100% max health. All nearby enemies take 70...150. This skill is recharges at morale boost
Necromancer - Animate Party Member (Everyone should use this)
0 energy, 3 seconds, 3 CT - Resurrect target dead party member with 100% hp and 25% energy. This skill is disabled until party receives a morale boost.
Ritualist - Chorus
15 energy, 20 recharge, 5 CT - Summon 3 lvl 7...12 spirits that does 18...25 damage each hit.
Monk - /ragequit
0 energy, 0 recharge, 0 CT - Revive all teammates within earshot at your location. You leave game and is replaced by a monk henchmen.
Paragon - no more PvE skills
Current paragon runs too many PvE and are way overpowered. No skills for you.
Dervish - Avatar of Abaddon
15 energy, 30 recharge, 2 CT - You become purple. You gain +300 max health and move 90% slower.
High Moral
"Monk - /ragequit
0 energy, 0 recharge, 0 CT - Revive all teammates within earshot at your location. You leave game and is replaced by a monk henchmen."
I LOVE IT I LOVE IT I LOVE IT!
0 energy, 0 recharge, 0 CT - Revive all teammates within earshot at your location. You leave game and is replaced by a monk henchmen."
I LOVE IT I LOVE IT I LOVE IT!
Rene Saliere
All Professions except Monk: Ursan's Blessing.
Monks: Healer's Boon.
Monks: Healer's Boon.
BlackSephir
Quote:
Originally Posted by MasterSasori
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so. Needs to refresh with every crit hit imo.
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so. Needs to refresh with every crit hit imo.
Sethellington
the necro one is horrible.
sacrifice team mates? good luck making friends.
sacrifice yourself? but then when you get resed the minion isn't under your command....
sacrifice team mates? good luck making friends.
sacrifice yourself? but then when you get resed the minion isn't under your command....
zling
Quote:
Originally Posted by mazey vorstagg
Here's mine (I think monks and dervishes are pretty much complete in their concept):
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 10
Elementalist: Elemental Ritual- Spell: Summon an elemental from the same element as your weapon's attribute. It's lvl is the same as your attribute in that branch of magic +6. (e.g., lvl 22 with 16 fire magic). Each elemental last for 20 seconds and has 500 health. The earth elemental has stoning and ebon hawk. The fire elemental has phoenix and inferno. The water elemental has ice spikes and glowing ice. The air elemental has shock and lightning touch. Activation: 5, Energy: 15, Recharge 90
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Entangling Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
Paragon: Aura of Command- skill: For the next 20 seconds your shouts last 5 seconds longer and are 20% more effective.
Energy: 5, Recharge: 45
Ritualist: Primal Fear- spell: Targeted enemy is haunted by terrible images of the dead and flees in fear for 5 seconds. They do not agro other mobs but travel away from the caster in a random direction at 80% of their normal speed. They are unable to act while this effect is occuring.
Energy: 25, Activation: 3, Recharge: 20
That's my lot, have you got any ideas?
Mazey first of all you forgot Monk and Dervish, shame on YOU!
second of all, the idea itself is good, the skills you proposed arent... dont try to make GW into WoW/DnD/MtG, keep GW as GW...
also try to keep all the skills at around the same level of overpoweredness(and not too much of that).
also as these skills are unique to each profession link them to that profession's primary attribute and unlike the kurzick/luxon and sunspear skills exclude these skills for secondaries.
here are my opinions, for all classes mind you
Warrior: Rage of the Warrior- stance, for 5...20...25 seconds you move and attack 33% faster and deal 5...20...25% more damage. 10, 0, 20.
Ranger: Natural Strength- skill, for 30...50...60 seconds your preparations take half as long to cast, your stances last for 33...50...55% longer and your Expertise attribute is increased by 1...3...4. 15, 0, 45.
Elementalist: Wrath of the Elements- hex spell, target foe and all foes in the area are struck for 30...45...50 damage and move 33% slower for 2...4...6 seconds. when this hex ends each foe affected by this hex sends lightning bolts towards all nearby allies of that foe. these bolts deal 15...25...30 damage. this spell has 25% armor penetration. 15, 2, 15.
Mesmer: Duality of Lyssa- enchantment spell, for 5...10...12 seconds whenever you cast a spell that targets a foe 1 nearby foe of the same type is also targeted by this spell if no such foe is available this spell recharges 33...60...66% faster. 5, 1, 8.
Necromancer: Soul Corruption- spell, all hexes on target foe are transfered to all nearby foes. the duration of these hexes is increased by 10...20...25%. 10, 2, 5.
Monk: Dwayna's Wrath- spell, all allies in the area are healed for 50...80...90 health and all foes in the area are dealt 50...80...90 holy damage. 10, 1, 10.
Assassin: Paralizing Aura- hex spell, target foe is hexed with Paralizing Aura, it moves 25% slower and is unable to attack and use skills. this hex ends when the caster kills another target. 10, 2, 20
Ritualist: Call on the Mists- skill, for 5...10...12 seconds whenever you cast a spell 1 random 10 spirit is summoned at your location. 5, 1, 20
Paragon: "Who is the Leader?"- shout, for 5...10...12 seconds all allies in the area gain 2...4...5 health generation and 0...1...2 energy regeneration and all foes in the area lose 1...1...2 energy whenever they use a skill. 10, 1, 8.
Dervish: Revenge of the Gods- enchantment spell, for 10...20...25 seconds foes struck by your attacks suffer from 1 random condition and lose 1 enchantment. 10, 2, 35.
not sure about some of these skills, but overall I tried to make them not too overpowered but still pretty strong. also opens up lots of interesting options in PvE.
FlamingMetroid
You people do realize assassins just mash 3,4,3,4,3,4,ect in PvE right...
MasterSasori
Quote:
Originally Posted by FlamingMetroid
You people do realize assassins just mash 3,4,3,4,3,4,ect in PvE right...
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so.
FlamingMetroid
Quote:
Originally Posted by MasterSasori
Sin - Critical Laziness:
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so. but you cant MS/DB with that...
0 energy, 0 recharge, 1/4 CT - Your character automatically activates skills 1-6 in sequential order because you're too lazy to do so. but you cant MS/DB with that...
MasterSasori
Quote:
Originally Posted by FlamingMetroid
but you cant MS/DB with that...
SUPER Critical Laziness
0 energy, 0 recharge, 1/4 CT
You take on the aspect of the bear. Your Energy returns to maximum and you have -2 Energy degeneration. You have +10...20 armor and +100...200 maximum Health. All enchantments upon you are removed. Bear attacks replace your skills. You gain Energy every time you take or deal damage. This skill ends when your Energy drops to 0.
0 energy, 0 recharge, 1/4 CT
You take on the aspect of the bear. Your Energy returns to maximum and you have -2 Energy degeneration. You have +10...20 armor and +100...200 maximum Health. All enchantments upon you are removed. Bear attacks replace your skills. You gain Energy every time you take or deal damage. This skill ends when your Energy drops to 0.
FlamingMetroid
Quote:
Originally Posted by MasterSasori
SUPER Critical Laziness
0 energy, 0 recharge, 1/4 CT
You take on the aspect of the bear. Your Energy returns to maximum and you have -2 Energy degeneration. You have +10...20 armor and +100...200 maximum Health. All enchantments upon you are removed. Bear attacks replace your skills. You gain Energy every time you take or deal damage. This skill ends when your Energy drops to 0. but crit agility...
0 energy, 0 recharge, 1/4 CT
You take on the aspect of the bear. Your Energy returns to maximum and you have -2 Energy degeneration. You have +10...20 armor and +100...200 maximum Health. All enchantments upon you are removed. Bear attacks replace your skills. You gain Energy every time you take or deal damage. This skill ends when your Energy drops to 0. but crit agility...
Savio
This isn't the suggestion forum nor the offtopic forum. Closed.