Elite Skill Suggestions/New Ideas, create your own elite skill or concept!
Mia Clemons
I'm sure at least once you've played GW and suddenly thought of a great skill or skill concept that could be put into the game.
If you have a good idea for a new skill or concept that you've thought of, please post here
When posting your skill, please include profession and linked attribute (or un-linked)
NOTE: Please do not post any obviously OverPowering skills (i.e. Spread Hexes)
Basic Submission Template is as follows:
(although your welcome to use any format, as long as it makes sense)
Profession - Attribute (or un-linked)
"Name of the Skill" (Elite or Non-Elite)
Blood Cost: -xx% health (if any)
Adrenaline Cost: (if any)
Energy Cost: xx (if any)
Casting Time/Attack Speed: (if any)
Recharge: xx second(s)
Skill Description: .......
Notes: (If any)
Some examples include:
Elementalist - Earth Magic
"Subterranean Shift" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 10 seconds, target foe takes 5...12...15 earth damage while not moving. When this hex ends, all foes adjacent to target foe's location take 5...40...46 earth damage each second for 5 seconds.
Note: the AoE aspect does not follow foe; it stays at the location when the hex ended.
When Submitting a new skill concept, please include details of how it works:
Example:
Double Hex:
-Applies to yourself and one other foe
-Hex ends on both if the hex is removed on either creature.
-Only one double hex per skill bar at any given time; as such, cannot be copied by use of other skill duplicating moves (Arcane Echo, Echo, etc)
-A creature can be affected by only one Double Hex Spell at any given time.
Example Skill:
UNKNOWN - To Be Assigned
"Rival's Envy" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Double Hex Spell: For 2...12...13 seconds, you and target foe are hexed with Rival's Envy. Creatures under this hex have -40 base armor and are immune to all sources of damage except from each other. This hex ends if either creature uses a healing skill on themself. (Note1, Note2)
Note1: Healing from Mysticism, Divine Favor, etc do not count as a healing skill.
Note2: Conditions, degen, and life stealing still apply as normal.
Please remember that Supportive criticism is always appreciated!
If you have a good idea for a new skill or concept that you've thought of, please post here
When posting your skill, please include profession and linked attribute (or un-linked)
NOTE: Please do not post any obviously OverPowering skills (i.e. Spread Hexes)
Basic Submission Template is as follows:
(although your welcome to use any format, as long as it makes sense)
Profession - Attribute (or un-linked)
"Name of the Skill" (Elite or Non-Elite)
Blood Cost: -xx% health (if any)
Adrenaline Cost: (if any)
Energy Cost: xx (if any)
Casting Time/Attack Speed: (if any)
Recharge: xx second(s)
Skill Description: .......
Notes: (If any)
Some examples include:
Elementalist - Earth Magic
"Subterranean Shift" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 10 seconds, target foe takes 5...12...15 earth damage while not moving. When this hex ends, all foes adjacent to target foe's location take 5...40...46 earth damage each second for 5 seconds.
Note: the AoE aspect does not follow foe; it stays at the location when the hex ended.
When Submitting a new skill concept, please include details of how it works:
Example:
Double Hex:
-Applies to yourself and one other foe
-Hex ends on both if the hex is removed on either creature.
-Only one double hex per skill bar at any given time; as such, cannot be copied by use of other skill duplicating moves (Arcane Echo, Echo, etc)
-A creature can be affected by only one Double Hex Spell at any given time.
Example Skill:
UNKNOWN - To Be Assigned
"Rival's Envy" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Double Hex Spell: For 2...12...13 seconds, you and target foe are hexed with Rival's Envy. Creatures under this hex have -40 base armor and are immune to all sources of damage except from each other. This hex ends if either creature uses a healing skill on themself. (Note1, Note2)
Note1: Healing from Mysticism, Divine Favor, etc do not count as a healing skill.
Note2: Conditions, degen, and life stealing still apply as normal.
Please remember that Supportive criticism is always appreciated!
Caw521
Quote:
Please remember to not post obviously overpowering skills, as it ruins the purpose of this thread! |
Okai, my entry----
Shadow Form (Shadow arts)
Elite Enchantment Spell (x...x...x seconds) Hostile spells targeting you fail, and attacks against you miss. End effect: lose all but x...x...x health.
Ohwait.
Piippo
ELEMENTALIST-Water Magic
"Frozen Mark" (Elite)
Energy: 15
Cast time: 2 sec
Recharge: 30 sec
"Elite Hex Spell. Target foe and all nearby foes are hexed with Frozen Mark. For 8...28 seconds, whenever each foe is struck by cold damage, they take an additional 10...25 cold damage and move 33% slower for 1...4 seconds."
(Basically an elite Mark Of Rodgort in the water line. I've always wanted an water Mark Of Rodgort. Might be a little OP )
NECROMANCER-Death Magic
"Animate Bone Golem" (Elite)
Energy: 10
Cast time: 3 sec
Recharge: 30 sec
"Elite Spell. Exploit nearest corpse to animate an level 3...24 Bone Golem. When the Bone Golem dies, it is replaced by two level 2...13 bone horrors. You can only have one Bone Golem at a time.
ASSASSIN-Shadow Arts
"Way Of The Shadow" (Elite)
Energy: 10
Cast time: 2 sec
Recharge: 30 sec
"Elite Enchantment Spell. For 1...5 seconds, you cannot be targetted. For 5...20 seconds you move 33% faster and cannot be seen on the radar. When Way Of The Shadow ends, you are knocked down."
(Sorry, I just had to post that last one. It's more or less a joke, but maybe (note: maybe) it could work. Obviously it's pretty OP)
"Frozen Mark" (Elite)
Energy: 15
Cast time: 2 sec
Recharge: 30 sec
"Elite Hex Spell. Target foe and all nearby foes are hexed with Frozen Mark. For 8...28 seconds, whenever each foe is struck by cold damage, they take an additional 10...25 cold damage and move 33% slower for 1...4 seconds."
(Basically an elite Mark Of Rodgort in the water line. I've always wanted an water Mark Of Rodgort. Might be a little OP )
NECROMANCER-Death Magic
"Animate Bone Golem" (Elite)
Energy: 10
Cast time: 3 sec
Recharge: 30 sec
"Elite Spell. Exploit nearest corpse to animate an level 3...24 Bone Golem. When the Bone Golem dies, it is replaced by two level 2...13 bone horrors. You can only have one Bone Golem at a time.
ASSASSIN-Shadow Arts
"Way Of The Shadow" (Elite)
Energy: 10
Cast time: 2 sec
Recharge: 30 sec
"Elite Enchantment Spell. For 1...5 seconds, you cannot be targetted. For 5...20 seconds you move 33% faster and cannot be seen on the radar. When Way Of The Shadow ends, you are knocked down."
(Sorry, I just had to post that last one. It's more or less a joke, but maybe (note: maybe) it could work. Obviously it's pretty OP)
WarcryOfTruth
I am going to love this thread! I have one or two ideas for Paragons I suppose so here ya go:
Anthem of Inspiration
Attribute: Leadership
Energy: 15
Cast Time: 1 Second
Recharge: 30 Seconds
Chant: For 10 seconds, Party Members within earshot attack, and cast spells 10...25...33% faster. Initial Effect: You lose all adrenaline. End Effect: You lose all adrenaline
Okay... so it was only one idea, I just cant seem to think of others right now
Anthem of Inspiration
Attribute: Leadership
Energy: 15
Cast Time: 1 Second
Recharge: 30 Seconds
Chant: For 10 seconds, Party Members within earshot attack, and cast spells 10...25...33% faster. Initial Effect: You lose all adrenaline. End Effect: You lose all adrenaline
Okay... so it was only one idea, I just cant seem to think of others right now
Spiritz
what id like to see is something for ele similar to err now mind goes blank... stone striker and stone flesh aura but for fire/air and water versions.I find it a bit weird that you can have on ele goemancer runes and earth dmg conversion but nothing for the other mancer runes even tho you can technically take the other elemental dmg.
Sirius Bsns
ASSASSIN:
Rage of the Ninja (Critical Strikes) - Elite Skill; 5 energy; 15 second recharge; Shadowstep to target foe. For 3 seconds you move and attack 50% faster, and have a 75% chance to block all incoming attacks. When this skill ends, you lose half your health. (This skill fails if you have < 5 Critical Strikes)
Rage of the Ninja (Critical Strikes) - Elite Skill; 5 energy; 15 second recharge; Shadowstep to target foe. For 3 seconds you move and attack 50% faster, and have a 75% chance to block all incoming attacks. When this skill ends, you lose half your health. (This skill fails if you have < 5 Critical Strikes)
Caw521
Okay... seriousness from me now. :P
Mesmer (Inspiration)
-Insert name here-
Cost: 5 energy
Cast: 3 seconds
Recharge: 30 seconds
Hex Spell. 5 seconds: Target foe loses 75% of his/her current energy. You gain 50% of that energy. End effect: Target foe regains 25% of that energy and takes 8...15...20 damage for each point regained.
Un-seriousness:
Warrior (Healing Prayers)
-SUPAR WARRIAH RAEG-
Cost: 25 energy + 6 adren
Cast: 1/2 second
Recharge: 1 second
Skill. 13.37 seconds. You move and attack 100% faster and gain 5 adrenaline every time you do less than 10 damage. You have +2 to healing prayers. Initial effect: makes the sound of a frost wurm and plays the Mortal Kombat theme song. End effect: you die and lose all armor except leggings. No effect unless you have 3 superior runes of Strength, Swordsmanship, Axe Mastery, and Energy Storage. Must follow a lead attack.
Mesmer (Inspiration)
-Insert name here-
Cost: 5 energy
Cast: 3 seconds
Recharge: 30 seconds
Hex Spell. 5 seconds: Target foe loses 75% of his/her current energy. You gain 50% of that energy. End effect: Target foe regains 25% of that energy and takes 8...15...20 damage for each point regained.
Un-seriousness:
Warrior (Healing Prayers)
-SUPAR WARRIAH RAEG-
Cost: 25 energy + 6 adren
Cast: 1/2 second
Recharge: 1 second
Skill. 13.37 seconds. You move and attack 100% faster and gain 5 adrenaline every time you do less than 10 damage. You have +2 to healing prayers. Initial effect: makes the sound of a frost wurm and plays the Mortal Kombat theme song. End effect: you die and lose all armor except leggings. No effect unless you have 3 superior runes of Strength, Swordsmanship, Axe Mastery, and Energy Storage. Must follow a lead attack.
Mia Clemons
ELEMENTALIST - Fire Magic
"Magma Armor"
Energy: 10
Cast Time: 2 seconds
Recharge: 15 seconds
Enchantment Spell: For 5...18 seconds, all physical and elemental damage is converted to Fire Damage and reduced by 10%...23%...26%. Initial Effect: You are set on fire for 7...4...3 seconds.
Good idea from Spiritz, although Water magic already has Frigid and Armor of Frost.
This next one might be a little OP with the damage, but i like the idea.
ELEMENTALIST - Air Magic
"Static Storm" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Hex Spell: For 2...10 seconds, all foes adjacent to target foe take 5...25 lightning damage every 2 seconds. If this hex lasts its full duration, target foe takes 10...30 lightning damage for each ally that was struck by this spell. This spell causes Exhaustion.
It's about time we had a decent AoE-time based water spell (like Breath of Fire)
ELEMENTALIST - Water Magic
"Tundra" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 30 seconds
Spell: Create a Tundra at target foe's location. For 2...10 seconds, all foes in the area of Tundra move 10% slower and take 10...40 cold damage every 2 seconds. Stationary foes take an additional 5...20 cold damage.
ELEMENTALIST - Water Magic
"Blizzard" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Hex Spell: Target foe and up to 3 nearby foes take 10...75 cold damage. For 2...10 seconds affected foes have a 10%...50% to miss with attacks. This spell causes Exhaustion.
RANGER - Marksmanship
"Arrow Jab" (Elite)
Energy: 5
Casting Time: 3/4 second
Recharge: 12 seconds
Elite Bow Attack: Target touched foe takes 15...35...38 damage. This skill has 25% armor penetration.
Had this idea for a while now...
NECROMANCER - Curses
"Deathly Vow" (Elite)
Sacrifice: -10% HP
Energy: 5
Casting Time: 1 second
Recharge: 30 seconds
Hex Spell: For 1...20 seconds, target foe is healed for 100% more health but takes 10%...25% more damage. This hex ends if target foe is under the effects of another hex.
NECROMANCER - Soul Reaping
"Soul Steal" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 15 seconds, you gain 1...7...8 health for each point of energy gained from your Soul Reaping attribute. Initial effect: your next skill that targets a corpse costs 0...9...10 less energy.
This next one throws a little bit of spin on the idea of "Teamwork"
MESMER - Inspiration Magic
"Inspired Trust"
Energy: 10
Casting Time: 1/4 second
Recharge: 6 seconds
Spell: Target Other Ally loses 1...3 enchantments. For each enchantment lost in this way, that ally gains 20...80...85 health and 4...6...7 energy. This skill is disabled for an additional 5 seconds for each enchantment lost.
MESMER - Illusion Magic
"Uncertainty" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Enchantment Spell: One random recharging skill is recharged. For 2...6 seconds, your next skill costs 3...10 less energy. End effect: One random skill is disabled for 15...10...9 seconds.
MONK - Protection Prayers
"Dwayna's Protection" (Elite)
Energy: 10
Casting Time: 1 sec
Recharge: 30 seconds
Enchantment Spell: For 5 seconds, this enchantment does nothing. When this enchantment ends, target ally and all adjacent allies take 50% less damage for 1...5 seconds. Cannot Self target.
Ritualist - Spawning Power
"Spiritual Reversal" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Spell: For every 3 ranks in Spawning Power, destroy one spirit within earshot. For each allied spirit destroyed, foes adjacent to that spirit take 10...45...48 Lightning damage and each party member within earshot is healed for 20...40...45 health. Your Binding Rituals are disabled for 8 seconds.
Ritualist - Communing
"Sacrifice" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...8...9 Spirit of Sacrifice. If a foe comes within nearby range, this spirit dies in 8 seconds. When this spirit dies, it deals 60...100...105 lightning damage to adjacent foes. This spirit dies in 45 seconds.
Keep the ideas coming
"Magma Armor"
Energy: 10
Cast Time: 2 seconds
Recharge: 15 seconds
Enchantment Spell: For 5...18 seconds, all physical and elemental damage is converted to Fire Damage and reduced by 10%...23%...26%. Initial Effect: You are set on fire for 7...4...3 seconds.
Good idea from Spiritz, although Water magic already has Frigid and Armor of Frost.
This next one might be a little OP with the damage, but i like the idea.
ELEMENTALIST - Air Magic
"Static Storm" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Hex Spell: For 2...10 seconds, all foes adjacent to target foe take 5...25 lightning damage every 2 seconds. If this hex lasts its full duration, target foe takes 10...30 lightning damage for each ally that was struck by this spell. This spell causes Exhaustion.
It's about time we had a decent AoE-time based water spell (like Breath of Fire)
ELEMENTALIST - Water Magic
"Tundra" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 30 seconds
Spell: Create a Tundra at target foe's location. For 2...10 seconds, all foes in the area of Tundra move 10% slower and take 10...40 cold damage every 2 seconds. Stationary foes take an additional 5...20 cold damage.
ELEMENTALIST - Water Magic
"Blizzard" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Hex Spell: Target foe and up to 3 nearby foes take 10...75 cold damage. For 2...10 seconds affected foes have a 10%...50% to miss with attacks. This spell causes Exhaustion.
RANGER - Marksmanship
"Arrow Jab" (Elite)
Energy: 5
Casting Time: 3/4 second
Recharge: 12 seconds
Elite Bow Attack: Target touched foe takes 15...35...38 damage. This skill has 25% armor penetration.
Had this idea for a while now...
NECROMANCER - Curses
"Deathly Vow" (Elite)
Sacrifice: -10% HP
Energy: 5
Casting Time: 1 second
Recharge: 30 seconds
Hex Spell: For 1...20 seconds, target foe is healed for 100% more health but takes 10%...25% more damage. This hex ends if target foe is under the effects of another hex.
NECROMANCER - Soul Reaping
"Soul Steal" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 15 seconds, you gain 1...7...8 health for each point of energy gained from your Soul Reaping attribute. Initial effect: your next skill that targets a corpse costs 0...9...10 less energy.
This next one throws a little bit of spin on the idea of "Teamwork"
MESMER - Inspiration Magic
"Inspired Trust"
Energy: 10
Casting Time: 1/4 second
Recharge: 6 seconds
Spell: Target Other Ally loses 1...3 enchantments. For each enchantment lost in this way, that ally gains 20...80...85 health and 4...6...7 energy. This skill is disabled for an additional 5 seconds for each enchantment lost.
MESMER - Illusion Magic
"Uncertainty" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Enchantment Spell: One random recharging skill is recharged. For 2...6 seconds, your next skill costs 3...10 less energy. End effect: One random skill is disabled for 15...10...9 seconds.
MONK - Protection Prayers
"Dwayna's Protection" (Elite)
Energy: 10
Casting Time: 1 sec
Recharge: 30 seconds
Enchantment Spell: For 5 seconds, this enchantment does nothing. When this enchantment ends, target ally and all adjacent allies take 50% less damage for 1...5 seconds. Cannot Self target.
Ritualist - Spawning Power
"Spiritual Reversal" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Spell: For every 3 ranks in Spawning Power, destroy one spirit within earshot. For each allied spirit destroyed, foes adjacent to that spirit take 10...45...48 Lightning damage and each party member within earshot is healed for 20...40...45 health. Your Binding Rituals are disabled for 8 seconds.
Ritualist - Communing
"Sacrifice" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...8...9 Spirit of Sacrifice. If a foe comes within nearby range, this spirit dies in 8 seconds. When this spirit dies, it deals 60...100...105 lightning damage to adjacent foes. This spirit dies in 45 seconds.
Keep the ideas coming
Sirius Bsns
They could just turn Shadow Form into a bad-ass shadowstep last second desparation elite for PvP:
Shadow Form (Elite Skill) 5 energy, no cast time, 45 second recharge: Shadowstep to target foe. For 0...3 seconds, attacks and spells against you fail, and you move and attack 0...50% faster. End effect: You lose all but 0...10% of your health.
Shadow Form (Elite Skill) 5 energy, no cast time, 45 second recharge: Shadowstep to target foe. For 0...3 seconds, attacks and spells against you fail, and you move and attack 0...50% faster. End effect: You lose all but 0...10% of your health.
cheape arie
If I remember it right, there is already a thread about "skill suggestion".
But to stay on topic:
MESMER-Illusion magic
"Illusion of Damage" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Damage. for 2..4..6 seconds all damage that target foe will take is doubled. When this skill ends target foe will be healed for the amount of damage he took.
Could be a fun skill , but maybe a little bit to overpowered.......
But to stay on topic:
MESMER-Illusion magic
"Illusion of Damage" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Damage. for 2..4..6 seconds all damage that target foe will take is doubled. When this skill ends target foe will be healed for the amount of damage he took.
Could be a fun skill , but maybe a little bit to overpowered.......
Levothar Kingdom
Okay here I go:
PARAGON:
"I'll Be With You In Spirit"
Attribute: Motivation
Energy: 25
Casting Time: 1sec
Recharge: 60sec
Elite Shout: For 20...40...60 seconds you are enchanted with "I'll Be With You In Spirit". If you die while enchanted a lvl 15..20...24 Spirit Of Ally is summoned at your location with the skills Heal Party, Aegis, and Ray of Judgement. If you are resurected Spirit of Ally dies. Spirit of Ally dies after 120 seconds.
PARAGON:
"I'll Be With You In Spirit"
Attribute: Motivation
Energy: 25
Casting Time: 1sec
Recharge: 60sec
Elite Shout: For 20...40...60 seconds you are enchanted with "I'll Be With You In Spirit". If you die while enchanted a lvl 15..20...24 Spirit Of Ally is summoned at your location with the skills Heal Party, Aegis, and Ray of Judgement. If you are resurected Spirit of Ally dies. Spirit of Ally dies after 120 seconds.
SpyderArachnid
I would like to see an Elite Illusion spell like Ether Nightmare.
Target and adjacent foes lose 1-5 Energy. These foes suffer -1 Health Degeneration per amount of energy they lost. (30 seconds)
Basically the same spell, but make it a non-PvE spell and instead an Elite spell.
Target and adjacent foes lose 1-5 Energy. These foes suffer -1 Health Degeneration per amount of energy they lost. (30 seconds)
Basically the same spell, but make it a non-PvE spell and instead an Elite spell.
Dont Nerf The Perma
Shining Paragon Pants
Leadership attribute
For 30...40...50 seconds if your paragon doesn't have the skill Focused Anger he stops sucking, his skills are replaced with ones that are actually useful, and he obtains a pair of pants.
Leadership attribute
For 30...40...50 seconds if your paragon doesn't have the skill Focused Anger he stops sucking, his skills are replaced with ones that are actually useful, and he obtains a pair of pants.
MithranArkanere
Energy Storage:
- Glyph of Chaos
E:5, C:1, R:20.
For 10 seconds, your next 1..10 Elementalist spells will deal Chaos damage and ignore armor on foes under an Elementalist Hex.
You suffer from exhaustion every time you cast a spell if you are not under an enchantment spell.
- Glyph of Chaos
E:5, C:1, R:20.
For 10 seconds, your next 1..10 Elementalist spells will deal Chaos damage and ignore armor on foes under an Elementalist Hex.
You suffer from exhaustion every time you cast a spell if you are not under an enchantment spell.
X Ghoul
Ritualist
Communing
Strip Weapon
Remove Weapon Spell From target foe || Costs 5e 15 recharge 1sec cast
Communing
Strip Weapon
Remove Weapon Spell From target foe || Costs 5e 15 recharge 1sec cast
kariemindstorm
Elementalist
[Insert Name Here]
Elite Hex Spell
Energy - 15
Casting Time - 2 Seconds
Recharge - 30 Seconds
For (3...10) seconds target foe takes (10...35) damage and moves 66% slower. When this hex ends target foe suffers from weakness and bleeding for 6 seconds.
[Insert Name Here]
Elite Hex Spell
Energy - 15
Casting Time - 2 Seconds
Recharge - 30 Seconds
For (3...10) seconds target foe takes (10...35) damage and moves 66% slower. When this hex ends target foe suffers from weakness and bleeding for 6 seconds.
cheape arie
More skills !
MESMER-Illusion magic
"Illusion of Enchantments" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Enchantments. for 5..11..14 seconds all Enchantments target foe will get, won't have any effect till this hex has ended.
End effect: target foe will get all enchantments that he was a target of on him, and you will lose 10..6..3 energy and 80..42..21 health for every enchantment this foe has on him.
(I know, there was a skill with the same name)
RANGER-Wilderness Survival
"High winds" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Natural Ritual: You create a level 2..8..10 Spirit of High Winds.
All Projectiles within this spirit his range, will have 26%..69%..89% chance to miss.
Melee attacks will have 5%..8%..14% chance to miss.
MESMER-Illusion magic
"Illusion of Energy" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 45 seconds
Elite Hex Spell: You lose all your energy and will have -4 energy degernation for 12 seconds, you create an illusion of energy at your location.
All foes within earshot will lose all their energy and will have -1 energy degernation for 6..13..16 seconds.
Your alies will have +2 energy regernation for 6..13..16 seconds.
When this skill ends, all foes affected by this spell will regain all their energy, all alies except for yourself that were affected by this spell will lose 30 energy.
Monk-Divine favor
"Dwayna's haste" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 20 seconds
Elite Enchantment Spell: For 10..20..25 seconds you will move 15%..25%..30% faster then normal. Your spells will heal for 5..10..15 health. You will lose 5..10..15 health whenever you cast a monk spell.
Speed boost for monks
MESMER-Illusion magic
"Illusion of Blinding Light" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: You create an Illusion of Blinding Light at your location.
All foes within earshot will be blinded, and their casting speed will be slowed by 20% for 3..10..12 seconds.
End effect: all afected foes are immune for blind for the next 20..10..7 seconds.
MESMER-Illusion magic
"Illusion of Enchantments" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Enchantments. for 5..11..14 seconds all Enchantments target foe will get, won't have any effect till this hex has ended.
End effect: target foe will get all enchantments that he was a target of on him, and you will lose 10..6..3 energy and 80..42..21 health for every enchantment this foe has on him.
(I know, there was a skill with the same name)
RANGER-Wilderness Survival
"High winds" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Natural Ritual: You create a level 2..8..10 Spirit of High Winds.
All Projectiles within this spirit his range, will have 26%..69%..89% chance to miss.
Melee attacks will have 5%..8%..14% chance to miss.
MESMER-Illusion magic
"Illusion of Energy" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 45 seconds
Elite Hex Spell: You lose all your energy and will have -4 energy degernation for 12 seconds, you create an illusion of energy at your location.
All foes within earshot will lose all their energy and will have -1 energy degernation for 6..13..16 seconds.
Your alies will have +2 energy regernation for 6..13..16 seconds.
When this skill ends, all foes affected by this spell will regain all their energy, all alies except for yourself that were affected by this spell will lose 30 energy.
Monk-Divine favor
"Dwayna's haste" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 20 seconds
Elite Enchantment Spell: For 10..20..25 seconds you will move 15%..25%..30% faster then normal. Your spells will heal for 5..10..15 health. You will lose 5..10..15 health whenever you cast a monk spell.
Speed boost for monks
MESMER-Illusion magic
"Illusion of Blinding Light" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: You create an Illusion of Blinding Light at your location.
All foes within earshot will be blinded, and their casting speed will be slowed by 20% for 3..10..12 seconds.
End effect: all afected foes are immune for blind for the next 20..10..7 seconds.
Mia Clemons
Here's some new ideas i had.
NECROMANCER - Death Magic
"Animate Tainted Golem" (Elite)
Energy: 15
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Spell: Exploit nearest corpse to animate a level 3...21...25 Tainted Golem. This golem only deals 10 damage per attack but causes a random condition that lasts 0...7...12 seconds with each attack. This golem dies after 3...5...6 attacks. You can have only one Tainted Golem at a time.
ASSASSIN - Dagger Mastery
"Insert Appropriate Name Here" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 15 seconds
Elite Lead Attack: If it hits, <Name> strikes for +5...17...20 damage and target foe is crippled and bleeding for 2...8...10 seconds. If this attack is blocked, target foe is blinded and dazed for 0...3...3 seconds.
Might be a little OP? give feedback if possible
DERVISH - Mysticism
"Grenth's Vow" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 15 seconds
Elite Enchantment Spell: For 10 seconds, every successful attack you make steals 8...20...25 health. For every attack that misses, you lose 10...17...20 health.
MESMER - Illusion Magic
"Illusion of Vitality" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Vitality. For 5...9...10 seconds, you take double damage from all sources. When this hex ends, target foe suffers half the damage you took. Your non-Mesmer skills are disabled for 5 seconds.
As always, keep the ideas coming
NOTE: If your not going to be even slightly serious about this (i.e. Dont Nerf the Perma) please dont bother posting, it ruins the thread and depresses people reading them.
NECROMANCER - Death Magic
"Animate Tainted Golem" (Elite)
Energy: 15
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Spell: Exploit nearest corpse to animate a level 3...21...25 Tainted Golem. This golem only deals 10 damage per attack but causes a random condition that lasts 0...7...12 seconds with each attack. This golem dies after 3...5...6 attacks. You can have only one Tainted Golem at a time.
ASSASSIN - Dagger Mastery
"Insert Appropriate Name Here" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 15 seconds
Elite Lead Attack: If it hits, <Name> strikes for +5...17...20 damage and target foe is crippled and bleeding for 2...8...10 seconds. If this attack is blocked, target foe is blinded and dazed for 0...3...3 seconds.
Might be a little OP? give feedback if possible
DERVISH - Mysticism
"Grenth's Vow" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 15 seconds
Elite Enchantment Spell: For 10 seconds, every successful attack you make steals 8...20...25 health. For every attack that misses, you lose 10...17...20 health.
MESMER - Illusion Magic
"Illusion of Vitality" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Vitality. For 5...9...10 seconds, you take double damage from all sources. When this hex ends, target foe suffers half the damage you took. Your non-Mesmer skills are disabled for 5 seconds.
As always, keep the ideas coming
NOTE: If your not going to be even slightly serious about this (i.e. Dont Nerf the Perma) please dont bother posting, it ruins the thread and depresses people reading them.
Commander Kanen
Assasaain:
Shadow Form
Elite Enchantment Spell
For 5...18 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21 damage with a single skill or attack.
Oh no wait...
......
My bad.
Shadow Form
Elite Enchantment Spell
For 5...18 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21 damage with a single skill or attack.
Oh no wait...
......
My bad.
Mia Clemons
Commander Kanen, please dont post skills that have already been updated or posted! This thread is for the ideas of NEW skills that you have thought of. I can appreciate some humor but if your going to contribute to this thread, please make a meaningful contribution as well; otherwise, please make your own thread.
WARRIOR - Swordsmanship
"Insert Name Here" (Elite)
Energy: 5
Attack time: Normal
Recharge: 15 seconds
Elite Sword Attack: Strike target foe and all adjacent foes for +5...25 damage. For every successful hit, you gain 0...1...1 strikes of adrenaline. For every attack that is blocked, you lose 1 energy.
WARRIOR - Strength
"Final Blow" (Elite)
Energy: 5
Attack Time: 1/2 second
Recharge: 15 seconds
Elite Melee Attack: If your health is under 20%...50%...55%, you strike for +5...40...45 damage and target foe suffers from Weakness for 2...6...7 seconds. This attack recharges instantly if your health is under 5%...20%...25%.
WARRIOR - Tactics
"Last Stand" (Elite)
Adrenaline Cost: 6 strikes
Recharge: 10 seconds
Elite Skill: For 6 seconds, the next attack skill used against you that would be fatal is negated and you gain +5...40...42 armor for 10 seconds.
RANGER - Expertise
"Marksman's Focus" (Elite)
Energy: 5
Recharge: 12
Elite Stance: For 1...8...9, you have a 75% chance to block attacks, take double damage, and your arrows cannot be blocked. This stance ends if you move.
RANGER - Wilderness Survival
"Sand Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Trap: When Sand Trap is triggered, every second (for 3 seconds) all nearby foes are blinded and dazed for 3...6...7 seconds and take 5...20...25 earth damage. While activating this skill, you are easily interrupted.
Please keep the ideas coming!
WARRIOR - Swordsmanship
"Insert Name Here" (Elite)
Energy: 5
Attack time: Normal
Recharge: 15 seconds
Elite Sword Attack: Strike target foe and all adjacent foes for +5...25 damage. For every successful hit, you gain 0...1...1 strikes of adrenaline. For every attack that is blocked, you lose 1 energy.
WARRIOR - Strength
"Final Blow" (Elite)
Energy: 5
Attack Time: 1/2 second
Recharge: 15 seconds
Elite Melee Attack: If your health is under 20%...50%...55%, you strike for +5...40...45 damage and target foe suffers from Weakness for 2...6...7 seconds. This attack recharges instantly if your health is under 5%...20%...25%.
WARRIOR - Tactics
"Last Stand" (Elite)
Adrenaline Cost: 6 strikes
Recharge: 10 seconds
Elite Skill: For 6 seconds, the next attack skill used against you that would be fatal is negated and you gain +5...40...42 armor for 10 seconds.
RANGER - Expertise
"Marksman's Focus" (Elite)
Energy: 5
Recharge: 12
Elite Stance: For 1...8...9, you have a 75% chance to block attacks, take double damage, and your arrows cannot be blocked. This stance ends if you move.
RANGER - Wilderness Survival
"Sand Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Trap: When Sand Trap is triggered, every second (for 3 seconds) all nearby foes are blinded and dazed for 3...6...7 seconds and take 5...20...25 earth damage. While activating this skill, you are easily interrupted.
Please keep the ideas coming!
Owik Gall
WARRIOR - Tactics
"Drawing Ire"
Adrenaline Cost: 4 strikes
Recharge: 20
Echo: Affects allies within earshot. For 3...7...10 seconds, damage to affected allies is redirected to you. Renewal: Whenever you use an adrenaline skill. Damage you take from this effect increases by 20...16...13%. Does not affect spirits or minions.
WARRIOR - Tactics
"Guardians Focus" (Elite)
Energy: 5
Recharge: 30
Skill: For 1...30...45 seconds, your block stances last 120% longer and you take 0...2...3 less damage for each foe in the area. No effect unless you are wielding a shield and under a stance.
"Drawing Ire"
Adrenaline Cost: 4 strikes
Recharge: 20
Echo: Affects allies within earshot. For 3...7...10 seconds, damage to affected allies is redirected to you. Renewal: Whenever you use an adrenaline skill. Damage you take from this effect increases by 20...16...13%. Does not affect spirits or minions.
WARRIOR - Tactics
"Guardians Focus" (Elite)
Energy: 5
Recharge: 30
Skill: For 1...30...45 seconds, your block stances last 120% longer and you take 0...2...3 less damage for each foe in the area. No effect unless you are wielding a shield and under a stance.
Sirius Bsns
ASSASSIN - Dagger Mastery
"Falling Dragon"
Energy: 5
Recharge: 8
Elite Offhand Attack: Deals 16... 35...38 damage and inflicts burning ( 0...6 seconds ). No effect unless target is knocked-down.
<33333
Mia Clemons
Good ideas, i really love the Falling Dragon one. Sins need to be able to inflict burning
I stole this next one from Zoldark the Unholy.
NECROMANCER - Death Magic
"Unholy Vigor" (Elite) <<Yes its already a move for Zoldark (Vloxen boss), but mine is a bit different>>
Energy: 5
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 10...20...22 seconds, all of your minion's attacks steal health instead of their normal damage. When this enchantment ends, all animated creatures you control die and you lose 75%...55%...50% of your maximum health.
NECROMANCER - Blood Magic
"Well of the Undead" (Elite)
Blood Cost: -10% health
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of the Undead at its location. For 8...18...20 seconds, all hostile animated or summoned creatures within the area of the Well of the Undead take double damage and all allied creatures have +1...4...4 health regeneration.
I hate paragons with a passion but i cant help but think of some possibly decent skills for them....
PARAGON - Spear Mastery
"Destructive Nature" (Elite)
Energy: 10
Recharge: 20 seconds
Elite Skill: For 15 seconds, you attack 10% faster and your next 1...4...5 spear attacks deal damage to target foe and all adjacent foes.
...Nope, still hate Paragons......
DERVISH - Wind Prayers
"Dwayna's Fury" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 10 seconds, you attack 5%...20%...23% faster and are healed for 20...30...34 health every time you successfully hit with an attack. End effect: For every attack that hit, you lose 1 energy and suffer 2 seconds of Weakness.
Keep em coming! I'm liking the ideas people are submitting.
I stole this next one from Zoldark the Unholy.
NECROMANCER - Death Magic
"Unholy Vigor" (Elite) <<Yes its already a move for Zoldark (Vloxen boss), but mine is a bit different>>
Energy: 5
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 10...20...22 seconds, all of your minion's attacks steal health instead of their normal damage. When this enchantment ends, all animated creatures you control die and you lose 75%...55%...50% of your maximum health.
NECROMANCER - Blood Magic
"Well of the Undead" (Elite)
Blood Cost: -10% health
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of the Undead at its location. For 8...18...20 seconds, all hostile animated or summoned creatures within the area of the Well of the Undead take double damage and all allied creatures have +1...4...4 health regeneration.
I hate paragons with a passion but i cant help but think of some possibly decent skills for them....
PARAGON - Spear Mastery
"Destructive Nature" (Elite)
Energy: 10
Recharge: 20 seconds
Elite Skill: For 15 seconds, you attack 10% faster and your next 1...4...5 spear attacks deal damage to target foe and all adjacent foes.
...Nope, still hate Paragons......
DERVISH - Wind Prayers
"Dwayna's Fury" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 10 seconds, you attack 5%...20%...23% faster and are healed for 20...30...34 health every time you successfully hit with an attack. End effect: For every attack that hit, you lose 1 energy and suffer 2 seconds of Weakness.
Keep em coming! I'm liking the ideas people are submitting.
Sirius Bsns
I know, right? =D It brought a tear to my eye when I came up with that one. One can only dream! Falling Dragon + Twisting Fangs = Ultimate degen!
dusanyu
Monk - Smiting Prayers
"Witch!" (Elite)
Energy: 5
Recharge: 10 seconds
Elite Shout: For every hex spell target foe has on their skill bar they take 0...15 blunt damage and are set on fire for 0...10 seconds
"Witch!" (Elite)
Energy: 5
Recharge: 10 seconds
Elite Shout: For every hex spell target foe has on their skill bar they take 0...15 blunt damage and are set on fire for 0...10 seconds
Morphy
NOTE: this is from a PvP perspective.
"Steal Enchantments" (Elite): An inferior version of Shatter Storm with a random effect tagged onto it. Wouldn't see any use, but requires introducing a new effect. In other words, a waste of time.
"Elemental Storm" (Elite): The fact that it's in Elemental Storage means it can be ran on any build, even a build that has no other Elementalist skills on it. Terrible idea.
"Grenth's Sacrifice": Minion bombing much? Wouldn't expect it to see much use.
"Frozen Mark" (Elite): Allows for Mirror of Ice-esque situations coupled with random snaring by Warriors with Cold weapons. It would be retarded.
"Animate Bone Golem" (Elite): Another random minion skill that nobody will ever use.
"Way Of The Shadow" (Elite): A collection of random effects that would have to be introduced in the game for a skill that nobody will ever use.
Anthem of Inspiration: Terrible idea. That would lead to 3 Paragon teams chaining this skill for infinite IAS/FC on the entire team.
-Insert name here-: You seriously think a skill that requires no spec, that singlehandedly depletes 75% of an opponents Energy bar, probably fills up most of your Energy bar and then deals massive damage is balanced? This skill alone would destroy all Elementalists.
"Magma Armor": Severely underpowered. Nobody uses Stone Striker, why would anyone ever use an inferior version of it that puts you on fire?
"Static Storm" (Elite): A broken skill. There is nothing you can do against the last bit of damage, especially in cramped maps like those in HA.
"Tundra" (Elite): Quit the DoTAoE bs already.
"Blizzard": Practically reads "Blur everything in sight". Horrible idea.
"Arrow Jab" (Elite): There is a reason fast-activation Ranger skills got nerfed. This will either replace Punishing Shot or be outclassed by it, depending on whether you give it an aftercast or not.
"Deathly Vow" (Elite): Super spike prep skill ftw? Seriously, don't introduce crap like this to the game.
"Soul Steal" (Elite): Probably won't see use.
"Inspired Trust": The ultimate grief skill? Should never see the light of day.
"Uncertainty" (Elite): Terribly weak and underpowered. Just compare to Glyph of Renewal.
"Dwayna's Protection" (Elite): Super smite-ball skill? If you chain this with 8 people, you can remain invulnerable to damage permanently. If Horrifying idea.
"Spiritual Reversal" (Elite): Another massive nuke skill that will probably be abused in team builds.
"Sacrifice" (Elite): You could force this spirit to die by recasting it. Arcane Echo -> this on 8 party members much?
"Illusion of Damage" (Elite): Broken. Luckily enough, the recharge kills it.
Elite Ether Nightmare: What are the stats?
[Insert Name Here]: Terribly weak.
"Illusion of Enchantments" (Elite): Inferior to Shadow Shroud in every single way.
"Illusion of Energy" (Elite): Exactly what is this, a Hex or an AoE skill? Regardless of that, too much effects tied to one skill.
"Dwayna's Haste" (Elite): Completely inferior to Healer's Boon for Healing Prayers Monks and completely inferior to Divine Boon for anything else.
"Sand Trap" (Elite): Stronger version of Smoke Trap, which says quite a lot. Would have far too big an impact on the battlefield.
"Drawing Ire": Exactly what's the advantage of creating an irremovable version of Life Bond? You could just keep the Warrior that uses this skill alive and be completely immune to damage. Terrible idea.
The other ideas are probably as crappy as the ones listed above here but I cba to go through them all. I haven't seen a single balanced proposal. Really, really bad.
"Steal Enchantments" (Elite): An inferior version of Shatter Storm with a random effect tagged onto it. Wouldn't see any use, but requires introducing a new effect. In other words, a waste of time.
"Elemental Storm" (Elite): The fact that it's in Elemental Storage means it can be ran on any build, even a build that has no other Elementalist skills on it. Terrible idea.
"Grenth's Sacrifice": Minion bombing much? Wouldn't expect it to see much use.
"Frozen Mark" (Elite): Allows for Mirror of Ice-esque situations coupled with random snaring by Warriors with Cold weapons. It would be retarded.
"Animate Bone Golem" (Elite): Another random minion skill that nobody will ever use.
"Way Of The Shadow" (Elite): A collection of random effects that would have to be introduced in the game for a skill that nobody will ever use.
Anthem of Inspiration: Terrible idea. That would lead to 3 Paragon teams chaining this skill for infinite IAS/FC on the entire team.
-Insert name here-: You seriously think a skill that requires no spec, that singlehandedly depletes 75% of an opponents Energy bar, probably fills up most of your Energy bar and then deals massive damage is balanced? This skill alone would destroy all Elementalists.
"Magma Armor": Severely underpowered. Nobody uses Stone Striker, why would anyone ever use an inferior version of it that puts you on fire?
"Static Storm" (Elite): A broken skill. There is nothing you can do against the last bit of damage, especially in cramped maps like those in HA.
"Tundra" (Elite): Quit the DoTAoE bs already.
"Blizzard": Practically reads "Blur everything in sight". Horrible idea.
"Arrow Jab" (Elite): There is a reason fast-activation Ranger skills got nerfed. This will either replace Punishing Shot or be outclassed by it, depending on whether you give it an aftercast or not.
"Deathly Vow" (Elite): Super spike prep skill ftw? Seriously, don't introduce crap like this to the game.
"Soul Steal" (Elite): Probably won't see use.
"Inspired Trust": The ultimate grief skill? Should never see the light of day.
"Uncertainty" (Elite): Terribly weak and underpowered. Just compare to Glyph of Renewal.
"Dwayna's Protection" (Elite): Super smite-ball skill? If you chain this with 8 people, you can remain invulnerable to damage permanently. If Horrifying idea.
"Spiritual Reversal" (Elite): Another massive nuke skill that will probably be abused in team builds.
"Sacrifice" (Elite): You could force this spirit to die by recasting it. Arcane Echo -> this on 8 party members much?
"Illusion of Damage" (Elite): Broken. Luckily enough, the recharge kills it.
Elite Ether Nightmare: What are the stats?
[Insert Name Here]: Terribly weak.
"Illusion of Enchantments" (Elite): Inferior to Shadow Shroud in every single way.
"Illusion of Energy" (Elite): Exactly what is this, a Hex or an AoE skill? Regardless of that, too much effects tied to one skill.
"Dwayna's Haste" (Elite): Completely inferior to Healer's Boon for Healing Prayers Monks and completely inferior to Divine Boon for anything else.
"Sand Trap" (Elite): Stronger version of Smoke Trap, which says quite a lot. Would have far too big an impact on the battlefield.
"Drawing Ire": Exactly what's the advantage of creating an irremovable version of Life Bond? You could just keep the Warrior that uses this skill alive and be completely immune to damage. Terrible idea.
The other ideas are probably as crappy as the ones listed above here but I cba to go through them all. I haven't seen a single balanced proposal. Really, really bad.
Mashiyu
Quote:
Monk - Smiting Prayers
"Witch!" (Elite) Energy: 5 Recharge: 10 seconds Elite Shout: For every hex spell target foe has on their skill bar they take 0...15 blunt damage and are set on fire for 0...10 seconds |
(But only because Confusion didnt make it into the game)
Mia Clemons
TO MORPHY: I dont mean to be rude, but if your not going to contribute, please dont harshly criticize other's ideas. You think Anet just came up with perfect, non-abusive skills right out of the blue? No, they didnt; they brainstormed.
Sure, some skills might not even see the dreaded "REMOVE" caption, but the purpose of the thread is to introduce new ideas for skills.
If something is broken or completely OP, fine, as long as it is creative and throws a new twist on gameplay then it at least contributes.
In regards to PvP play: "Split for PvP"? Obviously none of these skills will ever make it to GW1 or GW2. This is purely for creative and amusing purposes.
On the other hand, i do appreciate your feedback Morphy. At least when i make my skills, i dont think to deeply on making it balanced for PvP. <I'm more of a PvE player anyways>
Anyways, on to today's skills, submitted by my friend Ashley
MONK - Healing Prayers
"Dwayna's Prayer" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 10 seconds, target ally gains +3...6...7 health regeneration and 5...25...28 health every time that ally uses a skill. This enchantment ends early if target ally casts an enchantment spell.
MONK - Divine Favor
"Divine Grace" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 20 seconds, you have +0...1...1 energy regeneration. Every time you cast a monk spell, it takes an additional 4 seconds to recharge. This enchantment ends if you use a non-monk skill.
This next one is similar to that PvE effect against Destroyers, but watered down a bit.
NECROMANCER - Blood Magic
"Vampiric Nature" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 20 seconds, you deal 50% less damage with your spells and attacks but you steal 5...25...28 health from one random nearby foe every time you use a skill. Your other enchantment spells are disabled for 8 seconds.
RITUALIST - Channeling Magic
"Spirit's Wrath" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Spell: Heal nearby allied spirits for 50...95...100 health. Adjacent foes to those spirits take 35...75...80 lightning damage.
Supportive Criticism is always appreciated.
Sure, some skills might not even see the dreaded "REMOVE" caption, but the purpose of the thread is to introduce new ideas for skills.
If something is broken or completely OP, fine, as long as it is creative and throws a new twist on gameplay then it at least contributes.
In regards to PvP play: "Split for PvP"? Obviously none of these skills will ever make it to GW1 or GW2. This is purely for creative and amusing purposes.
On the other hand, i do appreciate your feedback Morphy. At least when i make my skills, i dont think to deeply on making it balanced for PvP. <I'm more of a PvE player anyways>
Anyways, on to today's skills, submitted by my friend Ashley
MONK - Healing Prayers
"Dwayna's Prayer" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 10 seconds, target ally gains +3...6...7 health regeneration and 5...25...28 health every time that ally uses a skill. This enchantment ends early if target ally casts an enchantment spell.
MONK - Divine Favor
"Divine Grace" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 20 seconds, you have +0...1...1 energy regeneration. Every time you cast a monk spell, it takes an additional 4 seconds to recharge. This enchantment ends if you use a non-monk skill.
This next one is similar to that PvE effect against Destroyers, but watered down a bit.
NECROMANCER - Blood Magic
"Vampiric Nature" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 20 seconds, you deal 50% less damage with your spells and attacks but you steal 5...25...28 health from one random nearby foe every time you use a skill. Your other enchantment spells are disabled for 8 seconds.
RITUALIST - Channeling Magic
"Spirit's Wrath" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Spell: Heal nearby allied spirits for 50...95...100 health. Adjacent foes to those spirits take 35...75...80 lightning damage.
Supportive Criticism is always appreciated.
Frozen Ele
Quote:
ELEMENTALIST-Water Magic
"Frozen Mark" (Elite) Energy: 15 Cast time: 2 sec Recharge: 30 sec "Elite Hex Spell. Target foe and all nearby foes are hexed with Frozen Mark. For 8...28 seconds, whenever each foe is struck by cold damage, they take an additional 10...25 cold damage and move 33% slower for 1...4 seconds." |
Quote:
ELEMENTALIST - Water Magic
"Tundra" (Elite) Energy: 25 Casting Time: 2 seconds Recharge: 30 seconds Spell: Create a Tundra at target foe's location. For 2...10 seconds, all foes in the area of Tundra move 10% slower and take 10...40 cold damage every 2 seconds. Stationary foes take an additional 5...20 cold damage. ELEMENTALIST - Water Magic "Blizzard" (Elite) Energy: 15 Casting Time: 2 seconds Recharge: 20 seconds Hex Spell: Target foe and up to 3 nearby foes take 10...75 cold damage. For 2...10 seconds affected foes have a 10%...50% to miss with attacks. This spell causes Exhaustion. |
"Permafrost"
Energy: 15
Casting Time: 1/4 second
Recharge: 15 seconds
Hex Spell. Also hexes foes in the area of your target (2...12 seconds). These foes move 66% slower and cannot Shadow Step. Initial effect: deals 10...85 cold damage.
(pretty much a beefed up version of Deep Freeze)
X Dr Pepper X
Avatar of Melandru. Form. 5e. 2s cast. 120 sec recharge. For 30...80..90 seconds conditions expire 50% faster. If you are under the effects of an Earth Prayers enchantment, you gain a 50% chance to dodge attacks. When a Dervish skill ends or an enchantment expires, cracked armor is applied to adjacent foes for 10 seconds.
Avatar of Balthazar. Form 5e. 2s cast. 120 sec recharge. For 30...80..90 seconds your attacks have 10% armor penetration, and you have +2 scythe mastery. Whenever an enchantment or Dervish skill ends upon yourself, enemies adjacent to you take damage equivalent to your rank in Mysticism.
Poison Arrow. Elite Bow Attack. 5e. 12 sec recharge. Fire an arrow at target and one additional nearby foe that inflicts +1...12...15 damage and poisons both targets 1...8..12 seconds.
Glass Arrows. Elite Preparation. 10e. 2 sec cast. 24 sec recharge. For 36 seconds, your arrows inflict +12...18..20 damage on foes. If your arrow does not hit, bleeding is inflicted upon your target and adjacent foes for 8..10..12 seconds.
Melandru's Arrows. Elite Preparation 10e. 2s cast. 24 sec recharge. For 36 seconds, your arrows inflict bleeding for 3...21..25 seconds. Targets under enchantments or hexes receive poison as well for 3...10..12 seconds and +6...12..16 damage.
Anthem of Guidance. Elite Chant. 6 adr. 1s cast. 4 sec recharge. All allies in earshot have Blindness removed and an additional 25% chance to hit with their 1..3..4 next attacks. If that attack was an attack skill, +4...8...10 damage is applied, but if not +2...4...6 damage on auto attacks.
Crippling Anthem. Elite Chant. 8 adr. 1s cast. 10 sec recharge. All allies in earshot inflict Crippling on their next attack for 2..4..6 seconds. +8 seconds of crippling if the next attack was an attack skill. Allies receive a 20% chance to dodge attacks made by crippled enemies.
Cautery Signet. Elite Signet. 1s cast. 20 sec recharge. All Allies lose one condition. The next time a foe hits you, they are set on fire for 1 second for each condition removed (Max. 6 sec.).
Enjoy.
Avatar of Balthazar. Form 5e. 2s cast. 120 sec recharge. For 30...80..90 seconds your attacks have 10% armor penetration, and you have +2 scythe mastery. Whenever an enchantment or Dervish skill ends upon yourself, enemies adjacent to you take damage equivalent to your rank in Mysticism.
Poison Arrow. Elite Bow Attack. 5e. 12 sec recharge. Fire an arrow at target and one additional nearby foe that inflicts +1...12...15 damage and poisons both targets 1...8..12 seconds.
Glass Arrows. Elite Preparation. 10e. 2 sec cast. 24 sec recharge. For 36 seconds, your arrows inflict +12...18..20 damage on foes. If your arrow does not hit, bleeding is inflicted upon your target and adjacent foes for 8..10..12 seconds.
Melandru's Arrows. Elite Preparation 10e. 2s cast. 24 sec recharge. For 36 seconds, your arrows inflict bleeding for 3...21..25 seconds. Targets under enchantments or hexes receive poison as well for 3...10..12 seconds and +6...12..16 damage.
Anthem of Guidance. Elite Chant. 6 adr. 1s cast. 4 sec recharge. All allies in earshot have Blindness removed and an additional 25% chance to hit with their 1..3..4 next attacks. If that attack was an attack skill, +4...8...10 damage is applied, but if not +2...4...6 damage on auto attacks.
Crippling Anthem. Elite Chant. 8 adr. 1s cast. 10 sec recharge. All allies in earshot inflict Crippling on their next attack for 2..4..6 seconds. +8 seconds of crippling if the next attack was an attack skill. Allies receive a 20% chance to dodge attacks made by crippled enemies.
Cautery Signet. Elite Signet. 1s cast. 20 sec recharge. All Allies lose one condition. The next time a foe hits you, they are set on fire for 1 second for each condition removed (Max. 6 sec.).
Enjoy.
Mia Clemons
Had some last minute submissions before bed. Credit goes to Aubrey on these:
RANGER - Marksmanship
"Deadly Arrow" (Elite)
Energy: 15
Attack Time: Normal
Recharge: 15 seconds
Elite Bow Attack: If this attack hits, target foe is Poisoned, Crippled, and Bleeding for 7 seconds. This attack strikes for +5...11...12 damage and cannot be blocked by foes with less then 50% health.
MESMER - Domination Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: For 8...14...15 seconds, target foe suffers deals 33% less damage with attacks and spells cast by target foe take 100% longer to cast. End effect: Target foe suffers from Weakness for 12 seconds.
RANGER - Marksmanship
"Deadly Arrow" (Elite)
Energy: 15
Attack Time: Normal
Recharge: 15 seconds
Elite Bow Attack: If this attack hits, target foe is Poisoned, Crippled, and Bleeding for 7 seconds. This attack strikes for +5...11...12 damage and cannot be blocked by foes with less then 50% health.
MESMER - Domination Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: For 8...14...15 seconds, target foe suffers deals 33% less damage with attacks and spells cast by target foe take 100% longer to cast. End effect: Target foe suffers from Weakness for 12 seconds.
aspi
Mesmer Illusion magic
"Confusion"
Energy 15
Cast time 1 s
Recharge 30 s
Elite hex spell, for 2...4...8..10 seconds Target foe and all nearby foes are hexed with confusion. All of target foe and nearby foes AoE spells have a 50% change of damaging themselves aswell.
"Confusion"
Energy 15
Cast time 1 s
Recharge 30 s
Elite hex spell, for 2...4...8..10 seconds Target foe and all nearby foes are hexed with confusion. All of target foe and nearby foes AoE spells have a 50% change of damaging themselves aswell.
Sirius Bsns
MESMER - Domination
"Deviation" (Elite Hex Spell)
Energy: 5
Cast Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: (10 seconds.) Target foe's next 0...1...2 skills takes +10...47...56 seconds to recharge.
RANGER - Marksmanship
"Vicious Shot" (Elite)
Energy: 5
Activation: 3/4 second
Recharge: 10 seconds
Elite Bow Attack: (Unblockable.) Inflicts deep wound condition (1...8...10 second[s]).
MONK - Divine Favor
"Compassion" (Elite Enchantment Spell)
Energy: 5
Cast Time: 1/4 second
Recharge: 15
Elite Enchantment Spell: (8 seconds.) Target ally has +2 Health regeneration. Reduces target allies incoming damage and life steal by 3...18...21. All negated damage heals all party members within earshot for that amount. (maximum 120 health).
"Dwayna's Spirit" (Elite Enchantment Spell)
Energy: 5
Cast Time: 1/4 second
Recharge: 30 seconds
Elite Enchantment Spell: (1...11...14 second[s].) Monk spells cost you 3 less Energy. You gain 15...51...60 Health and lose one condition whenever you use a monk healing or protection prayers spell. If this enchantment lasts its full duration, you are knocked-down.
"Purge Afflictions" (Elite Spell) [Unlinked]
Energy: 5
Cast Time: 1/4 second
Recharge: 15 seconds
Elite Spell: Removes all hexes conditions and heals target ally for 50 health.
"Deviation" (Elite Hex Spell)
Energy: 5
Cast Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: (10 seconds.) Target foe's next 0...1...2 skills takes +10...47...56 seconds to recharge.
RANGER - Marksmanship
"Vicious Shot" (Elite)
Energy: 5
Activation: 3/4 second
Recharge: 10 seconds
Elite Bow Attack: (Unblockable.) Inflicts deep wound condition (1...8...10 second[s]).
MONK - Divine Favor
"Compassion" (Elite Enchantment Spell)
Energy: 5
Cast Time: 1/4 second
Recharge: 15
Elite Enchantment Spell: (8 seconds.) Target ally has +2 Health regeneration. Reduces target allies incoming damage and life steal by 3...18...21. All negated damage heals all party members within earshot for that amount. (maximum 120 health).
"Dwayna's Spirit" (Elite Enchantment Spell)
Energy: 5
Cast Time: 1/4 second
Recharge: 30 seconds
Elite Enchantment Spell: (1...11...14 second[s].) Monk spells cost you 3 less Energy. You gain 15...51...60 Health and lose one condition whenever you use a monk healing or protection prayers spell. If this enchantment lasts its full duration, you are knocked-down.
"Purge Afflictions" (Elite Spell) [Unlinked]
Energy: 5
Cast Time: 1/4 second
Recharge: 15 seconds
Elite Spell: Removes all hexes conditions and heals target ally for 50 health.
aspi
Paragon Leadership "Holy rain"
Energy 10
Cast time 1 s
Recharge 30 s
Elite spell, for 2...4...8..10 seconds spears from above do 10...34 holy damage to Target foe and all nearby foes. Foes activating Elite skills are interupted.
Energy 10
Cast time 1 s
Recharge 30 s
Elite spell, for 2...4...8..10 seconds spears from above do 10...34 holy damage to Target foe and all nearby foes. Foes activating Elite skills are interupted.
X Dr Pepper X
Anthem of Fury. Elite Chant. 10e. 2s cast. 20s recharge. All Allies in earshot attack 10% faster for 1...6..8 seconds. Using an attack skill ends Anthem of Fury early and gives the user 1...3..4 strikes of adrenaline and 1...5...6 energy.
Song of Purification. Elite Chant. 4 adr. 1s cast. 16 sec recharge. All Party Members in earshot lose 1..2..3 conditions upon using their next skill. If there are no conditions on a party member, a hex will be lost instead.
Pious Renewal. Elite Enchantment. 5e. 1/2 sec cast. 30s recharge. For 12...20..24 seconds you are enchanted with Pious Renewal. Whenever a Dervish enchantment is cast upon yourself, you attack 25% faster and gain +2 energy per hit for 1...5...6 seconds. Pious Renewal is renewed with the successive use of an attack skill.
Avatar of Grenth. Elite Form. 10e. 2s cast. 120 sec recharge. For 30...80..90 seconds, your attacks cannot miss hexed foes or foes with conditions. Your attacks steal 10...18..20 life with each hit. When a Dervish skill ends or an enchantment expires, foes adjacent to you are crippled for 1...5..6 seconds.
Avatar of Dwayna. Elite Form. 10e. 2s cast. 120 sec recharge. For 30...80..90 seconds, the initial use of a skill will heal yourself and allies nearby for 2...24...32 health. If you are under the effect of an enchantment, using an attack skill will give yourself and allies nearby +1...2...3 health regen for 10 seconds. If a Dervish skill or an enchantment ends upon you, adjacent enemies are inflicted with Weakness for 1...5...6 seconds.
These are fun, so I came back for seconds. Mine are made with PvE in mind.
Song of Purification. Elite Chant. 4 adr. 1s cast. 16 sec recharge. All Party Members in earshot lose 1..2..3 conditions upon using their next skill. If there are no conditions on a party member, a hex will be lost instead.
Pious Renewal. Elite Enchantment. 5e. 1/2 sec cast. 30s recharge. For 12...20..24 seconds you are enchanted with Pious Renewal. Whenever a Dervish enchantment is cast upon yourself, you attack 25% faster and gain +2 energy per hit for 1...5...6 seconds. Pious Renewal is renewed with the successive use of an attack skill.
Avatar of Grenth. Elite Form. 10e. 2s cast. 120 sec recharge. For 30...80..90 seconds, your attacks cannot miss hexed foes or foes with conditions. Your attacks steal 10...18..20 life with each hit. When a Dervish skill ends or an enchantment expires, foes adjacent to you are crippled for 1...5..6 seconds.
Avatar of Dwayna. Elite Form. 10e. 2s cast. 120 sec recharge. For 30...80..90 seconds, the initial use of a skill will heal yourself and allies nearby for 2...24...32 health. If you are under the effect of an enchantment, using an attack skill will give yourself and allies nearby +1...2...3 health regen for 10 seconds. If a Dervish skill or an enchantment ends upon you, adjacent enemies are inflicted with Weakness for 1...5...6 seconds.
These are fun, so I came back for seconds. Mine are made with PvE in mind.
Caw521
Oh, heh, forgot the scaling (and balancing) of that inspiration spell. And yeah, it would rape eles anyway.. :/
If Mending were elite.... or buffed at least.... :D
Mending - healing prayers
5 energy
2 second casting time
Enchantment Spell. Target ally gains 2...5...6 health regeneration (lol, like that helps :P) and +1 energy regeneration (dunno about that). Conditions expire 40...60...70% faster on that ally (Yay, fragility fodder).
Oh, and no offense Morphy, but you don't have to take these ideas seriously. It's not like any of these will be implemented, it's just to spit out those ideas that people had stuck in their mind for a while. They are ridiculous, but it doesn't hurt to post old ideas here.
If Mending were elite.... or buffed at least.... :D
Mending - healing prayers
5 energy
2 second casting time
Enchantment Spell. Target ally gains 2...5...6 health regeneration (lol, like that helps :P) and +1 energy regeneration (dunno about that). Conditions expire 40...60...70% faster on that ally (Yay, fragility fodder).
Oh, and no offense Morphy, but you don't have to take these ideas seriously. It's not like any of these will be implemented, it's just to spit out those ideas that people had stuck in their mind for a while. They are ridiculous, but it doesn't hurt to post old ideas here.
Regulus X
DERVISH - Mysticism
"Avatar of Abaddon" (Elite Form)
Energy: 25
Activation: 2 seconds
Recharge: 30 seconds
Elite Form: (10...74...90 seconds.) You have -20 armor, you move and attack 33% faster, and your attacks deal dark damage. This skill is disabled for 120 seconds.
"Grim Sweep" (Elite Scythe Attack)
Energy: 5
Recharge: 8
Elite Scythe Attack: Deals +10...34...40 damage. Inflicts Deep Wound condition (5...17...20 seconds). If target is above 50% health, attack is unblockable and foe is knocked down. (Requires 8 Mysticism; 100% failure otherwise)
WARRIOR - Swordsmanship
"Disrupting Slice" (Elite Sword Attack)
Adrenaline cost: 6
Sword Attack. Deals +5...17...20 damage. If target is bleeding: interrupts an action and skill is disabled for +20 seconds. Inflicts Deep Wound condition (5...17...20 seconds).
"Avatar of Abaddon" (Elite Form)
Energy: 25
Activation: 2 seconds
Recharge: 30 seconds
Elite Form: (10...74...90 seconds.) You have -20 armor, you move and attack 33% faster, and your attacks deal dark damage. This skill is disabled for 120 seconds.
"Grim Sweep" (Elite Scythe Attack)
Energy: 5
Recharge: 8
Elite Scythe Attack: Deals +10...34...40 damage. Inflicts Deep Wound condition (5...17...20 seconds). If target is above 50% health, attack is unblockable and foe is knocked down. (Requires 8 Mysticism; 100% failure otherwise)
WARRIOR - Swordsmanship
"Disrupting Slice" (Elite Sword Attack)
Adrenaline cost: 6
Sword Attack. Deals +5...17...20 damage. If target is bleeding: interrupts an action and skill is disabled for +20 seconds. Inflicts Deep Wound condition (5...17...20 seconds).
Bobby2
UBER FRENZY - Strength
Stance (Elite)
Energy: 5
Recharge: 4
For 6...8...9 seconds, you move and attack 33% faster.
....as if the devs would ever allow for this shit
Stance (Elite)
Energy: 5
Recharge: 4
For 6...8...9 seconds, you move and attack 33% faster.
....as if the devs would ever allow for this shit
WhiteAsIce
WARRIOR-Swordsmanship
"Sword Dance"
Energy: 5
Recharge: 10 seconds
Elite Sword Attack: Swing your sword violently, attacking all adjacent foes 1...3 times. Lose all adrenaline
RANGER-Wilderness Survival
"Dwayna's Arrows"
Energy: 15
Casting time: 2 seconds
Recharge: 12 seconds
Elite Preparation: For 18 seconds, your arrows deal +5...17 damage. All arrows heal the target instead of deal damage. Your arrows cannot target foes, but can now target allies. Bow attacks that cause conditions will instead remove that condition from an ally if that ally has that specific condition.
/* got this idea from another game where the archer was shooting his allies with light blue arrows and healing them */
Ex.1 - Hunter's Shot will heal for a small amount and remove Bleeding if target ally has it
Ex.2 - Sloth Hunter's Shot used on an ally not doing anything will be healed for a lot
Ex.3 - Distracting Shot, or any other interrupting bow attack, will not trigger the interrupt or any effects caused by the interrupt
MONK-Divine Favor
"Divine Edge"
Energy: 10
Casting time: 1 second
Recharge: 15 seconds
Elite Spell: All foes within earshot take 15...51 holy damage. All allies within earshot are healed for 15...51 points.
NECROMANCER-Death Magic
"Signet of Undeath"
Casting time: 1 second
Recharge: 15 seconds
Elite Preparation: For 20 seconds, target animated undead servant moves and attacks 50% faster, and deals +5...17 damage. When this effect ends, target dies.
/* minion will still die when the 20 seconds of the first signet used are over, even if the signet is renewed */
MESMER-Fast Casting
"Mantra of Celerity"
Energy: 15
Recharge: 20 seconds
Elite Stance: For 30...78 seconds, your Fast Casting attribute increases by 50%. Whenever you cast a spell, you lose 3 Energy or Mantra of Celerity ends.
ELEMENTALIST-Energy Storage
"Elemental Prowess"
Energy: 10
Casting time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 1...49 seconds, your Elementalist spells have +2...24% armor penetration.
ASSASSIN-Shadow Arts
"Critical Boon"
Energy: 10
Casting time: 1 second
Recharge: 25 seconds
Elite Enchantment Spell: For 5...17 seconds, whenever you make a critical hit, your party is healed for 10...34 health.
RITUALIST-Communing
"Bloodlust"
Energy: 10
Casting time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Creates a level 1...10 spirit (15...39 second lifespan). Its attacks deal 10...34 damage. Attacks 50% faster.
PARAGON-Leadership
""Holy #$%#!!""
Energy: 10
Recharge: 15 seconds
Elite Shout: All foes in the area are interrupted. 50% miss chance unless Leadership 9 or higher.
DERVISH-MYSTICISM
"Avatar of Abaddon"
Energy: 25
Casting time: 2 seconds
Recharge: 30 seconds
Elite Form: (10...58 seconds.) Enemy spells cannot target you. Attacks inflict Spectral Agony (Saul D'Alessio). This skill is disabled for 120 seconds.
Also:
http://www.guildwarsguru.com/forum/c...t10033549.html
"Sword Dance"
Energy: 5
Recharge: 10 seconds
Elite Sword Attack: Swing your sword violently, attacking all adjacent foes 1...3 times. Lose all adrenaline
RANGER-Wilderness Survival
"Dwayna's Arrows"
Energy: 15
Casting time: 2 seconds
Recharge: 12 seconds
Elite Preparation: For 18 seconds, your arrows deal +5...17 damage. All arrows heal the target instead of deal damage. Your arrows cannot target foes, but can now target allies. Bow attacks that cause conditions will instead remove that condition from an ally if that ally has that specific condition.
/* got this idea from another game where the archer was shooting his allies with light blue arrows and healing them */
Ex.1 - Hunter's Shot will heal for a small amount and remove Bleeding if target ally has it
Ex.2 - Sloth Hunter's Shot used on an ally not doing anything will be healed for a lot
Ex.3 - Distracting Shot, or any other interrupting bow attack, will not trigger the interrupt or any effects caused by the interrupt
MONK-Divine Favor
"Divine Edge"
Energy: 10
Casting time: 1 second
Recharge: 15 seconds
Elite Spell: All foes within earshot take 15...51 holy damage. All allies within earshot are healed for 15...51 points.
NECROMANCER-Death Magic
"Signet of Undeath"
Casting time: 1 second
Recharge: 15 seconds
Elite Preparation: For 20 seconds, target animated undead servant moves and attacks 50% faster, and deals +5...17 damage. When this effect ends, target dies.
/* minion will still die when the 20 seconds of the first signet used are over, even if the signet is renewed */
MESMER-Fast Casting
"Mantra of Celerity"
Energy: 15
Recharge: 20 seconds
Elite Stance: For 30...78 seconds, your Fast Casting attribute increases by 50%. Whenever you cast a spell, you lose 3 Energy or Mantra of Celerity ends.
ELEMENTALIST-Energy Storage
"Elemental Prowess"
Energy: 10
Casting time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 1...49 seconds, your Elementalist spells have +2...24% armor penetration.
ASSASSIN-Shadow Arts
"Critical Boon"
Energy: 10
Casting time: 1 second
Recharge: 25 seconds
Elite Enchantment Spell: For 5...17 seconds, whenever you make a critical hit, your party is healed for 10...34 health.
RITUALIST-Communing
"Bloodlust"
Energy: 10
Casting time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Creates a level 1...10 spirit (15...39 second lifespan). Its attacks deal 10...34 damage. Attacks 50% faster.
PARAGON-Leadership
""Holy #$%#!!""
Energy: 10
Recharge: 15 seconds
Elite Shout: All foes in the area are interrupted. 50% miss chance unless Leadership 9 or higher.
DERVISH-MYSTICISM
"Avatar of Abaddon"
Energy: 25
Casting time: 2 seconds
Recharge: 30 seconds
Elite Form: (10...58 seconds.) Enemy spells cannot target you. Attacks inflict Spectral Agony (Saul D'Alessio). This skill is disabled for 120 seconds.
Also:
http://www.guildwarsguru.com/forum/c...t10033549.html
Mia Clemons
I really like your Sword Dance and Signet of Undeath, although 15 seconds recharge might be spammable with a mesmer. maybe 30 seconds recharge?
Good ideas though
Oh, and Bloodlust <3 although the cap for attack speed is 33% isnt it? either way, love it.
Critical Boon could be OP, but if the duration and healing were decreased, might be a viable elite skill
Today's Submission from Akido:
ASSASSIN - Critical Strikes
"Deadly Accuracy" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Enchantment Spell: For 6...20...22 seconds, your attacks have an additional +50% of being a critical hit. Every time you strike a critical hit, you lose 25...10...8 health. This enchantment ends if under the effects of a Shadow Arts enchantment.
Another submission by Ashley:
ELEMENTALIST - Fire Magic
"Scorching Rain" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 60 seconds
Elite Spell: Create a Scorching Rain at target foe's location. For 10 seconds, all foes near target foe's initial location take 6...50...55 fire damage each second and are on fire for 1...4...5 seconds. The same foe cannot be struck more then 5 times by this spell. This spell causes exhaustion and your skills are disabled for 5 seconds.
My submission for the morning:
ELEMENTALIST - Air Magic
"Sonic Wave" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: Target foe and all adjacent foes are struck for 8...40...45 damage. For 3...11...12 seconds, all affected foes are unaffected by all shouts and chants.
As always, keep the ideas coming
Good ideas though
Oh, and Bloodlust <3 although the cap for attack speed is 33% isnt it? either way, love it.
Critical Boon could be OP, but if the duration and healing were decreased, might be a viable elite skill
Today's Submission from Akido:
ASSASSIN - Critical Strikes
"Deadly Accuracy" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Enchantment Spell: For 6...20...22 seconds, your attacks have an additional +50% of being a critical hit. Every time you strike a critical hit, you lose 25...10...8 health. This enchantment ends if under the effects of a Shadow Arts enchantment.
Another submission by Ashley:
ELEMENTALIST - Fire Magic
"Scorching Rain" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 60 seconds
Elite Spell: Create a Scorching Rain at target foe's location. For 10 seconds, all foes near target foe's initial location take 6...50...55 fire damage each second and are on fire for 1...4...5 seconds. The same foe cannot be struck more then 5 times by this spell. This spell causes exhaustion and your skills are disabled for 5 seconds.
My submission for the morning:
ELEMENTALIST - Air Magic
"Sonic Wave" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: Target foe and all adjacent foes are struck for 8...40...45 damage. For 3...11...12 seconds, all affected foes are unaffected by all shouts and chants.
As always, keep the ideas coming