Elite Skill Suggestions/New Ideas, create your own elite skill or concept!

X Dr Pepper X

X Dr Pepper X

Frost Gate Guardian

Join Date: Apr 2008

The Mirror of Reason [SNOW]

R/

Quote:
Originally Posted by WhiteAsIce View Post
lol. Look at Morphy troll that old thread too on the last page.

Now to add something substantial to discussion.

Practiced Stance. Elite Stance. 10e. 20sec recharge. For 1...12..16 seconds, you attack 15% faster, deal +1...8..12 more damage, and your attacks do not miss foes standing still.

Greater Conflagration. Elite Nature Ritual. 10e. 3 sec cast. 30 sec recharge. Create a spirit of Greater Conflagration for 1...50..60 seconds that improves all allies physical attacks in range with +1...10...12 fire damage. Attack skills cause burning for 1...2...2 seconds.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Submitted by Raising The B A R:

Not sure what profession to tie this to yet as the idea is fairly new.

NOTE: Read his description of a "Double Hex" below.

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.




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.



NOTICE: This is still a first draft of the idea. Improvements will most likely be made.


Supportive feedback is greatly appreciated!

Another Double Hex submission by B A R:


NECROMANCER - Death Magic
"Deathly Bond" (Non-Elite)
Blood Cost: -10% health
Energy: 5
Casting Time: 1 second
Recharge: seconds
Double Hex Spell: For 11...22...25 seconds, you and target foe are hexed with Deathly Bond. You and target foe suffer -1...3...3 health degeneration. After 10 seconds, if either you or target foe dies, the other loses 1% health for every second that this hex lasted.



MESMER - Illusion Magic
"Shared Frustration" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Double Hex Spell: For 4...9...11 seconds, you and target foe are hexed with Shared Insanity. Whenever either one of you is interrupted, the other is also interrupted and both suffer 10...30...35 damage. When this hex ends, both of you are interrupted. (Note1)

Note1: The interruption on the other creature has a 1/4 second delay, allowing both creatures to use interruption skills on the other.


See previous post for details on Double Hexes

Del

Del

Desert Nomad

Join Date: Sep 2009

In a van, down by the river.

RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO if I know, ask Lynette.

R/

Quote:
Originally Posted by Mia Clemons View Post
Another Double Hex submission by B A R, although this time he/she wanted it to be under Necromancer.


NECROMANCER - Death Magic
"Deathly Bond" (Elite)
Blood Cost: -10% health
Energy: 5
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Double Hex Spell: For 12...28...30 seconds, you and target foe are hexed with Deathly Bond. You and target foe suffer -1...3...3 health degeneration. After 10 seconds, if either you or target foe dies, the other loses 1% health for every second that this hex lasted.



MESMER - Illusion Magic
"Shared Frustration" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Double Hex Spell: For 10 seconds, you and target foe are hexed with Shared Insanity. Whenever either one of you is interrupted, the other is also interrupted and both suffer 10...30...35 damage. When this hex ends, both of you are interrupted. (Note1)

Note1: The interruption on the other creature has a 1/4 second delay, allowing both creatures to use interruption skills on the other.


See previous post for details on Double Hexes
Why are these both elite when they're both so impractical and bad that they'd never see play?

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Quote:
Originally Posted by Del View Post
Why are these both elite when they're both so impractical and bad that they'd never see play?
Obviously still a work in progress. I'm just copy pasting from my email. i agree with you that they shouldnt be elite. i'll ask B A R if he/she cares if they should be elite or not.

I think its more of the idea of a double hex that B A R was going for, not the skill itself.

WhiteAsIce

WhiteAsIce

Wilds Pathfinder

Join Date: May 2008

R/

Quote:
Originally Posted by Mia Clemons View Post
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
Recharge of the signet wouldn't matter. I put a note that the minion would die when the original 20 seconds end, even if the signet is renewed by then.

Per Bloodlust, see this page. For the spirit, make its attack only activate in 1 second.

Critical Boon is fine, since it can't even be fully maintained, and it requires a hefty investment in Shadow Arts for it to be good, meaning, you take point out of Critical Strikes and the weapon mastery.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

Quote:
Originally Posted by Mia Clemons View Post
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.
That actually would be really fun to use, it reminds me of the older Magic the Gathering cards that created mini-games inside a game.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Here is a few to those that think Elementalists do not deal enough damage in Hard Mode .

Names can use work I suppose, just its late and I need sleep so they are not perfect, but here ya go:

Mark of Incineration (Elite)
Fire Magic
15 Energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Incineration (5...15...20) seconds. These foes have -(10...40...55) armor against fire damage. These foes have +24 armor vs all other damage.

Mark of Cryogenics (Elite)
Water Magic
15 Energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Cryogenics (5...15...20) seconds. These foes have -(10...40...55) armor against cold damage. These foes have +24 armor vs all other damage.

Mark of Seismology (Elite)
Earth Magic
15 Energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Seismology (5...15...20) seconds. These foes have -(10...40...55) armor against earth damage. These foes have +24 armor vs all other damage.

Mark of Electrocution
Air Magic
15 energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Electrocution (5...15...20) seconds. These foes have -(10...40...55) armor against lightning damage. These foes have +24 armor vs all other damage.

These are just ideas of course. Not perfect, the names could use work, I just thought of names fitting to their damage type, but I hear many people say elementalists need to cause more damage, and maybe I over did it, but ya know tweak the numbers around, maybe you guys have other/better ideas for these types of skills. So just brainstorming and these are what I came up with. After reviewing they DO look slightly over the edge, but like I said you guys can think of ways to fix them up

X Dr Pepper X

X Dr Pepper X

Frost Gate Guardian

Join Date: Apr 2008

The Mirror of Reason [SNOW]

R/

Quote:
Originally Posted by WarcryOfTruth View Post
These are just ideas of course. Not perfect, the names could use work, I just thought of names fitting to their damage type, but I hear many people say elementalists need to cause more damage, and maybe I over did it, but ya know tweak the numbers around, maybe you guys have other/better ideas for these types of skills. So just brainstorming and these are what I came up with. After reviewing they DO look slightly over the edge, but like I said you guys can think of ways to fix them up
Elementalist spells don't need to inflict more damage. HM Monsters need to have less armor. Their armor is ridiculous to the point where attacking the HM warriors is plainly annoying add onto that their OP heals at 24+ attb pts, their protting at 24+ attb pts, and a fun time that does not make. Not to mention Elementalist skills that cause AoE over time cause monsters to scatter wildly.

Eles just need skill redesigns and monsters need armor nerfs. Monsters can get more health in place of lost armor.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Quote:
Originally Posted by X Dr Pepper X View Post
Elementalist spells don't need to inflict more damage. HM Monsters need to have less armor. Their armor is ridiculous to the point where attacking the HM warriors is plainly annoying add onto that their OP heals at 24+ attb pts, their protting at 24+ attb pts, and a fun time that does not make. Not to mention Elementalist skills that cause AoE over time cause monsters to scatter wildly.

Eles just need skill redesigns and monsters need armor nerfs. Monsters can get more health in place of lost armor.
I suppose, was just throwing out ideas , I thought they were kinda cool.

Qcumber

Pre-Searing Cadet

Join Date: Jun 2010

A Better Tommorow

Rt/

ELEMENTALIST-Energy Storage
"Call of the Elements" (Elite)
Energy: 10
Casting Time: 1 seconds
Recharge: 10 seconds
Elite Enchantment: For the next 1....4 elemental based magic you cast, all your elemental attributes are increased by 2. You are Exhausted.

ELEMENTALIST-Energy Storage
"Energy Cleanse" (Elite)
Energy: 5
Casting Time: 1 seconds
Recharge: 35 seconds
Elite Spell: Remove all conditions on yourself. You loose 5 additional energy for each condition removed.

ELEMENTALIST-Energy Storage
"Armageddon" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 60 seconds
Elite Spell: Summon an elemental whirlpool on target location for 3...7 seconds. For each second deals 50 damage and have a random chance of 25% during each second to either cause burning condition, slow moving speed 33%, or knock down of 1 second.

ELEMENTALIST-Fire Magic
"Searing Aura" (Elite)
Energy: 5
Maintain Energy: -1
Casting Time: 1 seconds
Recharge: 15 seconds
Elite Enchantment: All adjacent foes suffers from burning conditions as long as this enchantment is maintained.

ELEMENTALIST-Water Magic
"Brain Freeze" (Elite)
Energy: 15
Casting Time: 1 seconds
Recharge: 10 seconds
Elite Hex: For 7....15 seconds, target foe takes 20 cold damage per second and spells takes 13....33% more time to cast.

ELEMENTALIST-Earth Magic
"Sludge Ground" (Elite)
Energy: 25
Casting Time: 1 seconds
Recharge: 45 seconds
Elite Spell: Summon a sludge ground at target location for 10 seconds. All foes in the area movement and attack speed are reduced by 13....33%.

WARRIOR-Strength
"Balthazar's Blessing" (Elite)
Energy: 10
Casting Time: 1/4 seconds
Recharge: 30 seconds
Elite Skill: For 8...20 seconds, your damage is increased by 132%...265%. You suffer from burning condition (cannot be removed unless skill ends)

NECROMANCER-Death Magic
"Sacrificial Birth" (Elite)
Energy: 20
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Spell: Remove 1..3 condition(s) on yourself. For each condition removed, you sacrifice 10% max health and create a level 7...16 minion depending on the condition removed. Each minion will cause the corresponding condition to adjacent foes. They do not attack.
1. Searing Minion (Burning)
2. Silencing Minion (Dazed)
3. Sticky Minion (Cripple)
4. Terrifying Minion (Weakened)
5. Barbed Minion (Bleeding)
6. Eviscerating Minion (Deep Wound)


MONK-Divine Favor
"Baptism Of Cleansing" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Remove up to 3...9 Conditions and Hexes on target ally. This spell takes an additional 2 seconds recharge time for each condition or hex removed.


Hope you like them!! ^_^

Morphy

Morphy

Wilds Pathfinder

Join Date: Nov 2009

The Netherlands

Not going to keep up with that anymore

R/

Quote:
Practiced Stance. Elite Stance. 10e. 20sec recharge. For 1...12..16 seconds, you attack 15% faster, deal +1...8..12 more damage, and your attacks do not miss foes standing still.
You obviously don't know what's wrong with this so I'll tell you: Ranger damage (and all midline damage for that matter) lead to spike meta's and caster/R-spikes. It turns the game into 321 vent spikes that have nothing to do with positioning. That's why direct midline damage should be reduced to a minimum.

Quote:
Greater Conflagration. Elite Nature Ritual. 10e. 3 sec cast. 30 sec recharge. Create a spirit of Greater Conflagration for 1...50..60 seconds that improves all allies physical attacks in range with +1...10...12 fire damage. Attack skills cause burning for 1...2...2 seconds.
See, you do it again here. These skills together would form the new R-spike meta.

Sirius Bsns

Banned

Join Date: May 2010

PonG

W/Mo

NECROMANCER - Death Magic
"Order of Madness"
Energy: 15
Cast Time: 2 seconds
Recharge: 5 seconds
Elite Spell. (5 seconds.) Your undead servants move and attack 33% faster. You lose 1% of your maximum Health whenever your servants hit.

"Minion Lord"
Energy: 5
Cast Time: 2
Recharge: 15
Elite Spell. (30 seconds.) Your minion spells cast and recharge 33% faster, and cost 5 less energy.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Quote:
Originally Posted by Morphy View Post
You obviously don't know what's wrong with this so I'll tell you: Ranger damage (and all midline damage for that matter) lead to spike meta's and caster/R-spikes. It turns the game into 321 vent spikes that have nothing to do with positioning. That's why direct midline damage should be reduced to a minimum.



See, you do it again here. These skills together would form the new R-spike meta.
My suggestions we're for PvE, I am not one to PvP so I am not exactly sure how to balance them accordingly.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

WarCryOfTruth and Qcumber, good ideas; definitely OP on some but good ideas nonetheless.

Armageddon and Balthazar's Blessing are definitely OP, but i do like Searing Aura and Sacrificial Birth.

I'm also a little curious that only one person has commented on the Double Hex concept.
Is it confusing or just OP or something else?

Now for one of my submissions:


NECROMANCER - Death Magic
"Grenth's Betrayal" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Hex Spell: All minions you control are now controlled by target foe. For 20 seconds this hex does nothing. If this hex lasts its full duration, for every minion target foe controls, that foe and all nearby foes take 10...40...42 damage and target foe loses control of 1...5...6 minions.


My own attempt at coming up with a Double Hex...

MONK - Healing Prayers
"Healer's Envy" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Double Hex Spell: For 5...18...20 seconds, you and target foe are both hexed with Healer's Envy. Whenever one of you uses a healing skill, the other and their nearby allies also receive the same healing, decreased by 50%. No effect for enchantment spells. (Note1, Note2)

Note1: Enchantments like patient spirit, Watchful Healing, etc have no effect as they are enchantments.
Note2: Healing bonus from Divine Favor has no effect.


Keep em coming

wotah

Academy Page

Join Date: Jun 2009

R/

Warrior

Strength
Blow Of Destruction
10 Adrenaline
Elite Melee attack: Target foe is struck for 255...355...455 damage. But the user dies.

X Dr Pepper X

X Dr Pepper X

Frost Gate Guardian

Join Date: Apr 2008

The Mirror of Reason [SNOW]

R/

Quote:
Originally Posted by Morphy View Post
You obviously don't know what's wrong with this so I'll tell you: Ranger damage (and all midline damage for that matter) lead to spike meta's and caster/R-spikes. It turns the game into 321 vent spikes that have nothing to do with positioning. That's why direct midline damage should be reduced to a minimum.

See, you do it again here. These skills together would form the new R-spike meta.
I'm making skills for Ranger in PvE. Rangers in PvP are one of the most solid and efficient professions. I'm not a moron.

Of course these skills are probably broken. They're for PvE, and to combat broken HM monsters, builds are broken themselves. They're not play tested. I don't lay claim to any degree of balance or perfection.

I don't mind your criticism as much as others may, but when you come in here and tell people their ideas are terrible and broken, they don't like it. They aren't recommending these skills be taken seriously by ANet staff as possible skill replacements. These are for the sake of fun.

Also, you don't even come in here and propose skills you yourself have created. You're just in here bothering people. They wanna have fun, so leave them alone. Post some of your elite skill creations and discuss, or stop posting for the sake of not harassing Mia and others.

Nothing personal, no offense.

Now, down to business.

"It's Just a Flesh Wound!" Elite Shout. 4 adr. 8s recharge. Target other ally in earshot loses 1...2...2 conditions. +1...3...4 health regen for each condition removed. If target ally has remaining conditions, all allies adjacent to him/her lose 1 condition and recieve +4 regeneration for 8 seconds.

"The Power Is Yours!" Elite Shout. 15e. 20s recharge. All party members in earshot receive +2 energy regeneration, +4 health regeneration, and 50% more adrenaline for 1...12...16 seconds. Using 1...3...4 skills will make this benefit expire early.

Arcane Zeal Elite Enchantment. 5e. 2s cast. 10s recharge. -1 energy regen. You cast Arcane Zeal upon yourself. For each enchantment on you, you get an additional 1 energy per attack (max. 3), and you attack 11% faster (max. 33%). Fails unless 4 Mysticism or higher.

Intended for PvE.

Qcumber

Pre-Searing Cadet

Join Date: Jun 2010

A Better Tommorow

Rt/

Thanks Mia Clemons for your feedback!

I really like Grenth's betrayal, i already have my imagination of tactics for that skill

wotah, hahaa!! probably the first suicide bomber skill i ever seen !!! but i think it might be OP or too weird. If you imagine all warriors using that in a team in pvp, both team will die in 5 seconds

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Submission from | That One Ele |


MESMER - Unlinked
"Signet of Spells" (Non-Elite)
Energy: 0
Casting Time: 2 seconds
Recharge: 30 seconds
Signet: For 15 seconds, your next 3 spells take 1 second longer to cast but recharge 8 seconds faster. Your Fast Casting spells are disabled for 10 seconds.



Keep em coming!

Sirius Bsns

Banned

Join Date: May 2010

PonG

W/Mo

PARAGON - Command
"Lets Get 'Em!"
Adrenaline: 4
Recharge: 4 seconds
Elite Shout. (3 seconds.) Allies within earshot move and attack 33% faster.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

o just some buffs to assassin.....

Way of the Assassin
Critical Strikes
Elite Stance
5e cost
12s recharge

For the next 20 seconds while wielding daggers, have have a +5...29% chance to land a critical hit and your attacks deal +5...17 damage when you critical.

Locust's Fury
Critical Strikes
Elite Enchantment Spell
10e cost
1/4s cast
10s recharge

For 5...30 seconds, you attack 33% faster and have an additional 50% chance to double strike while using daggers.

Shadow Dance
Pve Title
Enchantment Spell
-1e upkeep
5e cost
1/4s cast
10s recharge

When you cast Shadow Dance, Shadow Step to target foe. When you stop maintaining Shadow Dance you return to your original location. You gain +15...23 armor and for each rank of Critical Strikes, you attack +5...33% faster.

Shadow Step
Unlinked
Elite Spell
5e cost
1/4s cast
10s recharge

Shadow Step to target location within earshot. (50% failure chance with Critical Strike 8 or less.)

Cloak of Shadows
Deadly Arts
Elite Enchantment Spell
10e cost
1/4s cast
20s recharge

Remove all enchantments, hexes and conditions, cannot be the target of further enchantments. You move 33% slower, have -14...8...4 energy degeneration, become invisible and disappear from radar to non adjacent foes. Ends when energy reaches 0, if you use a skill, attack or take damage. (50% failure with Critical Strikes 3 or less)

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

just fyi, you can only double strike with daggers lol

My submission for the day:
yes the idea came from Stygian Veil lol


MONK - Protection Prayers
"Untouchable Grace" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: For 2...9...10 seconds, all touch skills used against target other ally fail and target other ally cannot use touch skills. Your protection prayers are disabled for 5 seconds.



WARRIOR - Swordsmanship
"Balthazar's Fury" (Elite)
Energy: 5
Recharge: 25 seconds
Elite Skill: For 10 seconds, your attacks deal +5...25...26 damage and you attack 11...30...33% faster. This skill ends if you use a non-adrenaline attack skill. End effect: You lose all adrenaline and suffer from Weakness for 15 seconds.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

Figured I would go ahead and post some balancing ideas i had for the ritualist elites.

Signet of Spirits - Signet - 1 sec casting time, 30 sec recharge
Create two 1...10...12 Spirits with a 60 second casting time. These Spirit's attacks deal 5...25...30 damage.

What I want fo Signet of Spirits is for it to summon only two rather than three spirits. This would help solve the elite's OPness by taking away a body it creates and lessening the rediculously powerful energy management it gives spirit siphon and boon of creation. In order to compensate, I returned the two spirit's to their original power (in other words, this summons two free pain spirits rather than three slightly-less-powerful-than-pain spirits).

Destructive Was Glaive - Item Spell - 10 energy, 3/4 sec casting time, 15 sec recharge
Same functionality but with 25% armor penetration.

The idea behind DwG is a good one - to give strait damage rits a source of armor penetration. However, in its current form, it is too easy to abuse the secondary effect of DwG, the PBAoE damage. Therefore, making it less spammable is the perfect fix. I also decided it would be good to raise the armor penetration to 25% so that it is equal to that of the air magic spells.

Grasping Was Kuurong - Item Spell - 10 energy, 3/4 sec casting time, 12 sec recharge
Same functionality

GwK has a good functionality but is far too clunky to use in its current format. Making it more useable by lowering the energy and recharge would make it a viable alternative to DwG for ritualist bombing builds.

Clamor of Souls - Spell - 10 energy, 1 sec casting time, 8 sec recharge
Deals 15...78...95 lightning damage to target and nearby foes. You gain 10 energy if within earshot of a spirit.

The problem with Clamor of Souls is that Caretaker's charge completely outclasses it due to higher damage, the self heal, and the fact that it can be used twice as often. I figured that giving CoS a higher damage output would balance it with caretaker's.

Wanderlust - Ritual - 10 energy, 1 sec casting time, 30 sec recharge
Creates a spirit of the same level and duration as the current Wanderlust. This spirit causes Knockdown and 0...8...10 damage each time it hits and does 50 damage to itself each time it hits.

Figured it could use a slight (very slight) damage upgrade to compete with SoS, SoGM, and ritlord.

Defiant was Xinrae - Item Spell - 10 energy, 1 sec casting time, 30 sec recharge (moved back to the communing attribute)
Lasts 5...55...62 seconds. While Holding Xinrae's ashes, spirits you control steal 2...15...19 health each time they attack. When you drop Xinrae's ashes, all spirits you control gain 10...80...88 health.

This item spell is one of the few rit elites that really just needs a complete functionality change. I figured this would be a fun functionality for it.

Tranquil was Tanasen - Item Spell - 10 enegy, 1 sec casting time, 30 sec recharge
Lasts 2...28...31 seconds. While Holding Tanasen's ashes, your restoration magic spells heal for +2%...+32%...+38% health.

Compare to HB. Obviously, TwT would still be far less powerful than its monk counterpart but think it would be cool to have a spell like this available for resto rits.

Vengeful was Khanhei - Item Spell - 15 energy, 1 sec casting time, 35 sec recharge
Lasts 0...25...28 seconds. While holding Khanhei's ashes, whenever you cast a weapon spell on an ally already under the effects of one different weapon spell, that weapon spell remains and is not replaced. All weapon spells cost one more energy. When you drop Khanhei's ashes, all weapon spells are rechaged.

I dont know about this one. While the concept seems cool, i could see it being abuseable. Fortunately, since it's a restoration item, a rit that would want to abuse this with the offensive weapon spells from communing or channeling would have to split into another attribute. If this would be too powerful, the duration could be tied to spawning power in the same way Cultist's Fervor's duration is.

Preservation - Ritual - 5 enegy, 1 sec casting time, 15 sec recharge
Summon a spirit with the same duration/level that it currently has. This spirit heals each party member within earshot for 3...12...15 health each second it is alive.

Kind of an elite version of rejuvenation.

Reclaim Essence - Ritual - 5 energy, 1 sec casting time, 30 sec recharge
Summon a spirit of Essence for 3...32...35 seconds. While alive, this Spirit drains 3 energy from all nearby foes. For each point of energy drained, you gain 1 energy and 5 health and this spirit takes 40...20...17 damage.

Another unique concept i came up with for an elite that needs a functionality change. Numbers can be adjusted for balance.

In my opinion, the rest of the rit elites are fine as they are.

justin1010

Ascalonian Squire

Join Date: Feb 2007

The Crystal Desert

Me/

Mesmer
Traumatizing Images - Domination Magic
Energy Cost: 15
Recharge: 20 sec
Casting Time: 3 Seconds
Elite Hex Spell: For 3...8 seconds, target foe's spells have a 50% chance of failing.

Just something I thought up for fun. Most likely overpowered, but at this state when we have skills such as Shadow Form, who really cares.

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Quote:
Originally Posted by Mia Clemons View Post
just fyi, you can only double strike with daggers lol
oh the possibilities........

........on other notes

Avatar of Balthazar
Mysticism
Elite Form
10e cost
2s cast
30s recharge

For 10...74 seconds, you attack 33% faster, and your attack skills deal +7...21 more damage. This skill is disabled for 120 seconds.

Avatar of Grenth
Mysticism
Elite Form
15e cost
2s cast
30s recharge

For 10...74 seconds, your attack skills remove one enchantment from foes when they hit, and your attacks steal 6...19 life when they hit. This skill is disabled for 120 seconds.

Avatar of Melandru
Mysticism
Elite Form
25e cost
2s cast
30s recharge

For 10...58 seconds, whenever you use a skill you lose 1 condition, and your attack skills apply a random condition for 1...10 seconds to foes when they hit. This skill is disabled for 120 seconds.

Avatar of Lyssa
Mysticism
Elite Form
5e cost
2s cast
30s recharge

For 10...74 seconds, your attacks steal 1 energy when they hit, and your attack skills have 25...50% chance interrupt foes when they hit. This skill is disabled for 120 seconds.


Avatar of Dwayna
Mysticism
Elite Form
5e cost
2s cast
30s recharge

For 10...62 seconds, whenever you use a skill you lose 1 hex, you gain 15...40 Health when you hit with an attack. This skill is disabled for 120 seconds.

Aura of Fanaticism
Pve Title
Enchantment Spell
5e cost
1/4s cast
12s recharge

Enchantment Spell. For 5...20 seconds, you gain 1 energy for every 8 ranks of Mysticism each time you hit with an attack, End effect: recharges your other Dervish skills.

Sword Hammer Axe

Sword Hammer Axe

Wilds Pathfinder

Join Date: Jun 2008

Look up.

Kurzick Conflagration Unit [KCU].

W/

Elementalist - Water Magic
"Ward Against Illusions"
Energy: 15.
Casting time: 2.
Recharge: 45.
Elite ward Spell: For 4... 15... 18 seconds, hexes expires 50% faster within the limits of the ward.

Warrior - Swordsmanship.
"Demon slash"
Adrenaline: 6.
Elite sword attack: Does +7... 24... 30 damage. If target foe is suffering from a hex, that foe takes an additional 0... 2... 2 damage for each remaining second the hex has left.

Ranger - Wilderness Survival.
"Freezing Trap"
Energy: 10.
Casting time: 2.
Recharge: 25.
Elite trap: When freezing trap is triggered, all nearby foes take 10... 45... 55 cold damage and are hexed with Ice Spikes for 2... 6... 8 seconds. When the hex ends, these foes take an additional 5... 28... 35 cold damage. While casting this skill you are easily interrupted.

Monk - Protection prayers:
"Shield of rejuvenation"
Energy: 10.
Casting time: 1/4.
Recharge time: 5.
Elite enchantment: Target ally loses 1 condition. For 2... 12... 15 seconds, target ally recovers 20%... 40%... 48% faster from conditions and has 1... 5... 6 health regeneration.

Necromancer - Death Magic.
"Animate Skill Minion"
Energy: 15.
Casting time: 2.
Recharge: 25.
Elite spell: Creates a level 2... 16... 19 minion from the nearest fleshy corpse. This minion has 1... 2... 3 random skills of that corpse (max attribute: 12), from when it was alive. You can have only 1 skill minion at a time.

EDIT: Changes to already existing skills:

Soul Bind (PvE):
Energy: 15.
Casting time: 1.
Recharge: 10.
Elite hex spell: For 20 seconds, target and nearby foes take 20... 68... 80 damage whenever healed.

Amity (PvE):
Energy: 5.
Casting time: 1.
Recharge: 45.
Elite hex spell: For 4... 15... 18 seconds, all adjacent foes deal -10... -14... -18 damage with physical attacks

saint666

Frost Gate Guardian

Join Date: Jan 2007

LOL

A/

Mind Blast
Deadly Arts
Spell
5e cost
1/4s cast

Target and adjacent foes take 1...5 damage, are knocked down and dazed for 1...5.

Wake of Fire
Deadly Arts
Trap
5e cost
1/4s cast

Create a trap at target location. When Wake of Fire is triggered, nearby foes are struck for 5...10 fire damage every second for 10 seconds. If foe is suffering from daze they are interrupted every second for 10 seconds. Only 1 Wake of Fire can be active a time

Teleport
Air Magic
Spell
10e cost
1/4s cast

You teleport to target location. This spell costs 10...5 energy.

Whirlwind
Strength
Melee Attack
1 adrenalin
1/4s activation

Attack all adjacent foes. Each attack that hits deals +13...20 damage.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

<3 Animate Skill Minion


Assassin - Deadly Arts
"Assassin's Focus" (Elite)
Energy: 10
Recharge: 45 seconds
Elite Stance: For 15 seconds you attack 11%...30...33% faster and have a 0%...18...20% chance to block attacks. You cast spells 100% slower.


Assassin - Shadow Arts
"Lyssa's Favor" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 15 seconds, you gain 0...1...2 energy if you strike a foe activating a skill. Your attack skills cost twice as much but deal +5...20...21 damage. Your non-dagger skills are disabled for 10 seconds.


Elementalist - Water Magic
"Deluge" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: For 10 seconds, target foe takes 10%...70...75% more damage from Lightning damage. Initial Effect: Target foe and adjacent foes take 10....40...45 cold damage.


Elementalist - Water Magic
"Watery Grave" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 15 seconds
Elite Spell: Create a Watery Grave at target foe's location which has nearby range. For 9 seconds, foes caught within this spells range are knocked-down and take 20...60...65 cold damage every 3 seconds.


Kind of a different twist on Wards,
this one doesnt require foes to be within the area of you.

Elementalist - Earth Magic
"Ward of Weakening"
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Anti-Ward Spell: Create a Ward of Weakening at target foe's location. For 5...13...15 seconds, foe's in the area of the Ward suffer from Weakness and Cracked Armor for 8 seconds.


Dervish - Mysticism
"Mystic Blade" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 2...8...9 seconds, your scythe attacks deal holy damage. You cannot be blocked or blinded. Every time you would have been blocked, you deal 6...18...21 damage to adjacent foes.



Ritualist - Communing
"Spirits Hunger" (Non-Elite)
Blood cost: -10% health
Energy: 5
Casting Time: 1/2 second
Recharge: 2 seconds
Spell: All spirits you control within earshot are healed for 20...77...80 health. You sacrifice 1% max life for each spirit that gained health from this spell.


Ritualist - Channeling
"Corrupt Spirit" (Non-Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Spell: Target Spirit is destroyed and you create a Corrupted Spirit of the same level. This spirit deals no damage but inflicts Weakness and Burning for 5 seconds with its attacks. Every time it attacks, it loses 15%...8...6% of its health. This spirit cannot be healed or moved from its original location. This spirit dies after 20 seconds.




Ritualist - Restoration
"Sorrow" (Elite)
Energy: 15
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...9...10 Spirit of Sorrow. If a party member is below 25%...60...68% life, this spirit heals that ally for 30...105...110 health and this spirit loses 110...60...50 health. When this spirit dies, all nearby allies are healed for 5...25...30 health. This spirit dies in 30 seconds.


Keep em coming

Last minute submission from Aubrey


Ranger - Wilderness Survival
"Thunder Mine" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Trap: Lay a Thunder Mine that lasts for 120 seconds. When triggered, this trap deals 20...105...110 lightning damage to nearby foes and knocks down for 2 seconds. You cannot lay traps adjacent to this trap. You are easily interrupted while using this skill.


Ranger - Expertise
"Quick Trap" (Non-Elite)
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Trap: Lay a Quick Trap that lasts for 30 seconds. When triggered, this trap deals 0...9...11 piercing damage to nearby foes and cripples them for 1...4...5 seconds. This skill cannot recharge faster then normal. (NOTE: You are NOT easily interrupted while using this trap)


Ritualist - Spawning Power
"Revenge" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Skill: For every dead party member within earshot, summon one level 1...8...9 Spirit of Revenge. These spirits deal 1...8...9 damage with each attack and die after 30 seconds. You cannot create more then 3...6...7 Spirits of Revenge. Your binding rituals are disabled for 10 seconds.


Necromancer - Death Magic
"Well of Corruption" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 20 seconds
Elite Well Spell: Exploit nearest corpse. For 4...18...20 seconds, all hostile spells targeting corpses or animated creatures within the well fail and the caster takes 5...26...30 damage.




Monk - Healing Prayers
"Pure Wish" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: All allies within earshot are enchanted with Pure Wish for 10 seconds. If this enchantment lasts its full duration, all nearby allies to those affected by this enchantment are healed for 80...170...190 health. If this enchantment ends early on any ally, all affected allies are healed for 20...75...80 health. (Note: The same ally cannot be healed twice by this skill)


Monk - Protection Prayers
"Pure Ply" (Elite)
Energy: 15
Casting Time: 1/2 second
Recharge: 20 seconds
Elite Enchantment Spell: Target ally's health is completely restored and for 2 seconds target ally takes 0%...75...80% less damage. Your Protection and Healing prayers are disabled for 5 seconds.



Monk - Protection Prayers
"Endless Grace" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 10 seconds
Elite Enchantment Spell: For 10 seconds, target other ally takes 2%...14...15% less damage and gains +5...28...30 armor. This enchantment cannot be removed by an enemy spell. Your other spells are disabled for 6 seconds. (Note: If an enemy spell that would remove this enchantment is used, the next covered enchantment on this ally is removed instead)

Thank you for the large submission Aubrey!

Sirius Bsns

Banned

Join Date: May 2010

PonG

W/Mo

ELEMENTALIST - Earth Magic
"Conjure Gaia" (Elite Enchantment Spell)
Energy: 5
Cast Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 earth damage. No effect unless your weapons deals lightning damage.

Elite Earth Conjure for meleers that want to invest in a more persistent conjure ability, hence the elite status.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Elementalist - Earth Magic
"Grand Gaia" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 45 seconds
Elite Spell: Create a Grand Gaia at target foe's location. For 12 seconds, foes nearby to target foe's initial location take 15...80...88 earth damage every 3 seconds. Knocked down foes take an additional 20...90...95 earth damage and are Weakened for 5...18...21 seconds. This spell causes Exhaustion.


Elementalist - Energy Storage
"Elemental Affinity" (Elite)
Energy: 5
Casting Time: 1/4 second
Recharge: 30 seconds
Elite Spell: If target foe is casting an Elementalist spell, you interrupt that spell and gain 10%...45...50% of the energy cost of that spell. (50% fail if under 6 Energy Storage)


Monk - Smiting Prayers
"Dwayna's Anger" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe and adjacent foes take 20....50...55 holy damage. For 8 seconds, this hex does nothing. If this hex lasts its full duration, target foe and nearby foes take 30...70...75 holy damage.


Monk - Protection Prayers
"Peaceful Nature" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 45 seconds
Elite Hex Spell: For 2...9...10 seconds, target foe cannot cause more then 10% damage of their max health. Your smiting prayers are disabled for 10 seconds.


Monk - Protection Prayers
"Dwayna's Faith" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Hex Spell: For 1...6...7 seconds, target foe's attacks miss you and you cannot the target of their skills. Your non-monk skills are disabled for 5 seconds.


Ritualist - Spawning Power
"Name to be assigned later" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Double Hex Spell: For 2...9...11 seconds, you and target foe are both hexed with <Name to be assigned later>. All spirits/animated creatures within earshot acquire your target and you as priority targets.

Definitely needs to be re-worded, but the basic idea, is that i want this double hex to make all your spirits/minions to priority target your target foe and all hostile spirits/minions to priority target you.


Mesmer - Illusion Magic
"Numbness" (Elite)
Energy: 15
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Hex Spell: For 2...9...10 seconds, target foe is immune to all sources of damage. If this hex lasts its full duration, target foe takes all the damage they would have while this hex was active. If this hex ends early, target foe takes 5%...18...20%% of the damage he has already received.

Could probly use some re-wording but the idea is to negate all damage until the hex is removed.

Keep them coming!

Submission from Blade:

New concept for shouts/chants: Chant Effects

Paragon - Leadership
"We Shall Win!"
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Chant Effect: For 5 seconds, party members within earshot chant "We Shall Win!". If this chant is successful, foes adjacent to each party member are Weakened and take 5%...13...15% more damage for 10 seconds.


Chant Effect:

-Always has Earshot range
-Is unsuccessful if any party member uses a shout/echo/chant effect while Chanting
-Is unsuccessful if shout/echo/chant effect preventing skills are used against any affected member.
-Only one chant effect can be active at any given time.

Note: This is a first draft of the idea. Other details, requirements, or balancing issues will most likely be needed.


Supportive criticism is always appreciated!

Lithril Ashwalker

Lithril Ashwalker

Jungle Guide

Join Date: Dec 2008

Alabama

A/

ASSASSIN - Critical Strikes
"Cheap Shot" (Elite)
Energy: 5
Casting Time: 1/4 second
Recharge: 15 seconds
Elite Spell: Shadow step to target foe kneeing the foe in the groin. If that foe is a male that foe is knocked down for 2 seconds and suffers 50...74 dmg. When the foe stands up the foe is dazed for 2...6 seconds, crippled for 6...15 seconds. If foe is female/Non-gendered that foe just suffers 50...64 dmg.

http://i22.photobucket.com/albums/b3...NHB/Kneeup.jpg

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Quote:
Originally Posted by Lithril Ashwalker View Post
ASSASSIN - Critical Strikes
"Cheap Shot" (Elite)
Energy: 5
Casting Time: 1/4 second
Recharge: 15 seconds
Elite Spell: Shadow step to target foe kneeing the foe in the groin. If that foe is a male that foe is knocked down for 2 seconds and suffers 50...74 dmg. When the foe stands up the foe is dazed for 2...6 seconds, crippled for 6...15 seconds. If foe is female/Non-gendered that foe just suffers 50...64 dmg.

http://i22.photobucket.com/albums/b3...NHB/Kneeup.jpg
If your not going to be serious about this, please dont post. Ruins the purpose of this thread.

berenzen

Pre-Searing Cadet

Join Date: Aug 2009

D/

Avatar of the Sixth God- Dervish- Mysticism
15 energy
2s cast
30s recharge
For 10...74...90 seconds, your attacks remove 1 stance or enchantment, if a stance is removed in this way, the foe is knocked down for 0...2...2s, if an enchantment is removed in this way, the foe is dazed for 0...3...5s. This skill is disabled for 120s.

Sirius Bsns

Banned

Join Date: May 2010

PonG

W/Mo

Quote:
Originally Posted by Mia Clemons View Post
If your not going to be serious about this, please dont post. Ruins the purpose of this thread.
LOL I have a feeling he WAS being serious! Too bad its never going to happen because there's no gender-detection, and... just... no! LMAO

OT: Mia, I have a feeling you'll just LOVE this one! <333

ASSASSIN - Deadly Arts
"Exploding Shurikens"
Energy: 5
Cast Time: 1 second
Recharge: 5 seconds

(Elite Half Range Spell.) Three projectiles: each deals +5...29...35 damage. If it hits an enchanted foe, target takes 0...29...35 fire damage and inflicts burning (0...2...3). Counts as a lead attack.

It's a spin-off of the non-elite "Dancing Daggers".

ASSASSIN - Shadow Arts
"Stealth"
Energy: 10
Cast Time: 3/4 second
Upkeep Cost: -1e
Recharge: 45 seconds

(Elite Enchantment Spell.) All your skills are disabled for 3 seconds. While under this enchantment, you cannot attack or cast spells. All foes attacks miss, all spells against you fail, and you have +0...15...18% increased movement speed. You suffer -6 health regeneration and -2 energy regeneration while under the effects of this enchantment. End Effect: You gain 0...80...110 health.

The longer you have stealth, the riskier it is to pop back out. You'll only have 1 energy regen during this state, so you have an opportunity to regenerate a bit of it back so when you draw close to a target, you should have some good energy for an assault.

NECRO - Curses
"Well of Spite"
Energy: 10
Cast Time: 2 seconds
Recharge: 10 seconds

(Elite Well Spell.) (10...26...30 seconds.) Foes in this well attacking or using a skill take 5...29...35 damage. Exploits a fresh corpse.

Inspired by above post (props where props are due).

WARRIOR - Tactics
"Violent Blow"
Energy: 5
Recharge: 10 seconds

(Elite Melee Attack.) Deals +20...36...40 damage. Always a critical hit. Removes a stance. Unblockable.

Basically, an elite version of Wild Blow but with no drawbacks as well as bonus damage.

Eisha

Eisha

Ascalonian Squire

Join Date: Jul 2009

Kamadan AED1

Poo Pugs Plan [?????????]

Mo/

"Trust!"[Elite] Leadership
Cost 15 Energy
Duration 6seconds +1 second for each rank in Leadership
Recharge 30seconds

Elite Shout. All party members withing earshot is affected by "Trust!", all damage these allies take, is transfered to you, and 50% of that damage is dealt to all adjent foes. When this shout ends, you gain 75...98...120 Health.


Shadow Form [Elite][PvE]
Cost 15 Energy
Duration 12seconds +1 second for every second rank in Shadow Arts
Recharge 45 seconds
Elite Enchantment spell. For 4..8..12 seconds and +1 second for every rank of shadow arts, you are cloated by shadow, all enemies hitting your are blinded and deal 50% less damage, spells targetting you have 50% chance to fail. Initial Affect; Loses 25..18..12 health for each enemy in earshot(max 250). End effect:You gain 6..12..24 health for each enemy withing earshot and have an additional +5 health regen for 5..10..15 seconds.

Anthem of Blood[Elite] Motivation
Duration 10seconds +1second for each affected allie.
Recharge 30seconds
Elite Chant. For 10 seconds + 1 second for each affected ally, all party members withing earshot steal 10..14..22 Health with Physicial Damage. For every succesfull hit, you loose 18..14..8 health. Cannot Self Target.

Lithril Ashwalker

Lithril Ashwalker

Jungle Guide

Join Date: Dec 2008

Alabama

A/

Quote:
Originally Posted by Mia Clemons View Post
If your not going to be serious about this, please dont post. Ruins the purpose of this thread.
u honestly think im not serious? lol im serious...
if "you move liek a dwarf" is an insult to an enemy that makes em fall to the ground then why wouldnt i be?

Sirius Bsns

Banned

Join Date: May 2010

PonG

W/Mo

Alrighty, enough with the jibber-jabber:

NECROMANCER - Curses
"Timidness"
Energy Cost: 10
Cast Time: 1 second
Recharge: 8 seconds
(Elite Hex Spell.) (3...20...24 seconds.) Target foe casts 50% slower and has -0...2...3 Health degeneration. (Requires 3 Soul Reaping. 100% failure in casting otherwise.)

A casters version of Faintheartedness, this hex would be synergetic with rangers, mesmers, and several of the melee interupter types. The cost would remain the same as Faint to cause Reaping to prevent too much spam without energy management.

NECROMANCER - Death Magic
"Animate Fire Golem"
Energy Cost: 10
Cast Time: 3 seconds
Recharge: 15 seconds
Elite Spell. Creates a level 3...21...25 flesh golem that causes 0...3...5 seconds of Burning with each of its attacks. When the fire golem dies, it is replaced by two level 0...12...15 fiery horrors that cause 0...2...3 seconds of Burning with each of their attacks. Exploits a fresh corpse.

Cuz kewl minionz are keeewwwlll!

WhiteAsIce

WhiteAsIce

Wilds Pathfinder

Join Date: May 2008

R/

* What if there were skills that forced enemy movement? I.E. Forced them to shadow step? *

WARRIOR-Strength
"Rhino's Charge"
Adrenaline: 7
Elite Melee Attack: Deals +10...34 damage. Target foe is pushed back directly away from you to earshot range.

MESMER-Illusion Magic
"Illusion of Guidance"
Energy: 5
Casting time: 1 second
Recharge: 8 seconds
Elite Hex Spell: Hexes target and adjacent foes for 5...11 seconds. 20% chance to miss with attacks. The next time a foe misses with an attack, that foe shadow steps to a random spot in earshot, is knocked down if that foe was in a stance, and this hex ends.

ELEMENTALIST-Air Magic
"Sonic Boom"
Energy: 15
Casting time: 1 second
Recharge: 20 seconds
Elite Spell: Deals 8...56 cold damage to nearby foes. Affected foes are pushed back directly away from you to earshot range.

ELEMENTALIST-Earth Magic
"Gravity Pull"
Energy: 25
Casting time: 2 seconds
Recharge: 30 seconds
Elite Spell: All foes in the area of target foe are drawn to a spot adjacent to that foe. 50% failure chance unless Earth Magic 9 or higher.

ASSASSIN-Deadly Arts
"Lost Paths"
Energy: 5
Recharge: 30 seconds
Elite Stance: For 5...17 seconds, whenever you are attacked in melee, that foe shadow steps to a random position within earshot.

RITUALIST-Communing
"Ghostly Disarray"
Energy: 10
Casting time: 2 seconds
Recharge: 30 seconds
Elite Spell: All targets within earshot below 90% health switch places with a random target. Does not affects targets that cannot normally move. 50% failure chance unless Communing 7 or higher.

ZenRgy

ZenRgy

Zookeeper

Join Date: Jul 2005

Australian Discussion Posse HQ - Glorious leader

҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#

N/E

Quote:
Originally Posted by Mia Clemons View Post
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.
Why would anybody want this?

Pros :

May use a new golem model if Anet makes one

Cons :

Does no damage
10% chance on hit to be useful (if it's attacking the right target)
Requires a corpse
Can only have one
Dies faster than a stillborn
Elite

Vecte

Vecte

Lion's Arch Merchant

Join Date: Dec 2005

Denham Springs, Louisiana

W/E

I love Hammer Warriors, and I have always floated the idea of a special stance for them, as well as a special skill. Here is kind of what I had in mind:


Brutal Hammer:
10 Adrenaline
Elite Stance (15 Seconds). Your next 1..2..3 attacks against standing targets cause knockdown. Lose all adrenaline on each successful knockdown.

My notes: I tried to make this stance as balanced as possible. My first thought was a simple, your next 1..2..3 attacks cause knockdown, but I ran into the issue of your consecutive attacks after the first knockdown, using up the other charges. This is why I put in the description, "against standing targets". Basically, this allows you to keep attacking after the first knockdown, without causing you to use up your other charges, then after the foe stands, it uses the next charge of the stance, and knocks them down again. The other things I did to try and balance it were first to make it a Stance, so it is subject to Stance removal, as well as not allowing IAS for large, overpowered spikes, qknocking, etc. The final part for balance, is causing you to lose all of your adrenaline on each successful knockdown. This forces you to use auto-attacking, as well as energy based skills, to again, prevent overpowered spiking, as well as immediate re-usual of the stance itself.



Unwavering Force:
5 Energy, 30 Second Cooldown
Elite Skill (10 Seconds). Your next action that causes knockdown, will always knockdown your target. 50% chance of failure with Hammer Mastery less than 8.

My Notes: Essentially, this is a counter to Balanced Stance, and other anti-kd skills. In RA especially, anti-kd skills can REALLY put a huge hamper on Hammer warriors. This skill somewhat overcomes that, but not to a large enough degree to make it overpowered. Basically, with this skill, once every 30 seconds, you have a guaranteed knockdown. It's a skill, so it is free from interruption, stance, and enchantment removal. However, you only have 10 seconds to perform the knockdown, and if your Hammer Mastery is less than 8, there is a 50% chance that this skill will have no effect. This skill works for all sources of knockdown, including Shock/Gale, etc. Also, if it's an attack skill, the attack must hit for the knockdown to take effect.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Sabre's Pounce
Assassin - Elite Melee Attack - Critical Strikes
5 energy, 0.5 sec acivation, 5 sec recharge
(50% failure with CS 5 or less)

Interrupts an action. If this attack hits a moving foe, or interrupts an attack skill, you strike for +6....24....27 damage, and your target is knocked down.