Elite Skill Suggestions/New Ideas, create your own elite skill or concept!
Lanier
If so, then tell us why x skill is overpowered so that the person who created it (or someone else) can fix it.
Im also going to go ahead and state that the skills functions that i came up with earlier were for PvE use. I dont know, nor do i care, how the would affect PvP.
Im also going to go ahead and state that the skills functions that i came up with earlier were for PvE use. I dont know, nor do i care, how the would affect PvP.
Mia Clemons
Just a reminder to stay on topic. If your not going to be even slightly serious about this thread, please do not post. I've already asked a moderator to skim over and edit any posts he/she deems unproductive to this thread.
If you think a skill(s) are imbalanced, your free to share your opinion, but i only ask that you please quote the skill and suggest how to more effectively balance it instead of saying how completely awful it is. Supportive criticism helps create more balanced and innovative ideas.
Submission from Raising the B A R:
-Double Hex Spell
Mesmer - To Be Assigned
"Lyssa's Wisdom" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Double Hex Spell: For 1...9...10 seconds, you and target foe are both hexed with Lyssa's Wisdom. While under this hex, both creatures cannot cast spells on one another but take double damage from each other's attacks. When this hex ends, both creatures gain 2...8...9 energy.
Attn: Ashley, i keep sending you the email but it keeps coming back. Please send another email with your submissions. TY
If you think a skill(s) are imbalanced, your free to share your opinion, but i only ask that you please quote the skill and suggest how to more effectively balance it instead of saying how completely awful it is. Supportive criticism helps create more balanced and innovative ideas.
Submission from Raising the B A R:
-Double Hex Spell
Mesmer - To Be Assigned
"Lyssa's Wisdom" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Double Hex Spell: For 1...9...10 seconds, you and target foe are both hexed with Lyssa's Wisdom. While under this hex, both creatures cannot cast spells on one another but take double damage from each other's attacks. When this hex ends, both creatures gain 2...8...9 energy.
Attn: Ashley, i keep sending you the email but it keeps coming back. Please send another email with your submissions. TY
ZenRgy
Quote:
If you think a skill(s) are imbalanced, your free to share your opinion, but i only ask that you please quote the skill and suggest how to more effectively balance it instead of saying how completely awful it is. Supportive criticism helps create more balanced and innovative ideas.
|
By knowing it's flaws you can now think of solutions with greater accuracy. Look at the necromancer skills, there are better elites for both minion masters and condition/pressure necromancers.
I'm sure you can suggest some improvements of your own. That was the goal of your thread, no?
Mia Clemons
Quote:
Don't create a thread offering the illusion of free discussion only to force people to follow one method of input.
By knowing it's flaws you can now think of solutions with greater accuracy. Look at the necromancer skills, there are better elites for both minion masters and condition/pressure necromancers. I'm sure you can suggest some improvements of your own. That was the goal of your thread, no? |
Commander Kanen
Hmm i just think Anet should add some skills that never made it into the game Some of which could be elite. that would make a fresh change =)
I think some of the skill descriptions look nice as they are.
http://wiki.guildwars.com/wiki/List_of_removed_skills
I think some of the skill descriptions look nice as they are.
http://wiki.guildwars.com/wiki/List_of_removed_skills
Caw521
Fine... srsnss from me now :P
Anthem of Havoc - Elite Paragon Skill - Leadership
Chant
15 energy
2 second cast
20 second recharge
Elite Chant. All allies within earshot deal +10...30...40 damage on their next attack and have a 40...50...60% to land a critical hit.
Commander's Shielding - (Elite?) Paragon Skill - Leadership
Stance
6 adrenaline
15 second recharge
Stance. For 3...7...8 seconds you gain +5...9...10 armor for each party member within earshot (maximum +60). No effect if there are less than 2 party members within earshot.
Flurry of Spears - Elite Paragon Skill - Spear Mastery
6 adrenaline
4 second recharge
Elite Spear Attack. Throw up to 2...3...3 spears at target and adjacent foes. These spears do 40...30...20% less damage.
^ dunno how that one would work out though, it's just a paragon barrage/triple shot.
Fingers of the Vampire (or uncut fingernails, whichever) - Necromancer Skill - Blood Magic
Enchantment Spell
10 energy
1 second cast
30 second recharge
Enchantment Spell. For 45 seconds, whenever you use a touch skill on a foe, that foe and all adjacent foes begin bleeding for 10...17...20 seconds and you steal 3...7...8 health from each foe affected.
Anthem of Havoc - Elite Paragon Skill - Leadership
Chant
15 energy
2 second cast
20 second recharge
Elite Chant. All allies within earshot deal +10...30...40 damage on their next attack and have a 40...50...60% to land a critical hit.
Commander's Shielding - (Elite?) Paragon Skill - Leadership
Stance
6 adrenaline
15 second recharge
Stance. For 3...7...8 seconds you gain +5...9...10 armor for each party member within earshot (maximum +60). No effect if there are less than 2 party members within earshot.
Flurry of Spears - Elite Paragon Skill - Spear Mastery
6 adrenaline
4 second recharge
Elite Spear Attack. Throw up to 2...3...3 spears at target and adjacent foes. These spears do 40...30...20% less damage.
^ dunno how that one would work out though, it's just a paragon barrage/triple shot.
Fingers of the Vampire (or uncut fingernails, whichever) - Necromancer Skill - Blood Magic
Enchantment Spell
10 energy
1 second cast
30 second recharge
Enchantment Spell. For 45 seconds, whenever you use a touch skill on a foe, that foe and all adjacent foes begin bleeding for 10...17...20 seconds and you steal 3...7...8 health from each foe affected.
To Chicken To Die
Necro
Death Magic
Homunculus Signet 15e 2s/c 30s/r
Signet. For 10 seconds the next time a enchantment is removed from you a masterless lvl 1...12 undead replica of you will spawn. If you get enchanted before this signet runs out the undead will bound to you. There can only be one undead replica at a time.
Undead mini me
Death Magic
Homunculus Signet 15e 2s/c 30s/r
Signet. For 10 seconds the next time a enchantment is removed from you a masterless lvl 1...12 undead replica of you will spawn. If you get enchanted before this signet runs out the undead will bound to you. There can only be one undead replica at a time.
Undead mini me
jazilla
"Animate Ally"
Death Magic Elite
15e 3s/c 30 recharge
Spell. You reanimate target fallen ally with all of their skills and 300 health. Spell ends if target ally is resurrected.
Death Magic Elite
15e 3s/c 30 recharge
Spell. You reanimate target fallen ally with all of their skills and 300 health. Spell ends if target ally is resurrected.
Sword Hammer Axe
Quote:
"Animate Ally"
Death Magic Elite 15e 3s/c 30 recharge Spell. You reanimate target fallen ally with all of their skills and 300 health. Spell ends if target ally is resurrected. |
However if it was 1 sec cast it might have some use
WarcryOfTruth
Quote:
Necro
Death Magic Homunculus Signet 15e2s/c 30s/r Signet. For 10 seconds the next time a enchantment is removed from you a masterless lvl 1...12 undead replica of you will spawn. If you get enchanted before this signet runs out the undead will bound to you. There can only be one undead replica at a time. Undead mini me |
Lawliet Kira
http://www.guildwarsguru.com/forum/c...ighlight=dance
i think thats the thread
ELEMENTALIST-Energy Storage
"The Elemental State"
Energy: 100e
Casting time: 2 sec
Recharge: 120 seconds
Elite Spell: 100 energy, 120 recharge, 2 sec cast- For 1..15 seconds, you enter the elemental state, you move 25% faster and all elemental spells you cast cost no energy and have 50% less recharge time, all elemental spells cast 50% faster ,you can not lose energy or regain energy while in this state. All elemental spells do 50% more damage. When this enchantment ends, you lose your remaining energy and half of your energy bar is filled with exhaustion and you lose half of your remaining health. You may not cast any other enchantments while under this one, all current enchantments are removed and you cannot be the target of any enchantments under this enchantment.
Overpowered? The after effects are harsh
ELEMENTALIST-Fire Magic
"Circle of Fire"
Energy: 25e
Casting time: 2 second
Recharge: 15 seconds
Elite Spell:-Surround target foe and all near target foe with a circle of fire surrounding target foes adjacent area around foe for 5...10 seconds. If target foe attempts to leave the area through the fire, target will take 40...150 damage and burn for 1..10 seconds. Fire damage
Thought it would be unique
ELEMENTALIST-Water Magic
"Water Rider"
Energy: 25e
Casting time: 1 second
Recharge: 10 seconds
Elite Spell:Summon water and ride on it for 10 seconds.(You control it yourself), as you move the water will turn to ice. After this stance is over, the ice will shoot out in spikes in deal 10..100 damage to all foes near the ice. You move 25% faster during this.
i think thats the thread
ELEMENTALIST-Energy Storage
"The Elemental State"
Energy: 100e
Casting time: 2 sec
Recharge: 120 seconds
Elite Spell: 100 energy, 120 recharge, 2 sec cast- For 1..15 seconds, you enter the elemental state, you move 25% faster and all elemental spells you cast cost no energy and have 50% less recharge time, all elemental spells cast 50% faster ,you can not lose energy or regain energy while in this state. All elemental spells do 50% more damage. When this enchantment ends, you lose your remaining energy and half of your energy bar is filled with exhaustion and you lose half of your remaining health. You may not cast any other enchantments while under this one, all current enchantments are removed and you cannot be the target of any enchantments under this enchantment.
Overpowered? The after effects are harsh
ELEMENTALIST-Fire Magic
"Circle of Fire"
Energy: 25e
Casting time: 2 second
Recharge: 15 seconds
Elite Spell:-Surround target foe and all near target foe with a circle of fire surrounding target foes adjacent area around foe for 5...10 seconds. If target foe attempts to leave the area through the fire, target will take 40...150 damage and burn for 1..10 seconds. Fire damage
Thought it would be unique
ELEMENTALIST-Water Magic
"Water Rider"
Energy: 25e
Casting time: 1 second
Recharge: 10 seconds
Elite Spell:Summon water and ride on it for 10 seconds.(You control it yourself), as you move the water will turn to ice. After this stance is over, the ice will shoot out in spikes in deal 10..100 damage to all foes near the ice. You move 25% faster during this.
Spike Stritter
Assassin - Critical Strikes
Critical Blossom(Elite)
Energy Cost: 10
Recharge: 12 second(s)
Skill Description: Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Critical Blossom strikes for +20...40...45 damage. You keep hitting with this skill until you no longer land a critical hit.
Notes: Animation: Death Blossom over and over. Maybe add a chance to critical x% or something. Recharge time/damage taken/energy cost can be adjusted to whatever so its balanced.
Critical Blossom(Elite)
Energy Cost: 10
Recharge: 12 second(s)
Skill Description: Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Critical Blossom strikes for +20...40...45 damage. You keep hitting with this skill until you no longer land a critical hit.
Notes: Animation: Death Blossom over and over. Maybe add a chance to critical x% or something. Recharge time/damage taken/energy cost can be adjusted to whatever so its balanced.
Commander Kanen
Elementalist - Earth Magic
"There is no escape" (Non-Elite)
Hex spell
Energy Cost: 10
Casting Time 1 second
Recharge: 15 seconds
Target foe and all ajacent foes take 5..70 Earth damage and knocked down, when foes stand up they become hexed with There is No escape for 2 - 15 seconds Target foe's cannot flee.
Think of the farming posibilities ! It would be like a un nerfed old school ele farmer !
"There is no escape" (Non-Elite)
Hex spell
Energy Cost: 10
Casting Time 1 second
Recharge: 15 seconds
Target foe and all ajacent foes take 5..70 Earth damage and knocked down, when foes stand up they become hexed with There is No escape for 2 - 15 seconds Target foe's cannot flee.
Think of the farming posibilities ! It would be like a un nerfed old school ele farmer !
Caw521
Quote:
Target foe's cannot flee. |
Electrocute - Elite Elementalist Skill - Air Magic
Elite Spell
15 energy
1 second cast
20 second recharge
Elite Spell. Target and adjacent foes take 40...85...100 lightning damage. If target foe is hexed with water magic, that foe is knocked down, target and adjacent foes take an additional 15...30...40 lightning damage, and are dazed for 1...3...3 seconds. You are exhausted.
Hailstorm - Elite Elementalist Skill - Water Magic
Elite Spell
15 energy
3 second cast
45 second recharge
Elite Spell. Invoke a hailstorm at target and nearby foe's location. Every second for 10 seconds, the hailstorm deals 12...45...60 cold damage, and any foe activating a spell is knocked down. You are exhausted.
Mia Clemons
Hailstorm is pretty OP but if you made it like every 2 seconds i think it would be pretty viable as an elite.
Big Elementalist submission from Ashley:
Elementalist - Air Magic
"Tempest" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Create a Tempest at target foe and nearby foe's location that lasts for 10 seconds. Foes caught in this spell are unaffected by shouts and chants and take 5...35...40 lightning damage each second. This spell causes Exhaustion.
Elementalist - Air Magic
"Shine Plasma" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Target foe and all adjacent foes take 5...50...58 lightning damage. After 3 seconds, foes near target foe's initial location take 10...80...85 lightning damage and are blinded for 3...6...7 seconds. This spell has 25% armor penetration.
Elementalist - Air Magic
"Typhoon" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
After-cast delay: 3/4 second
Elite Spell: For 3 seconds, all foes in the area of your original location take 5...35...40 cold damage and 8...42...50 lightning damage each second. This spell causes Exhaustion.
Elementalist - Fire Magic
"Pyroclasm" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Create a Pyroclasm at target foe and nearby foe's location for 1...2...2 seconds. Every second, foes in range take 7...95...115 fire damage each second and begin burning for 1...4...5 seconds. This spell causes Exhaustion.
Elementalist - Fire Magic
"Heat Wave" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 5 seconds
Elite Spell: Projectile: deals 20...56...65 fire damage to target foe and adjacent foes. Affected foes are burning for 2...6...7 seconds. Foes already on fire take an additional 20...65...75 fire damage.
Elementalist - Water Magic
"Drench" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Hex Spell: Target foe and nearby foes take 10...39...45 cold damage. For 5...9...11 seconds, affected foes take 50% less damage from fire damage and 50%...90...100% more damage from lightning damage.
Elementalist - Earth Magic
"Gravity Pull" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: For 6...13...15 seconds, target foe and adjacent foes are immune to earth and lightning damage but are knocked down whenever they take earth damage. This spell causes Exhaustion.
Ranger - Wilderness Survival
"Endurance" (Elite)
Energy: 15
Casting Time: 5 seconds
Recharge: 45 seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (15...30...45 lifespan). All allies within this spirits range take 5%...20%...25% less elemental damage. All elemental damage this spirit takes is reduced by 50%.
Necromancer - Curses
"Conjure Plague" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: Target foe is hexed with Conjure Plague for 20...10...8 seconds and has -0...2...2 health degeneration. If this hex lasts its full duration, target foe and adjacent foes suffer from Bleeding, Poison, Disease, Weakness, Blindness, and Daze for 10 seconds.
This next one probably needs to be rebalanced a little so feel free to edit the numbers.
Monk - Smiting Prayers
"Holy Retribution" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 5...14...17 seconds, target other ally takes 5%...35%...41% less damage from undead creatures. Every time that ally takes damage from an undead creature, that creature takes 3...12...15 holy damage. Your skills are disabled for 8 seconds.
Keep the ideas coming
Wow, had a lot of email submissions yesterday. Sorry i didnt get on last night to post
Submission from B A R B A B Y:
Mesmer - Domination Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Hex Spell: For 2...6...7 seconds, target foe's next 1...2...2 skills fail and cause Exhaustion. When this hex ends, foe suffers from Weakness for 10 seconds.
I LOVE this next submission! Thank you Aubrey!
Submission from Aubrey:
Warrior - Strength
"Gladiator's Strength" (Elite)
Energy: 5
Recharge: 15 seconds
Elite Skill: For 1...5...6 seconds, you ignore the effects of Cripple, Blindness, Bleeding, and Deep Wound. Your attacks cannot be blocked and you cannot block attacks. (NOTE)
NOTE: This does NOT remove the conditions, only ignore's their effects for the duration of this skill. (i.e. No degen from bleeding, no slowing from cripple, etc) Once this skill is over, the effects resume. Also, the duration of the conditions is not stopped either.
Submission from Little Dude:
Warrior - Tactics or Strength
"Test of Might" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Double Hex Spell: Half-range spell: You and target foe are both hexed with Test of Might. For 1...8...9 seconds, you and target foe gain +20 base armor and cannot block each other's attacks. If either creature casts a spell, that creature takes 20...70...81 damage and this hex ends early. (NOTE)
NOTE: +20 Base armor is making it so both creature's have Warrior level armor. Hence, if a warrior uses this skill, both of them would have the same armor rating (not including other skills/conditions that alter that)
My submission:
Monk - Protection Prayers
"Graceful Wish" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Enchantment Spell: For 4 seconds, target other ally has a 25% chance to block melee attacks and is healed for 5...30...37 health whenever hit by a melee attack. If this enchantment ends early, that ally is healed for 10...60...72 health. Your protection prayers are disabled for 2 seconds.
Elementalist - Air Magic
"Sparkling Armor" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: Lose all enchantments. For 2...8...9 seconds, whenever you are hit by a melee attack, your attacker is blinded for 0...6...8 seconds and takes 5...20...25 lightning damage.
Not sure if this next one needs to be balanced. If it does, then just increase the recharge, etc
Ranger - Marksmanship
"Sniper Shot" (Elite)
Energy: 10
Attack Time: 3 seconds
Arrow Speed: 3x Faster then normal
Recharge: 8 seconds
Elite Bow Attack: If this attack hits, target foe takes +10...38...42 damage and is knocked-down. This attack cannot be blocked and cannot be used on foes within nearby range. This attack has 25% armor penetration.
Big Elementalist submission from Ashley:
Elementalist - Air Magic
"Tempest" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Create a Tempest at target foe and nearby foe's location that lasts for 10 seconds. Foes caught in this spell are unaffected by shouts and chants and take 5...35...40 lightning damage each second. This spell causes Exhaustion.
Elementalist - Air Magic
"Shine Plasma" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Target foe and all adjacent foes take 5...50...58 lightning damage. After 3 seconds, foes near target foe's initial location take 10...80...85 lightning damage and are blinded for 3...6...7 seconds. This spell has 25% armor penetration.
Elementalist - Air Magic
"Typhoon" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
After-cast delay: 3/4 second
Elite Spell: For 3 seconds, all foes in the area of your original location take 5...35...40 cold damage and 8...42...50 lightning damage each second. This spell causes Exhaustion.
Elementalist - Fire Magic
"Pyroclasm" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Create a Pyroclasm at target foe and nearby foe's location for 1...2...2 seconds. Every second, foes in range take 7...95...115 fire damage each second and begin burning for 1...4...5 seconds. This spell causes Exhaustion.
Elementalist - Fire Magic
"Heat Wave" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 5 seconds
Elite Spell: Projectile: deals 20...56...65 fire damage to target foe and adjacent foes. Affected foes are burning for 2...6...7 seconds. Foes already on fire take an additional 20...65...75 fire damage.
Elementalist - Water Magic
"Drench" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Hex Spell: Target foe and nearby foes take 10...39...45 cold damage. For 5...9...11 seconds, affected foes take 50% less damage from fire damage and 50%...90...100% more damage from lightning damage.
Elementalist - Earth Magic
"Gravity Pull" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: For 6...13...15 seconds, target foe and adjacent foes are immune to earth and lightning damage but are knocked down whenever they take earth damage. This spell causes Exhaustion.
Ranger - Wilderness Survival
"Endurance" (Elite)
Energy: 15
Casting Time: 5 seconds
Recharge: 45 seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (15...30...45 lifespan). All allies within this spirits range take 5%...20%...25% less elemental damage. All elemental damage this spirit takes is reduced by 50%.
Necromancer - Curses
"Conjure Plague" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: Target foe is hexed with Conjure Plague for 20...10...8 seconds and has -0...2...2 health degeneration. If this hex lasts its full duration, target foe and adjacent foes suffer from Bleeding, Poison, Disease, Weakness, Blindness, and Daze for 10 seconds.
This next one probably needs to be rebalanced a little so feel free to edit the numbers.
Monk - Smiting Prayers
"Holy Retribution" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 5...14...17 seconds, target other ally takes 5%...35%...41% less damage from undead creatures. Every time that ally takes damage from an undead creature, that creature takes 3...12...15 holy damage. Your skills are disabled for 8 seconds.
Keep the ideas coming
Wow, had a lot of email submissions yesterday. Sorry i didnt get on last night to post
Submission from B A R B A B Y:
Mesmer - Domination Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Hex Spell: For 2...6...7 seconds, target foe's next 1...2...2 skills fail and cause Exhaustion. When this hex ends, foe suffers from Weakness for 10 seconds.
I LOVE this next submission! Thank you Aubrey!
Submission from Aubrey:
Warrior - Strength
"Gladiator's Strength" (Elite)
Energy: 5
Recharge: 15 seconds
Elite Skill: For 1...5...6 seconds, you ignore the effects of Cripple, Blindness, Bleeding, and Deep Wound. Your attacks cannot be blocked and you cannot block attacks. (NOTE)
NOTE: This does NOT remove the conditions, only ignore's their effects for the duration of this skill. (i.e. No degen from bleeding, no slowing from cripple, etc) Once this skill is over, the effects resume. Also, the duration of the conditions is not stopped either.
Submission from Little Dude:
Warrior - Tactics or Strength
"Test of Might" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Double Hex Spell: Half-range spell: You and target foe are both hexed with Test of Might. For 1...8...9 seconds, you and target foe gain +20 base armor and cannot block each other's attacks. If either creature casts a spell, that creature takes 20...70...81 damage and this hex ends early. (NOTE)
NOTE: +20 Base armor is making it so both creature's have Warrior level armor. Hence, if a warrior uses this skill, both of them would have the same armor rating (not including other skills/conditions that alter that)
My submission:
Monk - Protection Prayers
"Graceful Wish" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Enchantment Spell: For 4 seconds, target other ally has a 25% chance to block melee attacks and is healed for 5...30...37 health whenever hit by a melee attack. If this enchantment ends early, that ally is healed for 10...60...72 health. Your protection prayers are disabled for 2 seconds.
Elementalist - Air Magic
"Sparkling Armor" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: Lose all enchantments. For 2...8...9 seconds, whenever you are hit by a melee attack, your attacker is blinded for 0...6...8 seconds and takes 5...20...25 lightning damage.
Not sure if this next one needs to be balanced. If it does, then just increase the recharge, etc
Ranger - Marksmanship
"Sniper Shot" (Elite)
Energy: 10
Attack Time: 3 seconds
Arrow Speed: 3x Faster then normal
Recharge: 8 seconds
Elite Bow Attack: If this attack hits, target foe takes +10...38...42 damage and is knocked-down. This attack cannot be blocked and cannot be used on foes within nearby range. This attack has 25% armor penetration.
WarcryOfTruth
Quote:
Ranger - Wilderness Survival
"Endurance" (Elite) Energy: 15 Casting Time: 5 seconds Recharge: 45 seconds Elite Nature Ritual. Creates a level 1...8...10 spirit (15...30...45 lifespan). All allies within this spirits range take 5%...20%...25% less elemental damage. All elemental damage this spirit takes is reduced by 50%. |
Caw521
Quote:
Mesmer - Domination Magic
"Fatigue" (Elite) Energy: 10 Casting Time: 3 seconds Recharge: 30 seconds Elite Hex Spell: For 2...6...7 seconds, target foe's next 1...2...2 skills cause Exhaustion. When this hex ends, target foe gains 8...3...2 energy. |
Repulsive Aura - Elite Necromancer skill - Death Magic
Enchantment spell
10 energy
1 second cast
30 second recharge
Elite Enchantment Spell. Every second for 8 seconds, all nearby foes take 5...17...20 damage and are poisoned and weakened for 4...8...9 seconds. End Effect: all nearby foes take 5...17...20 damage and suffer from bleeding for 7...11...12 seconds and you are poisoned for 10 seconds.
Snakebite Shot - Elite Ranger Skill - Wilderness Survival (I hate the npc Snakebite, but he looks cool ^^)
Elite Bow Attack
15 energy
25 second recharge
Elite Bow Attack. Deals +10...34...42 damage. Inflicts Bleeding and Crippled condition for 5...10...12 seconds. Inflicts Deep Wound for 5...10...12 seconds if target foe is below 50% health. No conditions applied if you are hexed or enchanted.
Terrible Surgeon
Assassins Speed: Critical Strike
Elite Attack
15 Energy
1/2 second cast
10 second recharge
Must Follow a Offhand Attack. You strike at target foe 3 times. If first strike is successful hits for +9..13..17 damage. If Second Strike i successful you deal +17..25..34 damage. If the third strike is successful you deal +34..41..48 damage and inflict a deep wound...you are exhausted.
Elite Attack
15 Energy
1/2 second cast
10 second recharge
Must Follow a Offhand Attack. You strike at target foe 3 times. If first strike is successful hits for +9..13..17 damage. If Second Strike i successful you deal +17..25..34 damage. If the third strike is successful you deal +34..41..48 damage and inflict a deep wound...you are exhausted.
Mia Clemons
Quote:
Not to troll, and I understand that these will never be implemented, but by definition a Nature Ritual effects all creatures in range, friend and foe, so this skill must either become a Binding Ritual in the Ritualist line, or effect foes as well
|
Quote:
Well, Arcane Languor makes this inferior, but it's in FC, so I guess other professions could use this to some effect, but I doubt they'd wanna carry around a 3 second casting time elite around with that kind of end effect. :P
|
Submission from Akido:
He asks that viewers balance this skill as needed.
Assassin - Shadow Arts
"Aura of Darkness" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 60 seconds
Elite Enchantment Spell: For 25 seconds, you take 6%...26%...30% less damage from foes in nearby range. Whenever you are struck by a melee attack skill, your attacker takes 5...26...32 shadow damage. This enchantment ends early if you use a non-Assassin skill or hit with an attack skill.
Submission from Diabolical:
Ranger - Beast Mastery
"Trust One Another" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Skill: For 10 seconds, You and your pet attack 15% faster. After 10 seconds, you and your pet are healed for 40...120...140 health and each lose 0...3...4 conditions and hexes. (NOTE)
NOTE: Lose 1 condition then 1 hex, etc. Functionality resembles Peace and Harmony
My submission:
Dervish - Mysticism
"Mystic Aura" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 1...7...9 seconds, you have a 50% chance to block attacks while attacking in melee and a random nearby foe takes 5...32...38 damage every time you hit with a scythe attack.
Mesmer - Illusion Magic
"Mark of Insanity" (Elite)
Energy: 5
Casting Time: 1/4 second
Recharge: 20 seconds
Elite Hex Spell: Target touched foe and up to 2 adjacent foes are hexed with Mark of Insanity. For 2...14...16 seconds, affected foes have a 25% chance to fail with their skills. Every time one of their skills fail in this way, all adjacent foes take 15...75...85 damage.
Paragon - Leadership
"Victory Chant" (Elite)
Adrenaline Cost: 8 strikes
Casting Time: 1 second
Recharge: 20 seconds
Elite Chant: For 10 seconds, party members in earshot deal 25% more damage to foes below 15%...45%...50% health. Initial effect: You lose all adrenaline.
Necromancer - Blood Magic
"Vampiric Aura" (Elite)
Blood Cost: -33% health
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: Each second for 3 seconds, party members within earshot steal up to 8...22...28 health from up to 3 adjacent foes. Ends early if that ally is above 80%...93%...99% health. Your skills are disabled for 5 seconds.
As always, keep the ideas coming
Sorry to Jedi Ninja for not posting yours! Email marked you as spam
Submissions from Jedi Ninja:
Elementalist - Water Magic
"Tidal Wave" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Spell: Target foe and all foes in the area of target foe are struck for 15...80...89 cold damage and are knocked down for 2 seconds. This spell causes Exhaustion.
Mesmer - To be Assigned
"Drunken Stupor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 4...15...18 seconds, target foe takes 5...26...30 damage and is knocked down every 4 seconds. Your non-Mesmer spells are disabled for 10 seconds.
Necromancer - Death Magic
"Animate Dying Solider" (Elite)
Energy: 5
Casting Time: 3 seconds
Recharge: 15 seconds
Elite Spell: Exploits a fresh corpse. Animate a level 1...14...17 Dying Soldier. If this minion dies as a result of a foe's attack or spell, that foe and all adjacent foes take 20...80...95 damage.
Keep em coming
WarcryOfTruth
Quote:
Mesmer - To be Assigned
"Drunken Stupor" (Elite) Energy: 10 Casting Time: 2 seconds Recharge: 30 seconds Elite Hex Spell: For 4...15...18 seconds, target foe takes 5...26...30 damage and is knocked down every 4 seconds. Your non-Mesmer spells are disabled for 10 seconds. |
Mia Clemons
Double Enchantment:
-Activates when the first enchantment is removed prematurely.
-Does NOT activate if the first enchantment ends normally, unless otherwise stated.
-No creature can be under the effects of more then one Double Enchantment at any given time.
-Cannot have more then one double enchantment on a skill bar at any given time; furthermore, skill copying skills like Arcane Echo and Echo have no effect on Double Enchantments
-If a multiple enchantment removing skill is used (i.e. Strip Enchantment) the 2nd enchantment is removed immediately after the 1st one.
--**Example: Strip enchantment removes 2 enchantments, thus Shielding Aura then Shielding Hands would be removed, in that order.
NOTES: When creating a skill for this concept, the 2nd enchantment that is applied cannot be elite, cannot be more then 10 energy, and must be from the same profession and attribute line. See example below.
Example:
Monk - Protection Prayers
"Shielding Aura" (Elite or Non-Elite to be determined later)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Double Enchantment Spell: For 8 seconds, target other ally has +10 armor and a 25% chance to block melee attacks. If this enchantment ends prematurely, that ally is enchanted with "Shielding Hands".
This is a ROUGH DRAFT of the idea. Supportive criticism and helpful changes are welcome.
-Activates when the first enchantment is removed prematurely.
-Does NOT activate if the first enchantment ends normally, unless otherwise stated.
-No creature can be under the effects of more then one Double Enchantment at any given time.
-Cannot have more then one double enchantment on a skill bar at any given time; furthermore, skill copying skills like Arcane Echo and Echo have no effect on Double Enchantments
-If a multiple enchantment removing skill is used (i.e. Strip Enchantment) the 2nd enchantment is removed immediately after the 1st one.
--**Example: Strip enchantment removes 2 enchantments, thus Shielding Aura then Shielding Hands would be removed, in that order.
NOTES: When creating a skill for this concept, the 2nd enchantment that is applied cannot be elite, cannot be more then 10 energy, and must be from the same profession and attribute line. See example below.
Example:
Monk - Protection Prayers
"Shielding Aura" (Elite or Non-Elite to be determined later)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Double Enchantment Spell: For 8 seconds, target other ally has +10 armor and a 25% chance to block melee attacks. If this enchantment ends prematurely, that ally is enchanted with "Shielding Hands".
This is a ROUGH DRAFT of the idea. Supportive criticism and helpful changes are welcome.
Qcumber
Title: Norn Title Track
"I Fight Alone!"
Energy: 5
Recharge: 20 seconds
Shout: For 10....20 seconds, you gain +24 armor and conditions expires 50% faster.
Title: Norn Title Track
"Hot Blooded"
Energy: 10
Recharge: 30 seconds
Spell: (8....25 seconds) You have 30...60% damage resistance from Ice/Water damage/magic. Water Hexes also expires 30....60% earlier.
Title: Norn Title Track
"Beast Attunement"
Energy: 10
Casting Time: 2
Recharge: 60 seconds
Spell: Target Pet/Animal temporary becomes ally to the team. The Pet/Animal's level is 10.....20. This can only be used once per map.
Title: Asura Title Track
"G.O.L.E.M Artillery "
Energy: 15
Casting Time: 2
Recharge: 25 seconds
Spell: Target foe and foes adjacent takes 56....133 fire damage and are knocked down.
Title: Asura Title Track
"G.O.L.E.M Core Energy"
Energy: 5
Casting Time: 1
Recharge: 30 seconds
Enchantment Spell: For 36...62 seconds, you gain +10 maximum energy.
Title: Asura Title Track
"Intelligence Quotient 500"
Casting Time: 2
Recharge: 20 seconds
Elite Shout: For the next 1...4 spells you cast, casting time and recharge time is reduced by 20....50%.
Title: Ebon Vanguard Title Track
"Ambush Them!"
Energy: 15
Recharge: 20 seconds
Elite Shout: For 10...30 seconds, target foe and foes in the area suffers from -24 armor. If the target is a Charr, extra -10 armor is reduced.
Note: This skill must be used before the enemy is within your aggro range. This skill have a range of a longbow and thus can target an enemy group without engaging it in aggro circle.
Title: Ebon Vanguard Title Track
"The Great Massacre"
Energy: 10
Recharge: 60 seconds
Elite Skill: For 60 seconds, for every foe of the same species that is killed by you, gain 5...15% more damage in your physical damage to the same species. This skill ends if the species skilled is not of the same as the first kill.
Title: Deldrimor Title Track
"Thousand Hammers"
Energy: 15
Recharge: 45 seconds
Elite Skill: All foes adjacent.....nearby...in the area....earshot you are knocked down.
Sorry for the bad wording! but i'm trying my best to word them professionally
Hope you like them!
"I Fight Alone!"
Energy: 5
Recharge: 20 seconds
Shout: For 10....20 seconds, you gain +24 armor and conditions expires 50% faster.
Title: Norn Title Track
"Hot Blooded"
Energy: 10
Recharge: 30 seconds
Spell: (8....25 seconds) You have 30...60% damage resistance from Ice/Water damage/magic. Water Hexes also expires 30....60% earlier.
Title: Norn Title Track
"Beast Attunement"
Energy: 10
Casting Time: 2
Recharge: 60 seconds
Spell: Target Pet/Animal temporary becomes ally to the team. The Pet/Animal's level is 10.....20. This can only be used once per map.
Title: Asura Title Track
"G.O.L.E.M Artillery "
Energy: 15
Casting Time: 2
Recharge: 25 seconds
Spell: Target foe and foes adjacent takes 56....133 fire damage and are knocked down.
Title: Asura Title Track
"G.O.L.E.M Core Energy"
Energy: 5
Casting Time: 1
Recharge: 30 seconds
Enchantment Spell: For 36...62 seconds, you gain +10 maximum energy.
Title: Asura Title Track
"Intelligence Quotient 500"
Casting Time: 2
Recharge: 20 seconds
Elite Shout: For the next 1...4 spells you cast, casting time and recharge time is reduced by 20....50%.
Title: Ebon Vanguard Title Track
"Ambush Them!"
Energy: 15
Recharge: 20 seconds
Elite Shout: For 10...30 seconds, target foe and foes in the area suffers from -24 armor. If the target is a Charr, extra -10 armor is reduced.
Note: This skill must be used before the enemy is within your aggro range. This skill have a range of a longbow and thus can target an enemy group without engaging it in aggro circle.
Title: Ebon Vanguard Title Track
"The Great Massacre"
Energy: 10
Recharge: 60 seconds
Elite Skill: For 60 seconds, for every foe of the same species that is killed by you, gain 5...15% more damage in your physical damage to the same species. This skill ends if the species skilled is not of the same as the first kill.
Title: Deldrimor Title Track
"Thousand Hammers"
Energy: 15
Recharge: 45 seconds
Elite Skill: All foes adjacent.....nearby...in the area....earshot you are knocked down.
Sorry for the bad wording! but i'm trying my best to word them professionally
Hope you like them!
Mia Clemons
Warrior - Strength
"For Glory!" (Elite)
Energy: 5
Recharge: 20 seconds
Elite Shout: If you are under 10%...18%...21% health, you gain +100 armor and 33% attack speed for 5 seconds.
Ranger - Wilderness Survival
"Ice Trap" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Trap: When triggered, every second for 5 seconds, all nearby foes take 5...10...12 cold damage and cannot attack while in this traps range. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Mud Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Trap: When triggered, every second for 5 seconds, all nearby foes take 5...20...24 earth damage and cannot move faster then normal. Stationary foes are knocked down. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Shadow Trap" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Trap: When triggered, all nearby foes are blinded for 2...8...9 seconds and take 5...26...30 shadow damage. Foes already suffering from blindness take an additional 5...32...36 shadow damage and are dazed for 1...4...5 seconds. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Clenching Iron" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Trap: When triggered, all nearby foes take 8...24...30 piercing damage and are crippled and bleeding for 5...12...14 seconds. Foes already suffering from cripple suffer a deep wound for 6...14...16 seconds. NOTE: you are NOT easily interrupted while using this skill.
Elementalist - Air Magic
"Repel" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 5...16...18 seconds, all damage from projectile attacks is reduced to 0. All damage from melee attacks is reduced by 5%...19%...25% and you cannot attack.
Ritualist - Communing
"Spirit Armor" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 15 seconds, for every spirit you control in earshot, you gain +10 armor. Every time you take damage, your spirits lose 30...14...10 health.
Assassin - Shadow Arts
"Shadow Mimic" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: For 2...12...14 seconds, all physical damage you receive is reduced to 0. This enchantment ends early if you hit with an attack or use a Non-Assassin skill.
Monk - Healing Prayers
"Soothing Breeze" (Non-Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Double Enchantment Spell: For 10 seconds, target other ally has +2...4...5 health regeneration. If this enchantment ends early, that ally is enchanted with Healing Breeze.
Keep em coming
"For Glory!" (Elite)
Energy: 5
Recharge: 20 seconds
Elite Shout: If you are under 10%...18%...21% health, you gain +100 armor and 33% attack speed for 5 seconds.
Ranger - Wilderness Survival
"Ice Trap" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Trap: When triggered, every second for 5 seconds, all nearby foes take 5...10...12 cold damage and cannot attack while in this traps range. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Mud Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Trap: When triggered, every second for 5 seconds, all nearby foes take 5...20...24 earth damage and cannot move faster then normal. Stationary foes are knocked down. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Shadow Trap" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Trap: When triggered, all nearby foes are blinded for 2...8...9 seconds and take 5...26...30 shadow damage. Foes already suffering from blindness take an additional 5...32...36 shadow damage and are dazed for 1...4...5 seconds. You are easily interrupted while using this skill.
Ranger - Wilderness Survival
"Clenching Iron" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Trap: When triggered, all nearby foes take 8...24...30 piercing damage and are crippled and bleeding for 5...12...14 seconds. Foes already suffering from cripple suffer a deep wound for 6...14...16 seconds. NOTE: you are NOT easily interrupted while using this skill.
Elementalist - Air Magic
"Repel" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 5...16...18 seconds, all damage from projectile attacks is reduced to 0. All damage from melee attacks is reduced by 5%...19%...25% and you cannot attack.
Ritualist - Communing
"Spirit Armor" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 15 seconds, for every spirit you control in earshot, you gain +10 armor. Every time you take damage, your spirits lose 30...14...10 health.
Assassin - Shadow Arts
"Shadow Mimic" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: For 2...12...14 seconds, all physical damage you receive is reduced to 0. This enchantment ends early if you hit with an attack or use a Non-Assassin skill.
Monk - Healing Prayers
"Soothing Breeze" (Non-Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Double Enchantment Spell: For 10 seconds, target other ally has +2...4...5 health regeneration. If this enchantment ends early, that ally is enchanted with Healing Breeze.
Keep em coming
WarcryOfTruth
Yay more ideas!
The next few courtesy of an officer in my guild, posted on our website
Soul Assault
Scythe Mastery
5 Energy
12 Recharge
Elite Scythe Attack. If this attack hits, steal 20...50...80 health and 1...2...3 energy from each foe hit.
Mystic Wrath
Mysticism
10 Energy
1 Second Cast
15 Recharge
Elite Enchantment Spell. For each enchantment on you, you deal +1...10 (maximum 40) damage with attacks for 10 seconds.
Annnnnnnnnnnnnnnnnnnnnnnd a few non elites for Dervishes, still courtesy of my guildie on our website .
Aura of Enchanting
Mysticism
10 Energy
1 Second Cast
20 Recharge
Enchantment Spell. For 10 seconds your Mysticism attribute is set to 0. Whenever an enchantment ends on an ally in the area, you gain 0...2 energy and 0...12 health.
Avatar's Assault
Scythe Mastery
5 Energy
8 Recharge
Scythe Attack. If you are under the effects of an Elite Form, this attack cannot be blocked and all adjacent foes take 5...15...20 holy damage for each foe you hit.
Again, thanks to one of my officers for these ideas, there are others but these are the ones I found most interesting .
The next few courtesy of an officer in my guild, posted on our website
Soul Assault
Scythe Mastery
5 Energy
12 Recharge
Elite Scythe Attack. If this attack hits, steal 20...50...80 health and 1...2...3 energy from each foe hit.
Mystic Wrath
Mysticism
10 Energy
1 Second Cast
15 Recharge
Elite Enchantment Spell. For each enchantment on you, you deal +1...10 (maximum 40) damage with attacks for 10 seconds.
Annnnnnnnnnnnnnnnnnnnnnnd a few non elites for Dervishes, still courtesy of my guildie on our website .
Aura of Enchanting
Mysticism
10 Energy
1 Second Cast
20 Recharge
Enchantment Spell. For 10 seconds your Mysticism attribute is set to 0. Whenever an enchantment ends on an ally in the area, you gain 0...2 energy and 0...12 health.
Avatar's Assault
Scythe Mastery
5 Energy
8 Recharge
Scythe Attack. If you are under the effects of an Elite Form, this attack cannot be blocked and all adjacent foes take 5...15...20 holy damage for each foe you hit.
Again, thanks to one of my officers for these ideas, there are others but these are the ones I found most interesting .
To Chicken To Die
Mia Clemons
Consider the fact that rits can use Weapon spells on themselves and allies. why cant they also use Armor Spells, that modify an allies armor to have special abilities? I'm sure people can have some fun with these
Armor Spell:
-Modifies an allies armor to have special abilities and/or additional effects
---Cannot be used on allies incapable of using armor (pets, minions, spirits, etc)
-Cannot be under more then 1 armor spell at any given time (just like weapon spells)
-Behaves like a Weapon Spell
Example:
Ritualist - Communing
"Equip Holy Armor" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Armor Spell: Target ally has a set of Holy Armor for 6...27...30 seconds. While affected by this spell, target ally takes 50% less holy damage and deals double damage with attacks to undead creatures.
Ritualist - Communing
"Equip Giant's Armor" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Armor Spell: Target other ally has a set Giant's Armor for 4...12...14 seconds. While affected by this spell, that ally has +80 armor and cannot be knocked-down but moves 50% slower.
Ritualist - Spawning Power
"Equip Elemental Armor" (Non-Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Armor Spell: You have a set of Elemental Armor for 3...17...20 seconds. While affected by this spell, you have +40 armor against Elemental damage and deal +0%...8%...10% more lightning damage with your skills.
Ritualist - Channeling Magic
"Equip Vorizun's Armor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Armor Spell: Target other ally has a set of Vorizun's Armor for 5...21...24 seconds. While affected by this spell, that ally has +20 armor and gains 1 energy every 2 seconds.
If you have some cool ideas about this concept, please feel free to make suggestions/create armor spells of your own!
Armor Spell:
-Modifies an allies armor to have special abilities and/or additional effects
---Cannot be used on allies incapable of using armor (pets, minions, spirits, etc)
-Cannot be under more then 1 armor spell at any given time (just like weapon spells)
-Behaves like a Weapon Spell
Example:
Ritualist - Communing
"Equip Holy Armor" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Armor Spell: Target ally has a set of Holy Armor for 6...27...30 seconds. While affected by this spell, target ally takes 50% less holy damage and deals double damage with attacks to undead creatures.
Ritualist - Communing
"Equip Giant's Armor" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Armor Spell: Target other ally has a set Giant's Armor for 4...12...14 seconds. While affected by this spell, that ally has +80 armor and cannot be knocked-down but moves 50% slower.
Ritualist - Spawning Power
"Equip Elemental Armor" (Non-Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Armor Spell: You have a set of Elemental Armor for 3...17...20 seconds. While affected by this spell, you have +40 armor against Elemental damage and deal +0%...8%...10% more lightning damage with your skills.
Ritualist - Channeling Magic
"Equip Vorizun's Armor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Armor Spell: Target other ally has a set of Vorizun's Armor for 5...21...24 seconds. While affected by this spell, that ally has +20 armor and gains 1 energy every 2 seconds.
If you have some cool ideas about this concept, please feel free to make suggestions/create armor spells of your own!
ToyEragorn
Necromancer - Curses
"Dreams of Grenth" (Elite)
Energy Cost: 5 (if any)
Casting Time/Attack Speed: 2s
Recharge: 10 second(s)
Skill Description: Hex (1..9..11 seconds) Also hexes nearby foes. When this hex ends, it causes 10..12..13 cold damage to adjacent foes. Easily interuptable. Fails if less than 7 curses.
Notes: hmmm, hope not too op :P
"Dreams of Grenth" (Elite)
Energy Cost: 5 (if any)
Casting Time/Attack Speed: 2s
Recharge: 10 second(s)
Skill Description: Hex (1..9..11 seconds) Also hexes nearby foes. When this hex ends, it causes 10..12..13 cold damage to adjacent foes. Easily interuptable. Fails if less than 7 curses.
Notes: hmmm, hope not too op :P
WarcryOfTruth
Quote:
Consider the fact that rits can use Weapon spells on themselves and allies. why cant they also use Armor Spells, that modify an allies armor to have special abilities? I'm sure people can have some fun with these
Armor Spell: -Modifies an allies armor to have special abilities and/or additional effects -Cannot be under more then 1 armor spell at any given time (just like weapon spells) -Behaves like a Weapon Spell |
Mia Clemons
Quote:
I like this concept, and whats more, is that each point in Spawning Power increases the duration of Armor Spells by 4% .... right?
|
Submission for the day:
Ritualist - Communing
"Equip Balthazar's Armor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Armor Spell: For 5...18...21 seconds, target ally has a set of Balthazar's Armor. While affected by this spell, that ally has +40 armor and have a 25% chance to block attacks.
Ritualist - Restoration Magic
"Equip Melandru's Armor" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Armor Spell: For 5...15...18 seconds, target ally has a set of Melandru's Armor. While affected by this spell, that ally has +100 max health and you take 50% less elemental damage. When this spell ends, you lose 0...1...2 conditions.
Ritualist - Restoration Magic
"Equip Khanhei's Armor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Armor Spell: For 2...9...10 seconds, target other ally has a set of Khanhei's Armor. While affected by this spell, that ally is immune to touch skills. This armor spell ends early if that ally attacks or is knocked down.
Ritualist - Channeling Magic
"Equip Storm Armor" (Non-Elite)
Energy: 10
Casting Time: 2seconds
Recharge: 30 seconds
Armor Spell: For 3...11...13 seconds, target ally has a set of Storm Armor. While affected by this spell, that ally deals 25% more lightning damage and gains 2 energy whenever struck for lightning or cold damage.
WarcryOfTruth
I got another idea!!!!
Energy Split (Elementalist or Mesmer)
No Attribute
10 Energy
2 Second Cast
30 Recharge
Elite Spell - Lose half your energy. Party members within earshot gain energy you lost divided evenly among them. Your skills are disabled (5 seconds).
So if you are in an 8 man zone, and you have 50 energy, and using this spell brings you to 40, then the party members will split 20 energy and divide it up amongst themselves. Randomly of course but that's the best way I could explain.
Energy Split (Elementalist or Mesmer)
No Attribute
10 Energy
2 Second Cast
30 Recharge
Elite Spell - Lose half your energy. Party members within earshot gain energy you lost divided evenly among them. Your skills are disabled (5 seconds).
So if you are in an 8 man zone, and you have 50 energy, and using this spell brings you to 40, then the party members will split 20 energy and divide it up amongst themselves. Randomly of course but that's the best way I could explain.
Mia Clemons
Quote:
I got another idea!!!!
Energy Split (Elementalist or Mesmer) No Attribute 10 Energy 2 Second Cast 30 Recharge Elite Spell - Lose half your energy. Party members within earshot gain energy you lost divided evenly among them. Your skills are disabled (5 seconds). So if you are in an 8 man zone, and you have 50 energy, and using this spell brings you to 40, then the party members will split 20 energy and divide it up amongst themselves. Randomly of course but that's the best way I could explain. |
Seems pretty balanced to me, although might be a little underpowered due to the 30 second recharge. Or make it nearby party members, that way you can decide who gets the energy?
Now on to some new stuff:
Ritualist - Restoration Magic
"Insert appropriate name here" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Armor Spell: For 15 seconds, target other ally has a set of "Insert armor spell name". While affected by this spell and a weapon spell, that ally has +10...48...55 armor and has +0...2...3 health regeneration.
Ritualist - Communing
"Equip Grenth's Armor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Armor Spell: For 2...10...12 seconds, target ally has a set of Grenth's Armor. While affected by this spell, that ally steals 5 health every time they are struck for damage but gain 50% less health when healed.
Might be a OP? opinions please....
Ritualist - Spawning Power
"Equip Sacrificial Armor" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Armor Spell: For 2...9...11 seconds, you have a set of Sacrificial Armor. While affected by this spell, your spells cost 5 less energy to cast and you cannot be interrupted. Every time you cast a spell or would be interrupted, you sacrifice 5% max health. When this spell ends, you gain 30...60...70 health.
As always, keep the ideas coming
Caw521
Quote:
Ritualist - Spawning Power "Equip Sacrificial Armor" (Elite) Energy: 5 Casting Time: 2 seconds Recharge: 15 seconds Elite Armor Spell: For 2...9...11 seconds, you have a set of Sacrificial Armor. While affected by this spell, your spells cost 5 less energy to cast and you cannot be interrupted. Every time you cast a spell or would be interrupted, you sacrifice 5% max health. When this spell ends, you gain 30...60...70 health. |
Wait.... would cancel casting be counted towards an interrupt and ignore the "cannot be interrupted" part?
Jagged Ice Shield - Water Magic - Elementalist
Elite Enchantment Spell
15 energy
3 second cast
30 second recharge
Elite Enchantment Spell. For 5...17...20 seconds, you have a 17...50...75% to block, and foes near your initial location take 10...25...30 damage, bleed for 10 seconds, and move 50% slower for 5...20...25 seconds. Ends if you take fire damage or use fire magic.
Soul Spikes - Death Magic - Necromancer
Elite Hex Spell
15 energy
3/4 second cast
30 second recharge
Elite Hex Spell. Initial effect: Target and adjacent foes take 20...50...80 shadow damage and lose 1...3...4 energy. Target foes move 20...40...50% slower for 10 seconds and have -1...3...4 health degeneration for 10 seconds. Renewal: if target foes are not moving when this hex ends.
Psionic Flux - Spawning Power - Ritualist
Elite Hex Spell
15 energy cost
2 second cast
8 second recharge
Elite Hex Spell. Target foe (is temporarily warped out of time-space and) takes 10...34...40 lightning damage, 10...34...40 cold damage, and 10...34...40 dark damage. If target foe is within earshot of a spirit, that foe moves 50% slower for 10 seconds.
fr.aodhan
Admittedly, I like the caster Dervish.
Dervish - Wind Prayers
"Ascetic Dance" (Elite)
Energy Cost: 5
Recharge: 10
Elite Stance: For 0...24...30 seconds, Enchantments expire twice as quickly on you. Whenever an Enchantment, Condition, or Hex ends on you, the ally in the area with lowest health is healed for 5...53...65 Health.
Notes: Strengthens an older version of Vow of Piety.
Dervish - Mysticism
"Confession of Faults" (Elite)
Energy Cost: 5
Casting Time: 1
Recharge: 10
Elite Spell: Lose one Enchantment for every Hex or Condition on target ally. For every Enchantment lost this way, each party member in earshot of the target loses one Hex or Condition.
Notes: Begins with the most recently applied hex/condition and works down the stack. Inspired by Pious Restoration and Empathic Removal.
Dervish - Earth Prayers
"Genuflection" (Elite)
Energy Cost: 10
Casting Time: 1
Recharge: 20
Elite Spell: Nearby foes are crippled for 0...12...15 seconds and every second take 0...8...10 earth damage for every enchantment on you (maximum 100 damage per second) for 10 seconds. This skill ends if you move.
Notes: If enchantments are added or removed, the packets adjust accordingly; e.g. Mystic Sandstorm will at least temporarily reduce damage to 0.
Dervish - Mysticism
"Call to Prayer" (Elite)
Energy Cost: 0
Recharge: 30
Elite Chant: Lose all energy and enchantments. For every enchantment lost this way, allies in earshot gain 0...4...5 Energy and 0...12...15 Health.
Notes: Energy loss occurs before the loss of enchantments, so that the Dervish might be recharged.
Dervish - Wind Prayers
"Ascetic Dance" (Elite)
Energy Cost: 5
Recharge: 10
Elite Stance: For 0...24...30 seconds, Enchantments expire twice as quickly on you. Whenever an Enchantment, Condition, or Hex ends on you, the ally in the area with lowest health is healed for 5...53...65 Health.
Notes: Strengthens an older version of Vow of Piety.
Dervish - Mysticism
"Confession of Faults" (Elite)
Energy Cost: 5
Casting Time: 1
Recharge: 10
Elite Spell: Lose one Enchantment for every Hex or Condition on target ally. For every Enchantment lost this way, each party member in earshot of the target loses one Hex or Condition.
Notes: Begins with the most recently applied hex/condition and works down the stack. Inspired by Pious Restoration and Empathic Removal.
Dervish - Earth Prayers
"Genuflection" (Elite)
Energy Cost: 10
Casting Time: 1
Recharge: 20
Elite Spell: Nearby foes are crippled for 0...12...15 seconds and every second take 0...8...10 earth damage for every enchantment on you (maximum 100 damage per second) for 10 seconds. This skill ends if you move.
Notes: If enchantments are added or removed, the packets adjust accordingly; e.g. Mystic Sandstorm will at least temporarily reduce damage to 0.
Dervish - Mysticism
"Call to Prayer" (Elite)
Energy Cost: 0
Recharge: 30
Elite Chant: Lose all energy and enchantments. For every enchantment lost this way, allies in earshot gain 0...4...5 Energy and 0...12...15 Health.
Notes: Energy loss occurs before the loss of enchantments, so that the Dervish might be recharged.
Mia Clemons
Quote:
Admittedly, I like the caster Dervish.
Dervish - Wind Prayers "Ascetic Dance" (Elite) Energy Cost: 5 Recharge: 10 Elite Stance: For 0...24...30 seconds, Enchantments expire twice as quickly on you. Whenever an Enchantment, Condition, or Hex ends on you, the ally in the area with lowest health is healed for 5...53...65 Health. Notes: Strengthens an older version of Vow of Piety. Dervish - Mysticism "Confession of Faults" (Elite) Energy Cost: 5 Casting Time: 1 Recharge: 10 Elite Spell: Lose one Enchantment for every Hex or Condition on target ally. For every Enchantment lost this way, each party member in earshot of the target loses one Hex or Condition. Notes: Begins with the most recently applied hex/condition and works down the stack. Inspired by Pious Restoration and Empathic Removal. Dervish - Earth Prayers "Genuflection" (Elite) Energy Cost: 10 Casting Time: 1 Recharge: 20 Elite Spell: Nearby foes are crippled for 0...12...15 seconds and every second take 0...8...10 earth damage for every enchantment on you (maximum 100 damage per second) for 10 seconds. This skill ends if you move. Notes: If enchantments are added or removed, the packets adjust accordingly; e.g. Mystic Sandstorm will at least temporarily reduce damage to 0. Dervish - Mysticism "Call to Prayer" (Elite) Energy Cost: 0 Recharge: 30 Elite Chant: Lose all energy and enchantments. For every enchantment lost this way, allies in earshot gain 0...4...5 Energy and 0...12...15 Health. Notes: Energy loss occurs before the loss of enchantments, so that the Dervish might be recharged. |
Your 2nd submission is definitely OP lol. Make it a one-time damage of 100 earth damage and it should be more balanced but good ideas.
Your Call to Prayer is a good idea but should be a signet, also, the effect shouldnt include the user to make it a little less OP.
Good ideas though, and good names
fr.aodhan
Sorry about that. I kept on hearing about the 100 DPS of certain Derv builds and how nothing else measured up, so maybe it was a little tongue-in-cheek, which I understand is inappropriate. I do like your idea, though. Make it a Mystic Sandstorm which doesn't remove enchantments, to be followed up by an actual Mystic Sandstorm.
Mia Clemons
Quote:
Gogogo doomspike? :O
Wait.... would cancel casting be counted towards an interrupt and ignore the "cannot be interrupted" part? |
Quote:
Jagged Ice Shield - Water Magic - Elementalist
Elite Enchantment Spell 15 energy 3 second cast 30 second recharge Elite Enchantment Spell. For 5...17...20 seconds, you have a 17...50...75% to block, and foes near your initial location take 10...25...30 damage, bleed for 10 seconds, and move 50% slower for 5...20...25 seconds. Ends if you take fire damage or use fire magic. Soul Spikes - Death Magic - Necromancer Elite Hex Spell 15 energy 3/4 second cast 30 second recharge Elite Hex Spell. Initial effect: Target and adjacent foes take 20...50...80 shadow damage and lose 1...3...4 energy. Target foes move 20...40...50% slower for 10 seconds and have -1...3...4 health degeneration for 10 seconds. Renewal: if target foes are not moving when this hex ends. Psionic Flux - Spawning Power - Ritualist Elite Hex Spell 15 energy cost 2 second cast 8 second recharge Elite Hex Spell. Target foe (is temporarily warped out of time-space and) takes 10...34...40 lightning damage, 10...34...40 cold damage, and 10...34...40 dark damage. If target foe is within earshot of a spirit, that foe moves 50% slower for 10 seconds. |
Few email submissions from the weekend:
From Kumiko:
Monk - Protection Prayers
"Savior" (Elite)
Energy: 10
Casting Time: 1/4 second
Recharge: 45 seconds
Elite Enchantment Spell: For 1...4...5 seconds, target other ally loses 3 hexes, all conditions that cause health degeneration, and all damage taken is reduced to 0. Enchantment ends early if target ally uses a skill.
Monk - Divine Favor
"Divine Veil" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 2...9...10 seconds, target other ally cannot be hexed. This enchantment ends early if that ally casts a hex or hits with an attack skill. Your skills are disabled for 5 seconds.
Monk - Protection Prayers
"Enduring Aura" (Elite)
Energy: 10
Energy Regen: -1 pip
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: While you maintain this spell on target other ally, your monk spells targeting that ally cast 5%...20%...25% faster and cost 0...3...4 less energy. You stop maintaining this enchantment if you use a non-monk skill.
Submission from Arc Angel Archer:
Ranger - Marksmanship
"Shadow Shot" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Bow Attack: Fire two arrows at target foe simultaneously. The first arrow strikes for +6...18...22 damage. The 2nd arrow cannot be blocked and strikes for +5...16...20 damage. This attack cannot be used on foes within nearby range.
Caw521
Quote:
I agree, it could be too OP. any suggestions to be more balanced?
|
Quote:
Monk - Protection Prayers
"Savior" (Elite) Energy: 10 Casting Time: 1/4 second Recharge: 45 seconds Elite Enchantment Spell: For 1...4...5 seconds, target other ally loses 3 hexes, all conditions that cause health degeneration, and all damage taken is reduced to 0. Enchantment ends early if target ally uses a skill. |
Paranoia - Curses - Necromancer
Elite Hex Spell
10 energy
2 second cast
25 second recharge
Elite Hex Spell. For 5...9...10 seconds, target foe suffers -1...3...4 health degeneration but has a 50% chance to block attack skills. Whenever target foe blocks an attack skill, that foe is knocked down and takes 20...35...40 damage. Target foe's skills are disabled for 1...2...2 seconds.
Evoke Brambles - Wilderness Survival - Ranger
Elite Preparation
15 energy
2 second cast
36 second recharge
Elite Preparation. For 2...10...12 seconds, whenever you use a bow attack on a foe, that foe takes 5...17...20 additional piercing damage and suffers from crippled and poison for 5...9...10 seconds.
Anthem of Vulnerability - Leadership - Paragon
Elite Chant
8 adrenaline
1 second cast
Elite Chant. For 10 seconds, the next attack skill used by each ally within earshot causes knockdown. Initial effect: You lose all adrenaline.
Leader's Devotion - Leadership - Paragon
Elite Skill
5 energy
20 second recharge
Elite Skill. For 10 seconds, whenever you use a chant, shout, or echo, your party is healed for 5...17...20 health.
Javelin of Orders - Spear Mastery - Paragon
Elite Spear Attack
7 adrenaline
2 second recharge
Elite Spear Attack. Deals +5...21...25 damage for each shout, chant, or echo active on you (maximum +60)
Transfer Impurities - Divine Favor - Monk
Elite Spell
10 energy
3/4 second cast
15 second recharge
Elite Spell. Transfer 0...2...2 hexes and 0...2...2 conditions from target ally to you. You gain 2 energy for each condition and hex transferred. Cannot self-target.
Meh, boring names xD
Mia Clemons
Quote:
Maybe increase the duration, and change the sacrifice to "You have -x...x...x maximum health"
Sounds sweet, but maybe instead of the "remove all degenerating conditions", make it something like, "+10...12...14 health regeneration". And the recharge... maybe lower it to 30 and increase energy to 15 :P |
Agreed, but i wanted it to be an emergency save spell, so 15 energy seemed a little high. Good suggestion with the +xx health regen though
Tonight's submissions:
Monk - Healing Prayers
"Cure" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Target other ally's health is completely restored and your skills are disabled for 12...3...2 seconds. If target ally has more than 2 conditions or hexes, this spell recharges 50% faster.
Monk - Smiting Prayers
"Holy Gaze" (Elite)
Energy: 15
Casting Time: 3/4 second
Recharge: 20 seconds
Elite Spell: Target foe takes 10...50...58 holy damage. If that foe is adjacent to any of your allies, target foe and all adjacent foes take 5...30...38 holy damage and are weakened for 8 seconds. Your skills are disabled for 6 seconds.
More to come tomorrow!
Been feeling like paragons and dervish don't get enough credit, so here's a few submissions for them....
Also a few others...
Dervish - Scythe Mastery
"Whirling Strike" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 8 seconds
Elite Scythe Attack: Attack target foe and all adjacent foes. For each foe that you hit, you hit for +4...13...15 damage consecutively (Maximum +60 damage). You suffer from Weakness for 5 seconds.
Notes: The idea is that with each hit, the damage increases on the next foe hit. Example: If 4 adjacent foes (including target foe), then target foe takes +15 damage, 2nd foe takes +30 damage, 3rd foe takes +45 damage, and so on. Also note that the damage does not increase if a foe blocks the attack or it misses for any reason.
Dervish - Mysticism
"Virtuous Nature" (Elite)
Energy: 5
Recharge: 30 seconds
Elite Stance: For 1...9...11 seconds, you move 25% and hexes expire 50% faster, but deal 50% less damage with attacks.
Paragon - Leadership
"We Shall Not Fail!" (Elite)
Adrenaline Cost: 8 strikes
Casting Time: 1 second
Recharge: 15 seconds
Elite Chant: For 1...3...4 seconds, all party members not affected by a shout or chant within earshot deal +5...22...25 damage with attacks and move 20% faster. You lose all adrenaline.
Paragon - Spear Mastery
"Spear Thrust" (Elite)
Adrenaline Cost: 6 strikes
Attack Speed: 3/4 second
Recharge: None
Elite Spear Attack: Melee attack: If this attack hits, target foe takes +6...22...26 damage. If this attack is blocked, you gain 2 strikes of adrenaline.
Paragon - Spear Mastery
"Impaling Spike" (Elite)
Energy: 5
Attack Speed: 3/4 second
Recharge: 10 seconds
Elite Spear Attack: Melee attack: If this attack hits a moving foe, that foe takes +10...26...30 damage and is knocked down. Otherwise, this attack does +5...13...15 damage if it hits.
Paragon - Leadership
"Venting Anger" (Elite)
Energy: 5
Recharge: 15 seconds
Elite Skill: For 10 seconds, whenever you lose or use adrenaline, adjacent foes also lose the same amount. If a foe has no adrenaline, that foe takes 0...30...36 damage. End effect: You lose all adrenaline. (NOTE1)
NOTE1: End effect does not apply towards this skill.
Basically, if your standing next to a bunch of adrenaline warriors, whenever you use adrenaline (through skills etc) or lose it from adrenaline denial skills, they also lose the adrenaline. Also, if standing next to casters or other non-adrenaline based characters, they take damage.
Mesmer - Illusion Magic
"Alluring Scent" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: For 1...3...4 seconds, target foe cannot cast spells on your allies and has a 50% chance to miss with attacks. This hex ends early if target foe has another Mesmer hex.
Necromancer - Curses
"Call of Grenth" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: Target foe and all adjacent foes take 10...40...48 shadow damage. For 5 seconds, this hex does nothing. If this hex lasts its full duration, affected foes take 4...16...18 shadow damage for each condition on them. Your skills are disabled for 3 seconds.
Ritualist - Communing
"Executioner's Weapon" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Weapon Spell: For 1...3...4 seconds, target ally's next attack is unblockable and strikes for +8...24...28 damage.
Ritualist - Spawning Power
"Equip Ice Armor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Armor Spell: For 2...10...12 seconds, target ally has a set of Ice Armor and is immune to cold damage, moves 50% slower, and cannot attack. This spell ends early if ally is in a stance.
Figured it would be a good combo with Winter/Greater Conflagration.
Keep em coming!
fr.aodhan
Dervish - Mysticism
"Return to Simplicity" (Elite)
Energy: 10
Casting time: 1
Recharge: 20
Elite Spell: Every second for 10 seconds, you lose one Enchantment. For every Dervish Enchantment lost in this way, all adjacent foes lose one enchantment.
Notes: A DoT version of Mystic Sandstorm, minus extra damage, plus enchantment removal. Imagine, for instance, standing next to a bonded character.
"Return to Simplicity" (Elite)
Energy: 10
Casting time: 1
Recharge: 20
Elite Spell: Every second for 10 seconds, you lose one Enchantment. For every Dervish Enchantment lost in this way, all adjacent foes lose one enchantment.
Notes: A DoT version of Mystic Sandstorm, minus extra damage, plus enchantment removal. Imagine, for instance, standing next to a bonded character.
WarcryOfTruth
Holy crap, combine that with Featherfoot Grace and Aura of Holy Might + Asuran Scan and then you pretty much turn into a tank that shrugs off hexes and conditions, all the while the damage penalty is easily taken care of.