Elite Skill Suggestions/New Ideas, create your own elite skill or concept!
Mia Clemons
New Skill Concept: Easily Blocked Skills
Description:
-The chance to block is increased by 25%, example: Aegis gives 50% chance to block attacks. Easily blocked skills would increase that % to 25% of 50% = 62.5% chance to block.
-Typical damage of such skills is greater then normal
-Cannot raise % to block above 100%
-Skills that bypass blocked attacks (Seeking Arrows, Rigor Mortis, etc) have no affect for these skills.
Furthermore, if a foe uses Lightning Reflexes (75% chance to block) then the % chance of an easily blocked skill would be ~94% chance to block.
Example of an Easily Blocked Skill:
Ranger - Marksmanship
"Heavy Arrow" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 12 seconds
Elite Bow Attack: If it hits, this attack target foe takes +8...45...50 damage and is knocked-down. This attack is easily blocked.
Feedback is always appreciated
Description:
-The chance to block is increased by 25%, example: Aegis gives 50% chance to block attacks. Easily blocked skills would increase that % to 25% of 50% = 62.5% chance to block.
-Typical damage of such skills is greater then normal
-Cannot raise % to block above 100%
-Skills that bypass blocked attacks (Seeking Arrows, Rigor Mortis, etc) have no affect for these skills.
Furthermore, if a foe uses Lightning Reflexes (75% chance to block) then the % chance of an easily blocked skill would be ~94% chance to block.
Example of an Easily Blocked Skill:
Ranger - Marksmanship
"Heavy Arrow" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 12 seconds
Elite Bow Attack: If it hits, this attack target foe takes +8...45...50 damage and is knocked-down. This attack is easily blocked.
Feedback is always appreciated
fr.aodhan
One thing I'd love to see is a single skill creating multiple enchantments. The Dervish who doesn't like carrying a lot of enchantments can then fuel a number of "lose one enchantment" skills with a single elite and will be more robust against stripping.
Dervish - Mysticism
"Pious Renewal" (Elite)
Energy: 10
Casting time: 1
Recharge: 30
Elite Enchantment Spell - Every 6 seconds for 0...24...30 seconds, you are enchanted with Piety for 8 seconds.
Note: This spell creates an enchantment which creates enchantments. If the second enchant, Piety, is not used within 6 seconds, it is simply renewed and there is no Mysticism gain. However, Piety can be used to fuel a spell and Pious Renewal will reapply it in a little while.
Dervish - Mysticism
"Pious Renewal" (Elite)
Energy: 10
Casting time: 1
Recharge: 30
Elite Enchantment Spell - Every 6 seconds for 0...24...30 seconds, you are enchanted with Piety for 8 seconds.
Note: This spell creates an enchantment which creates enchantments. If the second enchant, Piety, is not used within 6 seconds, it is simply renewed and there is no Mysticism gain. However, Piety can be used to fuel a spell and Pious Renewal will reapply it in a little while.
Sirius Bsns
Quote:
New Skill Concept: Easily Blocked Skills
Description: -Has a natural % chance of being blocked of 10%. -The chance to block is increased by 25%, example: Aegis gives 50% chance to block attacks. Easily blocked skills would increase that % to 25% of 50% = 62.5% chance to block. -Typical damage of such skills is greater then normal -Cannot raise % to block above 100% -Skills that bypass blocked attacks (Seeking Arrows, Rigor Mortis, etc) have no affect for these skills. Furthermore, if a foe uses Lightning Reflexes (75% chance to block) then the % chance of an easily blocked skill would be ~94% chance to block. Likewise, if a foe isn't using a blocking skill, then that foe still has a natural 10% chance to block this skill. Example of an Easily Blocked Skill: Ranger - Marksmanship "Heavy Arrow" (Elite) Energy: 10 Attack Speed: Normal Recharge: 12 seconds Elite Bow Attack: If it hits, this attack target foe takes +8...45...50 damage and is knocked-down. This attack is easily blocked. Feedback is always appreciated |
I think you mean you want it to "miss". So, you can say "Has a 25-50% chance to miss." Is that what you were aiming for, Mia?
Sword Hammer Axe
I think she meant "dodge" but since Dodge and Block has become united in Block she meant "Block" although "Miss" would be the better option
Mia Clemons
Quote:
Easily blocked? lol How's that possible? Will the target develop a stance in that instance?
I think you mean you want it to "miss". So, you can say "Has a 25-50% chance to miss." Is that what you were aiming for, Mia? |
My overall point was to develop an idea that accounted for a player's reaction. Example, if you were to say fire an arrow that moves relatively slow due to either its weight, design, etc then a character that is in a blocking stance (or spell) should easily see it coming and be able to block it.
Its kinda the same idea as an ele casting meteor shower, you can see him casting it, giving you enough time to react and get out of the way before it hits.
lemming
Quote:
New Skill Concept: Easily Blocked Skills
Description: -The chance to block is increased by 25%, example: Aegis gives 50% chance to block attacks. Easily blocked skills would increase that % to 25% of 50% = 62.5% chance to block. -Typical damage of such skills is greater then normal -Cannot raise % to block above 100% -Skills that bypass blocked attacks (Seeking Arrows, Rigor Mortis, etc) have no affect for these skills. Furthermore, if a foe uses Lightning Reflexes (75% chance to block) then the % chance of an easily blocked skill would be ~94% chance to block. Example of an Easily Blocked Skill: Ranger - Marksmanship "Heavy Arrow" (Elite) Energy: 10 Attack Speed: Normal Recharge: 12 seconds Elite Bow Attack: If it hits, this attack target foe takes +8...45...50 damage and is knocked-down. This attack is easily blocked. Feedback is always appreciated |
The above skill falls into the latter category.
Sirius Bsns
It's a gamble indeed, but some might want such an option open. Others would prefer something more concrete, but in essence it's a choice: 100% small damage vs 25-50% big damage. Tomato, tuh-mah-toe, really. *shrugs*
fr.aodhan
I think so - otherwise, you can punish an enemy heavily for something he didn't do. If you put Defile Defenses on him, you have a 90% chance of +8...45...50 and KD and a 10% chance of 30...102...120 armor ignoring damage. I would almost certainly run a curses necro alongside this.
lemming
A skill that has a 1% chance of dealing 1000 damage would be a gamble, too. It's not a well-designed option to have.
Mia Clemons
haha ok i got this submission in the email and had to share it.
Courtesy of Raising the B A R:
Elementalist - Energy Storage
"6 Hour Energy" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 6 hours
Elite Enchantment Spell: If your energy is less then 50%, you gain 10%...45%...50% of your max energy. For 6 hours, you have +4 energy regeneration. When this enchantment ends, you are completely exhausted and are dazed for 30 minutes.
i thought it was funny; i hate those energy drinks. they provide barely any energy, its all caffeine...
Courtesy of Raising the B A R:
Elementalist - Energy Storage
"6 Hour Energy" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 6 hours
Elite Enchantment Spell: If your energy is less then 50%, you gain 10%...45%...50% of your max energy. For 6 hours, you have +4 energy regeneration. When this enchantment ends, you are completely exhausted and are dazed for 30 minutes.
i thought it was funny; i hate those energy drinks. they provide barely any energy, its all caffeine...
headlesshobbs
I've had one I thought I'd just throw out there, but don't know what class would be most useful unless it's class is closer to dark magic.
Black Hole
Energy: 25
Casting Time: 3 sec
Recharge: 45 sec
Elite Spell: When cast on target, Black Hole has a 10% chance of killing/removing enemy from play. This skill also affects enemies adjustment to target.
PVE only.
This is actually used from the Magus character in Chrono Trigger.
Black Hole
Energy: 25
Casting Time: 3 sec
Recharge: 45 sec
Elite Spell: When cast on target, Black Hole has a 10% chance of killing/removing enemy from play. This skill also affects enemies adjustment to target.
PVE only.
This is actually used from the Magus character in Chrono Trigger.
Mia Clemons
Ok...lets gets back on topic here....
Some new ones:
Ritualist - Channeling
"Power" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...10..12 Spirit of Power. This spirits attacks do 5...36...40 damage and you gain 1 energy every time it hits with an attack. With every attack, this spirit loses 40...20...15 health. This spirit dies after 20 seconds.
Basically wanted an elite Spirit of Pain that gave energy back.
Mesmer - Domination Magic
"Corrupt Mind" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 1...11...12 seconds, target foe cannot cast spells on you and your spells do an additional 5%...8...10% damage against that foe. Ends if foe is under the effects of another hex. Your skills are disabled for 3 seconds.
Keep em coming
Some new ones:
Ritualist - Channeling
"Power" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...10..12 Spirit of Power. This spirits attacks do 5...36...40 damage and you gain 1 energy every time it hits with an attack. With every attack, this spirit loses 40...20...15 health. This spirit dies after 20 seconds.
Basically wanted an elite Spirit of Pain that gave energy back.
Mesmer - Domination Magic
"Corrupt Mind" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 1...11...12 seconds, target foe cannot cast spells on you and your spells do an additional 5%...8...10% damage against that foe. Ends if foe is under the effects of another hex. Your skills are disabled for 3 seconds.
Keep em coming
Spookii
Necromancer - Death Magic
"Decayed Flesh" (Elite)
Energy: 15
Casting Time: 1 seconds
Recharge: 10 seconds
Elite Spell: Target foe and all nearby foes are diseased for 3...13...15 seconds. Foes already diseased take 10...46...55 damage and are inflicted with deep wound for 1...3...5 seconds.
Necromancer - Blood Magic
"Well of Disease" (Elite)
Energy: 5
Casting Time: 1 seconds
Recharge: 15 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of Disease at that location. For 8...18...20 seconds, foes within the area of Well of Disease suffer -1...5...6 Health degeneration and -2 Energy degeneration.
Necromancer - Curses
"Decapitation" (Elite)
Energy: 10
Casting Time: 1 seconds
Recharge: 15 seconds
Elite Hex Spell: Target foe is struck for 25...85...100 dark damage and is hexed with Decapitation for 5 seconds. When Decapitation ends, that foe is struck for 25...85...100 dark damage and has a 10% chance of inflicting an additional 90...150 dark damage.
"Decayed Flesh" (Elite)
Energy: 15
Casting Time: 1 seconds
Recharge: 10 seconds
Elite Spell: Target foe and all nearby foes are diseased for 3...13...15 seconds. Foes already diseased take 10...46...55 damage and are inflicted with deep wound for 1...3...5 seconds.
Necromancer - Blood Magic
"Well of Disease" (Elite)
Energy: 5
Casting Time: 1 seconds
Recharge: 15 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of Disease at that location. For 8...18...20 seconds, foes within the area of Well of Disease suffer -1...5...6 Health degeneration and -2 Energy degeneration.
Necromancer - Curses
"Decapitation" (Elite)
Energy: 10
Casting Time: 1 seconds
Recharge: 15 seconds
Elite Hex Spell: Target foe is struck for 25...85...100 dark damage and is hexed with Decapitation for 5 seconds. When Decapitation ends, that foe is struck for 25...85...100 dark damage and has a 10% chance of inflicting an additional 90...150 dark damage.
Mia Clemons
Quote:
Necromancer - Death Magic
"Decayed Flesh" (Elite) Energy: 15 Casting Time: 1 seconds Recharge: 10 seconds Elite Spell: Target foe and all nearby foes are diseased for 3...13...15 seconds. Foes already diseased take 10...46...55 damage and are inflicted with deep wound for 1...3...5 seconds. Necromancer - Blood Magic "Well of Disease" (Elite) Energy: 5 Casting Time: 1 seconds Recharge: 15 seconds Elite Well Spell: Exploit nearest corpse to create a Well of Disease at that location. For 8...18...20 seconds, foes within the area of Well of Disease suffer -1...5...6 Health degeneration and -2 Energy degeneration. Necromancer - Curses "Decapitation" (Elite) Energy: 10 Casting Time: 1 seconds Recharge: 15 seconds Elite Hex Spell: Target foe is struck for 25...85...100 dark damage and is hexed with Decapitation for 5 seconds. When Decapitation ends, that foe is struck for 25...85...100 dark damage and has a 10% chance of inflicting an additional 90...150 dark damage. |
However, Decapitation is VERY OP. decrease the damage (a lot) and increase the recharge. love the idea though.
WarcryOfTruth
Here is an idea I thought of while questing in the Realm of Torment .
Stone Sheath
15 Energy
1 Second Cast
20 Recharge
Elite Hex Spell: Also hexes nearby foes (30 seconds), whenever these foes take damage from an elemental spell, adjacent foes take 10...34...40.
Similar to Mark of Pain, but for casters, specifically elementalists. It has AoE Range so that the AoE spells an Elementalist uses hurt more (Firestorm says hi) . May be OP, but I thought it was a fun idea.
Stone Sheath
15 Energy
1 Second Cast
20 Recharge
Elite Hex Spell: Also hexes nearby foes (30 seconds), whenever these foes take damage from an elemental spell, adjacent foes take 10...34...40.
Similar to Mark of Pain, but for casters, specifically elementalists. It has AoE Range so that the AoE spells an Elementalist uses hurt more (Firestorm says hi) . May be OP, but I thought it was a fun idea.
Mia Clemons
Quote:
Here is an idea I thought of while questing in the Realm of Torment .
Stone Sheath 15 Energy 1 Second Cast 20 Recharge Elite Hex Spell: Also hexes nearby foes (30 seconds), whenever these foes take damage from an elemental spell, adjacent foes take 10...34...40. Similar to Mark of Pain, but for casters, specifically elementalists. It has AoE Range so that the AoE spells an Elementalist uses hurt more (Firestorm says hi) . May be OP, but I thought it was a fun idea. |
OP, REALLY OP. It would have to be single target spells, like immolate.
Today's:
Elementalist - Fire Magic
"Pyroclasm" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: A Pyroclasm erupts at target foe's location. Each second for 1...4...5 seconds. Target Foe and nearby foes take 8...48...56 fire damage and are burning for 1...4...5 seconds. This spell causes twice the normal exhaustion.
Monk - Protection Prayers
"Selfless Shield" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment spell: For 1...5...6 seconds, target other ally takes 5 less damage for each enchantment on them. If this enchantment ends early, that ally loses 2 condition and hexes. Your Enchantment Spells are disabled for 5 seconds.
-Might be OP prot with stacked enchants (dervs) but i felt it was a good Shield of Absorption elite.
WarcryOfTruth
I was accounting for scatter . But, maybe so, but if its changed to just the target being affected, then maybe it could work well. I was just thinking it was elite so I thought I'd buff it up to nearby
fr.aodhan
Quote:
Elementalist - Fire Magic
"Pyroclasm" (Elite) Energy: 10 Casting Time: 2 seconds Recharge: 15 seconds Elite Spell: A Pyroclasm erupts at target foe's location. Each second for 1...4...5 seconds. Target Foe and nearby foes take 8...48...56 fire damage and are burning for 1...4...5 seconds. This spell causes twice the normal exhaustion. |
lemming
Location is an AoE range.
Mia Clemons
Referring back to an above post, originally i meant it follows the foe but if i did that, i would have to remove the burning or be adjacent instead.
Few submissions for today:
Mesmer - Illusion Magic
"Painful Visions" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Hex Spell: For 2...9...11 seconds, target foe takes 3...16...20 damage whenever affected by a hex spell that targets them. If this hex ends early, target foe and all nearby foes are interrupted and take 8...30...36 damage.
Elementalist - Earth Magic
"Subterranean Shift" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 10 seconds, target foe takes 5...12...15 earth damage while not moving. When this hex ends, all foes adjacent to target foe's location take 5...40...46 earth damage each second for 5 seconds.
Note: the AoE aspect does not follow foe; it stays at the location when the hex ended.
This next one is kinda cheap and i know there isnt a game mechanic for it (at least yet) but i felt it was fairly innovative. Suggestions/feedback?
Elementalist - Energy Storage
"Dispel Storms" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Spell: All storms and elemental Spells within the area are dispelled. You lose 5 energy for every storm or spell dispelled. (Fails unless 6 Energy Storage or higher)
Notes: Basically, it would remove skills like Breath of Fire, Eruption, Chaos Storm, etc. Anything that makes an AoE effect that has duration would be negated. The long recharge would prevent it from being spammed, and the energy loss would account for team based AoE spam (if there was one).
Also: note that it says ALL spells, meaning foe and friendly alike.
Feedback is appreciated
Few submissions for today:
Mesmer - Illusion Magic
"Painful Visions" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Hex Spell: For 2...9...11 seconds, target foe takes 3...16...20 damage whenever affected by a hex spell that targets them. If this hex ends early, target foe and all nearby foes are interrupted and take 8...30...36 damage.
Elementalist - Earth Magic
"Subterranean Shift" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 10 seconds, target foe takes 5...12...15 earth damage while not moving. When this hex ends, all foes adjacent to target foe's location take 5...40...46 earth damage each second for 5 seconds.
Note: the AoE aspect does not follow foe; it stays at the location when the hex ended.
This next one is kinda cheap and i know there isnt a game mechanic for it (at least yet) but i felt it was fairly innovative. Suggestions/feedback?
Elementalist - Energy Storage
"Dispel Storms" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Spell: All storms and elemental Spells within the area are dispelled. You lose 5 energy for every storm or spell dispelled. (Fails unless 6 Energy Storage or higher)
Notes: Basically, it would remove skills like Breath of Fire, Eruption, Chaos Storm, etc. Anything that makes an AoE effect that has duration would be negated. The long recharge would prevent it from being spammed, and the energy loss would account for team based AoE spam (if there was one).
Also: note that it says ALL spells, meaning foe and friendly alike.
Feedback is appreciated
Artinnia
Quote:
Referring back to an above post, originally i meant it follows the foe but if i did that, i would have to remove the burning or be adjacent instead.
Few submissions for today: Mesmer - Illusion Magic "Painful Visions" (Elite) Energy: 5 Casting Time: 1 second Recharge: 15 seconds Elite Hex Spell: For 2...9...11 seconds, target foe takes 3...16...20 damage whenever affected by a hex spell that targets them. If this hex ends early, target foe and all nearby foes are interrupted and take 8...30...36 damage. Elementalist - Earth Magic "Subterranean Shift" (Elite) Energy: 15 Casting Time: 2 seconds Recharge: 30 seconds Elite Hex Spell: For 10 seconds, target foe takes 5...12...15 earth damage while not moving. When this hex ends, all foes adjacent to target foe's location take 5...40...46 earth damage each second for 5 seconds. Note: the AoE aspect does not follow foe; it stays at the location when the hex ended. This next one is kinda cheap and i know there isnt a game mechanic for it (at least yet) but i felt it was fairly innovative. Suggestions/feedback? Elementalist - Energy Storage "Dispel Storms" (Elite) Energy: 10 Casting Time: 3/4 second Recharge: 30 seconds Elite Spell: All storms and elemental Spells within the area are dispelled. You lose 5 energy for every storm or spell dispelled. <See notes> Notes: Basically, it would remove skills like Breath of Fire, Eruption, Chaos Storm, etc. Anything that makes an AoE effect that has duration would be negated. The long recharge would prevent it from being spammed, and the energy loss would account for team based AoE spam (if there was one). Also: note that it says ALL spells, meaning foe and friendly alike. Feedback is appreciated |
Subterranean shift - First, would we get this elite skill for completing the quest that takes us to the EotN areas? (Joke) Secondly,... I'd LOVE to use this skill on my dusty Ele, a reverse of Weaken Knees or Winter's embrace with an AoE ending. Great skill, and it seems fairly balanced.
Dispel Storms - The feel of this skill seems more Mesmer to me, but maybe that's just word 'Dispel' in the name. Either way, it's an interesting way to kill off the AoE spells and would be great in a straight damage build instead of an AoE ele build. One note though: There's no break points for the skill... so even if it's in Energy Storage, anyone can use it to it's full effectiveness. If you want it to stay as an Ele only elite, I'd say add just how many storms are dispelled per attribute invested into E. Storage. Just a suggestion, but it's a nice idea.
Anyway, I have no ideas of my own just yet, maybe I'll think about it in my creative writing class tonight, lol. Keep up the good work though Mia, you and your friends tend to have a lot of good ideas... A-net... Take notes!
jazilla
Quote:
Here is an idea I thought of while questing in the Realm of Torment .
Stone Sheath 15 Energy 1 Second Cast 20 Recharge Elite Hex Spell: Also hexes nearby foes (30 seconds), whenever these foes take damage from an elemental spell, adjacent foes take 10...34...40. Similar to Mark of Pain, but for casters, specifically elementalists. It has AoE Range so that the AoE spells an Elementalist uses hurt more (Firestorm says hi) . May be OP, but I thought it was a fun idea. |
Mia Clemons
Few email submissions....
Necromancer - Curses
"Unearthly Grave" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 8...20...24 seconds, target foe suffers an additional -2 health regeneration every 4 seconds. If this hex ends early, that foe and all nearby foes suffer from Disease and Poison for 3...9...12 seconds.
Basically, wanted a skill that provides massive degen no matter what happens. ^^
Warrior - Strength
"Fearsome Blow" (Elite)
Adrenaline: 8
Attack Speed: Normal
Recharge: 15 seconds
Elite Melee Attack: Lose all energy and adrenaline. If this attack hits, target foe loses 5...9...12% of their current health and is knocked down.
Basically, a good counter to high level, high HP foes like Zoldark, Shiro, etc. Note though, that the health loss is based on current hp, not max; therefore, if used by several warriors in a row, that foe would only lose 12%, then 12% of whats left, and so on. Thus preventing teams from spamming it on a single boss. The energy and adrenaline loss also helps balance this skill out a little for its potentially OP damage.
Ritualist - Communing
"Fear" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...14 Spirit of Fear. Whenever this spirit's attack hits, that foe takes 5...18...22 damage and loses 1 energy. When this spirit dies, all nearby foes lose 1...6...7 energy. This spirit dies after 30 seconds.
Some E-denial skills for Ritualists.
Feedback is always appreciated
Necromancer - Curses
"Unearthly Grave" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 8...20...24 seconds, target foe suffers an additional -2 health regeneration every 4 seconds. If this hex ends early, that foe and all nearby foes suffer from Disease and Poison for 3...9...12 seconds.
Basically, wanted a skill that provides massive degen no matter what happens. ^^
Warrior - Strength
"Fearsome Blow" (Elite)
Adrenaline: 8
Attack Speed: Normal
Recharge: 15 seconds
Elite Melee Attack: Lose all energy and adrenaline. If this attack hits, target foe loses 5...9...12% of their current health and is knocked down.
Basically, a good counter to high level, high HP foes like Zoldark, Shiro, etc. Note though, that the health loss is based on current hp, not max; therefore, if used by several warriors in a row, that foe would only lose 12%, then 12% of whats left, and so on. Thus preventing teams from spamming it on a single boss. The energy and adrenaline loss also helps balance this skill out a little for its potentially OP damage.
Ritualist - Communing
"Fear" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...14 Spirit of Fear. Whenever this spirit's attack hits, that foe takes 5...18...22 damage and loses 1 energy. When this spirit dies, all nearby foes lose 1...6...7 energy. This spirit dies after 30 seconds.
Some E-denial skills for Ritualists.
Feedback is always appreciated
Terrible Surgeon
Elemental
"Broken Arrow"-energy storage
-aoe
-75 energy
-5 sec cast
-120 sec recharge
All enemies in the area take 150-700 chaos dmg are blinded for 7...13 seconds move 66% slower for 7..13 seconds and are knocked down for 3 seconds.
You are exhausted and take the same dmg that was inflicted on foes in the area....
A real nuke.
"Broken Arrow"-energy storage
-aoe
-75 energy
-5 sec cast
-120 sec recharge
All enemies in the area take 150-700 chaos dmg are blinded for 7...13 seconds move 66% slower for 7..13 seconds and are knocked down for 3 seconds.
You are exhausted and take the same dmg that was inflicted on foes in the area....
A real nuke.
Caw521
Quote:
Elemental
"Broken Arrow"-energy storage -aoe -75 energy -5 sec cast -120 sec recharge All enemies in the area take 150-700 chaos dmg are blinded for 7...13 seconds move 66% slower for 7..13 seconds and are knocked down for 3 seconds. You are exhausted and take the same dmg that was inflicted on foes in the area.... A real nuke. |
Woodland Stride - Ranger - Wilderness Survival
Elite Stance
5 energy
15 second recharge
Elite stance. For 5...17...20 seconds, you move 33% faster and cannot be knocked down or crippled. No effect if you are enchanted or hexed.
Siphon of the Shades - Ritualist - Communing
Elite Spell
15% health sacrifice
10 energy
3/4 second cast
30 second recharge
Elite Spell. For 10 seconds, all spirits you control have +2...6...7 health regeneration, and all foes nearby any of those spirits have -2...6...7 health degeneration and take 5...9...10 damage each second. You have +2...4...4 health regeneration, but take 15...7...5 damage for each foe affected.
Celestial Onslaught - Elementalist - Energy Storage
Elite Spell
25 energy
2 second cast
8 second recharge
Elite Spell. Target foe takes 10...34...40 fire damage and burns for 1...3...4 seconds, 10...34...40 cold damage and moves 50% slower for 1...4...5 seconds, 10...34...40 lightning damage and has cracked armor for 5...9...10 seconds, and 10...34...40 earth damage and is weakened for 5...9...10 seconds. You are knocked down and exhausted.
:P
Lisa of Tyria
Haven't seen an interupt skill yet so here is mine.
Asthmatic Reaction-Mesmer-Fast Casting
Elite Spell
10 energy
1/4 second cast
12 second recharge
Elite Spell. Interupts a skill. If interupted skill is a spell that foe suffers from exhaustion.
50% failure chance unless Fast Casting of 5 or higher.
Asthmatic Reaction-Mesmer-Fast Casting
Elite Spell
10 energy
1/4 second cast
12 second recharge
Elite Spell. Interupts a skill. If interupted skill is a spell that foe suffers from exhaustion.
50% failure chance unless Fast Casting of 5 or higher.
Age
Mia Clemons
Some new submissions from emails
Assassin - Dagger Mastery
"Death Strike" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Dual Attack: Must follow an off-hand attack. If it hits, Death Strike hits for +25...50...55 damage and all adjacent foes take 15...30...35 damage. All struck foes suffer from Daze and Cracked Armor for 2...6...7 seconds.
Paragon - Leadership
"Thundering Echo" (Elite)
Energy: 10
Chant Time: 2 seconds
Recharge: 8 seconds
Elite Echo: For 1...8...9 seconds, target other ally takes 30%...65%...75% less elemental damage and their attacks cause 2...6...8 seconds of Cracked Armor.
Monk - Protection Prayers
"Focused Shield" (Elite)
Energy: 5
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Enchantment Spell: For 2...7...9 seconds, all physical damage done to target ally is reduced by 75%. This enchantment ends early if that ally is struck by a melee attack or is interrupted.
Monk - Healing Prayers
"Lively Breeze" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: For 1...4...5 seconds, target other ally is healed for 10% maximum health each second.
Might be a little OP heal? I figured Word of Healing would heal for just as much if not more health on a standard character. The healing is over x many seconds, so its still removable and spike-able.
Mesmer - Domination Magic
"Mind Destruction" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: For 10...27...30 seconds, target foe takes 8...25...30 damage whenever they lose energy as a result of one of your spells. If target foe's energy is zero, that foe takes 30...90...110 damage and this hex ends. This hex ends early if foe is under the effects of another Domination Hex.
Might be a little OP with the ending damage but i wanted a more efficient Mind Wrack in regards to damage. Felt that the recharge would make up for its possible spike damage.
Few more email submissions, but i'll save them for a bit later. Got some real good ones to post later or tomorrow
As always, keep em coming
Assassin - Dagger Mastery
"Death Strike" (Elite)
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Dual Attack: Must follow an off-hand attack. If it hits, Death Strike hits for +25...50...55 damage and all adjacent foes take 15...30...35 damage. All struck foes suffer from Daze and Cracked Armor for 2...6...7 seconds.
Paragon - Leadership
"Thundering Echo" (Elite)
Energy: 10
Chant Time: 2 seconds
Recharge: 8 seconds
Elite Echo: For 1...8...9 seconds, target other ally takes 30%...65%...75% less elemental damage and their attacks cause 2...6...8 seconds of Cracked Armor.
Monk - Protection Prayers
"Focused Shield" (Elite)
Energy: 5
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Enchantment Spell: For 2...7...9 seconds, all physical damage done to target ally is reduced by 75%. This enchantment ends early if that ally is struck by a melee attack or is interrupted.
Monk - Healing Prayers
"Lively Breeze" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: For 1...4...5 seconds, target other ally is healed for 10% maximum health each second.
Might be a little OP heal? I figured Word of Healing would heal for just as much if not more health on a standard character. The healing is over x many seconds, so its still removable and spike-able.
Mesmer - Domination Magic
"Mind Destruction" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: For 10...27...30 seconds, target foe takes 8...25...30 damage whenever they lose energy as a result of one of your spells. If target foe's energy is zero, that foe takes 30...90...110 damage and this hex ends. This hex ends early if foe is under the effects of another Domination Hex.
Might be a little OP with the ending damage but i wanted a more efficient Mind Wrack in regards to damage. Felt that the recharge would make up for its possible spike damage.
Few more email submissions, but i'll save them for a bit later. Got some real good ones to post later or tomorrow
As always, keep em coming
lemming
Quote:
Monk - Healing Prayers
"Lively Breeze" (Elite) Energy: 5 Casting Time: 1 second Recharge: 5 seconds Elite Enchantment Spell: For 1...4...5 seconds, target other ally is healed for 10% maximum health each second. Might be a little OP heal? I figured Word of Healing would heal for just as much if not more health on a standard character. The healing is over x many seconds, so its still removable and spike-able. |
Mia Clemons
Caw521
Harrowing Shot - Ranger - Marksmanship
10 energy
3/4 second cast
15 second recharge
Elite Bow Attack. Deals +5...9...10 damage and causes 1 energy loss. Deals an additional +5...21...25 more damage and causes an additional 1...3...4 energy loss if target foe is hexed.
Abrupt Spasm - Mesmer - Illusion Magic
10 energy
1/4 second cast
15 second recharge
Elite Hex Spell. Interrupts a spell or chant. Interruption effect: Target foe loses 5...9...10 health and 1...2...2 energy each second for 8 seconds.
Rockhide Shell - Elementalist - Earth Magic
10 energy
1/2 second cast
20 second recharge
Elite Enchantment spell. For 5...10...11 seconds, you take 10...30...40 less damage and are immune to conditions. You move 50% slower and spells cost an additional 5 energy to cast.
Ballad of Relief - Paragon - Motivation
10 energy
1 second cast
20 second recharge
Elite Chant. For 10 seconds, the next damage taken by allies in earshot is negated (maximum 15...67...80) and each affected ally is healed for all the damage negated (maximum 20...84...100 per ally)
Invigorating Breezes - Dervish - Wind Prayers
10 energy
1 second cast
30 second recharge
Elite Enchantment spell. For 5...17...20 seconds, you and allies in the area move 25...30...33% faster and have +1...3...4 health regeneration.
*Edited* ^^
10 energy
3/4 second cast
15 second recharge
Elite Bow Attack. Deals +5...9...10 damage and causes 1 energy loss. Deals an additional +5...21...25 more damage and causes an additional 1...3...4 energy loss if target foe is hexed.
Abrupt Spasm - Mesmer - Illusion Magic
10 energy
1/4 second cast
15 second recharge
Elite Hex Spell. Interrupts a spell or chant. Interruption effect: Target foe loses 5...9...10 health and 1...2...2 energy each second for 8 seconds.
Rockhide Shell - Elementalist - Earth Magic
10 energy
1/2 second cast
20 second recharge
Elite Enchantment spell. For 5...10...11 seconds, you take 10...30...40 less damage and are immune to conditions. You move 50% slower and spells cost an additional 5 energy to cast.
Ballad of Relief - Paragon - Motivation
10 energy
1 second cast
20 second recharge
Elite Chant. For 10 seconds, the next damage taken by allies in earshot is negated (maximum 15...67...80) and each affected ally is healed for all the damage negated (maximum 20...84...100 per ally)
Invigorating Breezes - Dervish - Wind Prayers
10 energy
1 second cast
30 second recharge
Elite Enchantment spell. For 5...17...20 seconds, you and allies in the area move 25...30...33% faster and have +1...3...4 health regeneration.
*Edited* ^^
Mia Clemons
Quote:
Abrupt Spasm - Mesmer - Illusion Magic 10 energy 1/4 second cast 20 second recharge Elite Hex Spell. Interrupts a spell or chant. Interruption effect: Target foe is knocked down and loses 5...9...10 health and 1...2...2 energy each second for 10 seconds. Rockhide Shell - Elementalist - Earth Magic 10 energy 1/2 second cast 25 second recharge Elite Enchantment spell. For 4...8...9 seconds, you take 5...21...25 less damage and an additional 5...17...20 physical damage. You move 75% slower and spells cost an additional 5 energy to cast. Invigorating Breezes - Dervish - Wind Prayers 5 energy 1/2 second cast 15 second recharge Elite Enchantment spell. For 5...17...20 seconds, you and allies in the area move 25...30...33% faster and have +1...3...4 health regeneration. |
Second, whats the point of Rockhide Shell? seems to me that Stoneflesh Aura is way better and isnt elite.
Third, Invigorating Breezes needs to have a higher energy cost and/or longer casting time/recharge.
On to some submissions....
Memser - Illusion Magic
"Drunken Stupor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 6...22...26 seconds, target foe is hexed with Drunken Stupor. Every 5 seconds, target foe is knocked down and takes 10...30...35 damage. If this hex ends early, target foe is Dazed for 2...6...7 seconds.
Mesmer - Illusion Magic
"Shared Agony" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: For 3...9...11 seconds, all foes in the area suffer -4 health degeneration. You suffer -1 health degeneration for each affected foe for 8 seconds.
Necromancer - Blood Magic
"Well of Sorrow" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of Sorrow for 8...17...20 seconds. For every corpse within Well of Sorrow's range, foes within the well suffer -1...3...3 health degeneration and conditions last 10% longer on them (Maximum 50% longer).
Necromancer - Soul Reaping
"Well of Hexes" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of Hexes for 2...8...9 seconds. Foes within the well cannot cast hexes and suffer -3 health regeneration.
Monk - Protection Prayers
"Sacred Armor" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 3...9...10 seconds, target ally gains +40 armor, a 25% chance to block attacks, and hostile spells have a 25% chance to fail against them. This enchantment ends early if target ally hits with an attack.
Elementalist - Water Magic
"Drench" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Hex Spell: Target foe takes 10...42...50 cold damage. For 3...12...14 seconds, target foe takes 10%...42%...50% more damage from lightning damage and 10%...42%...50% less damage from fire damage.
More to come....
Another few submissions
Elementalist - Water Magic
"Shards of Winter" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 5
Elite Hex Spell: Target foe and up to 3 adjacent foes take 10...64...75 cold damage and move 33% slower for 1...3...3 seconds.
Elementalist - Fire Magic
"Dragon Fume" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Spell: Projectile: A Dragon Fume rises at your location striking adjacent foes for 10...40...48 fire damage and quickly flies at your target. If it hits, that foe and all adjacent foes take 20...80...95 fire damage and being burning for 2...8...9 seconds. This spell cannot target an adjacent foe.
Keep em coming ^^
Mia Clemons
Some new submissions from email:
Submissions from I Love B A R S:
An unoriginal skill idea but a fun one.
NOTE: Name is S-I-L-V-E-R armor, not Sliver
Elementalist - Earth Magic
"Silver Armor" (Elite)
Energy: 10
Casting Time: 1/2 second
Recharge: 20 seconds
Elite Enchantment Spell: Lose all enchantments. For 2...9...11 seconds, all melee damage done to you is reduced by 50% and you move 33% slower. Every time you are the target of a hostile spell, adjacent foes take 8...30...38 earth damage.
Elementalist - Water Magic
"Ice Armor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Enchantment Spell: For 6...23...26 seconds, you have +2 Water Magic and take 75% less cold damage. Every three seconds, foes adjacent to you are struck for 3...13...15 cold damage. Ends early if you use a Fire Magic spell or are struck for Fire damage.
Elementalist - Air Magic
"Thunderstorm" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 20 seconds
Elite Spell: Create a Thunderstorm at your location. For 1...4...5 seconds, foes nearby to your original location are struck for 10...38...45 lightning damage each second. When Thunderstorm ends, all foes within its range are Blinded and Dazed for 1...5...6 seconds. This spell causes Exhaustion.
Might be a little OP? Basically wanted a dotAoE for air magic. Note the lack of Armor penetration though.
Ranger - Wilderness Survival
"Sand Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Trap: When Sand Trap is triggered, every second for 2...3...3 seconds, all nearby foes are interrupted and take 10...34...40 earth damage. Ends after 45 seconds. While activating this skill, you are easily interrupted.
Feedback is always appreciated!
Submissions from I Love B A R S:
An unoriginal skill idea but a fun one.
NOTE: Name is S-I-L-V-E-R armor, not Sliver
Elementalist - Earth Magic
"Silver Armor" (Elite)
Energy: 10
Casting Time: 1/2 second
Recharge: 20 seconds
Elite Enchantment Spell: Lose all enchantments. For 2...9...11 seconds, all melee damage done to you is reduced by 50% and you move 33% slower. Every time you are the target of a hostile spell, adjacent foes take 8...30...38 earth damage.
Elementalist - Water Magic
"Ice Armor" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Enchantment Spell: For 6...23...26 seconds, you have +2 Water Magic and take 75% less cold damage. Every three seconds, foes adjacent to you are struck for 3...13...15 cold damage. Ends early if you use a Fire Magic spell or are struck for Fire damage.
Elementalist - Air Magic
"Thunderstorm" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 20 seconds
Elite Spell: Create a Thunderstorm at your location. For 1...4...5 seconds, foes nearby to your original location are struck for 10...38...45 lightning damage each second. When Thunderstorm ends, all foes within its range are Blinded and Dazed for 1...5...6 seconds. This spell causes Exhaustion.
Might be a little OP? Basically wanted a dotAoE for air magic. Note the lack of Armor penetration though.
Ranger - Wilderness Survival
"Sand Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Trap: When Sand Trap is triggered, every second for 2...3...3 seconds, all nearby foes are interrupted and take 10...34...40 earth damage. Ends after 45 seconds. While activating this skill, you are easily interrupted.
Feedback is always appreciated!
WarcryOfTruth
Quote:
Ranger - Wilderness Survival
"Sand Trap" (Elite) Energy: 10 Casting Time: 2 seconds Recharge: 15 seconds Elite Trap: When Sand Trap is triggered, every second for 2...3...3 seconds, all nearby foes playing golf become frustrated and take 10...34...40 earth damage. Ends after 45 seconds. While activating this skill, you are easily interrupted. |
Mia Clemons
HAHA. thanks for that laugh.
Well finally some of my submissions:
Monk - Healing Prayers
"Pure Mind" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: Remove 2...3...4 hexes from target other ally. If 2 or more hexes were removed, that ally cannot be targeted by hex spells for 2...7...8 seconds.
Monk - Healing Prayers
"Pure Body" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: Remove 1...3...3 conditions from target other ally. If 2 or more conditions were removed, that ally cannot suffer from new conditions for 1...4...5 seconds.
Mesmer - Domination Magic
"Reverse Spell" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 6 seconds, the next hostile spell used against you fails and this skill is replaced by that skill for 5...14...16 seconds. That skill uses your Domination Magic attribute instead of its normal one.
Keep em coming!
Well finally some of my submissions:
Monk - Healing Prayers
"Pure Mind" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: Remove 2...3...4 hexes from target other ally. If 2 or more hexes were removed, that ally cannot be targeted by hex spells for 2...7...8 seconds.
Monk - Healing Prayers
"Pure Body" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: Remove 1...3...3 conditions from target other ally. If 2 or more conditions were removed, that ally cannot suffer from new conditions for 1...4...5 seconds.
Mesmer - Domination Magic
"Reverse Spell" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 6 seconds, the next hostile spell used against you fails and this skill is replaced by that skill for 5...14...16 seconds. That skill uses your Domination Magic attribute instead of its normal one.
Keep em coming!
Caw521
Quote:
I fixed it. I'm sorry, I'll be good now... |
Quote:
Mesmer - Domination Magic "Reverse Spell" (Elite) Energy: 10 Casting Time: 2 seconds Recharge: 30 seconds Elite Enchantment Spell: For 6 seconds, the next hostile spell used against you fails and this skill is replaced by that skill for 5...14...16 seconds. That skill uses your Domination Magic attribute instead of its normal one. |
Spell Nullification - Monk - Divine Favor
10 energy
1 second cast
20 second recharge
Elite Enchantment Spell. For 2...5...6 seconds, spells cast on target ally have no effect (or fail, whatev). You lose 3...1...1 energy for each spell effect negated.
Spell Absorption - Monk - Divine Favor
5 energy
1/4 second cast
15 second recharge
Elite Enchantment Spell. For 5 seconds, target takes 5...41...50 less damage from the next 0...3...4 spells cast on them. Ends if target ally has a hex cast on them.
Fortify Armor - Warrior - Strength
5 energy
8 second recharge
Elite Skill. For 10 seconds, you take half damage, have +24 armor, and +10...90...100 maximum health. You move and attack 50...24...21% slower and deal -20...10...8 less damage.
Bulwark - Elementalist - Earth Magic
10 energy
1 second cast
20 second recharge
Elite Ward Spell. For 4...9...10 seconds, foes in this ward deal -3...9...10 damage, and allies in this ward take -5...15...20 damage and have a 10...45...50% chance to block.
Ancestral Sacrifice - Ritualist - Communing
10% hp sacrifice
10 energy cost
1 second cast
7 second recharge
Elite Spell. Active binding rituals in range that you control gain 20...70...90 health and have +1...6...7 health regeneration for 3 seconds.
Mind Domination - Mesmer - Domination Magic
10 energy cost
3 second cast
20 second recharge
Elite Hex Spell. Initial effect: target foe takes 10...50...60 damage and is knocked down. For 3 seconds, target foe has -2...5...6 health regeneration and moves 50% slower. End effect: target foe is knocked down and dazed for 7...12...15 seconds. You lose all energy and effects (enchants, glyphs, skills, etc) Easily interrupted.
^ Would be stupidly crazy and epic...
Mia Clemons
Some new ones....
*and a few from email
Ritualist - Spawning Power
"Spirit Sync" (Elite)
Energy: 10
Recharge: 20 seconds
Elite Skill: Your spirits lose all effects. (*Note1) For 20 seconds, all spirits you control within earshot take 5%...43%...52% less damage, lose 0%...45%...50% less health when they lose health, and cannot be affected by further effects, including healing. (*Note2)
*Note1: Effects includes skills like Spiritleech Aura, Armor of Unfeeling, etc etc.
*Note2: For example, when Agony causes health loss, it also loses health. With this skill, the health loss would be reduced.
Paragon - Leadership
"Don't Touch!" (Elite)
Energy: 5
Casting Time: 0 seconds
Recharge: 15 seconds
Elite Shout: For 1...6...7 seconds, all touch skills used against target ally fail. You lose 2 energy for every touch skill that failed.
Assassin - Critical Strikes
"Critical Mastery" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 12 seconds
Elite Enchantment Spell: For 1...8...10 seconds, all of your attacks are critical hits and strike for +0...8...10 damage. This enchantment ends early if you use a non-Assassin or non-Attack skill.
Might be a little OP? Feedback appreciated.
Necromancer - Curses
"Summon Death Plague" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Spell: For every 4 ranks in Soul Reaping, target foe and all adjacent foes suffer from 1 random condition for 1...9...10 seconds and take 5...22...25 shadow damage.. Your non-Necromancer skills are disabled for 8 seconds.
Monk - Healing Prayers OR Protection Prayers
"Absorb Hexes" (Elite)
Energy: 15
Casting Time: 3/4 second
Recharge 12 seconds.
Elite Spell: Transfer 1...2...3 hexes and their remaining durations from target other ally to yourself. These hexes expire 25% faster on you but you cannot cast spells for 10...5...3 seconds.
Noticed a significant decline in participation, people not feeling creative nowadays?
*and a few from email
Ritualist - Spawning Power
"Spirit Sync" (Elite)
Energy: 10
Recharge: 20 seconds
Elite Skill: Your spirits lose all effects. (*Note1) For 20 seconds, all spirits you control within earshot take 5%...43%...52% less damage, lose 0%...45%...50% less health when they lose health, and cannot be affected by further effects, including healing. (*Note2)
*Note1: Effects includes skills like Spiritleech Aura, Armor of Unfeeling, etc etc.
*Note2: For example, when Agony causes health loss, it also loses health. With this skill, the health loss would be reduced.
Paragon - Leadership
"Don't Touch!" (Elite)
Energy: 5
Casting Time: 0 seconds
Recharge: 15 seconds
Elite Shout: For 1...6...7 seconds, all touch skills used against target ally fail. You lose 2 energy for every touch skill that failed.
Assassin - Critical Strikes
"Critical Mastery" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 12 seconds
Elite Enchantment Spell: For 1...8...10 seconds, all of your attacks are critical hits and strike for +0...8...10 damage. This enchantment ends early if you use a non-Assassin or non-Attack skill.
Might be a little OP? Feedback appreciated.
Necromancer - Curses
"Summon Death Plague" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Spell: For every 4 ranks in Soul Reaping, target foe and all adjacent foes suffer from 1 random condition for 1...9...10 seconds and take 5...22...25 shadow damage.. Your non-Necromancer skills are disabled for 8 seconds.
Monk - Healing Prayers OR Protection Prayers
"Absorb Hexes" (Elite)
Energy: 15
Casting Time: 3/4 second
Recharge 12 seconds.
Elite Spell: Transfer 1...2...3 hexes and their remaining durations from target other ally to yourself. These hexes expire 25% faster on you but you cannot cast spells for 10...5...3 seconds.
Noticed a significant decline in participation, people not feeling creative nowadays?
Mia Clemons
Dervish - Mysticism
"Avatar of Truth" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Form: For 10...58...70 seconds, you cannot be blocked by hexed foes and block all attacks while using an attack skill. Your attacks deal lightning damage and have an additional 10% armor penetration. This skill is disabled for 120 seconds.
Paragon - Motivation
"Divine Chorus" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Chant: For the next 1...3...4 seconds all allies within earshot cannot be the target of hostile spells and cannot be knocked-down. Your shouts and chants are disabled for 3 seconds.
Ritualist - Spawning Power
"Spirit of Haste" (Elite)
Energy: 25
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...9...11 Spirit of Haste that lasts for 30 seconds. Allies within earshot of this spirit cast spells 25% faster and move 25% faster. Every time an ally casts a spell within range of this spirit, this spirit takes 75...30...25 damage.
Ritualist - Communing
"Reversal" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 20 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Reversal. Allies within range of this spirit deal +1...8...9 damage with their attacks and spells. Every time this spirit takes damage from an attack, the attacker takes 5%...30%...33% of the damage. This spirit dies after 20 seconds.
Assassin - Dagger Mastery
"Silent Strike" (Elite)
Energy: 10
Recharge: 20 seconds
Elite Skill: For 10 seconds, All of your attack skills take an additional 2 seconds to recharge but all of your off-hand attacks deal +1...8...9 damage and interrupt foes.
Thank you "Dagger Man ll"
"Avatar of Truth" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Form: For 10...58...70 seconds, you cannot be blocked by hexed foes and block all attacks while using an attack skill. Your attacks deal lightning damage and have an additional 10% armor penetration. This skill is disabled for 120 seconds.
Paragon - Motivation
"Divine Chorus" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Chant: For the next 1...3...4 seconds all allies within earshot cannot be the target of hostile spells and cannot be knocked-down. Your shouts and chants are disabled for 3 seconds.
Ritualist - Spawning Power
"Spirit of Haste" (Elite)
Energy: 25
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...9...11 Spirit of Haste that lasts for 30 seconds. Allies within earshot of this spirit cast spells 25% faster and move 25% faster. Every time an ally casts a spell within range of this spirit, this spirit takes 75...30...25 damage.
Ritualist - Communing
"Reversal" (Elite)
Energy: 15
Casting Time: 1 second
Recharge: 20 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Reversal. Allies within range of this spirit deal +1...8...9 damage with their attacks and spells. Every time this spirit takes damage from an attack, the attacker takes 5%...30%...33% of the damage. This spirit dies after 20 seconds.
Assassin - Dagger Mastery
"Silent Strike" (Elite)
Energy: 10
Recharge: 20 seconds
Elite Skill: For 10 seconds, All of your attack skills take an additional 2 seconds to recharge but all of your off-hand attacks deal +1...8...9 damage and interrupt foes.
Thank you "Dagger Man ll"
Mia Clemons
From Bar B A B Y:
Mesmer - Inspiration Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Hex Spell: For 4 seconds, the next time target foe casts a spell, you steal 5...17...19 energy from that foe. If this hex lasts its full duration, that foe is exhausted.
From Divine Man:
Monk - Protection Prayers
"Life Saving" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 12 seconds
Elite Enchantment Spell: For 3 seconds, every time target other ally takes damage that would be fatal, that damage is negated and that ally and all adjacent allies are healed for 20...130...145 health.
From "I Love My Sin":
Necromancer - Curses
"Impure Promise" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Hex Spell: For 8 seconds, your spells targeting target foe cost -0...4...5 less energy to cast and deal 1%...10%...11% more damage. You suffer from Poison for 15 seconds every time you cast a spell.
Thank you for the submissions
Mesmer - Inspiration Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Hex Spell: For 4 seconds, the next time target foe casts a spell, you steal 5...17...19 energy from that foe. If this hex lasts its full duration, that foe is exhausted.
From Divine Man:
Monk - Protection Prayers
"Life Saving" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 12 seconds
Elite Enchantment Spell: For 3 seconds, every time target other ally takes damage that would be fatal, that damage is negated and that ally and all adjacent allies are healed for 20...130...145 health.
From "I Love My Sin":
Necromancer - Curses
"Impure Promise" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Hex Spell: For 8 seconds, your spells targeting target foe cost -0...4...5 less energy to cast and deal 1%...10%...11% more damage. You suffer from Poison for 15 seconds every time you cast a spell.
Thank you for the submissions
Stoney Malloney
Ranger - Expertise
"Disenchanting Shot" (Elite)
Energy: 15
Casting Time: 1/2 second
Recharge: 6 seconds
Elite Bow Attack: Shoot arrow that deals +3....+19..+24 damage and that causes foe to lose 1 enchantment.
"Disenchanting Shot" (Elite)
Energy: 15
Casting Time: 1/2 second
Recharge: 6 seconds
Elite Bow Attack: Shoot arrow that deals +3....+19..+24 damage and that causes foe to lose 1 enchantment.