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

Mouse at Large

Mouse at Large

Jungle Guide

Join Date: Dec 2005

Scotland

Fuzzy Physics Institute

E/

Something similar may have been suggested but..

Reworked Glyph of Elemental Power
Make Elite move to Energy Storage
Energy 10
Cast 1 second
Recharge 20 secs

For 25 seconds, your elemental attributes are boosted by 2 for your next 10 spells. Damage from elemental spells cast while this glyph is active have an additional 2% armour penetration for each point of Energy Storage.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Warrior - Strength
"Aggressive Strike" (Elite)
Adrenaline Cost: 6
Recharge: 2 seconds
Elite Melee Attack: If this attack hits, target foe loses all adrenaline. You gain 0...3...4 strikes of adrenaline if target foe lost more then 2 strikes of adrenaline. This attack does +5...24...28 damage.


I kind of like this next one, please leave feedback

Paragon - Leadership
"I Will Save You!" (Elite)
Energy: 5
Recharge: 20 seconds
Elite Shout: For 5 seconds, half of all damage to target other ally is redirected to you. If your health is under 50%, you and that ally are healed for 20...80...92 health and this shout ends.


Elementalist - Energy Storage
"Energy Transfer" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Spell: You lose up to 15 energy. Target other ally gains 50%...110%...120% of that energy. This spell causes Exhaustion.

Note, the energy loss from this spell would not be reduced from Glyph of Lesser Energy......

Caw521

Caw521

Frost Gate Guardian

Join Date: Jul 2009

R/

Aggravate - Warrior - Tactics
5 adrenaline
6 second recharge

Elite Shout. Target foe takes 10...50...70 damage and gains 3...1...1 strikes of adrenaline. You gain 1...3...4 strikes of adrenaline.

Pain Concentration - Mesmer - Illusion Magic
10 energy
1 second cast
10 second recharge

Elite Hex Spell. For 5...17...20 seconds, target foe has -20 armor and takes +1...17...20 damage whenever it takes damage. Foes adjacent to target have +20 armor.

Divert Distress - Monk - Protection Prayers
5 energy
1/4 second cast
10 second recharge

Elite Enchantment Spell. For 3 seconds, whenever target ally takes damage, that damage is negated and that ally is healed for 10...84...100 health. You take the damage negated. Cannot self target.

Affliction - Necromancer - Death Magic
10 energy
3/4 second cast
8 second recharge

Elite Spell. Target foe takes 10...60...70 shadow damage and suffers from poison and disease for 15 seconds. You are poisoned for 15 seconds.

Glyph of -Whatever- - Elementalist - Energy Storage
5 energy
1 second cast
10 second recharge

Elite Glyph. 15 seconds. Your next spell casts 100...180...200% faster and recharges 10...20...25% faster. That spell causes exhaustion.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Glyph of Power - Elementalist - Energy Storage
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Glyph: For 10 seconds, your next spell cannot be interrupted and recharges 5%...23%...25% faster. If your next spell is an elementalist spell, it deals 0%...12%...15% more damage.


Soul Destruction - Ritualist - Spawning Power
Energy: 10
Casting Time: 1 second
Recharge: 12 seconds
Elite Enchantment Spell: Every second for 5 seconds, all foes adjacent to spirits you control within earshot take 5...40...45 lightning damage suffer 5 seconds of Cracked Armor. End effect: All spirits you control within earshot lose 50% of their current health.


Animate Fiery Golem - Necromancer - Death Magic
Energy: 15
Casting Time: 3 seconds
Recharge: 10 seconds
Elite Spell: Exploit nearest corpse to animate a level 3...21...25 Fiery Golem. This undead servant's attacks cause Burning for 1...5...6 seconds. You cannot have more than 1 Fiery Golem at any time.


Can someone say AoE energy management? ^^

Lyssa's Blessing - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 7...18...21 seconds, all other nearby allies have +1 energy regeneration and gain 1 energy every 3 seconds. You lose 12...6...4 health and 2 energy for every ally affected by this spell every 3 seconds. This enchantment ends early if you use a non-Mesmer or non-Signet skill.


Thank you for the submissions!

Caw521

Caw521

Frost Gate Guardian

Join Date: Jul 2009

R/

Humble - Mesmer - Inspiration Magic
10 energy
2 second cast
20 second recharge

Elite Hex Spell. Disables 1...2...2 random skills for 5...13...15 seconds. If target's elite skill is disabled, that foe suffers -1 energy degeneration for 5...13...15 seconds. Your skills are disabled for 3 seconds.

Demonic Fissures - Necromancer - Death Magic
20% Health sacrifice
10 energy cost
1 second cast
20 second recharge

Elite Hex Spell. Hexes foes near you. For 5 seconds, those foes move 66% slower and suffer -3...6...7 health degeneration for 5 seconds. End effect: those foes are knocked down. Failure if Death Magic is 4 or less.

"Concentrate Fire!" - Paragon - Command
5 energy cost
10 second recharge

Elite (some targeted shout thingy). Inflicts Cracked Armor and Deep Wound on target foe for 10 seconds. For 10 seconds, allies within earshot do +10...30...35 damage to this foe.

Anthem of Alacrity - Paragon - Leadership
4 adrenaline
15 second recharge

Elite Chant. For 5...9...10 seconds, allies within earshot's attack skills activate 50% faster and recharge 50% faster.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Every 3 seconds, one random foe in the area loses 20...115...130 health and is knocked down. This spirit loses 50 health every time a foe is affected. This spirit dies after 30 seconds.

Sirius Bsns

Banned

Join Date: May 2010

PonG

W/Mo

Quote:
Originally Posted by Mia Clemons View Post
Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Every 3 seconds, one random foe in the area loses 20...115...130 health and is knocked down. This spirit loses 25 health every time a foe is affected. This spirit dies after 30 seconds.
I'd go more with:

Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Causes -0...8 health degeneration to foes within earshot. Deals 0...10 damage each second to hexed foes. This spirit loses 25 health every time a foe is affected. This spirit dies after 30 seconds.

If they're hexed, foes become even more depressed! Get it? xD

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Quote:
Originally Posted by Sirius Bsns View Post
I'd go more with:

Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Causes -0...8 health degeneration to foes within earshot. Deals 0...10 damage each second to hexed foes. This spirit loses 50 health every time a foe is affected. This spirit dies after 30 seconds.

If they're hexed, foes become even more depressed! Get it? xD
haha i get it. I should have renamed it. I wanted an elite version of Agony in a way.


Terror - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 20 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Terror. All nearby Foes lose 20...80...90 health every 3 seconds. This spirit takes 45...40...10 damage every 3 seconds for every foe affected. This spirit dies after 20 seconds.

This spirit doesn't lose health, it actually takes damage; thus, skills like Armor of Unfeeling will still affect it.

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Sympathetic Soul - Dervish - Mysticism
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 0...24...30 seconds, target ally and all nearby allies are enchanted with Sympathetic Soul. If an ally casts a non-elite, non-maintained enchantment while under the effects of Sympathetic Soul, you gain the enchantment as well and Sympathetic Soul ends on that ally.

Notes: inspired by Mirrored Stance and Tengu's Mimicry. The new enchantment uses the original caster's attributes. This is not always beneficial; e.g. Illusion of Weakness. Is it OP? It does give the Dervish access to target-self-only enchantments from other professions, but if you cut out elite and maintained, what's left over doesn't look tooooo bad.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Hailstorm - Elementalist - Water Magic (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Create a Hailstorm at target foe's location. Each second for 5 seconds, foes in the area of this spell take 8...36...42 cold damage each second and are blinded for 3 seconds.


Ward of Dark Magic - Elementalist - Energy Storage
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Ward Spell: For 1...8...10 seconds, foes in this ward cannot cast spells and lose 1 enchantment every 2 seconds.



Dwayna's Favor - Monk - Divine Favor
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 1...8...10 seconds, target other ally has +2 health regeneration for every enchantment on them. When this enchantment ends, you gain 2 energy for every Monk enchantment on target ally. (50% failure if Divine Favor 5 or less)

fr.aodhan

Frost Gate Guardian

Join Date: Aug 2010

D/Mo

Quote:
Originally Posted by Mia Clemons View Post
Dwayna's Favor - Monk - Divine Favor
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: For 1...12...15 seconds, target other ally has +2 health regeneration for every enchantment on them. When this enchantment ends, you gain 2 energy for every Monk enchantment on target ally.
This would be an interesting energy management skill for builds without Divine Favor. The regeneration could easily be reproduced with cheap, non-elite healing spells, so that's not noteworthy. If you have 0 points in Divine Favor, though, you get the energy back in 1 second. For high Divine Favor, the energy gain actually occurs later; a longer wait means more variability, more vulnerability, the possibility of enchantment loss, etc. The high Divine Favor caster might actually be worse off.

Is there any way to penalize the energy gain for low DF?

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Quote:
Originally Posted by fr.aodhan View Post
This would be an interesting energy management skill for builds without Divine Favor. The regeneration could easily be reproduced with cheap, non-elite healing spells, so that's not noteworthy. If you have 0 points in Divine Favor, though, you get the energy back in 1 second. For high Divine Favor, the energy gain actually occurs later; a longer wait means more variability, more vulnerability, the possibility of enchantment loss, etc. The high Divine Favor caster might actually be worse off.

Is there any way to penalize the energy gain for low DF?
Thank you for that Sir, i hadnt noticed the possible gain for non-Monks. I believe i fixed it, also allowed it to have shorter duration to accommodate the energy gain.


On to todays:


Heaven's Shield - Monk - Protection Prayers (Elite)
Energy: 5
Casting Time: 3 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 1...5...6 seconds, target other ally takes no damage and has +3 health regeneration for each condition or hex on them. This enchantment ends early if that ally uses a skill.



Ward of Chaos - Elementalist - Earth Magic (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Ward Spell: For 1...8...10 seconds, all foes within this ward lose 1 energy and 2...13...15 damage whenever they take Earth damage.


Servant's Vow - Necromancer - Death Magic (Elite)
Energy: 1
Blood Cost: -10%hp
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: For 2...23...27 seconds, all your animated creatures deal +0...6...8 damage and become immune to conditions. Every time your animated creatures would have a condition, you take 20...15...13 damage. This enchantment ends early if you animate another creature.



Vengeful Blow - Warrior - Strength (Elite)
Energy: 5
Attack Time: 1 second
Recharge: 8 seconds
Elite Melee Attack: If there are any dead allies within earshot, this attack does +12...38...46 damage and target foe suffers a Deep Wound for 8 seconds.


Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Hurricane Winds - Elementalist - Air Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Hex Spell: Target foe and all foes in the area are hexed with Hurricane Winds for 5...18...21 seconds, the next time a foe affected by this hex is struck for cold or lightning damage, that foe is knocked down for 2 seconds and this hex ends. When this hex ends on each foe, that foe takes 10...75...85 cold damage. This spell causes Exhaustion.


Knockback Blow - Warrior - Strength
Adrenaline: 8 strikes
Attack Time: 2 seconds
Recharge: 5 seconds
Elite Melee Attack: If this attack hits, target foe is knocked down for 1...2...2 seconds. If target foe was knocked down by this attack, that foe takes +8...45...52 damage and you gain 2 strikes of adrenaline. You suffer from Weakness for 8 seconds.


Deadly Scythe - Dervish - Scythe Mastery
Energy: 10
Attack Time: Normal
Recharge: 6 seconds
Elite Scythe Attack: If this attack hits, target foe takes +8...36...40 damage. If target foe was suffering from a condition, all adjacent foes are struck for +5...19...24 damage and suffer from a Deep Wound for 8 seconds.



War Chant - Paragon - Motivation
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Chant: For 10 seconds, all party members within earshot do 1%...13%...15% more damage with attack skills and gain 25% more adrenaline.


"For Balthazar!" - Paragon - Command
Adrenaline Cost: 4 strikes
Casting Time: 2 seconds
Recharge: None
Elite Chant: For 1...8...9 seconds, all party members attack 33% faster while under the effects of another shout or chant.


You think this one is too OP?

Energy Storm - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: Target foe takes 1...2...2 damage for each point of energy they currently have. For 10 seconds this hex does nothing. If this hex lasts its full duration, an Energy Storm forms at foe's location, draining 2...13...15 energy from target foe and all adjacent foes.



Mimic Vitality - Mesmer - Fast Casting
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Hex Spell: Target foe is hexed with Mimic Vitality for 10 seconds. Every time target foe is healed, you are also healed for 10%...65%...75% of same amount.



Soul Reversal - Necromancer - Soul Reaping
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Enchantment Spell: For 3...14...16 seconds, every time one of your minions takes damage from an attack, all adjacent foes to that minion take 2...13...15 shadow damage and you sacrifice 1% of your maximum health. This enchantment ends early if your health is below 10%.


Dwayna's Wrath - Monk - Smiting Prayers
Energy: 25
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: For 5 seconds, target foe and all foes adjacent to target foe take 7...30...35 Holy damage each second. Your skills are disabled for 8 seconds.

wotah

Academy Page

Join Date: Jun 2009

R/

Warrior Strength
Masterful Revenge
10 Adrenaline
While under effects of this shout you cannot die for (0...3...5 seconds).And you deal additional (+25...+40...+47damage).
When this shout ends you lose all your health but one.

Paragon Motivation
Chant of harmony
25 E 1 sec cast and 30 sec recharge
For each dead party member, party members gain additional health (+30..+200...)
Last for (4...10...14 seconds)

Minnion Bomb
Death magic
15 Energy 2 sec cast 20 sec recharge
Destroys all minnions you control dealing (12...23...35 damage).
You are poisoned for (20..13...10 seconds).

Paragon
Command
Surrender Now!
5 energy 12 second recharge
Deals (30..50..57 damage) and causes knockdown for (2..3..4) seconds
Works only on enemies under 50% health.
75% failure with command less then 8

Paragon
Command
Focus Target
15 energy 15 sec recharge
Hexes a target allies deal additional (+13%...20%..27%...)physical damage to target for the next 8 seconds.After that allies that dealt damage to that target are blinded for (6..4..3..) seconds.

Ranger
Heavy Shot
10 E 12 recharge
Fire a huge arrow that moves twice as slow as a normal arrow.
Deals (+11...+37...+49...)damage to target and knocks it down for (1..2..3) seconds.

All i can think of at the moment xD

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Headache - Mesmer - Illusion Magic
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: Target foe and all adjacent foes suffer -2 health degeneration and take 3...13...15 damage each second for 8 seconds. When this hex ends on each foe, that foe is Dazed for 3 seconds.
'

Description:
1. Affects all creatures in range
2. Range of all Weather Spells is earshot.
3. All have casting times of at least 2 seconds.
4. Only one Weather Spell per any given skill bar at any given time.

Example:

Downpour - Elementalist - Water Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Weather Spell: A Downpour starts at your location for 2...19...22 seconds. All cold damage attacks and skills do for 10% more damage and all fire damage attacks and skills are reduced by 20%. All attacks made by creatures within range have a 10% chance to miss.


Desert Storm - Elementalist - Earth Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Weather Spell: A Desert Storm starts at your location for 2...19...22 seconds.
All earth damage is increased by 10% and all lightning damage is reduced by 20%. All creatures within the storm take 5...18...20 earth damage every 4 seconds.




Feedback?

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Crystal Spikes - Elementalist - Earth Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Crystal Spikes form at target foe's location. For 3...9...10 seconds, all foes in the area to target foe's initial location take 5...35...40 earth damage each second while moving. Foe's move 10% slower while in range of this spell.

(Kind of like those jade crystal shards in the Jade Sea that hurt and low players running through them.)

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Undead Embodiment [Necromancer Death Magic Elite]
10e
1/4s cast
30s recharge
Enchantment Spell
For 45 seconds you are immune to poison, bleeding and disease but you take double damage from Holy damage.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Symbolic Disenchantment - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Hex Spell: Initial effect: Remove one enchantment from target foe. If any of that foe's nearby allies also were under the same enchantment, they lose it and all affected foes suffer 1...8...9 seconds of -5 health degeneration.



Slicing Wind - Elementalist - Air Magic
Energy: 10
Casting Time: 1 second
Recharge: 8 seconds
Elite Spell: Target foe is struck for 8...50...58 cold damage and is Bleeding for 2...12...14 seconds. If target foe was already Bleeding, they take an additional 10...68...75 cold damage.


Stone Spikes - Elementalist - Earth Magic
Energy: 5
Casting Time: 3/4 second
Recharge: 10 seconds
Elite Hex Spell: After 2 seconds, if target foe is not moving, that foe and all adjacent foes take 8...60...68 earth damage and are Crippled for 8 seconds.


Blood Lust - Necromancer - Blood Magic
Energy: 5
Casting Time: 1/4 second
Recharge: 10 seconds
Elite Enchantment Spell: For 1...7...8 seconds, you steal 10%...46%...50% more health whenever you steal life but you sacrifice 50% more life whenever you sacrifice health. If this enchantment is removed prematurely, you steal 10...30...38 health from all adjacent foes.



Feedback is always appreciated

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

These are suggestions I've heard from friends and people around Guild Wars about the skills many consider to be overpowered or whatever, these are NOT MY IDEAS I just thought I would post them here for laughs, since some of them are crazy.

Destructive Was Glaive
5 Energy
3/4 Cast
5 Recharge

Same functionality, but add "You are Exhausted" at the end.
(Told you some ideas were stupid)

Shadow Form
5 Energy
1 Second Cast
30 Recharge

Duration the same. All attacks against you miss and all hostile spells against you fail. Ends after 2 attacks or spells per rank in Shadow Arts

This one isn't bad I don't think, you are invulnerable at least until enough spells and attacks target you. Still usable, since you ARE tanking, but the more you have around you the faster it expires.

Obsidian Flesh
25 Energy
1 Second Cast
30 Recharge

Same functionality, but at the end put this skill is disabled for 45 seconds. This eliminates any possible way of reducing recharge, similar to the Mysticism Avatars.

Save Yourselves
8 Adrenaline

For 5 seconds, you have +6 health regeneration and +3...10 armor for each ally in earshot.

This one is all right, to me the skill Save Yourselves sounds like the user is being selfish, so I guess I can see how the person came up with this.


Again, these are NOT MINE, I just took a collection of a few of the popular skills people discuss and I threw them on here, if someone wants credit because I put your idea on here I will edit this right away

RunningInTheMist

Ascalonian Squire

Join Date: Dec 2009

The Avatars of [Arah]

Rt/Mo

Blinding Light - Monk - Smiting Prayers
Energy: 5 Casting Time: 1 second Recharge Time: 15 seconds
Elite Spell. Target foe and foes adjacent to your target are struck with Blinding Light and become Blinded for 3...13...15 seconds. Foes already Blinded will be knocked down and begin Burning for 1...6...7 seconds.

Well of the Corrupt - Necromancer - Soul Reaping
Energy: 15 Casting Time: 1 Second Recharge Time: 25 seconds
Elite Well Spell. (8...18...20 seconds) Allies in this well have +1...3...4 Health regeneration for each condition on them. Exploits a fresh corpse.

Hunger - Ritualist - Spawning
Energy: 15 Casting Time: 1 Second Recharge Time: 45 Seconds
Elite Binding Ritual. Creates a level 1...10...12 spirit (30...54...60 second lifespan). Attacks by that spirit steal up to 5...21...25 health. If the target was a summoned creature, all if it's life is stolen.

Merciless Shot - Ranger - Expertise
Energy: 10 Casting Time: 1/2 second Recharge Time: 15 seconds
Elite Half Range Bow Attack. Fast-moving arrow. Deals +10...22...25 damage. Interrupts a spell. Interruption effect: Target is knocked down for 2...3...4 seconds and this skill recharges instantly. 50% failure chance unless Expertise 5 or more.

Blessed Spear - Paragon - Spear Mastery
6 Adrenaline Casting Time: 1
Elite Spear Attack. Deals +10...34...40 holy damage. Unblockable and inflicts Burning 1...3...3 seconds to adjacent foes if under the effects of a shout or chant.

Grenth's Gaze - Dervish - Wind Prayers
Energy: 10 Casting Time: 1 second Recharge Time: 20 seconds
Elite Spell. Removes all of target foes enchantments. For each enchantment removed you steal 5...17...20 life (maximum 120). If you had more enchantments than target foe, all nearby foes take 15...37...40 cold damage.

Roaring Thunder - Elementalist - Air Magic
Energy: 15 Casting Time: 2 seconds Recharge Time: 25 seconds
Elite Hex Spell. Target foe is struck for 15...43...50 lightning damage. 25% armor penetration. For 5...17...20 seconds, if target foe dies all adjacent foes are hexed with Roaring Thunder.

"For the Fallen!" - Warrior - Strength
Energy: 5 Recharge Time: 30 seconds
Elite Shout. For 5...7...10 seconds, you deal 5% more damage and -1 damage reduction for each dead party member. This lasts 2 more seconds for each dead party member in earshot.

fyre12345

Academy Page

Join Date: Jun 2007

TIGI

R/Mo

Quote:
Originally Posted by Mia Clemons View Post
RANGER - Wilderness Survival
"Sand Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Trap: When Sand Trap is triggered, every second (for 3 seconds) all nearby foes are blinded and dazed for 3...6...7 seconds and take 5...20...25 earth damage. While activating this skill, you are easily interrupted.


Please keep the ideas coming!
I would LOVE to see more traps implemented because the only use for the current ones are trapping Zaishen Elite, its a shame because I really enjoy trapping

I've been reading through this thread for about an hour now and I've come to one conclusion, Morphy this is not a come a critique likes it's going to be introduced in game please just go away your being counterproductive.

Caw521

Caw521

Frost Gate Guardian

Join Date: Jul 2009

R/

Quote:
Originally Posted by fyre12345 View Post
I've been reading through this thread for about an hour now and I've come to one conclusion, Morphy this is not a come a critique likes it's going to be introduced in game please just go away your being counterproductive.
That was a while ago, wasn't it? Anyways,

Strangle - Ranger - Expertise
15 energy cost
3 second cast
25 second recharge

Elite Touch Skill. For 3 seconds, target foe moves 66% slower. End effect: Target foe is knocked down, takes 10...80...10 piercing damage, and bleeds for 3...10...12 seconds.

Webs of Torture - Necromancer - Blood Magic
5 energy cost
1/2 second cast
15 second recharge

Elite Hex Spell. For 10 seconds, target and nearby foes suffer -3...7...8 health degeneration and move 66% slower. Hexes you cast on these foes cast and recharge 33...44...50% faster. All your non-hex skills are disabled for 5 seconds.

Rejuvenate - Paragon - Motivation

5 adrenaline
4 second recharge

Elite Skill. For 5 seconds, you and allies in the area have +2...4...5 health regeneration and +1...3...3 energy regeneration.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Quote:
Originally Posted by Caw521 View Post

Strangle - Ranger - Expertise
15 energy cost
3 second cast
25 second recharge

Elite Touch Skill. For 3 seconds, target foe moves 66% slower. End effect: Target foe is knocked down, takes 10...80...10 piercing damage, and bleeds for 3...10...12 seconds.
3 second cast time!? Sure its a good snare but 3 second touch skill? if your snaring a warrior or sin, youd be dead in 3 seconds 0_0


Quote:
Originally Posted by Caw521 View Post

Webs of Torture - Necromancer - Blood Magic
5 energy cost
1/2 second cast
15 second recharge

Elite Hex Spell. For 10 seconds, target and nearby foes suffer -3...7...8 health degeneration and move 66% slower. Hexes you cast on these foes cast and recharge 33...44...50% faster. All your non-hex skills are disabled for 5 seconds.
Good skill but i feel needs at least a 1 second cast time, reduce the health degen and/or remove the snare. Otherwise you could snare foes in a MS or SF Spike. I like hexes cast and recharge though

Quote:
Originally Posted by Caw521 View Post

Rejuvenate - Paragon - Motivation

5 adrenaline
4 second recharge

Elite Skill. For 5 seconds, you and allies in the area have +2...4...5 health regeneration and +1...3...3 energy regeneration.
umm.... OP with the energy regeneration. (fyi, The Power is Yours! gives +1 energy regen for 3 seconds.) Remove the energy regen and its a viable skill

Nekodesu

Nekodesu

Wilds Pathfinder

Join Date: Oct 2009

Monk - Healing Prayers
"Koneko!" (Elite) (I'm seriously bad at names for skills alright...)
Energy: 5
Blood: 10%
Recharge: 30 Seconds
Selected ally is healed for 10..20..50% health and 1...10...100% energy. This skill cannot selftarget. And fails unless you have 13 Healing Prayers.

Lol this skill would own D:

drkn

drkn

Forge Runner

Join Date: Jan 2009

Wroc??aw, Poland

Midnight Mayhem

Me/

Quote:
Monk - Healing Prayers
"Koneko!" (Elite)
Compared to other suggestions, even on this page... no, i better won't comment.


Quote:
Ward of Dark Magic - Elementalist - Energy Storage
OP. Non-ele. Would suit to be necro's well or mesmer's mantra with 'in the area' range.
Quote:
Dwayna's Favor - Monk - Divine Favor
The free-energy problem hasn't been fully solved. 90% failure and 7+ DF would be better.
Quote:
Heaven's Shield - Monk - Protection Prayers (Elite)
Add 'if that ally uses a skill or hits with attack'. Seriously, 6s invincibility with great regen? Critscythe sin paradise.
Quote:
Ward of Chaos - Elementalist - Earth Magic (Elite)
Chaos isn't anyhow connected to earth magic. Chaos is mesmer's attribute. The skill itself is quite fun, but would work as mesmer's mantra with 'in the area' range and energy/health lost on chaos damage.
Quote:
Deadly Scythe - Dervish - Scythe Mastery
Move to Mysticism, change name - would aid dervishes rather than crit sins or str wars.
Quote:
"For Balthazar!" - Paragon - Command
No recharge, 4 strikes of adrenaline, command line, ~8s duration...
A perfectly maintainable 33% IAS for the whole party?
Move to motivation, add recharge (6s? 10s? or 4s + increased adrenaline cost).
Quote:
Symbolic Disenchantment - Mesmer - Inspiration Magic
'Symbolic' is wording connected with signets. Make it a signet or change name.
Quote:
Stone Spikes - Elementalist - Earth Magic
Too cheap and cast too fast for the AoE damage and effect. Would be overused for farming only. 1-2s cast time, 10-15e cost.


Quote:
Destructive Was Glaive
I'm actually all in for adding exhaustion on it - or giving it higher cost / longer recharge, at least. Would kill Glaiveway without big changes to other skills.
Quote:
Shadow Form
SF is still too powerful. The hit/spells condition might be added to the already existing version. Also 5e cost, wtf?
Quote:
Obsidian Flesh
So, kill Ele's tanking and make sins much better than they already are?
OF is actually quite balanced for its purposes right now, no need to really hammer it down more.
Quote:
Save Yourselves
Maybe it's the language barrier, but yourselves indicates that the user is selfless, like 'save yourselves, i'll stop them!'. Something like Gandalf on the bridge of Khazad-Dum, if you still don't get the idea.

Quote:
Blinding Light - Monk - Smiting Prayers
Nice one, though would require split for PvP - 20s recharge, 10-15e cost, maybe even 2s cast. Or maybe 'adjacent to you' instead of 'target foe and foes adjacent to it'.
Even for PvE it might be a bit too much.
Quote:
Merciless Shot - Ranger - Expertise
Perma caster hate that completely disables your target?
Too much for PvP. Fun for PvE, would encourage people to actually run interrupts.

Quote:
Webs of Torture - Necromancer - Blood Magic
Make it non-AoE in the first place.
1s cast, 20 recharge, -2...4...6 degen, 33% slower movement. 10e cost for PvP.

Quote:
Mimic Vitality - Mesmer - Fast Casting
Now that'd be nice, no idea why a skill like that never got into the game.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Quote:
Originally Posted by fyre12345 View Post
I've been reading through this thread for about an hour now and I've come to one conclusion, Morphy this is not a come a critique likes it's going to be introduced in game please just go away your being counterproductive.
Please keep in mind that this thread is only going to remain open (or at least inside Sardelac) as long as the mindset remains that these skills suggestions would be productive when introduced to the game. The mindset that these suggestions are "for the fun of it" does not belong here.

KoalaGuy

Pre-Searing Cadet

Join Date: Apr 2010

Quote:
Originally Posted by drkn View Post
Maybe it's the language barrier, but yourselves indicates that the user is selfless, like 'save yourselves, i'll stop them!'. Something like Gandalf on the bridge of Khazad-Dum, if you still don't get the idea.
This sounds exactly like he is saying it, saying "Save yourselves, I'll stop them!" still should mean something like he is going to buff himself and stop the enemies for his party. I don't know maybe we are just interpreting the skill differently.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Order of Strength - Necromancer - Blood Magic
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: For 5 seconds, all party members deal +8...30...36 damage with attacks while not affected by any other enchantment. This enchantment ends on each party member after 1...4...5 attacks.


Hows this next one? too OP?

Order of Natural Power - Necromancer - Blood Magic
Energy: 5
Blood Cost: -20% HP
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 8 seconds, all party members have their Primary Attribute increased by 0...1...1 and Secondary Attributes increased by 1...2...2. This enchantment ends on each party member after 2 skills.


Heavenly Aura - Monk - Divine Favor
Energy: 10
Upkeep: -1 Energy pip
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: While you maintain this enchantment, your Monk spells cost 25% more energy but heal for 5%...30%...33% more health. When this enchantment ends, you gain 1 energy for each Divine Favor spell you used while under this enchantment.


Etheral Storm - Mesmer - Inspiration Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Spell: Create an Etheral Storm at target foe's location. After 3 seconds, all foes nearby to target foe's initial location lose 5...15...17 energy and take 1...3...4 damage for each point of energy lost in this way.


Torrent - Elementalist - Water Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 5 seconds
Elite Hex Spell: A Torrent of water flies out at target foe. This spell does 20...60...65 cold damage and target foe moves 66% slower for 3 seconds if it hits.


Sorry for the long break. Keep the ideas coming!

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Animate Unstable Minion - Necromancer - Death Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Exploit nearest corpse to create a level 1...15...16 Unstable Minion. This minion can only target hostile summoned creatures. If this minion's attack hits, all nearby foes are struck for 2...18...20 damage. You may only have one unstable minion under your control at any given time and this minion cannot attack faster than normal.


Blazing Inferno - Elementalist - Fire Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Every second for 1...3...3 seconds, all nearby foes are struck for 10...65...70 fire damage. Any foe struck more than 2 times by this spell is set on Fire for 5...6...6 seconds. This spell causes Exhaustion.


False Courage - Warrior - Tactics
Adrenaline Cost: 5 strikes
Recharge: 15 seconds
Elite Skill: For 5 seconds, you attack 33% faster and deal 0%...13%...15% more damage with attack skills but have -40 armor.


Chaotic Visage - Mesmer - Illusion Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Enchantment Spell: For 2...7...8 seconds, whenever target ally is hit by an attack, the attacking foe loses 2 energy. If an attacking foe has 0 energy, that foe takes 10...45...50 damage.


Keep the suggestions coming!

X Dr Pepper X

X Dr Pepper X

Frost Gate Guardian

Join Date: Apr 2008

The Mirror of Reason [SNOW]

R/

The vast majority of the people creating skills do not understand the boundries and limitations of professions.

Rangers should not remove enchantments with their ranger skills.

Necromancers should not snare.

Necros should not cause burning.

Monks should not gain excessive energy management.

Corpus Vitalis

Academy Page

Join Date: Sep 2010

CARE

N/

Mesmer:
Attribute: Unlinked
Cost:25 energy
cast time:3 seconds
Recharge: 35 seconds

-Insert Name here-(Hexidemic perhaps?)
Description: Hexes on target foe spread to all adjacent foes with their remaining durations +15%

My necro's dream come true....

gr8hund

Pre-Searing Cadet

Join Date: Nov 2010

NJ US

KING

E/Me

New skills should wait for gw2 for the most part but I would really like to see some of the still pitiful outdated elites given a face lift. A good example would be shatterstorm. Why on earth would this ever be an elite when there are skills like expunge enchantments, well of the profane etc. that do the job without penalty and are more effective? Mesmers have better enchantment removals that are not elite.

As an ele I would also like to see Air return to it's original majesty with lightning surge as an aoe knockdown again, I'd like to see ice generally snare at least with maybe another utility enchantment that causes all ice damage to also slow. Energy management to some degree and casting times to a greater degree make earth very difficult to play. I'd like to see changes that make playing elements other than fire and to a lesser degree air, more practicle.

I know it's a tough balance and both ice and earth get too strong very fast.

cheers gr8

Corpus Vitalis

Academy Page

Join Date: Sep 2010

CARE

N/

Necromancer
Death Magic
Energy Cost:20
Cast Time: 3
Recharge: 45 seconds

Name: Summon Shadow Golem(elite)
Note: This spell does NOT need a corpse, notice the name, summon, not animate
You summon and level x...x....x Shadow Golem. This golem's attacks inflict blindness for (2...4...6) seconds. You may only have 1 Shadow Golem per party, when it dies, it does not leave a corpse.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Dragon Fume - Elementalist - Fire Magic
Energy: 15
Casting Time: 1 second
Recharge: 8 seconds
Elite Spell: A Fiery Dragon rises at your location striking all adjacent foes for 15...95...105 fire damage and flies toward target foe. If it hits, Dragon Fume strikes target foe and all nearby foes for 10...80...90 fire damage. For 10 seconds, you have +2 Fire Magic.


Gaia - Elementalist - Earth Magic
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Hex Spell: For 3 seconds, all foes in the area move 50% slower. After 5 seconds, all foes in the area of your original location are struck for 20...130...145 earth damage.


Decay Armor - Necromancer - Curses
Energy: 10
Casting Time: 3/4 second
Recharge: 15
Elite Hex Spell: For 2...11...13 seconds, target foe and all adjacent foes have -40 armor against Physical damage. Any foe already suffering from Cracked Armor suffer -2...6...7 health degeneration.


Healer's Resolve - Monk - Healing Prayers
Energy: 10
Recharge: 30 seconds
Elite Stance: For 2...14...16 seconds, you cannot be interrupted or knocked-down while casting a Healing Prayers spell. Every time you would have been interrupted or knocked-down, you lose 10 energy or this stance ends.


Might be OP with damage?

Ferocious Agility - Ranger - Beast Mastery
Energy: 15
Recharge: 10 seconds
Elite Skill: For 5...17...20 seconds, you and your pet move 33% faster. The next you or your pet hits with an attack, you both strike for +5...40...45 damage and this skill ends. When this skill ends, you and your pet gain 5 energy and 2 strikes of adrenaline. Your Ranger skills are disabled for 8 seconds.


Scythe Master's Expertise - Dervish - Scythe Mastery
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 15 seconds, whenever you hit with an attack, if you hit more then 1 foe, all adjacent foes are struck for 5...25...28 earth damage. If this enchantment lasts its full duration, all nearby foes are struck for 20 earth damage(Maximum 120) for each successful attack while under this enchantment.


Piercing Strike - Assassin - Critical Strikes
Energy: 10
Attack Time: 1 second
Recharge: 15 seconds
Elite Off-Hand Attack: This attack must follow a lead attack. If this attack hits, you do +6...25...28 damage. If target foe has Cracked Armor, you do an additional +20...70...75 damage and target foe suffers from a Deep Wound for 3...7...8 seconds.


Corruption - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...12...14 Spirit of Corruption. This spirit deals 2...15...17 damage and causes 2...9...10 seconds of Cracked Armor, Weakness, Poison, Burning, or Bleeding with its attacks. This spirit dies after 30 seconds.

Keep em coming!

Mud Wall - Elementalist - Earth Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Spell: (Projectile) Send out a column of mud at target foe. If it hits, target foe and all foes adjacent to target foe take 10...83...90 earth damage and are Blinded for 1...4...5 seconds. Any foes already affected by an Water Magic hex are knocked-down.

Dust Wind - Elementalist - Air Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Spell: All nearby foes are struck for 5...35...40 cold damage. After 8 seconds, all foes in the area are Blinded for 2...11...13 seconds.


Split Shot - Ranger - Expertise
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Bow Attack: Shoot two arrows at target foe. Each arrow strikes for +5...21...22 damage. The second arrow cannot be blocked. If both arrows hit, target foe has Cracked Armor for 5...14...16 seconds.


Well of Corruption - Necromancer - Death Magic
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Well Spell: Exploit nearest corpse. For 15 seconds, all foes suffering from 2 or more conditions within this well take an additional 2...13...15 damage whenever struck for physical damage.


People run out of suggestions lately?

Caw521

Caw521

Frost Gate Guardian

Join Date: Jul 2009

R/

Tactical Snipe - Ranger - Expertise
10 energy cost
3 second activation
20 second recharge

Elite Bow Attack. +10...34...40 damage and inflicts Bleeding for 10...22...25 seconds. Unblockable. This arrow moves three times as fast. Cannot be used on nearby foes.

Hehe ^^

Surging Spirits - Ritualist - Channeling
10 energy cost
3/4 second activation
30 second recharge

Elite Binding Ritual. Summon 2 level 1...14...17 spirits that live for 20 seconds. Whenever any foes are in the area of these spirits, those foes take 10...34...40 lightning damage every 2 seconds. Foe each foe affected every second, these spirits lose 10...22...25 health.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Sniper's Mark - Ranger - Expertise
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Preparation: For 12 seconds, your next 0...4...5 bow attacks do +5...14...16 damage and move twice as fast. While under this preparation, you have an additional 50% chance to land a critical hit.

Gravity - Ritualist - Spawning Power
Energy: 15
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Gravity. All foes within earshot move 15% slower. This spirit loses 30...15...12 health each second for every foe that is moving within range. This spirit dies after 30 seconds.

((The idea is that it is a earshot snare that is relatively short if foe has more allies with him.))

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Gravity Bind - Elementalist - Earth Magic
Energy: 10
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Hex Spell: For 1...11...13 seconds, all foes in the area are hexed with Gravity Bind. Affected foes cannot attack and move 50% slower. This hex ends on each foe if that foe is struck by an attack.


Illusion of Illness - Mesmer - Illusion Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: For 20 seconds, conditions applied to target foe and all adjacent foes last 10%...80%...90% longer and suffer -4 health degeneration. When this hex ends on each foe, that foe loses all conditions.


Focus - Ritualist - Spawning Power
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...8...9 spirit of Focus. All allies within range of this spirit cannot be interrupted. Every time an ally would be interrupted, this spirit takes 80 damage. This spirit dies after 30 seconds.


Keep em coming

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Elemental Master - Elementalist - Energy Storage
Energy: 5
Casting Time: 3/4 second
Recharge: 20 seconds
Elite Enchantment Spell: All your non-Elementalist skills are disabled for 8 seconds. For 20 seconds, your Elemental attributtes are set to 16 for your next 0...6...7 skills. This enchantment ends early if you use a non-Elementalist skill.


Reversal - Warrior - Strength
Energy: 5
Recharge: 15 seconds
Elite Stance: For 10 seconds, while wielding a melee weapon, the next time you are struck by an attack, your attacker takes 10...80...90 damage and is Knocked-Down.


Keen Eye - Ranger - Expertise
Energy: 10
Recharge: 15 seconds
Elite Stance: For 1...8...9 seconds, all incoming projectile attacks are blocked and have a 50% chance to block melee attacks. This stance ends if you move or use a non-Ranger skill.


Offering to Grenth - Necromancer - Death Magic
Blood Cost: -25%hp
Energy: 5
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 8...45...48 seconds, your Necromancer and Ritualist attributes are increased by 2. Every time you use a Necromancer spell, all minions you control within earshot gain 4...26...28 health. Every time you use a Ritualist spell, all Spirits you control within earshot are healed for 4...26...28 health. This enchantment ends early if you use a non-Necromancer or non-Ritualist skill.

Mia Clemons

Mia Clemons

Lion's Arch Merchant

Join Date: Sep 2009

San Diego

My Girl is a [LUSH]

Mo/

Fissure - Elementalist - Earth Magic
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Spell: A massive tremor erupts at your location knocking all adjacent foes down for 2 seconds. All Weakened foes take 20...80...90 Earth damage.

Heaven's Arrow - Ranger - Marksmanship
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Bow Attack: If it hits, this attack strikes for +8...37...40 damage and causes Cracked Armor for 2...18...21 seconds. If target foe already had Cracked Armor, that foe suffers from a Deep Wound for 3...11...12 seconds.

Caw521

Caw521

Frost Gate Guardian

Join Date: Jul 2009

R/

Blitzkrieg - Elementalist - Energy Storage
10 energy cost
1 second cast
30 second recharge

Elite Enchantment Spell. For 5...9...10 seconds, your elementalist spells cast 50% faster and whenever a foe takes damage from one of your spells, that foe has a 20...35...40% chance of being knocked down. End effect: Your spells are disabled for 10 seconds and you are exhausted.

Desperate Fire - Ranger - Marksmanship
5 energy cost
2 second cast
18 second recharge

Elite Preparation. For 5...10...12 seconds, you attack 50% faster and your arrows deal +10...30...35 damage to foes nearby you. Your attack skills cost twice as much energy.

Alertness - Ranger - Wilderness Survival
5 energy cost
15 second recharge

Elite Stance. For 5...17...20 seconds, you have a 50% chance to block projectile attacks and move 33% faster whenever you are in the area of a foe. Ends if you use an attack skill.

Aura of Transcendence - Ritualist - Restoration Magic
5 energy cost
1 second cost
10 second recharge

Elite Spell. Heals target ally for 20...96...115. If target ally was enchanted, that ally steals 10...42...50 health from all foes nearby.