Elite Skill Suggestions/New Ideas, create your own elite skill or concept!
Ulfur Dreksbane
Monk - Protection
The Calm Before The Storm (Elite)
Energy Cost: 15
Casting Time: 1
Recharge: 60 seconds
Skill Description: For 2...5...10 seconds all creatures within earshot cannot move, attack or use any skills and for the duration of this skill they are unaffected by all damage, hexes, enchantments and conditions.
Notes: The timer of each hex/enchantment/condition on a creature during the skill is paused and continues its duration at the end of the skill.
The Calm Before The Storm (Elite)
Energy Cost: 15
Casting Time: 1
Recharge: 60 seconds
Skill Description: For 2...5...10 seconds all creatures within earshot cannot move, attack or use any skills and for the duration of this skill they are unaffected by all damage, hexes, enchantments and conditions.
Notes: The timer of each hex/enchantment/condition on a creature during the skill is paused and continues its duration at the end of the skill.
Acehole2006
In God We Trust! Monk - Divine Favor
Energy Cost: 10
Casting Time: 1/4
Recharge: 45seconds
Skill Description: Elite Enchantment Spell (4.....6 seconds). Target ally is immune to conditions and hexes and gains 1....3 energy every second this enchantment is active.
Energy Cost: 10
Casting Time: 1/4
Recharge: 45seconds
Skill Description: Elite Enchantment Spell (4.....6 seconds). Target ally is immune to conditions and hexes and gains 1....3 energy every second this enchantment is active.
Mia Clemons
Quote:
Monk - Protection
The Calm Before The Storm (Elite) Energy Cost: 15 Casting Time: 1 Recharge: 60 seconds Skill Description: For 2...5...10 seconds all creatures within earshot cannot move, attack or use any skills and for the duration of this skill they are unaffected by all damage, hexes, enchantments and conditions. Notes: The timer of each hex/enchantment/condition on a creature during the skill is paused and continues its duration at the end of the skill. |
1) All creatures within earshot cant move (0_o)
2) They cannot attack....or use skills...lol
3) They cant take damage and are cured of all hexes and conditions
4) No clear explanation with notes
I always encourage supportive criticism but i cannot find humor or seriousness in this suggestion. If this was an honest attempt at submitting an idea i recommend you review past submissions and modify it. I.e. "cannot move" is not implemented in Guild Wars, instead, make move 90% slower.
However, this skill is so far from implementation that i suggest you come up with other ideas. If you are uncertain, please message me your skill first so i can help you make it more realistic.
Now, time for some email submissions i've neglected over the last week.
Protector's Wish - Monk - Protection Prayers
Energy: 10
Casting Time: 3/4 second
Recharge: 20 seconds
Elite Enchantment Spell: For 5 seconds, target other ally takes 10%...46%...52% less damage from spells and has a 50% chance to block attacks.
Submitted by: | Everlasting Monk |
Stage Fright - Mesmer - Illusion Magic
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Hex Spell: If target foe is not attacking or using a spell, for 3...13...15 seconds, target foe and all nearby foes use skills 100% slower and suffer from -3 health degeneration.
Submitted by: The True Ele
Blaze - Elementalist - Fire Magic
Energy: 5
Casting Time: 1 second
Recharge: 5 seconds
Elite Spell: (Projectile) A fiery blaze quickly flies towards target foe. If it hits, target foe is burning for 1...4...5 seconds. If target foe was already burning, target foe takes 20...56...65 fire damage and this skill recharges 50% faster.
Submitted by: The True Ele
Envy - Ritualist - Spawning Power
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...10...12 Spirit of Envy. This spirit attacks 25% faster when near another summoned creature. This spirit deals 5...25...30 damage and can only target hostile summoned creatures. This spirit dies after 30 seconds.
Submitted by: I Haz Spirits
Thanks for the submissions!
Caw521
Panic Attack - Mesmer - Illusion Magic
10 energy
2 second cast
15 second recharge
Elite Hex Spell. For 3...7...8 seconds, target foe suffers -1...4...5 health degeneration and attacks 33% faster, but has a 75% to miss and deals -5...22...25 damage with attacks.
Unsuspecting Agony - Mesmer - Illusion Magic
5 energy
1 second cast
6 second recharge
Elite Hex Spell. For 3 seconds, target foe suffers -1...3...3 health degeneration. End Effect: target foe takes 10...82...100 damage and suffers from a deep wound for 5...6...7 seconds. Fails if Fast Casting <8 or if target foe uses a skill.
Sunburn - Elementalist - Fire Magic
5 energy
1 second cast
8 second recharge
Elite Hex Spell. For 5...17...20 seconds, whenever you use fire magic on target foe, that foe takes 10...42...50 fire damage, begins burning for 1...3...4 seconds, and bleeds for 5...11...12 seconds. Hex ends if you use water magic on that foe.
Some random fitting name - Monk - Smiting Prayers
5 energy
1 second cast
10 second recharge
Elite Hex Spell. Also hexes foes nearby your target. For 10...22...25 seconds, whenever a hexed foe is healed, your party members are also healed for 15...51...60 and lose one condition.
10 energy
2 second cast
15 second recharge
Elite Hex Spell. For 3...7...8 seconds, target foe suffers -1...4...5 health degeneration and attacks 33% faster, but has a 75% to miss and deals -5...22...25 damage with attacks.
Unsuspecting Agony - Mesmer - Illusion Magic
5 energy
1 second cast
6 second recharge
Elite Hex Spell. For 3 seconds, target foe suffers -1...3...3 health degeneration. End Effect: target foe takes 10...82...100 damage and suffers from a deep wound for 5...6...7 seconds. Fails if Fast Casting <8 or if target foe uses a skill.
Sunburn - Elementalist - Fire Magic
5 energy
1 second cast
8 second recharge
Elite Hex Spell. For 5...17...20 seconds, whenever you use fire magic on target foe, that foe takes 10...42...50 fire damage, begins burning for 1...3...4 seconds, and bleeds for 5...11...12 seconds. Hex ends if you use water magic on that foe.
Some random fitting name - Monk - Smiting Prayers
5 energy
1 second cast
10 second recharge
Elite Hex Spell. Also hexes foes nearby your target. For 10...22...25 seconds, whenever a hexed foe is healed, your party members are also healed for 15...51...60 and lose one condition.
Acehole2006
Future Promise! Monk - Divine favor
Energy Cost: 5
Casting Time: 1/4
Recharge Time: 5
Skill Description: Elite Enchantment spell. For 2 seconds, target ally is enchanted with Future Promise, when this enchantment ends, Target other ally is healed for 30,..102,..120 health and removes 1 hex and 1 condition.
Energy Cost: 5
Casting Time: 1/4
Recharge Time: 5
Skill Description: Elite Enchantment spell. For 2 seconds, target ally is enchanted with Future Promise, when this enchantment ends, Target other ally is healed for 30,..102,..120 health and removes 1 hex and 1 condition.
fr.aodhan
Quote:
Some random fitting name - Monk - Smiting Prayers
5 energy 1 second cast 10 second recharge Elite Hex Spell. Also hexes foes nearby your target. For 10...22...25 seconds, whenever a hexed foe is healed, your party members are also healed for 15...51...60 and lose one condition. |
Edit: also, would be fun to combine with Illusion of Pain and Drain/Shatter Delusions.
Acehole2006
Avatar of Kormir! Dervish - Mysticism
Energy: 15
Casting Time: 2
Recharge Time: 30
Skill Decription: Elite Form. (10,..74,..90) You Attack 33% faster. All your Attributes are boosted by +2 while under the effects of this Form. This skill is disabled for 120
Energy: 15
Casting Time: 2
Recharge Time: 30
Skill Decription: Elite Form. (10,..74,..90) You Attack 33% faster. All your Attributes are boosted by +2 while under the effects of this Form. This skill is disabled for 120
Caw521
Riot - Paragon - Leadership
15 energy
20 second recharge
Elite Shout. for 10...15...17 seconds, allies in earshot move and attack 33% faster and deal +10...25...30 damage with attacks. Ends on an ally if they are blocked. Ends on all allies if an ally dies.
Ghostly Freeze - Elementalist - Water Magic
5 energy cost
1 second cast
10 second recharge
Elite Enchantment Spell. For 5...17...20 seconds, you move 10% faster, and enemies nearby you take 10...22...25 cold damage each second and are crippled for 5 seconds.
Entangling Net - Ranger - Wilderness Survival
5 energy
8 second recharge
Elite Skill. Slow Projectile. Deals 5...42...50 piercing damage. Inflicts Crippled (1...8...10 seconds), Bleeding (3...21...25 seconds), and Poison (5...17...20 seconds).
15 energy
20 second recharge
Elite Shout. for 10...15...17 seconds, allies in earshot move and attack 33% faster and deal +10...25...30 damage with attacks. Ends on an ally if they are blocked. Ends on all allies if an ally dies.
Ghostly Freeze - Elementalist - Water Magic
5 energy cost
1 second cast
10 second recharge
Elite Enchantment Spell. For 5...17...20 seconds, you move 10% faster, and enemies nearby you take 10...22...25 cold damage each second and are crippled for 5 seconds.
Entangling Net - Ranger - Wilderness Survival
5 energy
8 second recharge
Elite Skill. Slow Projectile. Deals 5...42...50 piercing damage. Inflicts Crippled (1...8...10 seconds), Bleeding (3...21...25 seconds), and Poison (5...17...20 seconds).
Ulfur Dreksbane
Quote:
so let me get this straight....
1) All creatures within earshot cant move (0_o) 2) They cannot attack....or use skills...lol 3) They cant take damage and are cured of all hexes and conditions 4) No clear explanation with notes I always encourage supportive criticism but i cannot find humor or seriousness in this suggestion. If this was an honest attempt at submitting an idea i recommend you review past submissions and modify it. I.e. "cannot move" is not implemented in Guild Wars, instead, make move 90% slower. However, this skill is so far from implementation that i suggest you come up with other ideas. If you are uncertain, please message me your skill first so i can help you make it more realistic. |
I probably should have renamed the skill "Eye of the Storm". Imagine the battle as passing through the middle of a hurrican a hurricane. First there is constant chaos going on but when you enter the middle there's brief period of calmness before going out the other side back into the chaos.
Acehole2006
Quote:
Probably should have been a bit clearer, sorry. Was about to go catch a bus so I rushed a bit. Yes, perhaps 90% movement speed would be better description. The hex/condition cure is only temporary. As soon as the spell ends, the hexes/conditions and their remaining duration comes back into effect. My idea with this skill was to allow players to use it during an extremely chaotic situation so the players would have a few seconds to think about how to deal with it. The monk can figure out who he needs to prioritize healing, the party leader can give instructions regarding sudden tactic change, target call-out, etc.
I probably should have renamed the skill "Eye of the Storm". Imagine the battle as passing through the middle of a hurrican a hurricane. First there is constant chaos going on but when you enter the middle there's brief period of calmness before going out the other side back into the chaos. |
I know what your trying to do here, but in all honesty the thought of a battle coming to a brief holt like that would be more annoying (and boring) than fun. Thats without all the complications this skill brings with it.
Mia Clemons
Chorus of Angels - Paragon - Motivation
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Chant: For 20 seconds, the next time each ally within earshot uses a Shout or Chant, that ally and all adjacent allies are healed for 50...140...165 health and lose 1 condition. Affected allies lose this Chant if affected by this skill's healing.
NOTE: Basically, if an ally is healed by Chorus of Angels, then even if they were under its effects, they would lose it. thus preventing automatic continuous party-wide healing. Feedback?
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Chant: For 20 seconds, the next time each ally within earshot uses a Shout or Chant, that ally and all adjacent allies are healed for 50...140...165 health and lose 1 condition. Affected allies lose this Chant if affected by this skill's healing.
NOTE: Basically, if an ally is healed by Chorus of Angels, then even if they were under its effects, they would lose it. thus preventing automatic continuous party-wide healing. Feedback?
Ulfur Dreksbane
Well then the simple answer is to bring a different skill then. This is simply a "in case of an emergency" skill.
Sirius Bsns
Amnesia - Mesmer - Domination
10 [energy]
2 second [cast time]
12 [recharge]
Elite Hex Spell: For 0...6...7 seconds, if target foe uses a non-adrenaline attack skill or casts a spell, that skill recharges 33% longer and target foe suffers -3 degeneration for the remainder of this hex. If foe uses an adrenaline attack skill, target foe loses all adrenaline and Amnesia ends. *If this spell is interrupted, takes +10...9...8 seconds longer to recharge.*
This skill makes enemies forgetful of their skills and training during combat. It has the capability of turning the tides of battle through its single-target disabling of the back-line. It also has versatility as even the front line can suffer from its effects.
Whadda ya think? xD
10 [energy]
2 second [cast time]
12 [recharge]
Elite Hex Spell: For 0...6...7 seconds, if target foe uses a non-adrenaline attack skill or casts a spell, that skill recharges 33% longer and target foe suffers -3 degeneration for the remainder of this hex. If foe uses an adrenaline attack skill, target foe loses all adrenaline and Amnesia ends. *If this spell is interrupted, takes +10...9...8 seconds longer to recharge.*
This skill makes enemies forgetful of their skills and training during combat. It has the capability of turning the tides of battle through its single-target disabling of the back-line. It also has versatility as even the front line can suffer from its effects.
Whadda ya think? xD
Caw521
Quote:
Amnesia - Mesmer - Domination
10 [energy] 2 second [cast time] 12 [recharge] Elite Hex Spell: For 0...6...7 seconds, if target foe uses a non-adrenaline attack skill or casts a spell, that skill recharges 33% longer and target foe suffers -3 degeneration for the remainder of this hex. If foe uses an adrenaline attack skill, target foe loses all adrenaline and Amnesia ends. *If this spell is interrupted, takes +10...9...8 seconds longer to recharge.* This skill makes enemies forgetful of their skills and training during combat. It has the capability of turning the tides of battle through its single-target disabling of the back-line. It also has versatility as even the front line can suffer from its effects. Whadda ya think? xD |
Wastrel's Sloth - Mesmer - Inspiration Magic
5 energy cost
1/4 second cast
8 second recharge
Elite Spell. If target foe is not moving or attacking, that foe and adjacent foes lose all adrenaline and 3...9...10 energy.
Fakeout - Warrior - Tactics
5 energy cost
12 second recharge
Elite Skill. For 5...11...12 seconds, your next melee attack misses, but the following melee attack deals +5...25...30 damage and causes knockdown.
Sirius Bsns
Quote:
I think.... I forget o.O
Wastrel's Sloth - Mesmer - Inspiration Magic 5 energy cost 1/4 second cast 8 second recharge Elite Spell. If target foe is not moving or attacking, that foe and adjacent foes lose all adrenaline and 3...9...10 energy. Fakeout - Warrior - Tactics 5 energy cost 12 second recharge Elite Skill. For 5...11...12 seconds, your next melee attack misses, but the following melee attack deals +5...25...30 damage and causes knockdown. |
energy: 10
cast: 2
recharge: 20
(Elite Hex Spell.) For 0...9...10 seconds, target foe loses 1 adrenaline and 3 energy for every second foe does does not attack or cast a spell.
*This functionality would be counter able by attacking or casting spells, but this can also punish them with Backfire or Empathy stacked upon on them [especially if they aren't removed quickly!].*
First ever Healing hex! Check it out:
Dwayna's Disfavor- Monk - Healing Prayers
energy: 5
cast time: 1/4
recharge: 15
(Elite Hex Spell.) For 0...3...4 seconds, each time foe attacks or casts a spell, it heals targeted ally for 5...24...33. All Hexes and conditions inflicted by foe expire 0...33...36% faster.
*This heals nearly as much as Healing Hands, but with a twist. Since it only lasts half the time as HH, Disfavor's recharge is scaled a bit better to accommodate this. The hex/condition utility is versatile and strong enough to help cope with strong hexes like Diversion and Shame as well as Blind, Weakness, Cripple and Daze.*
Mia Clemons
Marksman's Proficiency - Ranger - Expertise
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Preparation: For 2...8...10 seconds, whenever you shoot an arrow, you shoot 2 arrows. This preparation ends early if you use a skill.
Molten Destruction - Elementalist - Fire Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 8 seconds
Elite Spell: Molten Lava erupts at your location. Every second for 3 seconds, all adjacent foes take 7...70...79 fire damage. Any foes already Crippled begin Burning for 1...3...3 seconds.
Sanctuary - Monk - Divine Favor
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Enchantment Spell: For 3 seconds, target other ally has +2...7...8 health regeneration and gains 5...28...34 health every second. This enchantment ends early if you use another skill on target ally.
Call of the Undead - Necromancer - Death Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 15 seconds, for every animated undead you control, you have +1 health regeneration (Max 1...4...5) and the next time you animate a creature, it has 15 seconds of +2...7...8 health regeneration.
I know its been a while since i've submitted anything. Hope everyone had a Happy New Year!
Time to submit some new ideas!
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Preparation: For 2...8...10 seconds, whenever you shoot an arrow, you shoot 2 arrows. This preparation ends early if you use a skill.
Molten Destruction - Elementalist - Fire Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 8 seconds
Elite Spell: Molten Lava erupts at your location. Every second for 3 seconds, all adjacent foes take 7...70...79 fire damage. Any foes already Crippled begin Burning for 1...3...3 seconds.
Sanctuary - Monk - Divine Favor
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Enchantment Spell: For 3 seconds, target other ally has +2...7...8 health regeneration and gains 5...28...34 health every second. This enchantment ends early if you use another skill on target ally.
Call of the Undead - Necromancer - Death Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 15 seconds, for every animated undead you control, you have +1 health regeneration (Max 1...4...5) and the next time you animate a creature, it has 15 seconds of +2...7...8 health regeneration.
I know its been a while since i've submitted anything. Hope everyone had a Happy New Year!
Time to submit some new ideas!
Mia Clemons
Few of my own skills....
Chaotic Reversal - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 20 seconds, the next time you are the target of an enemy skill that steals energy or health, that skill fails and is disabled for 4...9...12 seconds and you steal 2...13...15 energy and 5...43...48 health.
Elemental Aura - Elementalist - Energy Storage
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 1...8...9 seconds, you are unaffected by all hostile Elementalist spells. This enchantment ends early if you use a non-Elementalist skill.
Please keep them coming!
Chaotic Reversal - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 20 seconds, the next time you are the target of an enemy skill that steals energy or health, that skill fails and is disabled for 4...9...12 seconds and you steal 2...13...15 energy and 5...43...48 health.
Elemental Aura - Elementalist - Energy Storage
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 1...8...9 seconds, you are unaffected by all hostile Elementalist spells. This enchantment ends early if you use a non-Elementalist skill.
Please keep them coming!
Acehole2006
Quote:
*****New Game Mechanic*****
Specialized Vision Description: A type of visual aide that the player sees, the actual effect depends on the profession. A character only gains this vision if it is their primary profession(debatable?). Further details of this mechanic regarding implementation have yet to be explored or created. Examples below: Examples: Elementalist: Can see all Elementalist and other AoE spells (including Ward, Well, and other AoE Spells) as a transparent yellowish tint. Ex: Savannah Heat would appear as normal but the actual Area of Effect would be clearly visible. Allowing them to easily navigate the battlefield without getting caught in a spell. Necromancer: Can see all exploitable corpses as a greenish tint around the body. Also, all allied undead creatures have a light blueish tint surrounding the body. Warrior: To be assigned (I don't play Warrior often so i don't know what would be helpful to Warrior) Monk: Not sure of what would help Monks in the battlefield. Undead could have their own tint? To be further explored. Assassin: Can see a light purplish tint around foes that have hexes or conditions. (Not too practical but at least its something for now) Mesmer: Can see casting bars (or maybe numbers) above foes' heads if they are casting spells that take 1 second or longer to cast. The idea is for Mesmers to quickly switch to a target that is taking a long time to cast a spell. Ritualist: Can see a quick transparent text display of any allied spirit that dies. The idea is to allow Spirit Masters the immediate knowledge of which spirits have just died in order to formulate a counter strategy. Dervish: To be assigned. Paragon: Displays a number above the characters head that represents the number of allies within earshot for a shout to affect. The idea is to give feedback to the player on how much energy (or adrenaline) that the player can expect to receive after using a shout/chant. Any feedback is welcome and if you have suggestions for improvement or implementation, please do so! Few of my own skills.... Chaotic Reversal - Mesmer - Inspiration Magic Energy: 10 Casting Time: 2 seconds Recharge: 15 seconds Elite Enchantment Spell: For 20 seconds, the next time you are the target of an enemy skill that steals energy or health, that skill fails and is disabled for 4...9...12 seconds and you steal 2...13...15 energy and 5...43...48 health. Elemental Aura - Elementalist - Energy Storage Energy: 10 Casting Time: 2 seconds Recharge: 30 seconds Elite Enchantment Spell: For 1...8...9 seconds, you are unaffected by all hostile Elementalist spells. This enchantment ends early if you use a non-Elementalist skill. Please keep them coming! |
Btw monks could see a number (of enchantments) above foes perhaps? something like.
Mia Clemons
More skills......
Fear - Ritualist - Communing
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Binding Ritual: Create a level 1...13...15 Spirit of Fear. This spirit's attacks deal no damage but steal 1...2...2 energy with each attack. This spirit attacks 25% faster if there are no other nearby allied spirits. This spirit dies after 30 seconds.
Energy Transfer - Elementalist - Energy Storage
Energy: 5
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Enchantment Spell: Every second for 5 seconds, you lose 1...4...5 energy and target other ally gains 1...4...5 energy. This enchantment ends early if your energy drops below 50% or target ally's energy is above 90%. This spell causes Exhaustion.
Piercing Strike - Assassin - Dagger Mastery
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Dual Attack: Must follow an Off-Hand Attack. If target foe is under the effects of an enchantment and a condition or hex, this attack strikes for +5...31...40 damage and has 20% armor penetration. This attack is always a critical hit. This skill recharges 50% faster if target foe was knocked-down.
More to come.....
Fear - Ritualist - Communing
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Binding Ritual: Create a level 1...13...15 Spirit of Fear. This spirit's attacks deal no damage but steal 1...2...2 energy with each attack. This spirit attacks 25% faster if there are no other nearby allied spirits. This spirit dies after 30 seconds.
Energy Transfer - Elementalist - Energy Storage
Energy: 5
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Enchantment Spell: Every second for 5 seconds, you lose 1...4...5 energy and target other ally gains 1...4...5 energy. This enchantment ends early if your energy drops below 50% or target ally's energy is above 90%. This spell causes Exhaustion.
Piercing Strike - Assassin - Dagger Mastery
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Dual Attack: Must follow an Off-Hand Attack. If target foe is under the effects of an enchantment and a condition or hex, this attack strikes for +5...31...40 damage and has 20% armor penetration. This attack is always a critical hit. This skill recharges 50% faster if target foe was knocked-down.
More to come.....
Mia Clemons
Suggested by I Need More Spiritz:
Neutrality - Ranger - Wilderness Survival
Energy: 10
Casting Time: 3 seconds
Recharge: 45 seconds
Elite Nature Ritual: Create a level 1...8...10 Spirit. All non-spirit creatures within range of this spirit cannot move faster or slower than normal. This spirit dies after 8...17...19 seconds.
(The idea is similar to Muddy Terrain but it also prevents the slowdown effect from Snares such as Cripple and Water hexes)
Equality - Ritualist - Restoration Magic
Energy: 15
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...12...13 Spirit of Equality. Whenever a foe within range of this spirit loses a condition, all allies within earshot of this spirit lose a condition and gain 5...22...26 health. This spirit loses 30 health every time an ally loses a condition in this way. This spirit dies after 10...27...30 seconds.
NOTES: Allies are not healed unless they lose a condition.
Thank you for submitting!
Neutrality - Ranger - Wilderness Survival
Energy: 10
Casting Time: 3 seconds
Recharge: 45 seconds
Elite Nature Ritual: Create a level 1...8...10 Spirit. All non-spirit creatures within range of this spirit cannot move faster or slower than normal. This spirit dies after 8...17...19 seconds.
(The idea is similar to Muddy Terrain but it also prevents the slowdown effect from Snares such as Cripple and Water hexes)
Equality - Ritualist - Restoration Magic
Energy: 15
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...12...13 Spirit of Equality. Whenever a foe within range of this spirit loses a condition, all allies within earshot of this spirit lose a condition and gain 5...22...26 health. This spirit loses 30 health every time an ally loses a condition in this way. This spirit dies after 10...27...30 seconds.
NOTES: Allies are not healed unless they lose a condition.
Thank you for submitting!
Mia Clemons
"I Will Save You!" - Paragon - Command
Energy: 10
Recharge: 20 seconds
Elite Shout: For 3...11...12 seconds, as long as you are adjacent to target other ally, you and that ally have a 75% to block attacks and have +3 health regeneration. This shout ends early if you or other ally hits with an attack.
"Show No Fear!" - Paragon - Leadership
Adrenaline: 5 Strikes
Recharge: 10 seconds
Elite Shout: For 5 seconds, all allies gain +10 armor. Stationary allies gain an additional +30 armor.
Decay Flesh - Necromancer - Curses
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe and all nearby foes suffer from Disease, Cracked Armor, and Weakness for 5...18...21 seconds. Target foe suffers -5 health degeneration for 10 seconds. If target foe was already Diseased, this spell recharges 50% faster. Your Curses spells are disabled for 8 seconds.
Lyssa's Sacrifice - Mesmer - Inspiration Magic?
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 5...18...20 seconds, all of your spells cast 10%...27%...30% faster but cost 50% more energy. (Minimum 1 second casting time). This enchantment ends early if you use a non-spell skill.
Cure - Monk - Healing Prayers
Energy: 10
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Spell: Target ally is healed for 20%...70%...75% of their maximum health and loses all conditions. You lose 5 energy for every condition removed in this way.
Feedback? Might be too OP? Thought the energy loss would suffice.
Battle Tactician - Warrior - Tactics
Energy: 5
Recharge: 20 seconds
Elite Skill: For 10 seconds, whenever you score a critical hit, you gain 5 energy and lose 1 condition.
Mud Pit - Ranger - Wilderness Survival
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Trap: When Mud Trap is triggered, all nearby foes move 66% slower and cannot attack for 5 seconds. Any foes already Crippled take 15...55...65 earth damage and are Weakened for 8 seconds. All other nearby traps cannot be triggered for 5 seconds.
NOTES: The idea is that this trap is the 'finisher' skill for trappers, meaning that it would be ideally placed at the back of a trappers 'nest' of traps.
Freezing Breath - Elementalist - Water Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Spell: Create a Freezing Breath at target foe's current location. Every second for 5 seconds, foe's adjacent to target foe's original location take 10...34...40 cold damage. Foe's under a Water Magic hex take an additional 10 damage per second.
Thats all for now
Energy: 10
Recharge: 20 seconds
Elite Shout: For 3...11...12 seconds, as long as you are adjacent to target other ally, you and that ally have a 75% to block attacks and have +3 health regeneration. This shout ends early if you or other ally hits with an attack.
"Show No Fear!" - Paragon - Leadership
Adrenaline: 5 Strikes
Recharge: 10 seconds
Elite Shout: For 5 seconds, all allies gain +10 armor. Stationary allies gain an additional +30 armor.
Decay Flesh - Necromancer - Curses
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe and all nearby foes suffer from Disease, Cracked Armor, and Weakness for 5...18...21 seconds. Target foe suffers -5 health degeneration for 10 seconds. If target foe was already Diseased, this spell recharges 50% faster. Your Curses spells are disabled for 8 seconds.
Lyssa's Sacrifice - Mesmer - Inspiration Magic?
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 5...18...20 seconds, all of your spells cast 10%...27%...30% faster but cost 50% more energy. (Minimum 1 second casting time). This enchantment ends early if you use a non-spell skill.
Cure - Monk - Healing Prayers
Energy: 10
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Spell: Target ally is healed for 20%...70%...75% of their maximum health and loses all conditions. You lose 5 energy for every condition removed in this way.
Feedback? Might be too OP? Thought the energy loss would suffice.
Battle Tactician - Warrior - Tactics
Energy: 5
Recharge: 20 seconds
Elite Skill: For 10 seconds, whenever you score a critical hit, you gain 5 energy and lose 1 condition.
Mud Pit - Ranger - Wilderness Survival
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Trap: When Mud Trap is triggered, all nearby foes move 66% slower and cannot attack for 5 seconds. Any foes already Crippled take 15...55...65 earth damage and are Weakened for 8 seconds. All other nearby traps cannot be triggered for 5 seconds.
NOTES: The idea is that this trap is the 'finisher' skill for trappers, meaning that it would be ideally placed at the back of a trappers 'nest' of traps.
Freezing Breath - Elementalist - Water Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Spell: Create a Freezing Breath at target foe's current location. Every second for 5 seconds, foe's adjacent to target foe's original location take 10...34...40 cold damage. Foe's under a Water Magic hex take an additional 10 damage per second.
Thats all for now
MagicKnight
How about some humorous ones?
Animate Undead Rurik - Necromancer - Death Magic
Energy 10, Life 15%
Elite Spell. Creates a level 10...20 Undead Rurik with "Charge!", Hundred Blades, and Flail. (Exploits a fresh corpse. You can have only one Undead Rurik at a time.)
If Rurik is left idle, he'll start going on about how much time he spent there as a boy, and try to ask you to do fetch quests for him. However this will almost never happen as Rurik has an aggro range of more than double that of a normal NPC.
"Stop Being Morons!" - Paragon - Leadership
Adrenaline 6
Elite Shout. For 5...20 seconds all heroes and henchmen use more advanced AI. End effect all heroes and henchmen scatter runing in a random direction for 7 seconds.
Animate Undead Rurik - Necromancer - Death Magic
Energy 10, Life 15%
Elite Spell. Creates a level 10...20 Undead Rurik with "Charge!", Hundred Blades, and Flail. (Exploits a fresh corpse. You can have only one Undead Rurik at a time.)
If Rurik is left idle, he'll start going on about how much time he spent there as a boy, and try to ask you to do fetch quests for him. However this will almost never happen as Rurik has an aggro range of more than double that of a normal NPC.
"Stop Being Morons!" - Paragon - Leadership
Adrenaline 6
Elite Shout. For 5...20 seconds all heroes and henchmen use more advanced AI. End effect all heroes and henchmen scatter runing in a random direction for 7 seconds.
Dre
Assassin - Deadly Arts
"Kamikaze" (Elite)
Energy: 10
Casting time: 1 second
Recharge: 45 seconds
Elite skill: Lose all effects on you. Shadowstep to your target. You lose all but 1 hp For 1...6...7 seconds, all skills against you fail and all attacks miss and you attack 33% faster. Ends if you use a non-attack skill
TL;DR: get in quickly in order to kill your opponent at the cost, at the cost of your own life.
"all skills" is including those of your allies, so no healing.
effects = hexes, enchantments, conditions, shouts, chants, echo's, weapon skills,...
"Kamikaze" (Elite)
Energy: 10
Casting time: 1 second
Recharge: 45 seconds
Elite skill: Lose all effects on you. Shadowstep to your target. You lose all but 1 hp For 1...6...7 seconds, all skills against you fail and all attacks miss and you attack 33% faster. Ends if you use a non-attack skill
TL;DR: get in quickly in order to kill your opponent at the cost, at the cost of your own life.
"all skills" is including those of your allies, so no healing.
effects = hexes, enchantments, conditions, shouts, chants, echo's, weapon skills,...
thedeadlyassassin
Assassin - Critical Strikes
"Diving Mantis Strike" (Elite)
Energy Cost: 10
Recharge: 12 second(s)
Skill Description: Off Hand attack. Must target a knocked down foe. Deals + 0....20 damage. Inflicts cripple and deep wound conditions (5...17 seconds)
Notes: Counts as an off-hand attack
"Diving Mantis Strike" (Elite)
Energy Cost: 10
Recharge: 12 second(s)
Skill Description: Off Hand attack. Must target a knocked down foe. Deals + 0....20 damage. Inflicts cripple and deep wound conditions (5...17 seconds)
Notes: Counts as an off-hand attack
ensoriki
Assassin - Critical Strikes
Wormhole.
Energy cost : 10
Recharge: 30 seconds.
A wormhole is opened at your location, foes in the wormhole lose 1...2 energy each second for each skill thats recharging. Allies walking through the wormhole shadow step 40 metres in the direction they are facing.
Wormhole.
Energy cost : 10
Recharge: 30 seconds.
A wormhole is opened at your location, foes in the wormhole lose 1...2 energy each second for each skill thats recharging. Allies walking through the wormhole shadow step 40 metres in the direction they are facing.
Mia Clemons
Ward of Elemental Power - Elementalist - Energy Storage
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Ward Spell: For 1...10...11 seconds, all allies within the ward deal 20% more Lightning, Earth, Fire, and Cold damage with spells but cause Exhaustion.
More to come later!
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Ward Spell: For 1...10...11 seconds, all allies within the ward deal 20% more Lightning, Earth, Fire, and Cold damage with spells but cause Exhaustion.
More to come later!
thedeadlyassassin
Oh no, not more builds to help invoke spike! D:
MagicKnight
How about some shouts for other classes?
"Wait, Guys! I'm Recharging." - Elementalist - Energy Storage
Energy 0
Cast time 0
Recharge 100sec
Elite shout. For 5...10...15 seconds you gain +3 energy regeneration. Ends if you move or use a skill. No effect unless you have 20% or less energy.
"Wait, Guys! I'm Recharging." - Elementalist - Energy Storage
Energy 0
Cast time 0
Recharge 100sec
Elite shout. For 5...10...15 seconds you gain +3 energy regeneration. Ends if you move or use a skill. No effect unless you have 20% or less energy.
Catchphrase
No, its not. On the contrary, it makes skills like Complicate and Arcane Languor even better.
Ward spells are always a double edged affair, your team gain some benefits at the risk of being spiked down by AOE skills
Ward spells are always a double edged affair, your team gain some benefits at the risk of being spiked down by AOE skills
thedeadlyassassin
Quote:
How about some shouts for other classes?
"Wait, Guys! I'm Recharging." - Elementalist - Energy Storage Energy 0 Cast time 0 Recharge 100sec Elite shout. For 5...10...15 seconds you gain +3 energy regeneration. Ends if you move or use a skill. No effect unless you have 20% or less energy. |
MithranArkanere
Fizzle Presence.
E:5, C:instant R:15
Stance. For 10 seconds, enemies can't detect you. Ends if you attack or use a skill. (No attribute)
Phasing
E:5, C:3/4, R:15
Skill. For 0..3..4 seconds, you can bypass bodyblock, run 50% faster and can't be target of attacks or skills. Ends if you attack or use a skill (Shadow Arts)
Soul Supernova
E:25 C:10 R:120 Sacrifice:50%HP
Elite Skill. For each non-spirit creature that died within earshot during the activation of this skill (maximum 8), deals 5...22...26 dark damage one time to foes withing earshot. Foes in the area take damage twice, nearby foes take damage three times and adjacent foes take damage four times. If anything but yourself interrupts the activation of the skill, the effect is unleashed anyways, but early. (Soul Reaping)
- The only ways to prevent the effect of the skill from unleashing are:
* No deaths occurred during the 10-second activation
* You interrupt the activation by canceling the skill (Hit the cancel button [default Esc] or move)
- Anything else that interrupts the activation will only make it unleash early, including knockdowns and death of the caster.
For example, if 8 enemies died within earshot during the activation of the skill with Soul Reaping 13:
- The rest of the enemies withing earshot would take 104 damage.
- The rest of the enemies in the area would take 208 damage.
- The rest of the nearby ones would take 312
- And the adjacent ones would take 416.
E:5, C:instant R:15
Stance. For 10 seconds, enemies can't detect you. Ends if you attack or use a skill. (No attribute)
Phasing
E:5, C:3/4, R:15
Skill. For 0..3..4 seconds, you can bypass bodyblock, run 50% faster and can't be target of attacks or skills. Ends if you attack or use a skill (Shadow Arts)
Soul Supernova
E:25 C:10 R:120 Sacrifice:50%HP
Elite Skill. For each non-spirit creature that died within earshot during the activation of this skill (maximum 8), deals 5...22...26 dark damage one time to foes withing earshot. Foes in the area take damage twice, nearby foes take damage three times and adjacent foes take damage four times. If anything but yourself interrupts the activation of the skill, the effect is unleashed anyways, but early. (Soul Reaping)
- The only ways to prevent the effect of the skill from unleashing are:
* No deaths occurred during the 10-second activation
* You interrupt the activation by canceling the skill (Hit the cancel button [default Esc] or move)
- Anything else that interrupts the activation will only make it unleash early, including knockdowns and death of the caster.
For example, if 8 enemies died within earshot during the activation of the skill with Soul Reaping 13:
- The rest of the enemies withing earshot would take 104 damage.
- The rest of the enemies in the area would take 208 damage.
- The rest of the nearby ones would take 312
- And the adjacent ones would take 416.
shifting shadows
We honestly don't need anymore skills. It's gotten to the point of over-saturation. World of Warcraft ran into this issue with their talent trees and had to redo everything before cataclysm was released. Guild Wars needs to do this too.
But you know what would be great? A tweak to the assassin skill that shadow steps to target spirit (can't think of the name right now) - change that to a random spirit within range or closest spirit in range. Because trying to select a spirit while in combat is nigh impossible and a huge time waste.
But you know what would be great? A tweak to the assassin skill that shadow steps to target spirit (can't think of the name right now) - change that to a random spirit within range or closest spirit in range. Because trying to select a spirit while in combat is nigh impossible and a huge time waste.
Tender Care
As i already said in another thread, would be nice if others classes except Monk, Mesmer and Dervish had a self hex-removal skill.
Paragon
Elite Chant, Adrenaline 10, CT: 1 sec, Recharge: 20 seconds.
"All part members within earshot with the next shout or chant remove an hex by themselves."
Since hexbreaker aria only trigger spells it's not meant to be used by non caster classes like paragon.
Paragon
Elite Chant, Adrenaline 10, CT: 1 sec, Recharge: 20 seconds.
"All part members within earshot with the next shout or chant remove an hex by themselves."
Since hexbreaker aria only trigger spells it's not meant to be used by non caster classes like paragon.
Mia Clemons
Too OP on this next one?
Patient Strike - Assassin - Deadly Arts
Energy: 5
Recharge: 12 seconds
Elite Skill: Your attack skills are disabled for 3 seconds and you move 90% slower. After 3 seconds you Shadow Step to target foe and for 8 seconds your next melee attack skill does +10%...94%...100% more damage and instantly recharges.
.
Patient Strike - Assassin - Deadly Arts
Energy: 5
Recharge: 12 seconds
Elite Skill: Your attack skills are disabled for 3 seconds and you move 90% slower. After 3 seconds you Shadow Step to target foe and for 8 seconds your next melee attack skill does +10%...94%...100% more damage and instantly recharges.
.
Mia Clemons
Successive Strike - Assassin - Dagger Mastery
Energy: 10
Attack Speed: Normal
Recharge: 12 seconds (Might need to be increased based on intended purpose, see below)
Elite Off-Hand Attack: Must follow a Lead attack or Dual attack. If this attack follows a Lead attack, it strikes for +10...22...25 damage. If this attack follows a Dual attack, it strikes for +18...40...45 damage and if this attack was a critical hit, all adjacent foes are marked as if they were hit with an Off-Hand attack.
NOTE: This skill is designed to benefit from being used in quick succession from different attack skills.
Example: Any lead attack > Any off-hand attack > Any dual attack > Successive Strike > Any Dual Attack on any adjacent foe
Maybe adjust the damage or recharge as necessary. Basically, this skill would allow you to finish off one foe and move on to another foe without worrying about chaining another L>OH>Dual attack combo
Balthazar's Sword - Warrior - Strength
Energy: 5
Recharge: 30 seconds
Elite Skill: Lose all adrenaline. For 30 seconds, your next 0...4...5 attacks hit all adjacent foes. You have -2 energy regeneration and move 33% slower. When this skill ends, you move 20% faster for 5 seconds.
The idea is that the warrior gains the properties of Balthazar's Sword (A very powerful and heavy weapon), thus, it would cause the user to move slow but once its gone, they would naturally move faster for a short while. (Like swinging a baseball bat with a weight on it before going to the plate)
Siphon Enchantment - Mesmer - Illusion Magic OR Fast Casting
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 1...7...8 seconds, the next enchantment that target foe casts on a foe fails and is applied to you instead. If this hex lasts its full duration, this skill recharges 25% faster.
Basically, if a monk tries to cast Mark of Protection on one of their allies, it fails and is applied (with the expected duration) to yourself. If the foe does not cast an enchantment that can be applied to you, the skill recharges faster.
Feedback??
Energy: 10
Attack Speed: Normal
Recharge: 12 seconds (Might need to be increased based on intended purpose, see below)
Elite Off-Hand Attack: Must follow a Lead attack or Dual attack. If this attack follows a Lead attack, it strikes for +10...22...25 damage. If this attack follows a Dual attack, it strikes for +18...40...45 damage and if this attack was a critical hit, all adjacent foes are marked as if they were hit with an Off-Hand attack.
NOTE: This skill is designed to benefit from being used in quick succession from different attack skills.
Example: Any lead attack > Any off-hand attack > Any dual attack > Successive Strike > Any Dual Attack on any adjacent foe
Maybe adjust the damage or recharge as necessary. Basically, this skill would allow you to finish off one foe and move on to another foe without worrying about chaining another L>OH>Dual attack combo
Balthazar's Sword - Warrior - Strength
Energy: 5
Recharge: 30 seconds
Elite Skill: Lose all adrenaline. For 30 seconds, your next 0...4...5 attacks hit all adjacent foes. You have -2 energy regeneration and move 33% slower. When this skill ends, you move 20% faster for 5 seconds.
The idea is that the warrior gains the properties of Balthazar's Sword (A very powerful and heavy weapon), thus, it would cause the user to move slow but once its gone, they would naturally move faster for a short while. (Like swinging a baseball bat with a weight on it before going to the plate)
Siphon Enchantment - Mesmer - Illusion Magic OR Fast Casting
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 1...7...8 seconds, the next enchantment that target foe casts on a foe fails and is applied to you instead. If this hex lasts its full duration, this skill recharges 25% faster.
Basically, if a monk tries to cast Mark of Protection on one of their allies, it fails and is applied (with the expected duration) to yourself. If the foe does not cast an enchantment that can be applied to you, the skill recharges faster.
Feedback??