New Skill Ideas

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

Yo I was just wondering that if you were the one to design a new skill how would you make it? What profession will you pick to make it for? What type of skill is it?

Come up with some ideas and post em all here!!

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

The skill I really like to see in GW is something as provocation or taunt.
For the people that played Diablo or Final Fantasy 11 should know this skill. For the others ill explain it.

Skill: Provocation/Taunt

Profession - Warrior
MP - N/A
Adrenaline - 7
Duration - N/A
recast - everytime you have 7 adrenaline
Casttime - instant
Target - all the monsters in the adjacent area
Downpoint - Some monsters could ignore the skill such as bosses and undead.

Description - Draws the enemy's attention towards the warrior and away from
his group members.

I'd think this skill would improve GW in such a way that it is easier to go hunting with just 1 warrior and 1 monk. For as I know is that if a monk casts a healing spell near a monster the monster goes directly to the monk ignoring the damage done by the warrior. Provocation/Taunt would lure the monster back to the warrior but since the high cost of adrenaline he should use it wisely.

Gardar

Gardar

Academy Page

Join Date: Feb 2006

Iceland

[FUSE]

R/Mo

I agree that would be great to see warriors keep the agro off the weaker members, usually it doesn't take more than 2 - 3 hits to kill a spellcaster in those farming areas.
And the word Tank would get a new meaning in Gw ^^

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

Jup imo a warrior is not much of a tank right now...

Soul Shaker

Soul Shaker

Krytan Explorer

Join Date: Aug 2005

Sunshine Coast, Australia

Soul Crusaders

well if ya check my necro skills thread down a bit...hmmm...i'll find my favourite out of them...

Venegance of Souls {E}
Cost 25, 3 cast, 5 recharge

Exploit nearest corpse to bring forth a large shadow which attacks all foes in the area. This shadow does 26...70 (dunno?) damage per attack. All foes that are attacked suffer health degeneration of 3...8 and energy degeneration of 1...3 for 5 seconds.

The effects on that one...*drool*

That's prolly my favourite...or the bone mage idea...
Animate Bone Mage
Cost 25, cast 3, recharge 5

Exploit nearest corpse to animate a level 1...14 bone mage.

Ok, the details. This will summon a random element ele that spams a weak spell and a medium spell for their element. So, a fire would do flare and fireball(or something of the like), ice would do ice spear and maybe shard storm, air would do lightning strike and chain lightning, and earth would do stone daggers and i dunno.

Another way would be simply to give them monster only skills, that gain extra effects or damage as they go higher lvl. So, ice would say start off with low damage, and maybe 5...60% slow attack, fire would have a 1...6 sec burn and low damage or just med damage, air might have medium damage, but their spell slowly turns into a chain lightning from say 1...6 targets. Earth, a knockdown of some sort or maybe armour ignoring damage.

those are my favourites...i miss the bone mages from diablo...

no, i'm not promoting my thread, just my ideas that i really want to see...

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

Sounds good enough for me :P

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

Sorry for bumping but I want to see some more ideas here....

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

I like the taunt thing. It could even work in PvP. Lets say you are playing an Elementalist. You start casting Meteor shower on a Monk over in the corner and right before you finish casting, an opposing warrior runs up to you and uses this skill. Your target is switched from the Monk to the Warrior.

I would make it energy based and a long recharge though.

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

Way of the master
Energy: 25-air magic
recharge 100/earth magic
cast time: 32/fire magic
Does 17*water magic/3 water damage to target for and all surrounding foes. Target foe is set on fire for firemagic/3 seconds, knocked down after 1/earthmagic seconds, slowed by 90% for watermagic/10 seconds. This spell has airmagic*2 armor penetraition.

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

Way of the master sounds cool but dont you think its a bit to good comparing to the other skills in GW?

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

no...i think its vastly underpowered for what it takes...which it is

18 in each stat...not even possible, but would only yeild

energy: 7
recharge: 5.5
cast: 1.7

does 102 water damage to target for and all surrounding foes. Target foe is set on fire for 6 seconds, knocked down after .05 seconds, slowed by 90% for 1.8 seconds. This spell has 36% armor penetraition.

Sniper22

Wilds Pathfinder

Join Date: Apr 2005

K just so u all know, just about everyone who comes up with a skill makes it way too overpowering. And yes that spell is overpowering. Max out water and fire and thats super strong.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Monk Skill:

Signet of Anti-Wammo
Recharge: 30 seconds
Disable frenzy and healing signet on target friendly warrior for (1-5). Warrior moves 25% slower, and thus can't charge ahead. Target player may not use chat for (1-5) minutes

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

I love the idea of bringing EQs "Taunt" to GW warriors, but it'd be hard to use in PvP. Maybe some changes, since this is a PvP oriented game:

same 7 Adreniline, but the effect is All enemies in the area (or area of effect) target you; spells cast on other allies BEFORE Taunt is "shouted" are not redirected to you.

That makes Taunt an annoying skill to have on your bar for PvP and as it has the effect of saving castors from spammers but only once and only when the adreniline cost is met. It also has the effect of becoming "the interupt that isn't". Do that though, and it would probably have to be Elite.

Other than that, my wishlist is some decent E.managers for monks. Something simular to P&H but actually decent:

Saving Grace (Divine Favor) {E}
mana: 5
Recharge:30
Cast:NA

Stance: Remove all enchantments. For 10-45 seconds, you gain +1 to +3 energy regeneration and suffer -2 to -6 health degen. Saving Grace ends if you cause damage to an enemy. Enchantments cast on you last half as long.

Since its linked to Divine favor, its not going to be a great alt proffession quick regen. Also, the Enchant strip+self removal reduces its "uberness" because you can't drop mending before a fight to negate most of its damage and then forget about it. In order to negate the health degen, you have to regularly reapply Mending (or Breeze, which would have a 5 second uptime instead of 10 due to self nerf+2) every 30-45 seconds. Also, since its a stance, it won't heal you with your Divine favor, meaning you have to watch your healthbar before you, in essence, CoP all your enchants, leaving you exposed while you reapply Prot Spirit, Boon, what have you.

lastly, you CAN'T CoP/Strip it off. Its a stance, which very few (all too UNused) skills negate. It would promote build re-thinking since suddenly there is a stance in the game that everyone wants to kill...even if its not as great as it first seems.

So its got oodles of energy, self nerfing (so people have to think about it for a few minutes before they throw it on and go), and built to help monks do what we do best: Heal/Prot.

ThY[Ninj]

Ascalonian Squire

Join Date: Dec 2005

NC

Burning Sun Ninjas

R/Me

Quote:
Originally Posted by IJs de Beer
The skill I really like to see in GW is something as provocation or taunt.
For the people that played Diablo or Final Fantasy 11 should know this skill. For the others ill explain it.

Skill: Provocation/Taunt

Profession - Warrior
MP - N/A
Adrenaline - 7
Duration - N/A
recast - everytime you have 7 adrenaline
Casttime - instant
Target - all the monsters in the adjacent area
Downpoint - Some monsters could ignore the skill such as bosses and undead.

Description - Draws the enemy's attention towards the warrior and away from
his group members.

I'd think this skill would improve GW in such a way that it is easier to go hunting with just 1 warrior and 1 monk. For as I know is that if a monk casts a healing spell near a monster the monster goes directly to the monk ignoring the damage done by the warrior. Provocation/Taunt would lure the monster back to the warrior but since the high cost of adrenaline he should use it wisely.

Lol yeah in diablo 2 it was a tad bit cheesy. "GRRRRR" "UHHHHH" "YAAAHH"

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Mind Jam
Description: For the next 3...7 seconds, whenever target enemy uses a skill, that enemy takes 10...37 damage.
Energy Cost: 15.
Casting Time: 5 seconds.
Recharge Time: 10 seconds.
Linked Attribute: Domination.
Skill Type: Hex Spell.

Mind Game
Description: Regain 3...7 energy back. Disgues the casting as if you were casting Mind Jam. If this is interupted during casting, the interupter take 42/150 damage.
Energy Cost: 15.
Casting Time: 5 seconds.
Recharge Time: 10 seconds.
Linked Attribute: Domination.
Skill Type: Spell.

Mind Counter
Description: In the next 8 seconds, if the next spell you cast is interupted, the interupter takes 35/119 damage.
Energy Cost: 5.
Casting Time: 1 seconds.
Recharge Time: 15 seconds.
Linked Attribute: Domination.
Skill Type: Spell.

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

Quote:
Originally Posted by Sniper22
K just so u all know, just about everyone who comes up with a skill makes it way too overpowering. And yes that spell is overpowering. Max out water and fire and thats super strong.
Way of the master
Energy: 25
recharge 100
cast time: 1.7
Does 102 water damage to target for and all surrounding foes. Target foe is set on fire for 6 seconds, knocked down after 1 seconds, slowed by 90% for 1.8 seconds. This spell has 0% armor penetraition.


100 recharge is overpowered....right....

zoozoc

zoozoc

Krytan Explorer

Join Date: May 2005

Beaverton/OR

Disciples of Birkler [BIR]

Quote:
Originally Posted by actionjack
Mind Jam
Description: For the next 3...7 seconds, whenever target enemy uses a skill, that enemy takes 10...37 damage.
Energy Cost: 15.
Casting Time: 5 seconds.
Recharge Time: 10 seconds.
Linked Attribute: Domination.
Skill Type: Hex Spell.
um....SS?

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

Quote:
Originally Posted by actionjack
Mind Jam
Description: For the next 3...7 seconds, whenever target enemy uses a skill, that enemy takes 10...37 damage.
Energy Cost: 15.
Casting Time: 5 seconds.
Recharge Time: 10 seconds.
Linked Attribute: Domination.
Skill Type: Hex Spell.

Mind Game
Description: Regain 3...7 energy back. Disgues the casting as if you were casting Mind Jam. If this is interupted during casting, the interupter take 42/150 damage.
Energy Cost: 15.
Casting Time: 5 seconds.
Recharge Time: 10 seconds.
Linked Attribute: Domination.
Skill Type: Spell.

Mind Counter
Description: In the next 8 seconds, if the next spell you cast is interupted, the interupter takes 35/119 damage.
Energy Cost: 5.
Casting Time: 1 seconds.
Recharge Time: 15 seconds.
Linked Attribute: Domination.
Skill Type: Spell.
Sounds like a great combo to me. Imo GW has a lot of skills some cooler/better than the other, but the fact is they are all good at their own. I dont really see a nice combo with a few spells combined. Offcourse there are spells that work great with eachother but its not really a combo.I think its pretty cool if there were a couple of skills combined with eachother for greater dmg or healing...

WoofWoof

Ascalonian Squire

Join Date: Feb 2006

Eight is Enough

Rt/Mo

Quote:
Originally Posted by actionjack
Mind Jam
Description: For the next 3...7 seconds, whenever target enemy uses a skill, that enemy takes 10...37 damage.
Energy Cost: 15.
Casting Time: 5 seconds.
Recharge Time: 10 seconds.
Linked Attribute: Domination.
Skill Type: Hex Spell.
Similar to Backfire but triggers on any skill. Cool. Would love to cover this with Wastrel's...

Quote:
Mind Counter
Description: In the next 8 seconds, if the next spell you cast is interupted, the interupter takes 35/119 damage.
Energy Cost: 5.
Casting Time: 1 seconds.
Recharge Time: 15 seconds.
Linked Attribute: Domination.
Skill Type: Spell.
That will seriously hurt interrupt Rangers... so I love it. IMHO this needs to be a Stance so that it behaves more like Hex Breaker, Matra of Concentration and Mantra of Resolve and cannot be combined with them.

DeanBB

DeanBB

Forge Runner

Join Date: Jul 2005

Arizona

Wizardry Players Guild, http://4guildwars.7.forumer.com

Based on this site about fainting goats...

http://www.faintinggoat.com/learnab.htm

a skill for the Illusionary Weapon mesmers!

Drop Dead (Illusion)

The mesmer falls to the ground, apearing to be dead for 5...15 seconds during which time he gains health regen of 1...5 and armor +10...30 and cannot be targeted by attacks.

Hmmm, I wonder if the "corpse" can be exploited?

IJs de Beer

IJs de Beer

Ascalonian Squire

Join Date: Mar 2006

On the well-known Mudball

Mo/Me

Quote:
Originally Posted by DeanBB
Hmmm, I wonder if the "corpse" can be exploited?
Its not a corpse! So dont worry