Some skill ideas.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

The skills listed do not go into details such as casting time/energy etc. They are merely basic ideas.

Enchantment spell: Priority
While you maintain this enchantment, half of any healing you receive is diverted to whichever ally has the least health.
No attribute.

Spell: Divine grant
Lose all your maintained enchantments. Take other ally gains all your enchantments (maintained and non-maintained). Does not include enchantments which cannot be used on target other ally.
Divine favour.

Enchantment spell: Broaden
Your next spell has double the AoE but 25% less damage
No attribute.

Bow attack: Pull
Shoot an arrow that can travel 50% further but deals 25% less damage
Marksmanship.

Bow attack: Rebound
Shoot an arrow at target foe for (+damage). If target foe is moving, he is knocked down and you take that bonus damage instead.
Expertise.

Bow attack: Cursed shot
Shoot an arrow at target foe that deals double damage. If target foe is static, it takes no damage and you become crippled for 15 seconds.
Expertise.

Preparation: Read hexes
Your arrows deal 50% less damage but deal damage in all elements. (Fire, Earth, Air and Water).
Wilderness survival.

Bow attack: Surprise shot
Fire a normal arrow that appears to do nothing. This arrow hits target foe when you take any damage. Surprise shot expires after 20 seconds.
Marksmanship.

Skill: Delivered shot
Stab the enemy in melee with an arrow. These arrows deal 25% less damage.
Expertise.

Melee attack: Snip
If adjacent target foe is wielding a bow, you attempt to sever his bowstring thus disabling his attack skills for 10 seconds.
Tactics.

Skill: Duck
You duck and evade the next bow attack used against you.
No attribute.

Hex spell: Contagia
Target foe suffers from disease. This disease randomly switches between adjacent foes every 3 seconds for 60 seconds. If no adjacent foes are available, the disease expires after 10 seconds.
Curses.

Spell: Sacrafice
Target ally is brought back to life at full health and full energy. You die and cannot be resurrected for 30 seconds.
No attribute.

Trap: Fetid corpse
Place a trap at a corpses location (but not exploiting it). Any foes that become adjacent to the trap are diseased for 15 seconds. Trap only expires when the corpse is exploited, resurrected or expires naturally.
Wilderness survival.

Trap: Debilitating trap
Foe and adjacent foes caught in this trap lose 10 energy.
Wilderness survival.

Skill: Travel unguent [Yeah, like a travel iron, lol]
You gain half the health regeneration of your standard unguent but this skill can be used on the run.
Wilderness survival.

Hex spell: Steal favourite
When hexed with this spell, whichever skill target foes uses twice becomes yours for 30 seconds.
Domination magic.

Spell: Hologram
Create an exact copy of yourself adjacent to your location and any enemies that have you targetted are diverted to the hologram automatically. Hologram expires after 10 seconds or when killed.
Illusion magic.

Spell: Furnace
Any foe between yourself and target ally take (10-90) damage and are set on fire for 5 seconds.
Fire magic.

Enchantment spell: Blood brothers
Suffer from poison for 30 seconds.
For 30 seconds, whenever you are healed, your nearest ally gains that health too.

Blood magic.

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Quote:
Originally Posted by Tactical-Dillusions
The skills listed do not go into details such as casting time/energy etc. They are merely basic ideas.

Enchantment spell: Priority
While you maintain this enchantment, half of any healing you receive is diverted to whichever ally has the least health.
No attribute.

Spell: Divine grant
Lose all your maintained enchantments. Take other ally gains all your enchantments (maintained and non-maintained). Does not include enchantments which cannot be used on target other ally.
Divine favour.

Enchantment spell: Broaden
Your next spell has double the AoE but 25% less damage
No attribute.

Bow attack: Pull
Shoot an arrow that can travel 50% further but deals 25% less damage
Marksmanship.

Bow attack: Rebound
Shoot an arrow at target foe for (+damage). If target foe is moving, he is knocked down and you take that bonus damage instead.
Expertise.

Bow attack: Cursed shot
Shoot an arrow at target foe that deals double damage. If target foe is static, it takes no damage and you become crippled for 15 seconds.
Expertise.

Preparation: Read hexes
Your arrows deal 50% less damage but deal damage in all elements. (Fire, Earth, Air and Water).
Wilderness survival.

Bow attack: Surprise shot
Fire a normal arrow that appears to do nothing. This arrow hits target foe when you take any damage. Surprise shot expires after 20 seconds.
Marksmanship.

Skill: Delivered shot
Stab the enemy in melee with an arrow. These arrows deal 25% less damage.
Expertise.

Melee attack: Snip
If adjacent target foe is wielding a bow, you attempt to sever his bowstring thus disabling his attack skills for 10 seconds.
Tactics.

Skill: Duck
You duck and evade the next bow attack used against you.
No attribute.

Hex spell: Contagia
Target foe suffers from disease. This disease randomly switches between adjacent foes every 3 seconds for 60 seconds. If no adjacent foes are available, the disease expires after 10 seconds.
Curses.

Spell: Sacrafice
Target ally is brought back to life at full health and full energy. You die and cannot be resurrected for 30 seconds.
No attribute.

Trap: Fetid corpse
Place a trap at a corpses location (but not exploiting it). Any foes that become adjacent to the trap are diseased for 15 seconds. Trap only expires when the corpse is exploited, resurrected or expires naturally.
Wilderness survival.

Trap: Debilitating trap
Foe and adjacent foes caught in this trap lose 10 energy.
Wilderness survival.

Skill: Travel unguent [Yeah, like a travel iron, lol]
You gain half the health regeneration of your standard unguent but this skill can be used on the run.
Wilderness survival.

Hex spell: Steal favourite
When hexed with this spell, whichever skill target foes uses twice becomes yours for 30 seconds.
Domination magic.

Spell: Hologram
Create an exact copy of yourself adjacent to your location and any enemies that have you targetted are diverted to the hologram automatically. Hologram expires after 10 seconds or when killed.
Illusion magic.

Spell: Furnace
Any foe between yourself and target ally take (10-90) damage and are set on fire for 5 seconds.
Fire magic.

Enchantment spell: Blood brothers
Suffer from poison for 30 seconds.
For 30 seconds, whenever you are healed, your nearest ally gains that health too.

Blood magic.
Priority... so you have eight monks standing around casting healing spells, and no one can kill them. Period. HoH is healing ball from hell territory again.

Broaden... wouldn't get used in PvE with the new AI, gives Maelstrom and Chaos storm, as well as meteor shower a whole lot more power with the interrupts and energy losses. Abusable to a high degree.

Pull I like. Rebound and Cursed, no need to ever carry these, wasted skills.

Read Hexes... ? Converts damage to all elemental? Can't see any value, when you can have a bow string and/or spirits do that for you without damage loss and your prep can be used to increase damage instead.

Surprise shot... Delivered shot... Bah.

Snip - Just flat out evil. Would be to easy for warriors to think they have actual value again.

Duck - Needs a time limit, and a short one at that. Needs to also prevent using any skills while ducking.

Contagia, Sacrifice... I like it! Sacrifice feels abusable, however...

Fetid corpse... would never be used. To reliant on perfect conditions. (No corpse users, corpses to begin with...)

Debilitating trap... would unlikely get used

Travel Unguent... Bad idea. You think runners are a problem now in the arenas? Let them heal without having to stop and cast... no.

Hologram is even worse... every runner will be /Mes. Droks runs will be mesmer dominated. HA!

Steal Favorite... could be interesting.

Furnace... requires coordination to use. I like it. Except... could give them IWay groups too much power...

Blood brothers... again, too powerful. Remove the condition and a monk gets double the healing pleasure for no risk.

Just my 2 cents.

James Earthwarder

James Earthwarder

Pre-Searing Cadet

Join Date: Nov 2005

E/R

Elite spell: Ward Against Hex
You create a Ward Against Hex at your current location. For 8-21 seconds, all allies in the area are stripped of all hexes and cannot be the target of further hexes.Earth magic.

I think this would be a good spell. Earth eles only get one elite right now, and they need an elite ward. Post any ideas you have for elite earth wards, if you don't like mine.

AeroLion

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by James Earthwarder
Elite spell: Ward Against Hex
You create a Ward Against Hex at your current location. For 8-21 seconds, all allies in the area are stripped of all hexes and cannot be the target of further hexes.Earth magic.

I think this would be a good spell. Earth eles only get one elite right now, and they need an elite ward. Post any ideas you have for elite earth wards, if you don't like mine.
Talk about ridiculously overpowered. Ward? Maybe, maybe it would be ok it was Well range but certainly not a Ward. That and it makes no sense to be linked to Earth line or the Elementalist profession whatsoever.

darkdragon99

darkdragon99

Banned

Join Date: Nov 2005

decatur indiana

hell's mercenaries

W/E

isn't all the wards earth

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Then call it Ward of Stoneskin. Problem solved.
As for pull.. it's kinda corny, and I know people might have a problem with the skill name on the EU servers. It means f*ck...

AeroLion

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by darkdragon99
isn't all the wards earth
No. Ward Against Harm is in the Water line.

EDIT: My point was not that a Ward shouldn't be earth based or Elementalist based but that it made no sense for what would be the best hex removal in the game to be linked to Earth or the Elementalist profession.

James Earthwarder

James Earthwarder

Pre-Searing Cadet

Join Date: Nov 2005

E/R

What you say is true, but I think there should be an anti-magic ward something like the one the mursaat seals use.

darkdragon99

darkdragon99

Banned

Join Date: Nov 2005

decatur indiana

hell's mercenaries

W/E

how about a hammer skill that can knock a warrior out of melee range and knock them down for 2 sec