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Old Sep 22, 2005, 12:42 AM // 00:42   #21
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Woo! I'm saluted!! ^_^

Seriously though, just imagine how awesome that would be, it would add such a great twist on char building and would make arena combat the stuff of legend...

*Drools.*
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Old Sep 22, 2005, 01:32 AM // 01:32   #22
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Quote:
Originally Posted by Pillz_veritas
Mana Absorption-
Elemental elite Enchatment, energy storage.
for the next 15 seconds you can not be exhausted, you have infinite energy, and your skills recharge 90% faster. When this spells ends you gain exhaustion, and can not regenerate any enrgy, you also loose all energy. 50% failure rate if Energy storage isnt 15 or higher. If failed you loose all energy, and gain exhastion.
thats actually a somewhat crappy version of ether renewal
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Old Sep 22, 2005, 01:40 AM // 01:40   #23
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"SHUT UP!!!"
energy:10
Recharge: 60 seconds
casting time: 1/2 second

You slap target foe and silence (make it so he cant use shouts) him/her for 15-35 seconds.


havent figured out an attribute for this skill yet lol.
This is meant to be an IWAY killer by the way.
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Old Sep 22, 2005, 02:37 AM // 02:37   #24
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Mumble {E} -Warrior Shout (Tactics)
Energy:10
Recharge:60 seconds
Casting time: 1/4 second

For 30-60 seconds, You're shouts cannot be silenced in anyway. If your foe trys to silence you, He immdiately gets slapped in the face for 20 - 70 dmg and knocked down for 3 seconds

hehehe anti anti iways > made just to counter mikechap
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Old Sep 22, 2005, 02:46 AM // 02:46   #25
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Ducktape to the face
energy - 5
recharge - 60 seconds
casting speed - depends on how big his head is

Wrap opponents face with ducktape and silences him/her until scissors are introduced into the game or an allied warrior accidentally cuts his/her throat while attemptimg to free him/her. This skill causes exaustion.
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Old Sep 22, 2005, 03:23 AM // 03:23   #26
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"RUN!!!!!!"signet
cast time:none
This skill can only be used when health is below 50% and all other party members are dead, you move 200% faster and cannot be the target of attacks or spells for 15 seconds, then u are crippled and bleeding for 30 seconds
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Old Sep 22, 2005, 03:31 AM // 03:31   #27
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Warriors Bane {elite} 5 energy

For 15 seconds all adrenaline based skills require 3 energy to cast (no adrenaline req) and 3 second recharge
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Old Sep 22, 2005, 03:32 AM // 03:32   #28
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Quote:
Originally Posted by Jetdoc
For Warriors:

"Chicken Shiat" (10 energy - Shout)

For 10 seconds, any foe you target stops any current action and is forced to fight you. After Chicken Shiat ends, you are knocked down for 2 seconds due to a laughing fit.

Great against those pesky casters that run around in circles.
I'd like to change it into this.
"Fight Me!" (5 Energy, 30s recharge, Tactic)

Elite Shout. For 5-20 seconds, all the nearby foes can attack only you. Your movement is reduced by 50%.
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Old Sep 22, 2005, 03:33 AM // 03:33   #29
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Animate Bone Dragon
Necro Skill
Sommon a lvl 1-18 bone dragon.
mana cost: 25

Birthing pool
Necro skill
Any creature that dies in this well be freind or foe or just a dune lizard u happily like beat on every once and a while, a masterless lvl 10-18 bone horror is sommoned.
mana cost: 20

Arm Cripple
Ranger skill
Arrow that cripple the arm of an attacker for 3-11 seconds. During this time the attack cannot use his arm.
mana cost:5

Shield Smack
Worrior skill
Throw back the enemy with a sudden shield smash, attacker is knoecked down and exausted for 3 seconds.
Skill cost:12 adrenalin points

Corpse Rift
Necro skill
Sommon forth a rift in the realm from a corpse that can trapsport friend or foe to an unknown yet safe area.
mana cost:25

Death Bond
Necro Elite skill
For 32-56 seconds 75% of all damage types, hexs and conditions are redirected to your closest minion. Skill Failer with death magic below level 4.
Skill cost: 1 minon

Demonic army
Necro Elite skill
Grant all allies an extra 50-210 health points for 40-70 seconds at the cost of 60% max health. Skill Failer with blood magic below level 4
Mana cost:25

Demonic Beauty
Necro Elite skill
Grant all allies an extra 30% attack rate, power and skill/spell potency for 13-21 seconds at the cost of gaining the same health point degredation format of a sommon bone minion. Causes exaution
Skill cost: 15 mana and death magic skills recharge 100% slower for 20 seconds

Illusionary Intelligence
Monk/Mesmer skill
Grants an aditional 2 levels of all attributes for 30 seconds. No illusion skills can be used for 30 seconds.
mana cost: 15

Telepathic control
Necro/Mesmer skill
Control one of your sommoned minions for 32-75 seconds. This minions gains the same skills, energy and health as you but the health degredation remains.
Mana cost: 25 and the chosen minion will become masterless after the enchantment has expired or been removed.

Death is Power
Necro elite skill
All death magic skill recharge 50% faster have have a +2 death magic level for 16-32 seconds at the cost of 10% Max Mana for the effect duration.
Mana cost: 20

Demonic Poison
Necro/Ranger skill
Preperation. For 24 seconds all sommon allies are imbued with poisonuos attacks. At the cost of 20% max health for the same duration.
Mana cost: 15

Shriek of Death
Necro/Worrior skill
Grant a further 50% attack power, attack rate to all sommoned allies and call them to your postion to attack your attackers. This Skill can cause exaustion and loss of minion control at a 40% chance.
Mana cost: 5

Hover
Mesmer/elem skill
Gain an armor bonus of 34 and a chance to deflex all attacks by 75% for 12-16 seconds and move 75% faster.
Mana cost: 25

Demons of Balthazar
Necro/Monk skill
Mass cast the effects of Balthazars aura on all sommoned allies at the cost of 50% max life and all sommone allies.
Mana cost: 30

As u can see im very much a necro person, but even with my favortism i have not gone over the top with these skills, i bealive that if you want a really good skill there should be a high price to use it.

Last edited by Kriah; Sep 22, 2005 at 03:45 AM // 03:45..
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Old Sep 22, 2005, 03:34 AM // 03:34   #30
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Quote:
Originally Posted by Arcien Trueflight
What I'd really like to see are combination skills, certain special skills you get depending on what BOTH your classes are.
i would love to see that also
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Old Sep 22, 2005, 03:41 AM // 03:41   #31
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Extreme Agony (must be mes)
energy-10
recharge- 40 seconds
casting speed- 3 seconds

Send out a wave of confusion, causing all nearby opponents incabable of attacking you or any allies for 20 seconds. If any effected enemies are killed during this period of time, you are knocked down.
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Old Sep 23, 2005, 06:16 PM // 18:16   #32
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Elementalist

Summon Air Elemental Enchantment spell-Air magic
energy cost: 15 casting time: 3 recharge time: 25 upkeep 1

while you maintain this enchantment, you Summon a lvl 10-20 Air elemental. whenever you take lightning damage 10%-30% of that damage is transfered to the air elemental and you loose 2 energy. the air elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.

Summon Water/Ice-elemental Enchantment spell-water magic
energy cost: 15 casting time: 3 recharge time: 25 upkeep 1

while you maintain this enchantment, you Summon a lvl 10-20 water elemental. whenever you take cold damage 10%-30% of that damage is transfered to the water elemental and you loose 2 energy. the water elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.

Summon fire-elemental Enchantment spell-fire magic
energy cost: 15 casting time: 3 recharge time: 25 upkeep 1

while you maintain this enchantment, you Summon a lvl 10-20 fire elemental. whenever you take fire damage 10%-30% of that damage is transfered to the fire elemental and you loose 2 energy. the fire elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.

Summon Earth-elemental Enchantment spell-Earth magic
energy cost: 15 casting time: 3 recharge time: 25 upkeep 1

while you maintain this enchantment, you Summon a lvl 10-20 Earth elemental. whenever you take earth damage 10%-30% of that damage is transfered to the earth elemental and you loose 2 energy. the earth elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.

Summon ether-elemental Enchantment spell-energy storage
energy cost: 15 casting time: 3 recharge time: 30 upkeep 1

while you maintain this enchantment, you Summon a lvl 10-20 ether elemental. whenever the ether elemental takes damage you gain 1-3 energy and whenever you cast a spell the ether elemental is healed for 150% of that spells casting cost. the ether elemental will die if your energy reaches zero or this enchantment gets removed. when the ether elemental dies you loose 15-10 energy and suffer from exhaustion.

-------------------------------------------------------------------------
the idea with the elementals is to allow the elementalist to have some kind of pet(working partially as tank atleast in PvE) the elementals will have their own low lvl skills like the different npc golems in the game...obviously air and fire golems are not in the game but these will have the same low lvl skills that you find in these branches of magic E.g. flare and lightning touch etc. the only elemental that doesn't have any abilities except for beating people on the head is the ether elemental which is just supposed to be an energy battery with some drawbacks if you fail to keep it alive. now before you go moaning about these elementals overshadowing ranger pets or necro minions you'll note that there are some quite different pros and cons with them compared.

compared to necros minions: the necro will for the most part(if properly played) be able to raise far more minions than elementals. they don't cost anything to maintain but their health will slowly dwindle...also minions are much more disposable where the elementals will cause exhaustion if they die)

compared to pets: you will be able to summon more elementals than pets for obvious reasons...that is if you're willing and capable of dealing with the energy upkeep. also elementals have 3 ways you can dispose of them...getting rid of the enchantment, killing the elemental normally or if the casters energy reaches zero.

now on with the show...I've got a couple of more ideas
--------------------------------------------------------------------------
Mesmer

Thin air hex spell-domination
energy cost: 20 casting time: 1 recharge time: 15

for 5-10 seconds whenever target foe casts a spell he suffers from exhaustion.

Hex siphon enchantment spellinspiration magic
energy cost: 10 casting time: 1 recharge time: 10

for each hex you suffer you gain energy regeneration 1-3

Guise hex spell-illusion magic
energy cost: 10 casting time: 1 recharge time: 10

for 8-18 seconds target foe only recieves 80%-50% benefit from healing and you get 20%-50% of the intended healing.

Spell dodger stanceunlinked
energy cost: 5 casting time: ½ recharge time: 8

for 10 seconds next time you would have been the target of an offensive spell or hex, random nearby creature is affected by the spell instead and spell dodger ends.

Deflect spell enchantment spelldomination
energy cost: 15 casting time: 1 recharge time: 20

for 8-18 seconds the next time target ally would have been the target of an offensive spell or hex, random nearby foe is affected by the spell instead. and deflect spell ends.

Warrior

Jaw Breaker attack skill Strength
energy cost: 10 adren casting time: ½ recharge time: N/a

disable all targets spells and shouts for 2-8 seconds, if target is casting a spell it is interupted.(50% chance failure with strength below 5)

Body shield skill tactics
energy cost: 5 adren casting time: ½ recharge time: N/A

for 5-10 seconds the next time you would have recieved a condition, random adjacent foe suffer that condition instead and body shield ends.

lucky blow attack skilltactics
energy cost: 10 casting time: ½ recharge time: 8

ends all stances & preperations. this attack cannot miss, be evaded or blocked and has a 45%-90% chance of critical hit.

Ram Stancetactics
energy cost: 5 casting time: ½ recharge time: 15

for 8-13 seconds you move 33%-50% faster, if you strike a foe, that foe takes +1-10 damage and is knocked down. all your non attack skills are disabled for 5 seconds.

Necromancer

Army of the dead spell death magic
energy cost: 20 casting time: 3 recharge time: 20

sacrifice 10% max health, exploit all nearby(adjacent/small area) corpses to raise one lvl 0-5 bone minion for each corpse.

Raise Ally enchantment spell death magic
energy cost: 20 casting time: 2 recharge time: 30

bring target touched ally back to life with full health and energy. that ally cannot block or evade attacks and skills take twice as long to recharge, but he takes 33%-50% less damage from attacks. after 60 seconds or if this enchantment is removed target ally dies, deaths while under the effect of "raise ally" does not incur any death penalty.

--------------------------------------------------------------------------

I probably have some more....but can't come up with them right now. if you have any coments or questions feel free to ask and I'll do my best to clarify or tweak the skills.
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Old Sep 23, 2005, 06:32 PM // 18:32   #33
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Guild: Outlaws of the Water Margin
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Wedgee - target takes damage equal to their armor value times the number of attackers around him/her

Rockem Sockem - hammer attack - if successful, target's head is knocked clean off and flies off into nearby shrubbery. Body suffers from effects of "Blind" until head is retrieved.

Earthworm –axe attack- target enemy is cut in half down the middle. Enemy retains control of top half where he is able to either fight or crawl at cripple speed – but not at the same time. Meanwhile lower half of body runs around randomly unless caught – which causes skill to end.

Pinata's Curse {Elite} - target will immediately dump all contents of bags and backpacks - which anyone can collect

Antman - target enemy suffers from half health, energy, armor, weapon damage and height. This is a spammable skill – after the 6th time the enemy is reduced to a single pixel and can be squashed like a bug underfoot.

Aura of the Glitch - all enemies within a certain radius fall into any nearby map glitches for 10 seconds (e.g. stuck in stairs or in a rock)

Leash Law Curse - makes target Ranger pet remain within the aggro circle of the owner at all times. If Ranger calls a target - the pet will attack but also pull the Ranger along keeping him in the aggro radius.

Rabid Curse - makes target Ranger pet attack owner with added poison damage

Barrel of Monkeys - (for PvP) your entire team appears as Mo/W to the other team for 12-35 seconds

Bullybait - warrior skill - cast on self - to the enemy you appear as a Mo/W with a low health bar - the chat gets spammed with "I have 2 out of 35 energy!"

Kick Me! - target foe is automatically targeted by all missile attacks including bolts launched by their own team

Happy Feet - target is locked in /dance emote for x seconds or until attacked (works a lot like pacifism)

Nitrous Oxide - target is stuck in /laugh emote for duration of the skill or until he is attacked

Shock Treatment {Elite}- target enemy suffers from Crippling Anguish and receives Enervating Shocks on a random basis for the duration of the skill

Illusion of Wealth - looks like someone dropped a sigil - or other rare item - if enemy is prone to reflexive grabbing the victim will suffer 18-60 lightning damage

Buddy Joe - conjures an average guy in a polo shirt and dockers - he will approach target saying, "Can I borrow some money?" and repeatedly try to open a trade screen. He will not go away until he is given 1 gp. Until then he acts as a permanent interrupt preventing all attacks and skills. Joe is impervious to all attacks.

Internal Revenue - creates a lvl 6 IRS agent - attacks don't do physical damage but each strike takes 20-30% of gold on player. If player is out of gold then each strike takes a random piece of equipment - including equipped armor weapons and runes!

Alimony {Elite} - creates a lvl 10 ex-spouse. Like Internal Revenue but each strike takes 50% of gold. If player is out of gold then he is afflicted with Crippling Anguish for an unspecified length of time

"Leeroy!" - Shout - Warrior gains +25% speed. Also gains attack and armor bonus that is directly proportional to his distance from the rest of the group. For the duration of skill - player chat is disabled from receiving messages.

Pacman - conjures Lvl 8 Pacman that devours all spirits, minions, traps and pets in it's path.

Glen/Glenda Hex - changes gender of target - effects are permanent unless higher level remove hex is applied or same caster applies Hex again

Attention Span - target will lose the ability to skip cutscenes for the next 5-10 quests.

Grand Mal Curse - the target's computer screen starts to strobe blue and red - with luck it'll send them into an epileptic seizure...

Popup Hex - {Elite} (for PvP)- target gets screen popup ads that appear at a rate of 3 pips. Effects last 120 seconds or until they clear all popups which will end Popup Hex

Xiao Xiao {elite} - enchantment - all of a sudden your skill bar stretches around the edge of your GUI to accommodate all the warrior skills including all the elites. Energy goes to 500 but energy pip goes to zero. Enchantment lasts until you're out of energy.

Taco Bell - target suffers from debilitating abdominal cramps and flatus for 30-50 seconds

Eternal Banishment {super-elite} - the most feared curse of all - target will unknowingly receive 11gig file of kiddie-porn on their comp. FBI, CNN and their parents are simultaneously notified, and target is banished from quest/match, GW, their home, family, job and freedom for next 10-20 years.

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Old Sep 23, 2005, 08:39 PM // 20:39   #34
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cant say that this was serius enugh. after my opinion
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Old Sep 23, 2005, 08:43 PM // 20:43   #35
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Mesmer -
Steal Enchantment: Energy Cost 10. Recharge Time 60 seconds
For 10 seconds, you steal an Enchantment form targeted enemy.
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Old Sep 23, 2005, 08:57 PM // 20:57   #36
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Self inflict Elite hex spell. 10 mana. 1 cast time. 10 sec recharge
If in 10 sec the next time enemy cast a hex spell, that spell goes to that foe instead of the normal target. 50% failure with 4 or less curses attribute.
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Old Sep 23, 2005, 09:04 PM // 21:04   #37
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Elementalist - Water
Binge: Energy Cost 0. (Requires at least one Dwarven Ale item)
Recharge Time 30 Seconds
For 10-19 seconds, target foe inbibes alcohol and misses 75% of the time.
Whenever a foe misses, he falls down. Whenever the target foe strikes,
his damage is increased by 25%

Last edited by jradio; Sep 23, 2005 at 09:06 PM // 21:06..
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Old Sep 23, 2005, 10:04 PM // 22:04   #38
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Grenth's Sacrifice: Elite Spell (Blood)
Energy: 15 mana, 1 second cast, 30 second recharge
Maximum Health Reduced by 40%
Any existing hexes are removed without penalty.
For the next 10-20 seconds you cannot be Hexed.

Hex Sending: Elite Spell (Curses)
Energy: 10 mana, 1 second cast, 10 second recharge
Transfer a single hex from you to target foe.

Blood Poison: Hex Spell (Blood)
Energy: 10 mana, 1 second cast, 30 second recharge
For 10-15 seconds, target's health regeneration becomes health degeneration.

Dark Reaper: Spell (Soul Reaping)
Energy: 10 mana, 1 second cast, 60 second recharge
For next 5-15 seconds, if you initiate a spell using a corpse, that corpse cannot be used by anyone else.
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Old Sep 23, 2005, 10:30 PM // 22:30   #39
Wilds Pathfinder
 
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Quote:
Originally Posted by Arcien Trueflight
What I'd really like to see are combination skills, certain special skills you get depending on what BOTH your classes are.

Very cool idea. It would add a whole boatload of new skills. 6-12 for each combination I am sure would be difficult to implement, but sounds like it could make people more likely to use both professions more.

Last edited by Fungus Amongus; Sep 23, 2005 at 10:34 PM // 22:34..
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Old Sep 23, 2005, 11:20 PM // 23:20   #40
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Conjure Rock (Lol)
Earth
cost (cost of other conjusres
rehcarge 9recharge of other conjures)
(effect of other conjures sept with earth)

Stone Mind
cost:15
rechargerecharges of other ele mind spells)
cast time (cast of other elemind spell)
target foe takes 14(i think)...50? damage if u have more enrgy than target foe they take another 14..50? damage and are crippled for 1...7 seconds
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