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Old Jun 09, 2006, 10:35 PM // 22:35   #241
Lion's Arch Merchant
 
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AAAAAAAAAAAAAARGH!!!

Adrenal cost: 10 strikes
Recharge time: 60 seconds

Loose all energy and 20-80% life. All morons in your area get 100-400 damage.
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Old Jun 25, 2006, 02:03 PM // 14:03   #242
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Ok, here are my ideas. If you can't figure it out, c=cost r=recharge ct=casting time

Monk

Refreshing Renewal <Protection Prayers> (elite)
c-5 r-1 ct-1/2
Elite Spell. All other spells are disabled for 3 seconds. Remove one hex from target ally. If that ally was below 30-60% health, remove one condition also.

Self Purge <No Attribute>
c-15 r-60 ct-1
Spell. Remove all condtions and all hexes from yourself.

Mesmer

Intellectual Break-through <Inspiration Magic>
c-5 r-90 ct-1/4
Spell. All of your spells other than this are recharged.

Power Siphon <Inspiration Magic> (elite)
c-10 r-30 ct-3
Elite Spell. Target enemy recieves energy degeneration of 1-2, and you recieve increased energy regeneration of 1-2 for 8-30 seconds.

Necromancer

Animate Bone Assistant <Death Magic> (elite)
c-25 r-10 ct-3
Elite Spell. Summon a level 1-17 Bone Assistant. Bone Assistants can enchant other animated allies with a spell that increases damage by 1-6.
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Old Jun 25, 2006, 09:09 PM // 21:09   #243
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Signet of Uber Mending

Enchantment Spell (No Attribute(Monk Class)

0 Energy, 0 recharge, 0 cast, and -0 energy regen

Target ally gains +10 health regen and +6 energy regen, this enchantment cannot be stripped.
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Old Jun 25, 2006, 09:51 PM // 21:51   #244
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Mesmer

Chaos Aura (Elite) (Domination)
15 energy, 2 sec cast, 20 sec recharge

You create a Chaos Aura in your location for 5-10 seconds. Foes in the area receive 5-25 damage each seconds, lose 2-8 energy each seconds while they cast spells and when it ends, they lose one enchantment. Lose half of your energy when it ends.


Ranger

Vine Trap (Wilderness Survival) (Trap)
10 E, 2 SC, 15 SR

When Vine Trap is triggering, up to 1-5 foes can't move for 5-15 seconds. This skill is easly interrupted.


Strength As One (shout) (Beast mastery) (Elite)
(25 E, 25 Recharge)

You and your animal enter in Strength As One for 10 seconds. You receive a bonus in your attacks created by your beast (Your bonus depends the damage your pet does) and your pet receives a bonus from your attacks. The bonus can not be added with other bonus.

(Let me explain this one: If your pet does 17 dmg to a foe, then your next attack will do +17. Same for your pet. If you do 50 dmg to a foe. Your pet will do +50. These bonuse dont stack each other!)


Nature's Balance (Nature Ritual) (Beast Mastery)
10e, 5s, 60r

Create a level 1-3 Nature's Balance spirit. All creatures in his area lose 1-3 points in each attributes except their primary attribute. When this spirit dies. The primary attribute lose 1-3 and all other attributes receive +1-3 for each seconds the spirit last.
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Old Jun 25, 2006, 10:11 PM // 22:11   #245
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Monk
Ether Purge{Elite}(Protection Prayers) Cast time:0.25 seconds, Recharge Time:<none>, Energy Cost:10

Lose 100-50% percent of your max energy. Target ally and all nearby allies are healed for 1-10 points for each point of energy that you lost. If this would make your energy go below 0, those points of energy are not counted in the heal.

Assassin
Flailing Chains{Elite} All nearby foes are struck for 25-75 damage and are hexed with "Phantom Pain" at level 12 illusion. All nearby allies are enchanted with "Illusion Of Weakness" at level 12 illusion
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Old Jun 25, 2006, 10:42 PM // 22:42   #246
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Warrior
Legendary Strike(Elite)
Adrenaline Cost:5

Elite Sword Attack.Swing your blade and attack two foes closest to you.This attack strikes for +(5-32) damage if it hits.

(swordsmanship,damage)
(1,5) (2,7) (3,10) (4,12) (5,15) (6,17) (8,23) (9,25) (10,28) (11,30) (12,33) (13,35) (14,38) (15,40) (16,43)

Monk
Healing Aura(Elite)
Energy Cost:40 Recharge Time:60 seconds

Elite Spell.Heal Entire Party for (10-90) health every 4 seconds for (4-24) seconds.This skill ends if you attack or use a skill.Bonuses from Divine Favor are halved for this spell.

(Healing Prayers,Health,Seconds)

(1,10,4) (2,16,5) (3,23,6) (4,30,7) (5,36,9) (6,45,10) (7,53,12) (8,62,14) (9,70,16) (10,78,19) (11,86,22) (12,90,24) (13,98,26) (14,104,27) (15,110,29) (16,118,31) (17,124,33)

Last edited by Anakin The Paladin; Jun 25, 2006 at 10:52 PM // 22:52..
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Old Jun 27, 2006, 08:12 AM // 08:12   #247
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Summon Noob Elemental
Energy Storage
Cost:90
recharge:60
Casting Time:1/4
Summons Level: (1-99) elemental
All spells, hexes, and damage is redirected to the elemental
Elemental cannot suffer any conditions or hexes
Damage: at lv99+ can kill anything in one hit
Lasts Indefinitely until death due to damage
Special Ability: All drops are assigned to you, teammates who leave get their storage hacked and all gold and items removed, anyone who complains get character haxed and lose all armor and weapons, if anyone has used ebay for gw they automatically get banned
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Old Jun 27, 2006, 08:54 AM // 08:54   #248
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Guild: Desert Flame [DF]
Profession: W/N
Lightbulb

Honest strike[warrior] attack skill 'attr str' adrenal 5.
You strike for +1..9 damage and +10..24 if that foe
were attacking you. <- for the wammers/paladins

Backstabber/unjustified strike/unhonest strike (or something like that)
[warrior] attack skill 'attr str' adrenal 5.
You strike for +1..9 damage and +10..24 if that foe
were attacking someone else. <- a gift for the W/N

Evil Laugh[necro] shout 'no attr' energy 5 recharge 20.
all foes in the area loses 3 energy.

"Coward!"[warrior elite] shout 'no attr' adrenal 4.
If target foe is fleeing, that foe is knocked down. <- fixed version

Glass sword[warrior] attack skill 'attr sword' adrenal 10.
this attack strikes for +20..45 if this attack is blocked you
suffer from bleeding for 15 seconds and adjected allies take
30 damage.

Mantra of the Mastermind [mesmer] stance 'attr inspiration' energy 10
recharge 60.
For 30..54 seconds you have +10..26 maxinum energy.

*a little notice*
there are no and will never be any 20 or 30 energy skills
there are ONLY 5, 10, 15 and 25

Last edited by Alcazanar; Jun 28, 2006 at 12:43 AM // 00:43..
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Old Jun 27, 2006, 04:25 PM // 16:25   #249
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A few ideas for elementalists:

Hurricane Riposte: Enchantment - 5E - 1/2 second cast - 8 Second Recharge.
For 8 Seconds, the next time you are attacked in melee, that attack is blocked, the attacker is knocked down and they take 10...55 damage (Attribute Air Magic)

Ether Blast: Elite Spell - 15E - 1 Second Cast - 30 Second Recharge.
Target Foe takes 45...105 damage. All your energy storage skills are disabled for 10 seconds. This is an Elite Skill. (Attribute Energy Storage)

Crystal Pulsar: Spell - 10E - 2 Second Cast - 1 Second Recharge.
Send a Crystal Pulsar at Target Foe. If it hits, Crystal Pulsar strikes for 18...44 damage, plus 1...8 armour ignoring damage for each enchantment on the caster (maximum +60) (Attribute Earth Magic)

Fires of Punishment: Spell - 15E - 1/2 Second Cast - 15 second recharge.
Target Foe takes 10...33 damage for each skill they have equipped which can directly cause a condition. (Attribute Fire Magic)

Frostsong: Elite Enchantment - 10E - 3 second cast time - 60 second recharge.
For 15...60 seconds you are enchanted with frostsong. While you are under the effects of this spell, water magic hexes you cast last 33% longer and and deal an additional 5...25 damage. This is an Elite Skill. (Attribute Water Magic)

So... opinions on these, anyone?
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Old Jun 27, 2006, 05:06 PM // 17:06   #250
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Necromancer

Mark of the Vampire (Signet) 2 second cast, 30 second recharge.
The next time you steal life, you steal twice as much. That skill takes an extra 10...5 seconds longer to recharge. (Attribute: Blood Magic)

Succumb (Elite Hex Spell) 10 energy, 1 second cast, 45 second recharge.
For 1...8 seconds, hexed foe cannot be the target of hexes or gain conditions. Hexes and conditions on hexed foe do not end until Succumb ends. When Succumb ends, all hexes and conditions are removed. (Attribute: Curses)

Soul Steal (Enchantment Spell) 15 energy, 3 second cast, 60 second recharge.
For 2...24 seconds, whenever you steal life, you gain no life. You gain 10% that much energy instead. (Attribute: Soul Reaping)

Well of Desecration (Well Spell) 15 energy, 1 second cast, 30 second recharge.
Exploit nearest corpse to create a Well of the Desecration at its location. For 10...20 seconds, living foes in that area attack 33% slower and any undead minions attack 50% faster. (50% failure chance with Death Magic 4 or less.) (Attribute: Death)

Last edited by mqstout; Jun 27, 2006 at 11:04 PM // 23:04.. Reason: Made Soul Steal less broken| Succumb no longer effects enchantments
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Old Jun 27, 2006, 06:36 PM // 18:36   #251
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Warrior

Diamond Studded Blade - Elite Sword/Axe Attack. Inflict Bleeding and Weakness on your foe for (15...25) seconds. (Attrib.: Swordsmanship, Axe Mastery)
cost: 15 adrenaline
cast time: 1 second
recharge time: 60 seconds

Ranger

Crystal Arrow - Elite Bow Attack. Shoot a Crystal Arrow at your foe. This arrow travels 50% faster and interrupts your target upon impact. (Attrib.: Marksmanship)
cost: 15 energy
cast time: 3 seconds
recharge time: 20 seconds

Monk

Feathered Wings - Elite Enchantment Spell. Feathered Wings envelop target ally and last until 100 damage is taken. (Attrib.: Protection Prayers)
cost: 25 energy
cast time: 2 seconds
recharge time: 30 seconds

Mesmer

Mask of Stars - Elite Hex Spell. Target foe becomes Dazed for (5...15) seconds and has a (25%...75%) chance to miss with Melee attacks. (Attrib.: Illusion Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 15 seconds

Necromancer

Pure Blood - Elite Spell. Sacrifice 15% max health and transfer (2...4) negative conditions to target foe. Duration time restarts when transferred. (Attrib.: Curses)
cost: 25 energy
cast time: 5 seconds
recharge time: 30 seconds

Elemntalist

Heavenly Strike - Elite Spell. Lightning strikes target foe. All adjacent foes are knocked down, target foe takes (50...119) damage. (Attrib.: Air Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 20 seconds

Assassin

Glass Daggers - Elite Offhand Attack. Inflict Blindness upon target foe for (10...25) seconds. This attack does twice the normal damage. (Attrib.: Dagger Mastery)
cost: 10 energy
cast time: 1 second
recharge time: 30 seconds

Ritulist

Crystal Weapon - Elite Weapon Spell. For (10...25) seconds, Crystal Weapon gives a (+2...+5) Energy regeneration, but does 50% of normal damage.
(Attrib.: Channeling Magic)
cost: 15 energy
cast time: 3 seconds
recharge time: 30 seconds
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Old Jun 27, 2006, 07:05 PM // 19:05   #252
Frost Gate Guardian
 
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I was thinking about submitting a thread with only my suggestion but her's my Idea:

Death Bound Armor
[Necromancer] Enchantment-
Sacrifice 10% health. Your closest minion becomes bound to target ally's armor giving them +40 armor for (22...78) seconds, but during the time target ally is bound with your minion they lose (75...35) health, and anyone striking that ally, during when DeathBound Armor is in effect, in melee becomes diseased for (4...13) seconds(Attrib: Death Magic)
Cost:15 energy
Cast :2 seconds
Recharge:60(I havent really decided a recharge time yet)

The, "they lose (75...35) health" part could be changed to, "they experience (3...1) health degeneration."

but whatever, how do you like it? dont think it's too overowered do you?
(also the part about disease was from Tainted Flesh o: )

Last edited by Chaco Nautzi; Jun 27, 2006 at 07:17 PM // 19:17..
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Old Jun 27, 2006, 07:17 PM // 19:17   #253
Lion's Arch Merchant
 
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Shadow of Displacement 10e 15r Elite Stance
For 10...17 seconds, you run 25% faster and have a 5...15% chance to block attacks. When Shadow of Displacement ends, you shadow step to your original location.
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Old Jun 27, 2006, 07:24 PM // 19:24   #254
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What's with all the suggested elites? Normal skills FTW!
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Old Jun 27, 2006, 08:35 PM // 20:35   #255
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Guild: Archangels Revenence
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Quote:
Originally Posted by TheGuildWarsPenguin
Death signet-Any profession(like res sig and signet of capture*
Casting time-3, One time use, recharges if you kill a boss. Signets dont have energy cost.

Instantly kill one opponent, but not a boss.
Um...you do realize that you have effectively just created the UBER build. All 8 players take that in a guild battle. They all target different people. They kill the whole team and capture the flag. After capturing the flag they recieve a morale boost and recharge. They storm the keep and kill the guild lord with the spell.

Or...Assassin with super speed shadow steps in runs up and cast Death Signet on Lord. Oh look, suddenly Assassin Brilliant Guild is at the top of the ladder.

Not really trying to poke holes in your skill but it isn't very ballanced.

And now my skill.

Pull Back- Assassin. Shadow step one allie back to your current position. One time use signet.
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Old Jun 27, 2006, 09:17 PM // 21:17   #256
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Elementalist:
Eye of the storm. Enchantment spell For 3...15 seconds, foes in the area move 50 % slower moving towards you and 50% faster moving away from you.(air magic) Cost: 10 Cast: 2 Recharge: 10

apocalyptic strike (ELITE): Target foe and all adjacent foes gain full health. A meteor flies down, striking for 80....350 fire damage. These foes cannot take any further damage for 15...7 seconds. (Fire magic) Cost: 25 Cast: 3 Recharge: 30.

Warrior:
Juggernaut(elite)skill. For 3...10 seconds you move 25% faster and any foe that you run into is knocked down, giving you the ability to run over them. This skill ends prematurely if you deal damage. Tactics Cost: 8 adrenaline. Cast: 0 Recharge: 45

Monk:
Signet of immovability. signet. If target ally is knocked down, return them to an upright position. That ally is healed for 10...100 health and cannot be knocked down or interupted for the next 5....30 seconds.Divine favor. Cost:0 Cast:0 Recharge:30.

Assassin:

Back Stab.Attack Skill.Your chances of gaining a critical hit increase by 50% from behind for 2... 20 seconds. Critical strikes. Cost: 5 energy Cast: 1 sec. Recharge: 30 seconds.

Ritualist:
Spirit of Levetation.Binding Ritual.Create a level 1... 8 spirit All party members within range of this spirit are uplifted 10 feet above the ground.This spirit Takes 10 damage for each second it uplifts a party member, and dies after 10...60 seconds

Benedict Arnold: Spell. The nearest spirit foe to where this spell was cast no longer benefits your enemies, and becomes an ally of your party. You gain full benefit of it's effects. No attribute. Cost: 10 Cast: 1 Recharge: 45

Ranger:

Spirit of Destruction.(Elite)spirit. Create a level 1...6 spirit. All Creatures within it's ranger suffer from burning. When Destruction ends all creatures take 20... 90 damage. THis spirit ends after 5... 30 seconds. WIlderness survival Cost:25 Cast: 4 Recharge: 90.

Necromancer:
Stolen Soul: Spell. Remove the soul of nearest foe's corpse. Then next attempt to resurect that foe fails, and that skill takes 5...30 seconds longer to recharge. Death magic. Cost: 15 Cast: 1 Recharge: 30

Mesmer:

Masked Damage: Hex Spell. FOr the next 3... 15 seconds, all spells against target foe are treated as skills. Illusion magic. COst: 10 Cast:2 Recharge: 30.

Last edited by awesome sauce; Jun 27, 2006 at 09:50 PM // 21:50..
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Old Jun 28, 2006, 02:03 AM // 02:03   #257
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"Refreshing Renewal <Protection Prayers> (elite)
c-5 r-1 ct-1/2
Elite Spell. All other spells are disabled for 3 seconds. Remove one hex from target ally. If that ally was below 30-60% health, remove one condition also."

I believe therese a skill like that except without the condition of having to be below X% health. And it effects you AND the ally you target

"Spirit of Destruction.(Elite)spirit. Create a level 1...6 spirit. All Creatures within it's ranger suffer from burning. When Destruction ends all creatures take 20... 90 damage. THis spirit ends after 5... 30 seconds. WIlderness survival Cost:25 Cast: 4 Recharge: 90."

Theres already a skill with this name for ritualist. If this were to be a skill, the burning time would have to like like 2-4 seconds. 30 seconds of -7 degen is too much, the Destruction that exists: deals 4 damage to all foes in the area for each second it was alive (max 30)

Last edited by TheLordOfBlah; Jun 28, 2006 at 02:07 AM // 02:07..
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Old Jun 28, 2006, 03:38 AM // 03:38   #258
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Aura of the Gods (mission skill only)
Whatever proffession you are, ur attacks increase by 50%

The Underblade (elite skill ritualist)
gives a player a blade thats vampiric and take 7 dmg away from ppl for 50...200 seconds
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Old Jun 28, 2006, 04:44 AM // 04:44   #259
Lion's Arch Merchant
 
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i think rangers need more healing skills...

Melandru's herbs (WS)
e:5 c:1 rec:10
You gain 4...72 [100] health, this skill is easily interrupted

source of energy [no attribude]
e:15 c3 rec:30
for 30 seconds you gain health regeneration of 2 but your skills take 2 (expertise dosn't reduce) more energy to use.
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Old Jun 28, 2006, 04:59 AM // 04:59   #260
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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.
sorry for bringing this up again but that was very funny! but if we could put something like this in a fun-subforum, were we can make all kinds of silly things like this, we dont cut in on the seriously ment post. "chicken shiat", i nearly crapped my pants dude haha
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