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Old Jul 15, 2006, 03:30 PM // 15:30   #341
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Quote:
Originally Posted by prism2525
Why make the 90 second recharge if it recharges itself?
Forget a thing in it.


Fixed
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Old Jul 15, 2006, 07:57 PM // 19:57   #342
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Archer's Singet
(OK, not a new skill, but it's not like many people use it now)
Same effects as current Archer's Signet, except the free attacks also strike as if you have +0-3 in Marksmanship and +0-3 in the linked attribute (if applicable and not Marksmanship).

The breakpoints on the bonus att levels are the same as the Expertise breakpoints for a 5 energy skill. Note that the bonus marks will affect the base damage and critical hit chance.

Redirect
10en, 1 cast, 10 recharge Inspiration Magic hex spell.
For 1-5 seconds, the next spell cast on target foe is redirected to you.

Note that this will also redirect spells cast by your own team. Make sure that you're careful to let the group know when you do this. Apart from targeting you instead of the intended target, the spells work exactly the same, apart from the bit saying what it can be cast on.

Probably needs tweaks on the recharge time and duration.

Glyph of Ethereal Mastery.
25en, 1 cast, 60 recharge Elementalist Elite glyph.
For 15 seconds, the next spell you cast causes you to lose all energy. For each point of energy lost, that skill will cause one point less of exhaustion, or cast one quarter second faster, or recharge one half second faster, or you gain five points of health. This glyph causes exhaustion

The ors in that description are to show that it doesn't cause all of those conditions on each point of energy lost. It goes through the list in order, doing the first one it can for each point. This will have the effect, if you are at a very high energy level, of making your next spell cause no exhaustion, cast instantly, recharge instantly and heal you substantially.It's like glyph of essence, but elite, recharging in twice the time, far more expensive, and with better conditions.
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Old Jul 15, 2006, 09:39 PM // 21:39   #343
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Ritualist
Glass Weapon
Casting time: 10 Energy: 15 Recharge Time: 20
Target ally's weapon becomes Glass Weapon for 5 seconds. This weapon may not be used against non-spirits. Spirits attacked with this weapon are automatically destroyed, and the master of the spirit regains the energy used to summon. The skill is then recharged.
Raised Channelling increases duration by 1 second
Edit:whoa, I only have 11 skills up? I gotta go find my idea book, I have lots more

Ritualist
Soulbringer's Gamble
Casting Time: 2 Energy:-- Recharge Time: 10
A sacrifice of 5, 15, or 30 energy is randomly made. Depending on amount sacrificed, enemy loses 30, 15, or 5 energy.
Raised Channelling Magic raises the 5 energy lost of a sacrifice of 30 energy.

Last edited by Undivine; Jul 16, 2006 at 09:54 AM // 09:54.. Reason: Double-posted
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Old Jul 16, 2006, 02:05 AM // 02:05   #344
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Quote:
Originally Posted by Undivine
To everyone else, do we really need so many elites? Can't your imaginations stay within the borders of balanced normal skills?
I’m starting to imagine that this will have more useless skills due to elite skills, if only to provide something for players to do in PvE (capture elite skills) or to just make a lot of easy balancing skills (can only equip one of them at a time)

I think of it like this, a skill should be elite only for 2 reasons.

1. They are a better version of another skill. Ex. Cripple shot, energy surge, restore condition

2. They would create a combo with another skill that is superior to most other options. Ex. Martyr & Plague Signet. Poison Arrow & Melandrus Arrows. IW & HB.


There is a third and fourth reason. If a skill gives you energy then it’s likely elite. And then some skills are elite just to be elite.
I sort of disagree with this, but o well. I’m just going over the 2 I do agree with.
The first reason is oblivious, its better it needs to be elite.
The second is a bit of a controversy though.

If a skill is made elite just to keep it from being a killer combo, that skill should be buffed in such a way that it is obviously useful in a broad group of situations.
If a skill can’t fit that bill, it needs a buff to sustain it’s eliteness in order to be anything except completely overlooked and why bother the skill even existing.

That I think is a bit of a skill suggestion towards some of the current elites.


I went back though this page and saw that I posted a bunch of skills much earlier in it.
I’m just going over it and reposting some of the ones I liked with a few new revisions.



Earth Magic
Jagged Rocks: Enchantment. For 10-30 seconds any moving foe adjacent to you takes 8-20 earth damage per second.
Energy: 15 | Cast: 1 | Recharge: 30

Marksmanship
Studied Shot: Attack. If Studied Shot hits a foe in a stance it stikes for +13-26 damage. Studied Shot cannot be blocked or evaded. This skill takes an additional 7 seconds to recharge if your shot strays.
Energy: 10 | Cast: - | Recharge: 1

Blood Magic
Blood Sacrifice: Spell. Sacrifice 20% Health. If Target allys health is below 50% he is healed for 100-186% of the amount you lost.
Energy: 10 | Cast: 1 | Recast: 10

Curses
Crush Hope: Spell. Remove one enchantment. If that enchantment was a monk enchantment it is disabled for an additional 4-20 seconds.
Energy: 10 | Cast: 3 | Recast: 30

Mesmer No attribute
Counter Spell: Spell. If target foe is casting a spell, that spell is interrupted and Counter spell is replaced with the interrupted spell for 20 seconds.
Energy: 10 | Cast: ¼ | Recharge: -

Shadow Arts
Illusion of Self: Enchantment. For the next 8-56 seconds if your health falls below 20% and you will teleport to the place you cast this spell.
Energy: 10 | Cast: 2 | Recharge: 20

???
Supersede: Hex. For 4-12 seconds the next time targeted foe would target one of their allies with a spell that spell effects one of their foes if nearby instead and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20

Or

Supersede: Enchantment. For 4-12 seconds the next time a foe would target one of their allies with a spell that spell effects you instead if you are nearby and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20

Last edited by Goonter; Jul 16, 2006 at 03:11 AM // 03:11..
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Old Jul 16, 2006, 02:26 AM // 02:26   #345
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Monk:
Alter Formation
Casting Time: 1 Energy: 5 Recharge Time: 20
Target ally minion is transported to it's summoner. This may be used once on each minion per battle
Raised Protection lowers recharge time.

Last edited by ZonerZ; Jul 16, 2006 at 02:29 AM // 02:29..
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Old Jul 16, 2006, 02:29 AM // 02:29   #346
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Goonter, you have some good ideas there. The only one that would make me pause is that curse one, "Crush Hope." That seems a bit strong to me.

I really like the others a lot though. A blood necro can help with the healing quite well. To give them a straight heal spells is just a natural extension. Perhaps it will help reduce the dependancy on monks.
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Old Jul 16, 2006, 03:05 AM // 03:05   #347
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Thanks.

I was thinking that too about crush hope i stared at it for like 6 minutes thinking of what it needed to stay in some balance. If its spotted that easy I think my original intuition that it was overly strong was right.

I like the skill description.
maybe a 40 second recharge?
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Old Jul 16, 2006, 05:24 AM // 05:24   #348
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Heres some

Rit

Spirit of my Flesh {E}
10-15 energy
60 recharge

Sacrifice 25% maximum health. You summon a lvl X spirit of flesh. This spirit attacks for 35-50 damage each hit. This spirit dies after 30 seconds.

Kind of like Flesh Golem for rits

Assassin

Tornado Stance

For X seconds you deal Y damage to ajacent foes. Tornado stance ends if you move.

Nerco

Destiny Bond {E}

For X seconds if target foe kills you in combat, that foes dies with you.



Monk
Dwawna's Love
Heal

All creatures (friend and ememy and foe) within radar are healed for 50-200 health.


Enchanting Light
Prot

Enchantment. For X seconds whenever target ally receives an enchantment that ally is healed for Y seconds.


Elementist

Lightening Storm
Air

Invoke a lightening storm at target foes location. For X seconds foes ajecent to that location take X damage this is doubled to any foes with water hexs.

Mesmer

Lust of Lyssa
Insiration

If you are below 5 energy you steal X energy from target foe.

Last edited by Guardian of the Light; Jul 16, 2006 at 05:37 AM // 05:37..
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Old Jul 16, 2006, 08:48 AM // 08:48   #349
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Cry Of Sadness-Mesmer-Domination-NRg cost 15-recharge- 1 sec-
Elite Skill.The caster loses 6-17 nrg and target foe is knockdoen for 3 seconds.

Hex Opeal-Monk-Protection-Nrg cost 15-Recharge time 25 secs-
Spell.Target other ally cannot cast any hexes for 5-15 seconds and ally is healed for 15-35 health for 5-15 seconds.

Death Language-Necromancer-Death-Nrg cost 25-Recahrge time 15 secs-
Elite Enchantment.For 15-23 secs,target foe deals 10 more damage and the attacks the caster receive is negated.With each sucessful negation,the caster loses 2 nrg.

Balthazar Balance-Warrior-Strength-Nrg Cost 10-Recharge time 15 secs-
Attack.Strike target foe for 15-25 damage and target foe attack skills are replaced with Balthazar Balance.

Sway Of The Gods-Assissian-Deadly Art-Nrg Cost 10-Recahrge time 15 secs-
Elite Skill.Shadow step to target foe location and deal 12-26 dmg for the next 10 seconds.

Urn Of Master Togo-Ritlist-Communing-Nrg Cost 25-Recharge time 60 secs-
Elite Skill.You hold Master Togo ashes.When dropped,u summon Master Togo which deals 19-31 dmg with each sucessful hit.This lasts for 15 seconds.

Last edited by Undivine; Jul 16, 2006 at 09:53 AM // 09:53.. Reason: Double-posted
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Old Jul 16, 2006, 09:17 AM // 09:17   #350
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rong626, I'd say a lot of those are a bit overpowered.

One thing I want to point out specifically though, since it's relevant to other people in this thread, is that skills like Opeal will likely never exist in this game. If you look at all the skills there currently are in Guild Wars, none of them penalize an ally with the exception of ranger spirits (and those are indirect).

If a skill does have a penalty, it is always suffered by the caster, never the ally you put it on. There's good reason for that too. You're messing with your ally's role.
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Old Jul 16, 2006, 09:39 AM // 09:39   #351
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i guess so but what are the chances of the skills ppl created here to be palced in guildwars?

i edit the skills to make more sensible

Cresent Sun-Ranger-Markmenship-Nrg cost 10-Recharge time 10 secs-
Attack.You shoot an arrow with deals 10-20 dmg.With each sucessful hit target foe is crippled for 10 seconds.If this attack misses,u lose 5 nrg.

Fearful God-Elementalist-Fire-Nrg cost 20-Recharge time 20 secs-
Elite Spell.You strike foe with 20-65 fire dmg and target for is knockdown and suffer buring for 10 secs.This spell causes double exhuastion.

i got more creative spells and skills for each profession just wait

Last edited by Undivine; Jul 16, 2006 at 09:53 AM // 09:53.. Reason: Please try not to double-post. Use the "Edit" button.
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Old Jul 16, 2006, 10:08 AM // 10:08   #352
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Reborn - Restoration Magic
Energy: 15/25 cast time: 5 secs Recharge: 60 secs
Binding Ritual. Create 4 ... 8 level spirit, any fallen ally in the area is ressurected with 15% health, zero energy and all of their skills disabled for 10 secs. The spirit takes 72 ... 58 damage for each ally ressurected. This spirit dies after 30 secs.

Not sure about the numbers and wether it's worth elite or not.
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Old Jul 16, 2006, 10:15 AM // 10:15   #353
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Golden Weather-Ranger-Wilderness-Nrg cost 5-recharge time 45 secs-Natural Ritual-
Create a Create a level 1-8 Spirit.For pets within its range,pets deal 12 more dmg with each attack and the master of each pets loses 3 energy.

Begging Grenth-Nerco-Blood-Nrg cost 15-Recharge time 25-Enchantment upkeep -1
Elite Enchantment.While the caster is under Begging Grenth,the caster's cast blood magic spells 10-60% faster.If a spell is interrupted while this enchantment is active,Begging Grenth Ends.
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Old Jul 16, 2006, 10:16 AM // 10:16   #354
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Quote:
Originally Posted by nugzta
Reborn - Restoration Magic
Energy: 15/25 cast time: 5 secs Recharge: 60 secs
Binding Ritual. Create 4 ... 8 level spirit, any fallen ally in the area is ressurected with 15% health, zero energy and all of their skills disabled for 10 secs. The spirit takes 72 ... 58 damage for each ally ressurected. This spirit dies after 30 secs.

Not sure about the numbers and wether it's worth elite or not.
Isnt there a spirit which rez ppl?
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Old Jul 16, 2006, 10:16 AM // 10:16   #355
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Quote:
Originally Posted by nugzta
Reborn - Restoration Magic
Energy: 15/25 cast time: 5 secs Recharge: 60 secs
Binding Ritual. Create 4 ... 8 level spirit, any fallen ally in the area is ressurected with 15% health, zero energy and all of their skills disabled for 10 secs. The spirit takes 72 ... 58 damage for each ally ressurected. This spirit dies after 30 secs.

Not sure about the numbers and wether it's worth elite or not.
Hmm... that's pretty similar to Restoration (the ritual, not the attribute) already. And that spirit can even resurrect the caster, if he dies after he raises it.
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Old Jul 16, 2006, 10:26 AM // 10:26   #356
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Kiss From The Clouds-Monk-Heal-Nrg cost 10-Recharge time 15 secs-
Elite Spell.Target ally is healed for 120 health and u lose half of the health of that target ally.

Leap Of The Mighty-Warrior-Swordman-6 adreline-Recharge time 15 secs-
Elite Attack.You lose all adreline and Strike target foe thrice which strike for 10 dmg each.
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Old Jul 16, 2006, 10:28 AM // 10:28   #357
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Nethervoid spirit
Ranger (or my concept class nethermancer)

Create a level 1...8 Spirit. all creatures within its range, suffer from Energy Degeneration -1. This Spirit dies after 30...126 secon

(inspiration Facet of Darkness domain in Dragons lair)
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Old Jul 16, 2006, 10:35 AM // 10:35   #358
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Tied To The Earth-Elementalist-Earth-Nrg cost 25-Recharge time 45 secs-
Elite Spell.Send out a stone dagger which deals 15 dmg and target foe is knockeddown and is dazed for 5 secs.
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Old Jul 16, 2006, 10:38 AM // 10:38   #359
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Oh crap I need to read all skills available before posting then. Although it's a bit different from mine.

One thing that bug me as ritualist is the slow casting spirits. Maybe ...

Ritual Haste
Spawning Power - enchantment spell

Energy 10 Cast 2 Recharge 45

For 12 - 24 secs, your binding rituals, nature spirits and animate creatures you perform casts 10% - 34% faster.
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Old Jul 16, 2006, 10:42 AM // 10:42   #360
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erm..''your" means the caster casts slower not the foe..
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