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Old Jul 16, 2006, 10:44 AM // 10:44   #361
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Doom - Mesmer Elite Domination - Kill target foe in one but kill yourself in the process.

Always wanted something like this.
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Old Jul 16, 2006, 10:56 AM // 10:56   #362
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Wont work too powerful

and "doom" is alreadly a ritlist spell

Last edited by Undivine; Jul 17, 2006 at 12:19 AM // 00:19.. Reason: Double-posted
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Old Jul 16, 2006, 11:57 AM // 11:57   #363
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I rather see this in Necro line than Mesmer thought. I dont know what is the monster's name but there is one which it does the same thing except he must touch you. It kills itself to kill you or remove all your energy.
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Old Jul 16, 2006, 03:04 PM // 15:04   #364
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Sword mastery class
Omni Slash{Elite}
adreneline cost 10
If attack hits while target foe is bleeding, he's knocked down and causes deep wound for 10...21 seconds

Last edited by Living Legend; Jul 16, 2006 at 03:08 PM // 15:08..
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Old Jul 16, 2006, 03:14 PM // 15:14   #365
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Forceful Arrow [Elite]
Expertise

cost 10, recharge 30
Bow Attack. You are knocked down when you use this attack. If this attack hits, your target is knocked down and takes +(15....25) damage.
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Old Jul 16, 2006, 09:31 PM // 21:31   #366
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Hey, y'all think someday there'll be class combo skills? Like maybe
Rt/N
Revival {Elite}
Casting Time: 20 Energy: 20 Recharge Time: 10
Target non-boss foe's corpse is revived as original monster with 15% health and energy as minion to caster. Revived Minion may not use projectile spells.
Raised Death magic increases health by 3%. Raised Communing increases energy by 4%

or maybe
Me/E
Illusory Fireball
Casting Time: 2/4 Energy:15 Recharge Time: 2
Target Warrior gains 10 adrinaline

Last edited by Undivine; Jul 17, 2006 at 12:20 AM // 00:20.. Reason: Double-posted
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Old Jul 17, 2006, 02:02 PM // 14:02   #367
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Heal mind {healing prayers}
E - 5, C -1, R - 2,
Heal target other ally for 20...70. This spell has double the spell range but grants no benefit from divine favor.

Shunt {Domintation}
E - 10, C - 1/4, R - 15
The next magical projectile that would hit you is redirected to the nearest foe from you.

Angry was (Someone) {Channeling}
E - 15, C - 1, R - 30
Hold Someone's ashes for 3...15 seconds. When you drop his ashes, allies in the area gain 2...7 strikes of adrenaline.

Pity {Domination}
E - 15, C - 2, R - 30
Target foe cannot deal more than 60...15 damage with attacks or spells for 2....11 seconds

Last edited by prism2525; Jul 22, 2006 at 04:06 PM // 16:06..
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Old Jul 20, 2006, 11:18 AM // 11:18   #368
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I postsed this in the wrong section, so I'm re-doing this here indstead. I think these are generally balanced. Before you are quick to rule a skill overpowered, take a close look at mana cost, cast and recharge times.


Elementalist

1. *Ward of Greater Power* - Elite Ward Spell. For 8-18 seconds, all non-spirit allies receive a +1 to their attribute of spells which they cast within this ward. (15/1/20) (Fire Magic)
2. Frozen Sphere – Spell. Send out a Frozen Sphere that strikes for 15-85 cold damage if it his and slows target foe for 3-8 seconds 66% slower. (15/2/20) (Water Magic)
3. Lightning Nova – Spell. All adjacent foes are struck for 15-55 Lightning damage and become dazed for 2-6 seconds. This spell has 25% armor penetration. (25/2/45) (Air Magic)
4. Lake of Ice – Spell. Create a Lake of Ice at your current location for 5-25 seconds. All foes who enter this area move 90% slower then normal. (15/2/30) (Water Magic)
5. Rodgort’s Fist – Spell. Target touched foe and all adjacent foes to that foe are knocked down and suffer 9-99 fire damage and are set on fire for 3 seconds. They are not set on fire if they are suffering from a Water Hex. (10/¾/20) (Fire Magic)
6. Boon of energy - Spell. You gain 1-3 health for you maximum energy amount. (5/¾/20) (Energy Storage)
7. Rodgort’s Favor – Enchantment Spell. For 10-25 seconds, all of your fire skills recharge 25% faster. (5/1/10) (Fire Magic)
8. Fire Dome – Spell. Foes near to the location where this spell was cast take 5-25 fire damage each second for 5 seconds and are set on fire for 1-3 seconds. (10/2/25) (Fire Magic)


Monk

1. Healing Winds – Enchantment Spell. For 5-8 seconds, all party members receive 1-4 health regeneration. (15/2/30) (Healing Prayers)
2. Comforting Thoughts – Enchantment Spell. Target ally receive 3 health regeneration for 10 seconds. When Comforting Thoughts ends, target ally is healed for 30-100 health. (10/2/10) (Divine Favor)
3. Recover Condition – Spell. Remove 1-3 conditions from target ally and bring it to yourself with it’s remaining duration. The next 1-3 conditions that ally would receive are negated. (10/¾/5) (Protection Prayers)
4. Balthazaar’s Blessing – Spell. Resurrect target ally with 10-60% health, zero energy and 1-5 strikes of adrenaline. All foes near this ally take 10-50 Holy damage when resurrected. (50% failure chance with Smiting Prayers 7 or less) (10/6/10) (Smiting Prayers)
5. Imbuing Essence – Enchantment Spell. For 15 seconds target ally gains 1 energy for each enchantment on them when they cast a monk spell. (5/1/30) (No Attribute)
6. Signet of Protection – Signet. Target ally receives +20 armor for 10-30 seconds. (2/20)(Protection Prayers)
7. Spirit of Holiness – Enchantment spell. For 3-10 seconds, your monk spells cost 3 less energy to cast. But, while this enchantment is on you, you take double Shadow damage. (10/1/30) (Divine Favor)

Necromancer

1. Animate Bone Mage – Animate a level 1-14 Bone Mage. Bone Mages cast level 1-10 Lightning Strike, Immolate or Etheral Light. (25/3/15) (Death Magic)
2. Grenth’s Scythe – Spell. All adjancent foes take 10-50 slashing damage and are crippled for 10 seconds. (10/¾/20) (Death Magic)
3. *Defy Armor* – Elite Hex Spell. Sacrifice 20% maximum health. For 8-18 seconds, target foes has a penalty of – 40 armor. (15/3/45) (Curses)
4. Animate Bone Leeches – Spell. Animate 3 level 0-8 Bone Leeches. Bone Leeches steal 2-12 health for themselves when they attack. (15/3/15) (Death Magic)
5. Soul Harvest – Hex spell. (For 10-18 seconds, target foes receives 20% less from healing and moves 20% slower. If target foes dies with Soul Harvest on them, the amount of energy you gain from Soul Reaping is doubled from that foe. (10/2/45) (Soul Reaping)
6. Soul Siphon – Hex Spell. For 5-15 seconds, target foes suffers -1 energy degeneration and you gain +1 energy regeneration. (5/2/30) (Soul Reaping)
7. Malicious Gaze – Spell. If target foes is attacking, you steal up to 12-65 health from that foe. If they are not attacking, you deal 12-65 damage. (5/1/15) (Blood Magic)
8. Blood Lust – Spell. Sacrifice 20% max health. Target foes begins bleeding for
5-15 seconds. (5/2/10) (Blood Magic)
9. Deathly Touch – Skill. Touched targeted foe takes 8-35 shadow damage. If target’s foes health is above 50%, they lose 1 enchantment. (10/¾/20)(Death Magic)
10. Blood Feast – Spell. All foes in the area lose 1 enchantment, for each enchantment lost; you gain 10-40 health. (25/1/30) (Blood Magic)

Mesmer

1. Ether Ripple – Hex spell. For 8-18 seconds while this hex is on an enemy and they cast a spell, that foe and all nearby foes lose 2 energy. (15/2/10) (Inspiration Magic)
2. Sorrow - Hex spell. For 8-18 seconds, target foe and all adjacent foes receive 25% of their own attack’s damage. (15/2/30) (Domination Magic)
3. Illusion Flux – Spell. All adjacent foes from target foe experience the same Illusion hexes as your target for their remaining duration. (50% failure chance with Illusion Magic 4 or less.) (15/2/10) (Illusion Magic)
4. Repercussion – Enchantment Spell. For 5-18 seconds, the next time you are the target of a spell, the spell fails and you steal 5-12 energy from that foe. (5/1/25)(Inspiration Magic)


Warrior

1. Knight’s Stance – Stance. For 5-10 seconds, you gain +24 armor, have a 50% chance to block attacks but move 33% slower. (5/0/30) (Strength)
2. Ettin Bash – Hammer Attack. If it hits, this melee attack strikes for +8-18 damage. If it is blocked your foe is knocked down and suffers 10-30 damage. If it is evaded you are knocked down and gain 5 energy. (6* [Adrenaline]) (Hammer Master)
3. *Spirit of War* – Elite Stance. For 5-12 seconds, you attack 33% faster, move 25% faster and take 25% less damage. Spirit of War ends if you are knocked down. (5/0/30) (Strength)
4. Blazing Sword – Sword Attack. If this sword attack hits, it deal +10-35 Fire damage. (8*) (Swordsmanship)
5. Intuitive Strike – Melee Attack. If this attack hits, you deal +1-5 Fire damage, +1-5 Lightning damage, +1-5 Earth damage and +1-5 Cold damage. (5/1/20) (Strength)
6. Ettin’s Stance – Stance. For 5-12 seconds, you cannot be knocked down, and your attacks deal 5-10 extra damage. Ettin’s Stance ends if you use a skill. (5/30) (Strength)
7. Defenders Advantage – Skill. If you’re wielding a shield, you block the next two melee attacks and the attacker suffers 8-15 damage each time. (5/30) (Tactics)
8. “Feel my power!” Shout. For 5-10 seconds, you and nearby ally’s attacks deal 3-12 more damage. This effect ends if you use a skill. (10/30) (Strength)
9. *Lethal Slice* - Sword Attack. If this melee attack hits, it strikes for + 10-24 damage and target foes loses 1 enchantment. (8*) (Swordsmanship)


Ranger

1. Strong Footing – Stance. For 5-15 seconds, you gain +40 armor against physical attacks, but have –20 armor to elemental attacks. (10/0/30) (Expertise)
2. Nature Spirit (needs new name!) – Nature Ritual. Create a level 1-12 Nature Spirit, for all creatures in range of this spirit; they gain +1 to Beast Mastery and +1 to Wilderness Survival. This spirit dies after 35-110 seconds. (10/2/25) (Wilderness Survival)
3. Penetrating Lunge – Pet attack. If Penetrating Lunge hits, your pet deals 5-15 extra damage. This attack has 20% armor penetration.(10/10) (Beast Mastery)
4. Rabies – Pet Stance. For 10-25 seconds, your pet is immune to disease. When your pet strikes a foe, they become poisoned for 10 seconds. (10/30) (Beast Mastery)
5. Long Range Shot – Bow attack. Shoot an arrow twice as far as normal. This arrow deals 75% less damage. (10/1/5) (No attribute)
6. Druids Instinct – Skill. For 5-15 seconds, your ranger skills cost you 1 less energy to use. (5/0/60)(Expertise)
7. Brutal Training – Pet Stance. For 30 seconds, your pet deals 3-10 more damage when it attacks. (10/0/25)(Beast Mastery)
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Old Jul 20, 2006, 12:22 PM // 12:22   #369
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Necro Skill:

Feel The Pain

Energy Cost: 15
Casting Time: 2 Sconds
Recharge Time: 60 Secs
Attrib: Death Magic

For 17-34 Seconds you suffer your minions degen, and they gain a + 1-3 Health Regeneration, when this skill ends half your minions with the least health die.
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Old Jul 20, 2006, 12:26 PM // 12:26   #370
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Quote:
Originally Posted by Siddious
Doom - Mesmer Elite Domination - Kill target foe in one but kill yourself in the process.

Always wanted something like this.
Sounds like a necro skill to me, anyway a little improvement.

Sacrifice 100% Health, Target Foe takes 90-107% damage for each point of health lost.
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Old Jul 20, 2006, 12:32 PM // 12:32   #371
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Quote:
Originally Posted by prism2525
Heal mind {healing prayers}
E - 5, C -1, R - 2,
Heal target other ally for 20...70. This spell has double the spell range but grants no benefit from divine healing.
I would love to have spells that play around with the casting range. Draw Spirit for example really should have a longer range. We have skills that have half the normal range, why not double? I like the concept of Heal Mind.
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Old Jul 20, 2006, 02:40 PM // 14:40   #372
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dontknow if any1 posted this alrdy but here goes:

FIRSTLY : its a skill for all classes: DOPPELGANGER

[energy cost: 20-----Recharge: 60secs-----Casting time:5 seconds]

Enchantment spell. For 35..45 seconds you create a double of yourself. Your double has identical skills and attributes to you, and acts like you [ follows your actions ] When ever your double takes damage you take the same amount of damage and vise versa. this skill ends if your double reaches 25% max health

WARRIOR SKILL:
Blade of Balthazar :

[energy cost: 10-----Recharge: 45secs-----Casting time:N/A]

Elite Stance. For 20..25 seconds you weild Balthazar's Blade, While in this stance you deal an additional 10..20 damage in melee combat, but recieve 35..25% less health from healing. This stance ends if you use a non adrenal skill.


MONK SKILL:
Power of Dwayna

[energy cost: 10-----Recharge: 25secs-----Casting time:2 seconds-----Energy recharge-1]

Elite Enchantment. While you maintain this enchantment, you heal for an additional 15..25% with your healing skills, but take 40...20% more damage when attacked.

NECROMANCER SKILL:
Soldier of Grenth

[energy cost: 15-----Recharge: 20secs-----Casting time: 2 seconds ]

Elite Enchantment. For 20..30 seconds you sacrifice 40..50% less health when casting sacrifice skills, but the skills cost an additional 2..5 energy

i may add some more soon
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Old Jul 20, 2006, 04:06 PM // 16:06   #373
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Necromancer skills

Animate Bone Lord 25E 2C 20Re [elite]

Raise a level 4-20 bone lord. Bone lord casts flare that deals 3-45 damage and has a chance to cast firestorm that does 2-20 damage. Only one bone lord can be out at a time.

Way Of The Lich 10E 1C 25Re

Enchantment
For 3-13 seconds you gain 1 energy regeneration for every two life degeneration Way Of The Lich puts upon you. You suffer 2-10 life degeneration.

(maybe should be elite to make it balanced, I thought high life degen would balance it out)

Well Of Verata 10E 2C 10Re

A corpse is used to make a Well Of Verata for 10-30 seconds. Any enemy minions that enter the Well Of Verata get their bond broken to their master and become hostile.
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Old Jul 20, 2006, 04:48 PM // 16:48   #374
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Frost Blast 10e 1c 3re-target foe takes 50-120 frost damage and walks 20% slower for 5 seconds
Sphere of Ice 20e 1c 10re-for 3..15 seconds you take half damage from all sources, Sphere of Ice ends if you move, Sphere of Ice ends when you take fire dmg, when Sphere of Ice ends you take 150 cold dmg and walk 30% slower for 5 seconds(just messing around here but it sounds cool )
Water Burst 15e 3/4c 5re-all nearby foes take 30..120 cold dmg(water needs a flame burst but since water eles need all they can get i made it a little higher dmg)
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Old Jul 20, 2006, 05:25 PM // 17:25   #375
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Shatter Knee (Elite)
9 adrenaline
Hammer attack. If this attack hits a foe that foe is knocked down for 3 seconds and suffers from cripple and weakness for 8....15 seconds. If target foe is moving Shatter Knee cannot be "blocked" or "evaded."

Last edited by twicky_kid; Jul 20, 2006 at 05:28 PM // 17:28..
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Old Jul 21, 2006, 02:07 AM // 02:07   #376
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Can I get some feedback on my skill list, so I don't like I completely wasted my efforts? (about 8 posts back...) Even just a 'atta boy' or 'you suck' would be better than nothing.

I think alot of these skills which people are creating are very good of the pages I skimmed over, save for the occasional: Insta-kill skill.
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Old Jul 21, 2006, 07:45 AM // 07:45   #377
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Quote:
Originally Posted by twicky_kid
Shatter Knee (Elite)
9 adrenaline
Hammer attack. If this attack hits a foe that foe is knocked down for 3 seconds and suffers from cripple and weakness for 8....15 seconds. If target foe is moving Shatter Knee cannot be "blocked" or "evaded."
Tanya Harding FTW!


Holy Water- req Divine Favor, Enchantment Spell. E:5 C:1/2 R:10

For 10 seconds, target other ally cannot lose more than [30...5] health from a life stealing skill

Dwayna's Spring- req Divine Favor, Elite Enchantment Spell. E:5 C:1/4 R: 20

For 10 seconds, target ally is healed for [10...50] each time that ally suffers from a life stealing skill or attack.

Last edited by kvndoom; Jul 21, 2006 at 07:51 AM // 07:51..
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Old Jul 21, 2006, 09:01 AM // 09:01   #378
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Unburden - Hex Spell.
For 4...18 seconds. Target foe can't wield a weapon.
(Mesmer. Domination Magic. Cast 1 sec. Cost 10 e. Recharge 25 sec.)

Waste Away - Hex Spell.
Target foe recives 1...2 health degeneration for each condition on it, This degen last for 4..25 seconds. (Necromancer. Death magic Cast 1 sec. Cost 10 e. Recharge 10 sec..)

Revenge - Skill.
Lose all your adrenaline. The next time you take damage, that damage is multiplyed with 50...200% and set back to the damage dealer. This skill causes exhaustion. (Warrior. Tactics. Cost 6 adrenaline.. )

Field of the dead - Spell.
All corpses in the area explode and deal 20..100 damage to all adjacent foes. ( Necromancer . Elite Death Magic. Cast 3 sec. Cost 25 e. Recharge. 25 sec. )

Avaricious Weapon - Enchantment Spell.
For 4...18 seconds you deal no melee damage, but you gain a Avaricious Weapon which steals 1..2 energy from target foe everytime you hit. Avaricious Weapon can be blocked and evaded. When Avaricious Weapon ends, you loose all your energy.
( Mesmer. Elite Illusion Magic. Cast 1 sec. Cost 15 e. Recharge 45 sec.)

Last edited by Jaguar; Jul 21, 2006 at 08:21 PM // 20:21..
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Old Jul 21, 2006, 09:36 AM // 09:36   #379
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Quote:
Revenge - Skill.
Lose all your adrenaline. The next time you take damage, that damage is multiplyed with 50...200%. This skill causes exhaustion. (Warrior. Tactics. Cost 6 adrenaline.. )
WTF, suiside?

Anyways, here's mine :
[B]Rot[B]
25 Energy 2 Cast 45 Recharge
Every corpse within 1000 feet are exploited, and ever creature within range suffer from Poison and Disease.

Last edited by Poison Ivy; Jul 21, 2006 at 09:45 AM // 09:45..
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Old Jul 21, 2006, 10:42 AM // 10:42   #380
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This is kinda fun!

Punishing Signet- req Domination, Elite Signet C:2 R:15

Target foe drops one maintained Enchantment. If the enchantment was maintained on himself, target foe takes [30...90] damage and Punishing Signet is recharged instantly.

Life Gamble- No Attribute, Spell E:10 C:1/4 R:25

Lose all enchantments. Target other ally is resurrected with full health and 0 energy. For 10 seconds all your skills are disabled and you cannot be the target of allied spells.

Last edited by kvndoom; Jul 21, 2006 at 10:51 AM // 10:51..
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