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Old Jan 04, 2007, 05:37 PM // 17:37   #481
Jungle Guide
 
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Last Ditch Effort (Elite Skill) Str

5 energy 30 recharge

For 10 seconds you Attack 10...40..55% faster. When Last Ditch Effort ends, you lose all adrenaline and are knocked down for 4 seconds.
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Old Jan 18, 2007, 11:15 PM // 23:15   #482
Ascalonian Squire
 
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Guild: Diversionary Tactics [DT]
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Ranger Skills

Scar The Wind (Elite Bow Attack) Marksmanship

10 Energy 15 Recharge

Fire 3 Arrows Simutaniously at target foe. These arrows strike for +5-20 Dmg if they hit. (50% Failure Chance with Marks. 11 or Less)


Winters Frost (Preperation) Wildernes Survival

10 Energy 2 Activation 20 Recharge

For 24 Seconds your Arrows Deal Cold Damage and Strike for +5-15 Dmg and an Additional +5-20 Dmg if target for is Casting a Spell or Moving

Druids Wrath (Stance) Expertise

10 Energy 25 Recharge

for 5-20 Seconds you attack 25% Faster, each time u take elemental Damage this stance is refreshed.

Beastal Death Strike (Elite Pet Attack) Beast Mastery

10 Energy 15 Recharge

Your pet attempts a Beastal Death Strike that deals +5-40 Dmg and causes Cripple, Poisoning, disease, and Deep wound for 5-15 seconds, you are dazed for 10 seconds.
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Old Jan 18, 2007, 11:30 PM // 23:30   #483
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Guild: The Sinister Vanguard
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Snakes Defense 10e 2sec 15rech

The next hex that would be cast on you is instead deflected to your nearest ally. That ally is healed for 20 – 100 points and gets a 2 – 5 pts health regeneration for the duration of the hex.
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Old Jan 19, 2007, 12:32 AM // 00:32   #484
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I thought of one skill

It would be an elite Necro skill

Rampaging Soul
Energy:25
Recharge:60
Casting:15
Attribute: Death Magic

This would be applied to a party member, It would create a horror upto the level of the party member when said party member dies, if party member is alive after 60 seconds the enchantment would fade off.

Horror would last for 30 seconds, however use caution, Rampaging soul will attack anything near it, good to cast on players on the front line, bad to cast on those that stay in the back.
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Old Jan 22, 2007, 08:11 PM // 20:11   #485
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all skills are set to attribute 1 to 12)

Mesmer

Domination's line

Disorientation

10 energy
2 seconds to cast
20 seconds to recharge

Spell. If target foe use a stance, that stance ends. If a stance ends, that foe is knocked down and suffer 7-84 damage

Shared Empathy [E]

25 energy
3 sec. cast
20 sec. recharge

Hex Spell.Target foe and all nearby foes are hexed with Shared Empathy. For 5-17 seconds, whenever these foes attacks, that foe takes 15-51 damage.



Inspiration

Hasty Failure
5 Energy
1 sec. cast
15 sec. recharge

Hex spell. Target foe is hexed with Hasty Failure for 30 seconds. Each time that foe is moving, you steal 1-5 energy for each seconds.


Ranger


Expertise


Dancing Mad

5 energy
45 sec. recharge

Stance. During 5-9 seconds, you have 75% to block incoming attacks. If you get hit by an elemantal attack, Dancing Mad refreshes. If Dancing Mad ends prematurely, you are knocked down for 5 seconds.


Marksmanship


Plague Arrow

10 Energy
9 seconds recharge

Bow Attack. If this attack hits, it deals +5-25 damage and that foe get disease for 5-16 seconds.

Keening Pierce Arrow

5 energy
6 sec. recharge
Bow attack. Is this attack hits, it struck for +3-15 damage. If this attack land as a Critical hit, it also inflict a deep wound for 5-17 seconds.


Beast Mastey

Sepherd

Skill. For 90 seconds, your pet has +50-170 max health.
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Old Jan 22, 2007, 09:33 PM // 21:33   #486
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"Energy Burst {E}" for Domination line:

15 e
2 c
20 r

Spell. Target foe gains 3 - 21 energy. For each point of energy which overlaps foes maximum energy, you deal 1 - 6 damage.

Example: vs a target who has wasted 21 energy, this spell does nothing except fills that targets energy pool. Vs a target with full energy pool, this does 126 damage.

You get the point. Good energy management vs this skill would be fatal.

"Signet of Focus" Tactics

1 c
15 r

Your next warrior stance lasts 10 - 75% longer.

Sorry if similar ones are already posted, the thread is huge!
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Old Jan 22, 2007, 10:04 PM // 22:04   #487
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Obsession (Mesmer Elite, Fast Casting)
15 Eng 2 Sec 30 Rec
Elite Hex Spell. If this hex was cast on a target that was currently casting a spell, that spell is automatically repeated for the next 1-5 seconds and the target caster is unable to cancel the spell.

Nation of Fools (Mesmer Elite, Illusion Magic)
25 Eng 3 Sec 60 Rec
Elite Hex Spell. Target is inflicted with a random condition for 3-6 seconds. This Hex is contagious to all allies of the target within touch range. When this spell is transfered, it is reapplied. When this Hex is no longer present, you are inflicted with this Hex.
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Old Jan 22, 2007, 10:33 PM // 22:33   #488
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Guild: Knights Who Until Recently Said [Ni]
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Skill Name: Dual Weild
Attribute: None
Clas: Warrior
Effect: While this skill is on your bar you are allowed to equip two one handed weapons (one in the usual hand and another in the offhand)
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Old Jan 22, 2007, 11:33 PM // 23:33   #489
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Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
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Mammon Strike
You lose 1% of the gold you are currently carrying, and the enemy target will receive 1 physical damage for each 100 gold lost.
(Attribute: Unlinked)

Note:
This skills does NOT ignore armor.
This skill is PvE ONLY.
This skill will be learned with a quest during a PvE campaing, only available to characters (not heroes or monsters)
The maximum damage it will make will be 100,000/100=1000.
If you have less than 100 gold, you lose all the gold you have, and the skill does 1 damage.
This skill will use GOLD instead or energy and adrenaline.
If the target is killed by this attack, part of the gold of the attack (not previous ones) will appear as drops in the ground.

Animation:
A golden pillar will falls from the sky and hit the target, exploding in a rain of coins.

Last edited by MithranArkanere; Jan 22, 2007 at 11:35 PM // 23:35..
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Old Jan 26, 2007, 10:12 AM // 10:12   #490
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I'm not too creative but I would REALLY love to see something in the inspiration line that can give/route energy to allies.


Tunnel Vision {E} (Mesmer Domination)
15 1/4 25
If target foe is casting a spell, that spell is interrupted and instantly recharged. Target foes other spells are disabled for 6-10 seconds.


Distraction (Mesmer Illusion)
10 2 15
Target foe is hexed with distraction. For 3-9 seconds, target foe is easily interrupted. (this is basically dazed, but in a hex form and no 100% longer cast penalty)


Eagle's Eye (Ranger Marksmanship)
10 2 30
Preparation. For 24 seconds, your arrows range is increased. (1.5x ?)


Innocence {E} (Warrior tactics)
10 0 35
Stance. For 8-18 seconds, all hexes against you fail.

Last edited by =DNC=Trucker; Jan 26, 2007 at 11:02 AM // 11:02..
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Old Jan 26, 2007, 11:39 AM // 11:39   #491
Underworld Spelunker
 
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Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
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"Hammer Time!"
E:5 C:n/a R:30
Elite Shout. For 5...25 seconds, if you are yielding a hammer, you have a 10...75% chance to evade any attack and any attack you make will hit up to 3...9 adjacent enemies. When this skill ends, all adjacent enemies lose 10% of their max health, but without killing them. "Hammer Time!" ends if you use any skill.
(Attribute: Hammer Mastery)

Notes:
The enemy you are attacking counts towards the maximum attacked enemies, if you will hit 9 enemies, you'll hit the one you are attacking plus 8 random ones around you.
The damage given to other enemies will be the same you make to the enemy you are attacking.
The 10% max health loss will NOT kill the adjacent enemies. If an enemy has less than 10%HP, it will drop to 1 HP.
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Old Jan 26, 2007, 12:34 PM // 12:34   #492
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Evacuate Life
20en 2s cast 30s recharge
Necromancer Elite Hex. Target foe is hexed with Evacuate Life for 4..10..14 seconds. For each enemy of target foe in the area, target foe has -2 health regeneration, and affecting enemies gains +2 health regeneration. (Attribute: Curses)


Unholy Intervention
25en 1/2s cast 45s recharge
Necromancer Enchantment. Target other fleshy ally is enchanted with Unholy Intervention for 15 seconds. When target other fleshy ally dies, two level 0..10..14 Bone Minions are instantly raised from the corpse. (Attribute: Death Magic)

Last edited by mikkel; Jan 26, 2007 at 02:18 PM // 14:18..
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Old Feb 10, 2007, 01:52 PM // 13:52   #493
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Glyph of versatility:

elite glyph, allows the caster to use a self-only enchantment on an other ally. 30 seconds recharge
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Old Feb 10, 2007, 02:48 PM // 14:48   #494
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Discharge: 5e 2s 45r {Elite}

Lose all energy, for each point of energy lost all nearby foes take 1...4...5 damage,
this spell causes exhaustion. {att domination magic}
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Old Feb 10, 2007, 04:27 PM // 16:27   #495
Underworld Spelunker
 
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Guild: Heraldos de la Llama Oscura [HLO]
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Celestial Form
Cast:1s . Energy:0 . Recharge: Morale Boost.
Skill. For 116 seconds, you are immune to hexes, you attack 33% faster, and your attacks ignore armor.
(Attribute: Kuunavang Celestial skill)

Notes: The model will look like a human shape made of stars, yielding the weapon the bearer was carrying.


Celestial Chant
Cast:1s . Energy:0 . Recharge: Morale Boost.
Skill. For 20 seconds, all the properties and effects of all weapons and skills will ignore their 'downsides'.
(Attribute: Kuunavang Celestial skill)

Notes:
Although it's called a Chant and works like a shout, the type of this skill is the generic 'skill'.
Basically, this skill removes the 'but' part of the skills and properties:
- Properties with a % chance of happening will have 100% chance (Armor penetration, +1 attribute...).
- Penalties will not work. (Life stealing lose the degeneration, +15 energy will lose the energy degen...)
- Conditions will be ignored and the bonus will be given regardless of them (When health under 50%, while enchanted, ...)
- Skills with various possible effects will activate all of them (Like drunken Blow)
- Health sacrifice and loss will be ignored (like Blood spells and Shadow Form) if it happens while this Skill is in effect (That is, if you cast shadow form and the skill ends before Shadow For, you'll take the damage)
- Spells will cause no Exhaustion.

- This will not remove the 'but will only recharge after a morale boost' for signets and celestial skills, though.
- This skill will not affect energy. Energy cost will stay the same.
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Old Feb 10, 2007, 04:53 PM // 16:53   #496
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Berserkers Power(elite)

energy:10e Cast:2sec Recharge:15secs

For 4-17 seconds, this character attacks 25% faster and gains 1/3 more adrenaline per hit. Whever you hit a over 80 dmg in this stance, you are healed for 80 health.

A possiblity :P
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Old Feb 10, 2007, 05:18 PM // 17:18   #497
Underworld Spelunker
 
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Guild: Heraldos de la Llama Oscura [HLO]
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Illusion of solitude
Casting:0s Energy:15 Recharge:30s
Skill. Touch enemy target, you lose all energy and for 1..12 seconds, you have -4 energy degeneration, and touched enemy target can't perform any action, can't be target of any action neither ally or foe and is immune to any kind of damage, but will suffer -3 health degeneration. If the health of the enemy drops below 1%, the skill ends.
When this skill ends, enemy target is healed for 50...25% of his maximum health.
(Attribute: Illusion Magic)

Notes:
- This skill is more intended to 'remove' a character from the fight.
- Target enemy can't die while affected by this skill.
- AoE skills will ignore the target.
- This is a 'hardcore' version of Blackout.

This skill will have a dangerous PostProcess effect (like spirits drinks have) the screen will turn darker and anything out of the aggro bubble of the enemy target will turn pitch black.
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Old Feb 10, 2007, 10:07 PM // 22:07   #498
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Guild: Visitors from Aranna [VFA]
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Cacophony (Domination magic)

Energy 10, Casting time 2, Recharge 20

Hex spell. Whenever target foe is affected by a new shout, chant or echo, that foe takes 20...70 damage and bleeds from the ears for 4...10 seconds.
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Old Feb 11, 2007, 03:42 PM // 15:42   #499
Underworld Spelunker
 
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Guild: Heraldos de la Llama Oscura [HLO]
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Push Back
Adrenaline:6hits C:0sec R: 15sec
Target enemy and all adjacent enemies in front of you are pushed back and knocked down for 1..5 seconds. If you hit more than 3...15 enemies, you are knocked down for 1 seconds instead.
(Attribute: Strength)

Notes:
This skill will move all adjacent enemies in front of you from 'adjacent' to 'nearby' range, and then knock them out.
This skill will hit in front of you, in a 180 degree range, like Dervish Scythes.
Only the enemy target will receive a normal hit damage, other enemies will just be pushed back and knocked down.
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Old Feb 11, 2007, 10:09 PM // 22:09   #500
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Vigorous Arrow [Elite]
Energy: 10 - Activation: N/A - Recharge: 10 seconds

You shoot a powerful arrow that moves twice as fast. If Vigorous Arrow hits, you strike for +10..26..32 damage. If this attack is blocked, target foe is knocked down for 3 seconds.
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