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Old Jul 18, 2007, 11:04 PM // 23:04   #561
Desert Nomad
 
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Ritualist
Signet of Ashes (Spawning Power)

2 sec cast, 30 sec recharge

Signet. The next time you create an item spell, it will last 100% longer. (50% failure with spawning power 8 or less)

Ranger

Plague (Beast Mastery)

15e, 5s cast, 90s recharge

Nature Ritual. Create a level X Spirit of Plague in your location, for X seconds, pets in its area cause 1 random condition for 15 seconds each hit (Bleeding, Daze, Poison or Cripple). This spirit dies after X seconds.
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Old Sep 21, 2007, 01:13 PM // 13:13   #562
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Powder Filled Arrowhead (Elite)
You fire an arrow which hits for +7-17 damage if it hits and causes blindness to foes adjacent to your target for 6-12 seconds.
5e 1s cast 8s recharge

Linked to wilderness survival.
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Old Sep 21, 2007, 11:20 PM // 23:20   #563
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Ethermaster's Signet- 1/4 cast 40 recharge
[Elite Signet] up to 1...7 foes in the area lose 5...25 energy. For each foe affected you lose 1 energy. If this signet affects a foe casting a spell, that foe loses a further 5...25 energy. (Inspiration Magic)

Ghoul's Feast- 5 energy 1/2 cast 4 recharge
[Elite Skill] touched corpse becomes exploited. You gain 5...100 health and 5...30 energy. If any foes are nearbye you steal up to 5...25 health from them. (Death Magic)

Five Element Strike- 25 energy 1/4 cast 8 recharge
[Elite Spell] target touched foe is struck for 5...100 damage evenly split between earth, air, fire, and cold. If that foe was casting a spell, that foe suffers from exhaustion and-1 energy degeneration for 20 seconds. (Energy Storage)

"Fight to your Last Breath!"- 8 adrenaline
(Shout) all allies within earshot who are below 10...30% health inflict 5...20 more damage, gain +20 maximum energy, and move 33% faster for 10 seconds. After the effects of this shout wear off, you begin bleeding for 20 seconds. (Command)
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Old Sep 22, 2007, 03:38 AM // 03:38   #564
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Melandru's Kiss:
Heal target other ally for 15...51 health and an additional 10...30 health for each shout or condition. Energy 5, Recharge 3s, Casting 1s

(basically dwaynas kiss but based from shout/conditions instead of hex/enchants)
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Old Sep 22, 2007, 03:45 AM // 03:45   #565
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Discoball - Hex spell.
1e, 0c, 1r
All allies and foes begin dancing for 20 seconds, while disco music begins playing and a multi-colored crystal ball spins in the air. If anyone under the effects of Discoball moves, attacks, or uses a skill, that ally or foe instantly dies and gets kicked out of the group and gets sent to the last visited town drunk to the maximum degree.
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Old Mar 12, 2008, 06:00 AM // 06:00   #566
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Axis of Symmetry. Illusion Magic. 15 Energy 2 Sec Cast. 60 Sec Recharge.

Elite Enchantment Spell. For 30-45 Seconds, all damage that you inflict or receive is reduced by 50% and shared by both you and your enemy.

Summoner's Fervor. Death Magic. 25 Energy 3 Sec. Cast. 30 Sec Recharge.

Elite Enchantment Spell. Sacrifice 33% health for 30 seconds all of your minions and summoned creatures steal up to 6... 23 health in melee but cannot attack at range. Ranged minions spread disease and poison to adjacent foes.

Avatar of Abbadon. Mysticism. 1 Sec. Cast. 120 Sec. Recharge.

Elite Form. For 20... 45 seconds your attacks do chaos damage. Every time you hit in melee your target is interrupted. You lose 2 energy each time a foe is interrupted in this way. This skill is disabled for 120 seconds.

Festering Boils. Curses. 3 Sec 10 Eenrgy Cast. 20 Sec Recharge.

Elite Hex Spell. For every condition target foe suffers from, that foe experiences 5 seconds of -3... 6 health degeneration. If target foe was suffering from poison or disease, that foe takes 65 cold damage. When this skill ends, target for begins bleeding for 10 seconds.

Anthem of Revolution. Motivation. 5 Energy 1/4 Sec. 20 Sec Recharge.

Elite Anthem. For 10 seconds all party members attack and move 30% faster. The first time each party member is a target of an enemy spell, that spell fails and the caster is knocked down.

Spirit of Abandonment. Communing. 25 Energy. 3 Sec Cast. 45 Sec. Recharge.

Elite Binding Ritual. Summon a level 1... 8 Spirit of Abandonment. When this spirit is summoned, all foes within the spirit's range lose all enchantments and for 10 seconds cannot be the target of further enchantments. For every foe disenchanted in this way, this spirit takes 50 damage. This spirit dies after 20 seconds.

Just a few ideas ^.^
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Old Mar 12, 2008, 11:02 AM // 11:02   #567
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Quote:
Axis of Symmetry. Illusion Magic. 15 Energy 2 Sec Cast. 60 Sec Recharge.

Elite Enchantment Spell. For 30-45 Seconds, all damage that you inflict or receive is reduced by 50% and shared by both you and your enemy.
That + Blood necros = GG

I can see it already
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Old Mar 12, 2008, 11:06 AM // 11:06   #568
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Quote:
Axis of Symmetry. Illusion Magic. 15 Energy 2 Sec Cast. 60 Sec Recharge.

Elite Enchantment Spell. For 30-45 Seconds, all damage that you inflict or receive is reduced by 50% and shared by both you and your enemy.
That + Blood necros = GG

I can see it already
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Old Mar 12, 2008, 02:13 PM // 14:13   #569
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"Join The Dark Side!"
Soul Reaping. 15 energy,2sec cast,60 sec recharge
Enchantment spell. All your non-curses skills are disabled. For 5...20 seconds your curses-skills take half as long to cast but they cost 10...2 more energy. When this skills ends, all your skills are disabled for 5 seconds.


"I'm your father!"
10 energy, 30second recharge
Stance. For 10 seconds, you don't take damage from attacks but for each incoming attacks you suffer bleeding for 5 seconds.


STAR WARS FTW!
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Old Mar 12, 2008, 03:09 PM // 15:09   #570
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PWNZOR Lightning

5e, 1/4c, 0 recharge

Target foe and all foes in the area are struck for 106 lightning damage and are struck blind and weak. If only one foe is hit, deal double damage and that foe is knocked down and moves 90% slower.

Additionally, all foes that are struck have their skills disabled for 1s per rank in air magic, and foes that are killed by this spell cannot be resurected for 30 seconds.
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Old Mar 12, 2008, 03:24 PM // 15:24   #571
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Spirit of banishment {e}
25e, 3c, 60 recharge
Whenever this Spirit's attack hits a stationary foe that foe shadow steps to a random location outside of the spirits range, and the spirit loses 70 to 20 health.
This spirit dies after 30 to 60 seconds.
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Old Mar 12, 2008, 03:57 PM // 15:57   #572
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Beast Whisperer. (ranger)
10 Energy 2 Sec Cast. 60 Sec Recharge.

Target nearby friendly beast.
And use him to atack target foe's for 30 seconds (beastmastery 12)
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Old Mar 12, 2008, 07:03 PM // 19:03   #573
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Quote:
Originally Posted by Cs Coldize
Lassitude - Mesmer Spell(Inspiration Magic)
Energy Cost: 5 Casting Time: 1 Recharge Time: 25

You steal 5-15 energy from target foe and target becomes exhausted.
OMG that's overpowered not even a elite!!monk killer :O
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Old Mar 12, 2008, 09:00 PM // 21:00   #574
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um no!! theres already way to many skills and alot of useless crap skills that make it extremely difficult to develop a proper build for pve/pvp

edit: eh what the hell

elemental spirit within(elite) - elementalist(no attribute)

energy cost:10 casting time:3 recharge time:30

you become immune to all attacks for 60 seconds anyone you attack cannot use a skill for 25 seconds and takes double damage from elemental attacks also moves 75% slower

Last edited by warcrap; Mar 12, 2008 at 09:04 PM // 21:04..
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Old Mar 12, 2008, 09:56 PM // 21:56   #575
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Warrior:

Earth Breaker Blade - (Strength)/(Earth Magic)[Elite]
10E - 30RL

The Warrior will ram his sword with all his power into the ground, this will lead to the ground getting cracked up. A huge Earth Rift will start to appear from the in the Earth stucking Sword, which will crack further to the targeted foe and up to 1-3 adjacent foes dealing 35-110 Earth Damage. Attacking/Spell Casting Foes get knocked down and will suffer for the next 10-20s on Daze


Elementalist

Apocalypse - (Energy Storage)/(Death Magic)[Elite]
25E - 5C - 120RL

For the next 3 seconds after the Cast will happen nothing, players will only see within those 3 seconds the Elemenlists forming a huge destructive Energy with his hands over his/her head, which the Elementalists prepares to unleash everytime, when ready at will.
While this huge Energy of pure Destruction is not unleashed, the Elementalist will move 90% slower, but the player will be able to set the place, where the Spell should be exactly casted, shown through a Casting Circle, which will also show the player the size of the area , which this spel will cover to damage foes in it. By clicking another time the Skill Button of the Skill, oafter thsoe 3 s of preparation after the cast are over, the player will unleash his concentrated might to deal at the players chosen location, which has the site of a whole aggro circle AoE of 100-250 Chaos Damage. This Spell will disable all your Magic Spells for 15 seconds and this Spell will cause Exhaustion.

Ranger:

Soul Paralyzer Shot - (Expertise)/(Curses)[Elite]
10E - 10RL

You will perform a Soul Paralyzer Shot, which will deal +15-25 Damage. Was the foe suffering from a Heal, this additional damage will be doubled and will have an additional 10-20% chance for a critical hit. If you land with this shot also a critical hit, the foe will get interrupted and your foe will suffer for the next 10 seconds whenever the foe uses a Skills, that requires Energy, 3x of the Energy Cost as Damage. If your foe was hexed, the foe will also suffer after a critical hit for the next 10-20 seconds on cripple.


Assassin

Dopplegangers - (Critical Hits)/(Shadow Arts)[Elite]
5E - 5C - 120RL

The assassin will create for the next 30 seconds up to 1-4 Clones of hisself, which will have 10-100% of the same stats, like the original. Doppelgangers wil attack ever the same foe, that the original has targeted and iwll use 1:1 the same skills at the same time, whenever the original does.
Doppelgangers will either vanish, after 30 seconds automatically, or after being "killed"


Necromancer

Animate Zombie Dragon - (Soul Reaping)/(Fire Magic)[Elite]
25E - 5C - 30RL

You will summon a Level 15-25 Zombie Dragon. You can have maximum 1.
Zombie Dragon will attack your foes with ranged Skills, like the Dark Breath, or with its Hellfire, both Skills ,which will deal also AoE-Damage. Dark Breath deals Cold Damage and will cause randomous physical conditions, like Blinding, Weakness, Exhaustion (10E), Daze, Cripple or Poison, while Hellfire deals Fire Damage and will cause Burning and will hex foes to keep burning, when getting attacked by somethign undead.


Monk

Sacred Light of Purification - (Favor of the Gods)/(Air Magic)[Elite]
15E - 2C - 30RL

The Monk will summon some big rays of sacred light, which will come down like lightnings to the foes for the next 10 seconds, dealing to the target and all nearby foes per second 20-35 light damage. undeads will receive double the damage and will be blinded for the next 5-10 seconds, when hit by sich a sacred light bolt. Everytime an undead enemy dies through this Spell, all party members will be healed by 1-3x the Favor of the Gods Bonus.


Dervish

Dance of Devastation - (Mysticism)/(Deadly Arts)[Elite]
-1E 5E - 5C - 20RL

As long you keep up this mystical dance, the chance to block physcal attacks will by incread by 11-33%, Whenever you block an physical attack, while usign this dance, you will lose 1-3Energy and you wil automatically perform a critical counter attack. If you kill a foe, while beign in this dance, you will receive 3-9 Energy. While performing a counter attack, the dervish can't be targeted by other melee attacks, because the dervish will perform a shadow step into the behind of the foe, which you counter attack.


thats so far i#ve thought of ...reconstructed a bit my Apacalypse-idea ^^ i want in GW2 to have a skill, that is so called ^^

Apocalypse sounds so is bad ass and eviiiiiiiiiiiiiiiiiil XD :3

And yah, i'm for combination of professioncombination requirements, to be able to receive/use certain skills ^^
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Old Mar 27, 2008, 07:32 PM // 19:32   #576
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Assassin:

Blinding Speed (Shadow Arts)

Stance: (0...5 Seconds) You move 50% faster, and all of your dagger attack skills are critical and blinds for 1...3 seconds

10 Energy / 25 Second Recharge

Warrior:

Warrior's Spirit (Strength)

Skill: (0...10 Seconds) Your attacks deal +0...15 damage and have a 0...10% Chance of being critical and have a 0...5% chance armor penetration

10 Energy / 25 Second Recharge


Ranger:

False Trap (Wilderness Survival)

Trap: When False Trap is triggered all nearby enemies are healed for 15...51 every 2 seconds. When this trap ends all Enemies who were healed take damage equivalent to what they were healed for and become poisoned for 5...17 seconds. Traps Last 90 Seconds (While activating this skill is easily interrupted)

15 Energy / 2 Second Cast / 20 Second Recharge

Monk:

Spiritual Purification: (Divine Favor)

Spell: Heals Target other Ally for 10...25 and removes 0...3 Hexes from the target. For every Hex Spell removed 1 Condition is removed and target other ally is Healed for 15...45 Health

5 Energy / 1/4 Second Cast / 10 Second Recharge

Necromancer:

Desecrated Aura: (Soul Reaping)

Enchantment Spell: (10 Seconds) Sacrifice 33% Health. All Party Members within the range of the caster are Enchanted with Desecrated Aura. While under this Enchantment party members receive 0...3 Energy Regeneration and 0...5 Energy when enemies die within the area of the caster. Allies Suffer 10...5 Health Degeneration and Enemies Suffer 0...5 Health Degeneration while withing the range of the caster.

25 Energy / 2 Second Cast / 0 Second Recharge

Mesmer:

Arcane Mirrors: (Illusion Magic)

Enchantment Spell: (5 Seconds) You are Enchanted with Arcane Mirrors. While under this Enchantment all damage from spells is reduced by 0...15%. When this Enchantment ends all nearby Foes receive damage equivalent to the amount that was reduced over the span of this spell.

15 Energy / 2 Second Cast / 20 Second Recharge

Elementalist:

Acid Rain: (Water Magic)

Spell: Create a storm at target foe's location. For 10 seconds, foes adjacent to that area are struck for 5...15 cold damage each second. Acid Rain causes burning for 1...3 whenever a foe is damaged by it. This spell causes exhaustion.

25 Energy / 2 Second Cast / 15 Second Recharge

Ritualist:

Spirit of Binding: (Communing)

Binding Ritual: Summons a level 0...8 Binding Spirit. All Spirits within the Area are now aligned to the caster of this ritual. This Spirit Dies after 15 Seconds. All Spirits Linked to Spirit of Binding die and the caster is damaged for 75...25 for each spirit that has expired. If this spirit dies prematurely caster takes 150...50 damage for each spirit that has expired(50% Failure to summon if Communing is under 9.)

25 Energy / 3 Second Cast / 60 Second Recharge

Paragon:

"Save Me!": (Command)

Shout: (5 Seconds) Any damage that would be taken by you is automatically diverted and does +25% more damage to an adjacent ally. This shout ends if there are no adjacent allies.

10 Energy / 0 Second Cast / 30 Second Recharge

Dervish:

Blessings of Air

Enchantment Spell: (10 Seconds) Your attacks cannot be blocked and you move 25% faster. When this enchantment ends you suffer from exhaustion. (Things get heavy again lol)

10 Energy / 1 Second Cast / 25 Second Recharge

anyways i just thought up of some of these, but others are a variation of a previous spell with new functionalities and such

i might come back with elites later im not sure this itself took a long time

Last edited by Zhang Zyria; Mar 27, 2008 at 08:51 PM // 20:51..
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Old May 10, 2008, 05:00 PM // 17:00   #577
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Quote:
Originally Posted by prism2525
Fiery Djinn's Avatar
15 / 2 / 20
Form. For 10...58 seconds, you move 33% faster, your fire magic spells recharge 25% faster, and your attacks deal fire damage. This skill is disabled for 120 seconds.
Att: E-Storage.

Icy Djinn's Avatar
25/ 2 / 15
Form. For 10...58 seconds, you water magic spells cost 25% less energy, your attacks slow your target by 66% for 2 seconds and your attacks deal cold damage. This skill is disabled for 120 seconds.
Att: E-Storage.

Earthbound Djinn's Avatar
15 / 2 / 20
Form. For 10...58 seconds, you gain +40 armor, your attacks deal earth damage and blind and cripple your target for 2 seconds. This skill is disabled for 120 seconds.
Att: E-Storage.

Thunder Djinn's Avatar
25 / 2 / 15
Form. For 10...58 seconds, you move 33% faster, your air magic skills' activation is reduced by 25% and your attacks deal lightning damage and have 25% armor penetration. This skill is disabled for 120 seconds.
Att: E-Storage.
Very cool idea!
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Old May 10, 2008, 05:48 PM // 17:48   #578
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Cool But not feasible. Only Dervishes have Forms.
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Old May 10, 2008, 08:08 PM // 20:08   #579
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"I'll bite your legs off!"
5e/20r
Shout. Target moving foe is crippled for 4...11s
Attribute: Strength
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Old May 10, 2008, 09:28 PM // 21:28   #580
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Shin Kick
E:10 C:1s R:20s
Skill. If touched target foe is not moving, target foe receives 10 physical damage, is interrupted and becomes crippled 1 second for each 4% of your HP under 100%. (Common or Assassin , Unlinked)

Examples of crippling duration depending on % of health: 100..97% : 0 seconds; 96..92% : 1s; 50% : 12s; 20% - 20 seconds. 10% : 35seconds.

Last edited by MithranArkanere; May 10, 2008 at 09:30 PM // 21:30..
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