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Old Jul 26, 2008, 10:40 AM // 10:40   #601
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Quote:
Originally Posted by TwilightOblivion
Mana Burst (Elite energy storage)
cost 30 energy, 10 second casting time, 120 sec recharge
This skill drains you of all energy. All energy drained after 30 deals (1-5) damage to Target enemy and all nearby (distance of a ward) enemies for each point drained and knocks them down for (1-5) seconds. This spell causes exhaustion.
Hm... if i have 80 energy due to using energy storage, after 30energy only 50 would count. 50x5 is would be a 250 damage
if used with the glyph that instantly recharges next skill but makes it cost u all ur energy, (i think it's Glyph of Sacrifice) i can re-cast it and deal 500 damage. (And it's energy, not Mana ) Longer knockdown duration in game that can be caused by human characters is 4 seconds and it's dealt by a hammer attack.. so i guess 5 seconds is too much

Quote:
Originally Posted by TwilightOblivion
Recharge (energy storage enchantment spell)
5 energy, 1 second casting, 40 second recharge
This skill lasts for (10-30) seconds and can only be activated when your energy is below half. While this skill is active your movement speed is decreased by 50%. You gain +(1-6) energy regen, and are no longer exhausted.
If i use this one with the one above, i'd own gw xD
and skills like mindfreeze would be spammable ( no exhauston)
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Old Aug 19, 2008, 01:34 PM // 13:34   #602
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Because I'm bored...

Earthern Rain
Dervish, Earth Prayers.
5 energy, 3/4 cast, 25 recharge.
Foes in the area take 2...12 Earth Damage, 2...12 Cold Damage and 2...12 Dark Damage per second. This spell lasts 3 seconds for each enchantment on you.

Fiery Gaze
Elementalist, No attribute.
1 energy, insta cast, 5 recharge.
For 3 seconds, target foe is set on fire.

Waves of Chaos
Mesmer, Inspiration, Elite
Adjacent foes take 15...40 chaos damage, nearby foes take 15...40 chaos damage, and foes in the area take 15...40 chaos damage, each time a foe takes damage from Waves of Chaos that foe loses 3 energy.

Signet of Balance
No Profession, No Attribute, PvE-Only
0 energy, 3/4 cast, 10 recharge
If your last skill was listed on a Guild Wars fansite as an underpowered skill this signet deals 400 times the energy cost of that skill in untyped damage to target foe and all foes within earshot of that foe.

"Come 'Ere and Say That!"
Paragon, No Attribute.
6 Adren., 0 cast, 0 recharge
Target Foe is teleported to your location.

"Oh, Just Shut Up!"
Mesmer, Domination Magic
5 energy, 2 cast, 10 recharge
Hex Spell. When hexed with this spell target foe cannot use shouts or chants, when this hex ends target foe and all adjacent foes take 5...30 damage if not under the effects of another Mesmer Hex.

"Idiot Says 'Duh!'!"
Mesmer, No Attribute.
0 energy, 0 cast, 0 recharge.
Wammos within earshot shout "Duh!".

Cell Division
Necromancer, Blood Magic.
10 energy, 1 cast, 5 recharge
If target foe has less than 10...25% health that foe is hexed with Cell Division for 3...8 seconds. If that foe dies while hexed that foe leaves two exploitable corpses.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.

Last edited by Cebe; Aug 19, 2008 at 02:00 PM // 14:00..
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Old Aug 19, 2008, 01:44 PM // 13:44   #603
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Quote:
Originally Posted by Celestial Beaver

"Idiot Says 'Duh!'!"
Mesmer, No Attribute.
0 energy, 0 cast, 0 recharge.
Wammos within earshot shout "Duh!".
Use with [cacophony]. The poor wammos wouldn't stand a chance.
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Old Sep 22, 2008, 06:31 AM // 06:31   #604
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Illusion Magic

Medusa's Gaze {Elite Hex Spell}
10(e) 0.25(c) 15(r)
If target foe is attacking or using a skill, that foe is interrupted and the skill used is disabled for 5...17...20 seconds. If that foe was attacking or using a skill on you, that foe is also crippled and blinded for 3...6...9 seconds, and all skills of the same attribute are disabled for 3...9...12 seconds.

Alter Ego {Elite Enchantment Spell}
10(e) 1(c) 25(r)
The next time you receive damage a duplicate illusion of yourself emerges and takes half of the damage for you. This duplicate lives for 5...10...15 seconds, or until killed. Once killed, all damage the replica received is equally distributed to all enemies in the area.

Copy Cat {Elite Spell}
15(e) 2(c) 30(r)
All enchantments on target foe end, and you gain 1...2...3 energy for each enchantment removed. You are then enchanted with each enchantment removed, but for each enchantment gained you take 50...35...20 damage. All enchantments gained have the attributes of the foe they were taken from.

Multiple Personality {Enchantment Spell}
10(e) 1(c) 30(r)
For 7...15...20 seconds you are enchanted with Multiple Personality and create a replica of yourself. Whenever you are inflicted with a condition your replica is inflicted instead. Whenver your replica dies, any remaining conditions are spread to all adjacent foes for the remaining duration.

Domination Magic

Cleptomaniac {Elite Spell}
10(e) 0.25(c) 30(r)
Interrupt target foe's action. You steal 5...11...17 energy, and 1...3...5 health for each point of energy lost.

Last edited by Darkchyld; Sep 22, 2008 at 06:33 AM // 06:33..
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Old Sep 22, 2008, 04:08 PM // 16:08   #605
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Winds of the gods

Elite enchantment spell. (wind prayers) 5e. 1/4cast. 20recharge
For 20 seconds, whenever you attack, you deal 1..7...12 cold damage to all foes in the area.

Supremacy

Elite spell. (mysticism) 5e. 3/4cast. 15recharge.
All foes in the area are struck for 8..19..31 holy damage for each enchantment on you. (maximum 130 damage)

Hurricanes

Elite spell. (Air magic) 10e. 2cast. 30recharge.
Create 1..2..4 Hurricanes at target foes location. For 5 seconds, Each target near this location are struck for 10..26..41 lightning damage every seconds and have a 50% chance to knockdown foes for 2 seconds. This spell has 25% armor penetration.

Calming orison

Elite enchantment spell. (healing prayers) 10e. 1/5cast. 20recharge.
Target ally is enchanted with Caliming orison for 1..5..11 seconds. Each second, that ally is heal for 1..13..20, nearby ally are heal for 1..9...15.
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Old Nov 21, 2008, 09:21 PM // 21:21   #606
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Some random ideas for ele's. Let me know what you think.

Soul Of Fire (elite)

Fire magic, 10e 1c 30r
enchantment spell. for (6..25) seconds, whenever you inflict the burning condition on a foe, that foe takes (5..50) fire damage, and the burning lasts (50%...400%) longer.

Seismic shock (elite)

earth magic, 15e 2c 20r
Elite spell. Foes in the area of your target take (15..51) earth damage, foes nearby your target take an additional (15..51) earth damage, and foes adjacent to your target take an additional (15..51) earth damage. Any foe hit is knocked down for 3 seconds.

Gravel spray

earth magic, 10e, 1c, 10r
spell. Foes adjacent to your target take (1...12) earth damage (3...9) times, and suffer from bleeding for (5...21) seconds.

Water jet

water magic 15e 1c 15r
spell. fast projectile. If it hits, Target foe takes (15..111) cold damage. This projectile also hits any foe it passes while moving towards the target. Each time it hits a foe, the damage inflicted is reduced by 20%. The first foe hit is knocked down.

Boulder (elite)

earth magic, 10e, 2c, 15r
elite spell. Summon a large boulder that falls from the sky and lands on target foe. That foe takes (15..105) earth damage, suffers weakness for (5...21) seconds, and is knocked down. If foe was already knocked down it takes an additional (15...75) earth damage. If foe was already suffering weakness when boulder hits, that foe is knocked down for 3 seconds.

Grounding

Air magic, 10e, 1c, 25r
hex spell. (4...16) seconds. Whenever a spell that deals lightning damage hits a foe hexed with grounding, that foe is interupted and takes (5...30) lightning damage. This has 25% armor penetration.

Static shock

air magic 10e 1c 10r
hex spell. (3...10) seconds. When this hex ends, target foe takes (5...63) lightning damage, plus an additional (5...13) lightning damage for each second this hex was in effect. This hex ends if foe is not attacking, moving, or using a skill.

Aura of energy feedback

energy storage, 5e 1/4c 45r
enchantment spell. (60 seconds) whenever you are interuped while casting a spell, the foe that interupted you is struck for (152%...350%) of the interupted spells energy cost.

Energy expert

Energy storage 5e, 1c, 30r
enchantment spell. (5..24) seconds. You gain +1 energy regeneration and your maximum energy is increased by (10...75). Causes exhaustion.

Glyph of farsight (elite)

No attribute 5e 1c 25r
Elite glyph. Your next spell may be cast from double the normal distance, but takes 100% longer to cast.

Flaming spark

fire magic 10e 1/4c 10r
Target foe takes (20...127) fire damage. If foe was burning, foes adjacent to it also take (20...127) fire damage.

Wizard's fury

Energy storage 25e 1c 15r
spell. Target foe takes (10...60) fire damage and suffers burning for (1..6) seconds (50% failure chance with fire magic 8 or less). Target foe takes (10...60) lightning damage and suffers blindness for (1..6) seconds (50% failure chance with air magic 8 or less). Target foe takes (10...60) earth damage and suffers weakness for (1..6) seconds (50% failure chance with earth magic 8 or less). Target foe takes (10...60) cold damage and moves 66% slower for (1..6) seconds (50% failure chance with water magic 8 or less).
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Old Nov 22, 2008, 02:02 AM // 02:02   #607
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Spirit of silence

20e 3c 45r
wilderness survival

create a level 1...16 spirit with 30...250 health. for all in range, spells are easily interrupted, and shouts and chants cost an additional 10 energy to use.
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Old Nov 22, 2008, 02:09 AM // 02:09   #608
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"Know Your Role!"

Warrior Shout - 8 adrenaline - 0 cast - 4 second recharge

For 2...4...5 seconds all skills from target foes secondary profession are disabled. Attribute strength.

Last edited by Zamochit; Nov 22, 2008 at 02:12 AM // 02:12..
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Old Nov 22, 2008, 05:57 AM // 05:57   #609
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Protectors Shield

Elite Protector Prayer spell.
5e 1c 5r

(7..20..22 seconds) The next (40..110..130) damage to you and adjacent allies is negated. When you reapply this enchantment while it is still active, damage negation increases (10..50..60). [Each time an ally affected by this enchantment uses an energy skill, that ally looses 5 energy]

I don't know if anyone will agree that this is balanced, but if it was created it would be fun. I do believe the draw backs are good enough to keep the skill balanced, though. One other thing, if it's not great for the monk there's always the warrior with secondary monk who uses little to no energy skills. Wammos FTW!

(Although I may need some more work on it)
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Old Dec 05, 2008, 08:04 PM // 20:04   #610
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I'd like to see some of the Mesmer's skills start to resemble that of the stage magician on which the class is based. Perhaps a playing card projectile that does bleeding damage, or a flock of doves that flies out of the Mesmer's sleeves and acts as a temporary animal companion. It's a shame they don't wear top hats.
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Old Dec 05, 2008, 08:10 PM // 20:10   #611
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Quote:
Originally Posted by Dreg View Post
I'd like to see some of the Mesmer's skills start to resemble that of the stage magician on which the class is based. Perhaps a playing card projectile that does bleeding damage, or a flock of doves that flies out of the Mesmer's sleeves and acts as a temporary animal companion. It's a shame they don't wear top hats.
Mesmers aren't some crappy "impress the kiddies" magicians. They are meant to make the opponent rips his hair out. Which he does just fine
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Old Dec 05, 2008, 08:18 PM // 20:18   #612
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Quote:
Originally Posted by kostolomac View Post
Mesmers aren't some crappy "impress the kiddies" magicians. They are meant to make the opponent rips his hair out. Which he does just fine
There should really be a Mesmer NPC named Gob (or Jobe, to dodge trademark issues) who would gladly tell you and anybody else within earshot that there is no shame in being an "illusionist."

Hey, that gives me another great idea for a Mesmer skill.

THE FINAL COUNTDOWN
cost: 10 Mana
casting time: 2 sec
effect: Foe loses all mana if a spell is not successfully cast in the next 10 seconds.

Last edited by Dreg; Dec 05, 2008 at 08:25 PM // 20:25..
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Old Dec 05, 2008, 08:30 PM // 20:30   #613
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Tainted Soul.
enchantment. Death magic.
10e, 20sec recharge
For x...X seconds, if target ally becomes the target of life-stealing, the caster takes X damage (equal to the amount stolen), and becomes poisoned for 4-6 seconds.

the target in this case would still lose the life, but so would the 'thief', but they would lose it as damage. This one should still affect vamp weapons and weapon spells.


also,

Lifelock
enchantment. Protection Spell.
5e, 15 second recharge
for 5...10 seconds, Target Ally cannot lose life due to life-stealing spells or skills. (vampiric weapons are unaffected.)




currently the only thing I know of to counter life-stealing is the maintained enchantment that works like PS.
there should be others. (if there are and I missed them then whoops. move on, my suggestions are still good, theres not enough couter to lifestealing skills to be called balanced anyway.)
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Old Dec 05, 2008, 09:39 PM // 21:39   #614
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Crusade

Monk Smiting Prayers

10e 1/4c 60r
Enchantment Spell. (5..20..30) All party members move and attack 33% faster. This enchantment renews itself on an ally that hits with an attack. (Must be enchanted)

More useful for melee and ranged attack players, but hey, it's fun for THEM to use it. It's just that if they kill quickly with no one else to hit for a long time, the spell could wear off before it's even almost recharged. Anyways, monks have better use of tactics than warriors, so why not get something in return, hmm?

Note: When it says "hits with an attack" that means when the ally lands a hit with a weapon. It can be daggers or wands. They are all weapons which will count if any of them hit.
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Old Dec 05, 2008, 09:47 PM // 21:47   #615
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Quote:
Originally Posted by Dreg View Post
I'd like to see some of the Mesmer's skills start to resemble that of the stage magician on which the class is based.
Please show me where you have found this. I have never seen anything before that says mesmers are based around David Copperfield - the only thing I've seen it related to is Franz Mesmer, the guy whose work inspired hypnosis.

On topic, I'm very glad most of these skills are not in the game - it's broken enough as is.
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Old Dec 05, 2008, 09:57 PM // 21:57   #616
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Quote:
Originally Posted by zelgadissan View Post
Please show me where you have found this. I have never seen anything before that says mesmers are based around David Copperfield - the only thing I've seen it related to is Franz Mesmer, the guy whose work inspired hypnosis.

On topic, I'm very glad most of these skills are not in the game - it's broken enough as is.
We can dream, can we? :P
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Old Dec 05, 2008, 10:04 PM // 22:04   #617
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Quote:
Originally Posted by Owik Gall View Post
Crusade

Monk Smiting Prayers

10e 1/4c 60r
Enchantment Spell. (5..20..30) All party members move and attack 33% faster. This enchantment renews itself on an ally that hits with an attack. (Must be enchanted)

More useful for melee and ranged attack players, but hey, it's fun for THEM to use it. It's just that if they kill quickly with no one else to hit for a long time, the spell could wear off before it's even almost recharged. Anyways, monks have better use of tactics than warriors, so why not get something in return, hmm?

Note: When it says "hits with an attack" that means when the ally lands a hit with a weapon. It can be daggers or wands. They are all weapons which will count if any of them hit.

Yeah thats not extremely OP.
Maybe Target Other ally or something, not all party members

Since it renews every attack, why would it be 5..20..30, maybe like 0..2..3
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Old Dec 05, 2008, 10:27 PM // 22:27   #618
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Quote:
Originally Posted by Bobulation View Post
Yeah thats not extremely OP.
Maybe Target Other ally or something, not all party members

Since it renews every attack, why would it be 5..20..30, maybe like 0..2..3
Maybe it's ok if it just targets only one instead of every party member. And yeah, maybe the duration should be decreased, but I don't know about that low. If it has to be that low, then the recharge should decrease too. Maybe there should be a set back that takes away the enchantment instead. I'm thinking something that relates to [Battle Rage]. I just don't like the duration be so low. Then this skill would be pointless. So, need work on the draw back I guess.
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Old Dec 05, 2008, 10:51 PM // 22:51   #619
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I forgot to that put in, yeah, the recharge would have to be shortened by a lot too, like 20 second recharge or something
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Old Dec 05, 2008, 11:08 PM // 23:08   #620
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Quote:
Originally Posted by Bobulation View Post
I forgot to that put in, yeah, the recharge would have to be shortened by a lot too, like 20 second recharge or something
Alright. Cool. I still hate that you put the duration that low. Like I said, I might lean towards making a drawback like [Battle Rage]. Instead of renewing, it would end if target ally uses a skill unless it's an attack skill. Recharge could be brought down to 20r and time duration might last in 5..10..15 seconds. Otherwise, make the duration 3..4..5 seconds with the recharge of 45r. By the way, it doesn't have to target other ally. Self target would work too. Not sure what else I should do with it. Need more time.
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