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Old Aug 24, 2009, 03:57 AM // 03:57   #721
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Here I present you with the Ultimate combo skills.

Mark skills:
- All of them would be PvE skills.
- All of them last only 5 seconds, so players must time a little to have them work together.
- All of them are linked to the primary attribute of a certain profession.
- All of them end at the same time when one of them is triggered.
- All of them require to be triggered to deal damage, otherwise they just end without doing anything.
- The one that triggers the others don't deal damage. So if you apply 8 different marks and ine condition of one f them is met, it triggers the rest without dealing damagee and, you'll get damage from 7 marks.
- The damage is determined by each mark separately.
- Since the condition for each one is different, actually spiking with 8 of them is tricky. To make the damage greater, players must leave the most likely to happen (like a monk healing or a paragon shouting) for the end and start with the ones the can control, such as that target receiving damage.
- All of them deal their damage when they end, just before being removed.
- So, the max damage with rank 13 in the primary attribute of 8 characters with 8 different professions, would be 7*69=483. But if there are only 3 different professions between those 8 characters, the max damage dealt would be 207.
- To sum it all up, if you cast all of them and one of the conditions is met, all of them fire up at the same time, spiking the target. The more different profession bring their mark, the more damage target takes. If all professions are the same, no damage is ever dealt since other marks is required to deal damage.

Mark of the Shield.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is hit by a melee attack or attacks in melee, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Strength)

Mark of the Paw.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a condition or inflicts a condition, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Expertise)

Mark of the Ankh.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe heals or is healed, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Divine Favor)

Mark of the Skull.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a hex or casts an hex, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Soul Reaping)

Mark of the Hamsa.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe interrupts or is interrupted, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Fast Casting)

Mark of the Flame.
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is damaged by elemental damage or deals elemental damage, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Energy Storage)

Mark of the Crossing Daggers
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is struck by a critical hit or deals a critical hit, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Critical Strikes)

Mark of the Blind Eye
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is attacked by a spirit or attacks a spirit, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Spawning Power)

Mark of the Winged Shield
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe is affected by a shout or shouts, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Leadership)

Mark of the Crescent Moons
E:5 C:n/a R:30
Mark skill. For 5 seconds, the next time target foe receives or loses and enchantment, all other marks on that foe are triggered and end. When this mark is triggered, target foe takes 0...64...80 damage. (Attribute: Mysticism)

Last edited by MithranArkanere; Aug 24, 2009 at 04:01 AM // 04:01..
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Old Aug 24, 2009, 09:13 AM // 09:13   #722
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RABIES

Elite skill beastmastery



Energy cost 5
Casting time n/a
Recharge 25 seconds

Your pet is getting beserk for 10 seconds doing 10...30 dmg with every atack
to all nearby foes.

additional effect all nearby foe's are diseased for 10 seconds.
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Old Aug 24, 2009, 03:41 PM // 15:41   #723
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Victor's Spoils
Blood Magic hex spell

10 energy
2 second cast time
20 second recharge

Target foe is hexed with Victor's Spoils. While hexed with Victor's Spoils, target foe has +10...50....80 health.

Cast this on someone who has Spoil Victor so they are more likely to take the damage from SV. Then when it ends, they lose that health gained. Would make for 1 health targets often, just like Endure Pain does.
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Old Aug 25, 2009, 05:49 PM // 17:49   #724
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Avatar of Kormir
Elite Mysticism Form
10 en, 2 act, 30 rchg

For 10...74 sec, your enchantments cannot be stripped by enemies and your dervish attributes are increased by 1. This skill is disabled for 120 sec.
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Old Aug 27, 2009, 12:32 AM // 00:32   #725
aga
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Mystic Power
attribute Mystism
Enchantment, energy 10, 1 sec cast, 30 sec recharge

For 5...15 seconds while wielding a scythe you attacks are unblockable and have a 50% to remove 1...3 enchanments, for each enchantment removed in this way target foe takes 10...30 damage.
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Old Aug 31, 2009, 02:56 PM // 14:56   #726
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I see a lot of good skills. Among my favorites are the following:
Quote:
Birthing pool
Necro skill
Any creature that dies in this well be freind or foe or just a dune lizard u happily like beat on every once and a while, a masterless lvl 10-18 bone horror is sommoned.
mana cost: 20

Guise hex spell-illusion magic
energy cost: 10 casting time: 1 recharge time: 10
for 8-18 seconds target foe only recieves 80%-50% benefit from healing and you get 20%-50% of the intended healing.

Grenth's Sacrifice: Elite Spell (Blood)
Energy: 15 mana, 1 second cast, 30 second recharge
Maximum Health Reduced by 40%
Any existing hexes are removed without penalty.
For the next 10-20 seconds you cannot be Hexed.

Hex Sending: Elite Spell (Curses)
Energy: 10 mana, 1 second cast, 10 second recharge
Transfer a single hex from you to target foe.

Mantra of Masochism
Elite Enchantment (Death)
15 energy 2s cast, 60s recast
For 20 seconds, Mantra of Masochism does nothing. When Mantra of Masochism ends, 25...50% of all the damage that was done to you during Mantra of Masochism is dealt to all adjacent foes.

Illusion of Strength
Enchantment Spell (Illusion)
5 energy, 3/4s cast, 8s recast
You are no longer weakened. For 3...7 seconds, you deal 8...18 more damage in combat. When Illusion of Strength ends, you suffer from weakness for 15...10 seconds.

Rogues Cover: (enchantment or stance) For 8-16 seconds any trap, preparation or attack you use will be unseen by your foes.
Energy: 15 | Cast: - | Recast: 30

Raise the Dead: Spell. Bring dead target ally back to life as undead at full Health and full Energy.
This target has a health degeneration of 2 and receives 20% less benefit from healing. This ally is immune to poision and disease but takes 33% more damage from holy magic. Deaths while enchanted with Zombie do not incur a death penalty.
Energy: 10 | Cast: 4 | Recast 40

Avatar of Kormir
Elite Mysticism Form
10 en, 2 act, 30 rchg
For 10...74 sec, your enchantments cannot be stripped by enemies and your dervish attributes are increased by 1. This skill is disabled for 120 sec.

Illusion of death Mesmer- illusion
casting time 2 secs recharge time 30 secs energy 15
enchantment spell. this spell last for 10-25 secs. when killed while holding this spell, u are ressurected after 5 secs with 25%-60% hp and 35%-85% enregy.
I think they offer an interesting concept to the game which hasn't been done before and I'd like to see more of. judge1121, I have to give you credit for the Illusion of death skill since you listed it, though I thought of something similar as a non-attribute assasin ability.

I like the idea of skills which break the fourth wall a bit. I don't see why Dazed should just affect the casting of the player when it can affect the visibility of the screen (think of the poison dart in the mission with the temple ruins in Nightfall).

So generally speaking, I like skills which break the fourth wall.
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Old Aug 31, 2009, 03:29 PM // 15:29   #727
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Bold Arrow
- Elite -
10 nrg - 1 sec acti - 10r
Bow Attack. If Bold Arrow hits, target foe takes +5...21 damage and is knoced down. (Attrib: marksmanship)
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Old Sep 02, 2009, 11:08 AM // 11:08   #728
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Twilight

Elite Hex Spell (Mesmer - 10 energy, 2 secs casting tme, 20 secs recharge) Non-attribute skill.

Twilight - For 15 seconds target foe's negative effects (hexes) and positive effects (enchantments) last double the time they would normally last.


Last edited by Illudia Absurdus; Sep 04, 2009 at 04:09 PM // 16:09.. Reason: Just deleted the condition effect as it was pointed out by eyekwah2. Also it seems better that way.
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Old Sep 03, 2009, 10:38 AM // 10:38   #729
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Aura of Allium Sativum
10 energy, 0 activation, 20 recharge
Skill. For 5...10...11 seconds, all lifestealing skills used against you cause Disease and Poison for 3...10...10 seconds to lifestealer. (Attrib: Wilderness Survive)
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Old Sep 03, 2009, 10:59 AM // 10:59   #730
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Raccoon Signet

Type: Mesmer Elite Signet
Attribute: Domination
Cast: None
Recharge: 10 seconds
Effect: Target foe is dazed and blinded for 1...5...10 seconds

>:3
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Old Sep 03, 2009, 12:50 PM // 12:50   #731
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Quote:
Originally Posted by Illudia Absurdus View Post
Twilight

Elite Hex Spell (Mesmer - 10 energy, 2 secs casting tme, 20 secs recharge) Non-attribute skill.

Twilight - For 15 seconds target foe's negative effects (such as hexes, conditions e.t.c) and positive effects (enchantments e.t.c) last double the time they would normally last.

Not bad at all. A powerful elite is allowed so long as it has drawbacks. I would avoid it affecting conditions because we already have Extend Conditions. Just let it affect hexes and enchantments.

Malice. 15 energy, 2 second cast, 30 recharge. Elite necromancer enchantment. For 5..15 seconds, whenever you cast a spell, you steal 5..15 life from each foe under the effect of one of your hexes.
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Old Sep 03, 2009, 02:34 PM // 14:34   #732
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Strength:

Call of the battle maiden.

10 adrenaline.
4 seconds to cast.

Shout. Has a 20-50% chance to revive all nearby allies and enemies with 20-50% health and 0-20% energy. If the shout fails to revive allies, the nearby corpses become exploited.

This skill should make things hectic.
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Old Sep 03, 2009, 11:30 PM // 23:30   #733
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Taunting Aura
5 Energy. 20 second recharge.
(Tactics) Skill. (2...12...16 seconds.) Other party members within earshot receives (10...20...25) percent less damage. [Foes attacking affected party members gain 20% more adrenaline. Foes gain 3 energy each time they cast a spell on affected party members. You take 20% more damage.]

It's an interesting idea. Especially for PvP. No?
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Old Sep 07, 2009, 07:26 PM // 19:26   #734
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Question Numerous new skill ideas

[I'm aware of the long-standing "Create a skill" thread, but that place seems to be a little off-balance.]

I have a collection of 12 new skill ideas per profession (plus 12 PvE skills), many I think are quite novel, useful, potentially good for the game, or just fun.

I know that chance of any new skills being added to the game are very slim, but see what you think; below is a small selection of examples:

Quote:
Warrior: Shielded Defence
Skill. (1...4...5 seconds). The next damage you take is reduced by 5...57...70. No effect unless you are wielding a shield.
1 Adrenaline, 5 Recharge time, Strength

Ranger: Piercing Shot
Bow attack. Deals +1...8...10 damage. +15 seconds recharge if target is below 75...47...40% Health.
10 Energy,1 Activation time, 0 Recharge time, Expertise

Monk: Dispel Hexes
Spell. Remove 1...3...4 hexes from target ally. Gain 1...5...6 energy for each hex removed.
25 Energy, 0.25 Activation time, 5 Recharge time, Divine Favor

Necromancer: Deathly Hallows
Hex Spell. (30 seconds) Deals 15...51...60 cold damage to target each time a creature within earshot dies. Deals an extra 10...34...40 cold damage and this hex ends if that creature was summoned.
17% Sacrifice, 15 Energy, 2 Activation time, 20 Recharge time Death Magic

Mesmer: Price of Greed
Hex Spell. (30 seconds) Causes 5...21...25 damage whenever target foe gains or loses energy.
15 Energy, 2 Activation time, 5 Recharge time, Inspiration Magic

Elementalist: Tremor
Spell. Deals 35...59...65 earth damage each second (3 seconds). Hits foes near target's original location. Causes knock-down to weakened foes.
15 Energy, 2 Activation time, 15 Recharge time, Earth Magic

Assassin: Pain of Inferiority
Hex Spell. (5...17...20 seconds.) Deals 2...16...20 chaos damage to target foe whenever they suffer a critical hit.
10 Energy, 1 Activation time, 10 Recharge time, Deadly Arts

Ritualist: Signet of Spawning
Signet. The next creature you create is 1...3...4 levels higher than normal.
2 Activation time, 30 Recharge time, Spawning Power

Paragon: "You're not alone!"
Shout. Target other ally is healed for 10...42...50 plus an additional 10...18...20 for each nearby foe.
5 Energy, 10 Recharge time, Motivation

Dervish: Raging Tempest
Stance. (1...8...10 seconds) You move 33% faster. The next time you use an attack skill, all adjacent foes are knocked down and this stance ends.
10 Energy, 20 Recharge time, Wind Prayers
For the rest, see my wiki user page.

http://wiki.guildwars.com/wiki/User:St_Lucretia/Skills
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Old Sep 07, 2009, 08:34 PM // 20:34   #735
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I like the ideas for the most part, but in all fairness, some are overpowered. For example Shielded Defense- only 1 adren, 5 recharge, 5 sec duration?

Whereas, the ranger, monk, and dervish skill seem to be balanced very well.
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Old Sep 07, 2009, 09:03 PM // 21:03   #736
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Quote:
Originally Posted by shoyon456 View Post
I like the ideas for the most part, but in all fairness, some are overpowered. For example Shielded Defense- only 1 adren, 5 recharge, 5 sec duration?

Whereas, the ranger, monk, and dervish skill seem to be balanced very well.
it says "next damage you take" not op that much

i can see some of these in GW2. but they probably arent gonna make it for gw
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Old Sep 07, 2009, 09:24 PM // 21:24   #737
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agree with shoyon on war skill even if its only next attack its still overpowered
maybe if recharge was 10 it would be fair then.
Also i don't see a point in the ranger skill: 10 en for +10 dmg is kinda..........
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Old Sep 08, 2009, 12:05 AM // 00:05   #738
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it's in the expertise line. but the +10 is kinda low for 'piercing'
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Old Sep 08, 2009, 01:05 AM // 01:05   #739
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Quote:
Ranger: Piercing Shot
Bow attack. Deals +1...8...10 damage. +15 seconds recharge if target is below 75...47...40% Health.
10 Energy,1 Activation time, 0 Recharge time, Expertise
I like the idea, but the 10e cost kinda ruins its spammability.
Quote:
Necromancer: Deathly Hallows
Hex Spell. (30 seconds) Deals 15...51...60 cold damage to target each time a creature within earshot dies. Deals an extra 10...34...40 cold damage and this hex ends if that creature was summoned.
17% Sacrifice, 15 Energy, 2 Activation time, 20 Recharge time Death Magic
Taste of Death<-- That allows 100 damage dealt and 400 health gained every 1/4 second up to ten times.
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Old Sep 08, 2009, 08:05 AM // 08:05   #740
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Good stuff. Wrapping it up wiki-style really helps to get the right idea.


Tangible Feedback:


*Blaze deserves an elite status, imo.

*Sin's Magehunter Strike - Warriors already have it.. the name at least [Jump].

*Smoke Bomb could do without the poison effect. Kinda kills Viper's Defense otherwise.

*Most of your Paragon shouts have tacky names - no offense . e.g. "Always Outnumbered, Never Overcome!" - nice idea but I can't imagine someone shouting this on a battlefield.

*Name change suggestion: from "Fight for all you're worth!" to "Rush Them!"


----------------------------------------

"Victory or Death!"

Shout. (0...8...10 seconds). You move and attack 25% faster. You take 100...60...50% more damage and and receive 50...30...25% less benefit from healing. -- on the main board at least.

*Unstable smash

*Stumbling spear

*Rt's Soulspire Gaze is named Wailing on the main board.

--sry, worked as a spellchecker.

---------------------------------------


I know it's not same as coming up with your own, but feel free to spin/alter/mod/rip the skills I posted some time ago. [Jump]


PS Save some ideas for GW2.
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