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Old Sep 08, 2009, 01:50 PM // 13:50   #741
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These would make excellent elite skills. I can imagine quite a few extremely damaging builds that would utilize those skills.

As for piercing shot, think about needling shot. Having both makes Quickshot completely useless. Though anyone crazy enough to use it would have a serious energy problem on their hands, so it'd either be for niche builds or it wouldn't be used at all.

Quote:
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
Ooo.. that just scratched an itch I couldn't quite scratch. That's the perfect complement to e-denial builds. You did mean that the loss of energy is caused by reasons other than using a skill, right?
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Old Sep 08, 2009, 10:13 PM // 22:13   #742
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Thank you various people for some feedback.

Skill names are generally pop-culture (ish) references, but they're just names.

Smoke bomb's poison is really just to cover the blind, it's a very short duration.

Blaze is a strange one that I can never seem to find a balance for.

The ranger skill "Piercing shot" is a sort of pressure/niche skill, sort-of spammable (With 14 expertise and a zealous bow, 10e skills only cost 3e) but obviously only up to a point to prevent big R-Spike and too high pressure.

Some of the more confusing skills (like Price of Greed) have notes to explain things.
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Old Sep 08, 2009, 10:48 PM // 22:48   #743
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The first one is a farcical skill. Not at all serious, just something I cooked up for a friend who is a poor sport at gaming.

"That's Bullshit!"[E] - Unlinked. Common Profession.
0e 0c 60r
Shout. Resurrect yourself [10% health 0 energy] You deal 15% more damage and take no damage for 5 seconds. If you fail to take retribution on your killer within 5 seconds, you die. This skill is disabled for 120 seconds.
Like I said, just being funny here. Obviously retribution would be killing whatever struck the final blow on you.

And while on the subject of gaming, this would be an inside joke skill between my roomate and I.

"Shit..."[E] - Unlinked Common Profession
0e 0c
Shout. Removes 2% Death penalty. Can only be used while dead. Only recharges on a morale boost.
The inside joke is my roomate and I were playing the same game, at the same time. Devil May Cry 2. He was playing Dante, I was rocking Lucia. We were at the same part in each side and died at the same time. We hung our heads and sighed "Shit..." at the same time. We found it amusing.

As for serious skills.
Some more Necro minions would be nice.

Animate Abomination - Necromancer Death Magic
20e 3c 30r
Animates a level [XX] Abomination that causes disease [XX] seconds with each of it's attacks. Exploits a fresh corpse. Only one abomination may exist at a time.
You could make it an elite, I don't feel as though it should be as the level spread could be that of Bone Minions or close to. Just another option for a utility minion to a MM bar. Could be more of a curse is some places.

Mark of the Damned[E] - Necromancer Death Magic
10e 1c 25r
Elite Hex Spell. For [XX] seconds target foe suffers -3 health degeneration and loses 1 energy every time they cast a spell. If the target dies while suffering from Mark of the Damned, a level [XX] masterless Abomination is spawned.
Obviously a caster hate hex. Again, Bone minion type level spread on the summoned. Possibly a little higher due to elite status. Something like Jagged Bones making stronger Jagged horrors than Shambling horrors do on death.

Battlegrace - Warrior Tactics
5e 20r
Stance. For [XX] seconds you attack 25% faster and have a 25% chance to block melee attacks. Ends if your health falls below 50%.
Bit of Defensive IAS love to a relatively unused line. Figure it fits the "Masters of melee combat" title that warriors seem to have.

"Walk it off!" - Paragon Motivation
10e 25r
Shout. For [XX] seconds target ally has +[XX] health regeneration while moving. Initial Effect removes crippled condition.
I know a more effective cripple removal would be "IAU!" from the Norn track. This wouldn't be a PvE only skill, but I don't forsee much use in PvP for it. Mainly because cripple is not a very common snare in PvP that I see.


I'll edit to add more later. I'm having a bit of a brain fart right now. :]

Last edited by AngeliqueSynner; Sep 08, 2009 at 10:52 PM // 22:52..
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Old Sep 09, 2009, 09:28 AM // 09:28   #744
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I personally would like to see a whole line of skills I like to call "Wurm" skills which would be hexes which seem to be alive.

Examples:

Jaded Wurm - 10e, 1s, 15r. Hex. For 4..16 seconds, target foe gains -1 health degeneration. Whenever target foe is healed, healing is reduced by 5..20 points and you gain 5..20 points of health instead.

Spur Wurm - 10e, 1s, 10r. Hex. For 3..10 seconds, target foe gets -1 health degeneration. For every second under the effects of Spur Wurm in which target foe is running, degeneration effect caused by Spur Wurm is doubled.

Demonic Wurm - 5e, 1s, 5r. Hex. For 6..26 seconds, target foe gains +1 health regeneration. If Demonic Wurm is prematurely removed by a foe, target foe takes 20..120 damage.

Mind Wurm - 20% life sacrifice, 5e, 1s, 10r. Hex. For 20 seconds, target foe gets -1 health degeneration and Mind Wurm substitutes a random skill of target foe's skill bar with Mind Wurm. If a skill has been replaced in this way, casting Mind Wurm will remove it from the bar.

Frostbite - 10e, 1s, 10r. Hex. For 5..20 seconds, target receives -20 armor vs cold damage but whenever target foe receives fire damage, 25% of that damage is converted into healing instead.
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Old Sep 09, 2009, 06:15 PM // 18:15   #745
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Pious Incantation - Mysticism [E]
5e 15r. Skill.
For 3..10s, your next 1..3 enchantments which would be removed will renew itself instead. You gain 1..4 energy for each enchantment renewed this way.

Harrier Assault - Scythe Mastery
5e 10r. Scythe Attack.
If this hits a moving foe, you strike for +5..15 damage and target foe loses 1 enchantment.

Vow of Humility - Mysticism
5e 6r. Stance.
You suffer from weakness for 10 seconds. For 2..8 seconds you attack 33% faster.
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Old Sep 10, 2009, 06:05 PM // 18:05   #746
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Quote:
Originally Posted by Catchphrase View Post
Pious Incantation - Mysticism [E]
5e 15r. Skill.
For 3..10s, your next 1..3 enchantments which would be removed will renew itself instead. You gain 1..4 energy for each enchantment renewed this way.
Hmmm...I like that one. Lots of potential there.
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Old Sep 15, 2009, 10:44 PM // 22:44   #747
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Black Hole:
Elite Domination Spell
15e 2s, 15r

Create a Black Hole at target foe's location for 5...7...9 seconds. Foes adjacent to this location have their skills disabled. Your skills are disabled for 6...8...10 seconds.
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Old Sep 16, 2009, 04:33 PM // 16:33   #748
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Quote:
Originally Posted by Sante_Kelm View Post
Black Hole...
Nice skill. In of itself it'd be rather useless (just a matter of removing yourself from the area) but combined with deep freeze and/or Shared Burden you could potentially disable a lot of enemies. I'd increase the recharge though or otherwise you could pretty much farm any area in a two man team. Two mesmers with Black Hole and some sort of enchantment like Shivering Armor. When one is able to reuse his skills, he can put on Stoneflesh Aura and Shivering Armor and recast Black Hole (to which your partner would do the same, and so forth until all enemies are wiped out).

Thumbtacks 5e, 1/2c, 10r - Hex. For 10 seconds, whenever foe attacks or uses a skill, or for every second that target foe is moving, foe takes 5..15 damage. (Illusion Magic)

Vertigo 10e, 3/4c, 15r - Elite Hex. For 5..25 seconds, target foe is dazed for 5 seconds after being knocked down. (Illusion Magic)

Failure 10e, 1c, 15r - Elite Hex. For 2.. 6 seconds, all spells cast by target foe fail. For each spell failed in this way, Failure is reapplied. (Domination Magic)

Siren's Call 10e, 1c, 15r - Elite Hex. For 5.. 25 seconds, whenever you are casting a spell, target foe's skills are disabled. (Inspiration Magic)

Spider's Hex 10e, 1c, 25r - Elite Spell. The last Mesmer hex placed on target foe is increased by 50% duration and gains text "When hex is removed from target foe, remover takes 10..75 damage and target foe is poisoned for 5..15 seconds." (Domination Magic)

Last edited by eyekwah2; Sep 16, 2009 at 04:36 PM // 16:36..
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Old Sep 19, 2009, 09:39 AM // 09:39   #749
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Siren's aura 10e, 1c, 15r - Elite Hex. maintenance, whenever you are performing a Emote, target foe's skills are disabled and it performs suitable emote. Ends if that Foe takes damage (Inspiration Magic)
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Old Sep 19, 2009, 02:42 PM // 14:42   #750
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Mesmer :

Vortex of Pain :
Normal Skill
For 8...13seconds target foe has -1...5 health degenaration, and each time attacks takes 60-80 damage. You has +1...3 health regeneration.

10 Energy, 2 casting time, 20secs Recharge.

Monk :
Normal Skill
Peace Boom :

For 10seconds target ally has +1...4 health regenaration, and when target is not attacking or casting a spell is receives 10...25 health per seconds. ( Cannot Target Youself ) .

5 energy, 1second CT, 10seconds recharge.

Elementalist :
Elite Skill
Time Stopper :

For 5 seconds, target foe and adjacent foes has their movement reduced by 50%, you and you party has their movement increased by 33%.

10 Energy, 1sec Casting time, 20secs Recharge.

Necromancer :
Normal skill
Merciless :
You sacrifice 20...35% of health, you and target foe, has -1...3 health degenaration, move 33% slower, and each time one of you attack, are stealed by 10...20 health.

5 energy, 2 secs casting time, 30recharge time.

Warrior :
Shout
'' Only the weaks shall die ''
All you party has 33% movement speed, and has +2...7health regeneration.

8 Strikes of Adrenaline

Ranger :
Normal Spirit skill
United by Nature
Creates a spirit of level ( 20...27 ) that gives your party 20% enchaments longer, 15% faster movement, and are healed by 5% more than normal.
This spirit lives for 31...53 seconds.

15 energy, 4secs casting time, 50secs recharge.

I ran out of ideias ^^ That's it.

Last edited by Sorapt; Sep 19, 2009 at 02:48 PM // 14:48..
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Old Sep 21, 2009, 10:21 AM // 10:21   #751
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Time Flux: Illus Mag

E10, 1Ac, 30Rc

Spell:
For 2....15seconds All adjacent foes including the caster move 90%slower, Time Flux takes an additional 3...7seconds longer to recharge for each affected foe.

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

Balthazar's Strike: Str

Melee Atk:
5E 0Ac 4Rc
If Balthazar's Strike hits, Target foe takes +10...34dmg, but you lose 5...10energy

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

Jagged Scythe: Scyth mast

Scythe Attack:
5E 1/4Ac 12Rc
If Jagged strike hits, Target foe begins bleeding for 3....15seconds

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

Distracting Slash: Scyth Mast

Scythe Attack:
10E 3/4Ac 15Rc
Interupt Target Foe's action, If that action was a spell, target foe begins bleeding for 2...7seconds

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

Last edited by Master Sword Keeper; Sep 22, 2009 at 03:04 AM // 03:04..
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Old Sep 21, 2009, 01:55 PM // 13:55   #752
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Quote:
Originally Posted by Master Sword Keeper View Post
Time Flux: Illus Mag

E10, 1Ac, 30Rc

Spell:
For 2....15seconds All adjacent foes move 90%slower, Time Flux takes an additional 3...7seconds longer to recharge for each affected foe.

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

Balthazar's Strike: Str

Melee Atk:
5E 0Ac 4Rc
If Balthazar's Strike hits, Target foe takes +10...34dmg, but you lose 5...10energy

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

Jagged Scythe: Scyth mast

Scythe Attack:
5E 1/4Ac 12Rc
If Jagged strike hits, Target foe begins bleeding for 3....15seconds

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

Distracting Slash: Scyth Mast

Scythe Attack:
10E 3/4Ac 15Rc
Interupt Target Foe's action, If that action was a spell, target foe begins bleeding for 2...7seconds

-----------------------------------------------------------------------------
Nice skills, Master Sword Keeper!

If I had to change anything, I would say that Time Flux affects the caster as well (otherwise too powerful). I do like Balthazar's Strike and Distracting Slash (lacking in Scythe Mastery for sure).
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Old Sep 22, 2009, 07:34 PM // 19:34   #753
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This isn't true (The hex is a lie, but no one would agree to that name...)
Elite Para Shout
10 energy, 20 recharge
for XX seconds, all nearby allies get +3 health regen for every hex on them, and can not lose life as an effect of an hex. When This isn't True ends, all affected allies take 70 damage and all hexes on them are renewed.

Well, I have the concept, but its hard to think whether its too strong or too weak. Responses?
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Old Oct 05, 2009, 01:47 PM // 13:47   #754
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Lightbulb Cry of the Suffering

Every now and then you find yourself in a spot where one of your key players [a monk or warrior etc] is taking mass damage and is about to die. With this skill you have a chance at saving that player or a number of players and killing the enemies before burning comes into place
Energy cost-10
Duration-5 Sec
Cool down-30 sec
Class-Paragon
Leadership
Shout: For 5 seconds all damage received is divided amongst (2...8) allies within earshot. End effect inflicts burning on all allies within earshot for 2 seconds.

Last edited by Turk The Legendary; Oct 05, 2009 at 01:56 PM // 13:56..
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Old Oct 05, 2009, 07:41 PM // 19:41   #755
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Quote:
Originally Posted by Turk The Legendary View Post
Every now and then you find yourself in a spot where one of your key players [a monk or warrior etc] is taking mass damage and is about to die. With this skill you have a chance at saving that player or a number of players and killing the enemies before burning comes into place
Energy cost-10
Duration-5 Sec
Cool down-30 sec
Class-Paragon
Leadership
Shout: For 5 seconds all damage received is divided amongst (2...8) allies within earshot. End effect inflicts burning on all allies within earshot for 2 seconds.
We already have a "stop dying" button.
http://guildwars.wikia.com/wiki/Shield_of_Regeneration
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Old Oct 06, 2009, 05:22 AM // 05:22   #756
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Quote:
Originally Posted by Zahr Dalsk View Post
We already have a "stop dying" button.
http://guildwars.wikia.com/wiki/Shield_of_Regeneration
And that "stop dying" button is also an elite skill/monk skill

Quote:
Originally Posted by Sorapt View Post
Mesmer :

Vortex of Pain :
Normal Skill
For 8...13seconds target foe has -1...5 health degenaration, and each time attacks takes 60-80 damage. You has +1...3 health regeneration.

10 Energy, 2 casting time, 20secs Recharge.
This is one hell of an over powered normal skill

Last edited by Turk The Legendary; Oct 07, 2009 at 12:05 AM // 00:05..
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Old Oct 28, 2009, 02:52 PM // 14:52   #757
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lyssa's powerspike
attribute: fast casting
energy cost: 15
casting time: 1/4 sec.
recharge: 30 sec
[elite] Hex spell: Interrupt target foe, it takes 30..130 damage.
after 2 seconds target foe is interrupted again and takes 30..130 damage.
after the final damage is done, your skills are disabled for 12..5 seconds.


melandru's defense
attribute: expertise.
energy cost: 15.
casting time: 1/4 sec.
recharge: 40 sec.
[elite]Bow attack: shoot an arrow at target if that target is within earshot it strikes for +5..20 damage, if your health is under 45% and 3..1 foe(s) are within earshot you get 41..75% block chance and + 3..8 health regenation for 15 seconds.
Your skills are disabled for 5 seconds.


hunter's stance
attribute: Wilderness Survival.
energy: 10.
casting time: 0 sec.
recharge: 35 sec.
Stance: while in this stance you move 25% faster,attack 15% faster, get +3 health regenation and strike for +5..10 dmg against moving foes.
This stance last for 5..15 seconds, and ends when your health drops below 50%


That are my ideas

Last edited by cheape arie; Oct 28, 2009 at 03:15 PM // 15:15.. Reason: had to change somthing
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Old Nov 02, 2009, 12:38 PM // 12:38   #758
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-Ataraxia (10 energy/2 secs activation/20 secs recharge)
Elite Hex Spell. For 5...10 seconds target foe can not see the hex spells he is under including Ataraxia. This skill expires 30...15% faster if you use a skill against that foe. When this hex ends, you and target foe face -5 health degeneration for 10 seconds. (Attrib. Illusion Magic)

(Obviously this skill aims for PvP. It could be very useful with backfire for example or to shut down an enemy by using the fear of the unknown effect that's going to take place. Also the foe can't see which hex the caster uses on him. This would make important for people to know the skill animations sometimes (It seems diversion would be the easiest skill to avoid :P) Any feedback on this skill is welcome!

-Voluptuous Mimicry (15 energy(before taking the form of a skill)/2 seconds(before taking the form of a skill)/10 seconds recharge (after 20 seconds have expired))
Elite Spell - For 20 seconds Voluptuous Mimicry takes the form of a random non-form elite spell from across all the spells of every profession. That spell uses your Domination Magic attribute. Each time you use the copied spell, your other skills are disabled for 8...5 seconds. (Attrib. Domination Magic)

(This skill intrigues me:P It can be anything from Word of Healing to Lingering Curse. It could turn pretty useless though if it copies a spell that requires something)
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Old Jan 26, 2010, 11:15 PM // 23:15   #759
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Restful Spirit - Ritualist Enchantment Spell (Spawning Power)
Energy Cost: 15
Casting Time: 1/2
Recharge Time: 45 seconds

(60 seconds) Item spells last 3...36% longer.

------

Immune Was Kaozen - Elite Ritualist Item Spell (Channeling Magic)
Energy Cost: 15
Casting Time: 1 second
Recharge Time: 30 seconds

For 2...20 seconds, all spells towards you fail and you steal 1...16 health from each foe that hits you with an attack or spell.

------

Spiteful Was Tuoko - Elite Ritualist Item Spell (Restoration Magic)
Energy Cost: 10
Casting Time: 1 second
Recharge Time: 30 seconds

For 3...36 seconds, all touch and health stealing skills against you fail, and the attacker is hit for the same amount.

Last edited by Xion Air; Jan 26, 2010 at 11:44 PM // 23:44..
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Old Jan 27, 2010, 12:00 AM // 00:00   #760
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Nuclear Explosion
5 energy, 1/2 cast, 2 sec cooldown
Deals over 9000 damage to all enemies in the zone.
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