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Old Jan 27, 2010, 08:44 PM // 20:44   #761
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"Stay in Earshot!"

Shout

5 e cost, 5 recharge
All toons out of earshot are KD and teleported to your location and healed for 25...50 health.
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Old Jan 28, 2010, 06:06 AM // 06:06   #762
Wilds Pathfinder
 
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Guild: Nobl
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Warrior
Brawl (elite stace)
15 eng 30sec recharge (strength)

Weapons do not deal dmg, only fist. For 10-25secs. all skills are disabled. You run 20-33% faster. You deal 25-45dmg per hit. damage ignores armor.

Monk
Elightment (elite enchant)
10 eng 1sec cast 45 sec recharge Upkeep 1 (divine favor)

All Monk attb. are boosted by 2. Every spell heals +45-77hp. Spells cast 25% faster.

Elementalist
Elemental Strike (elite Melee attack)
15eng 20 1/4 cast. 20 sec recharge (energy storage)

Teleport to target foe and strike foe for 15-25 lighting, earth, fire, and water dmg. target foe suffers cracked armor, weakness, and burning for1-5 secs. target foe moves 50% slower 1-5secs.

Necromancer
Minions faith (elite spell)
30eng 1sec cast. 45 sec recharge (death magic)

skill fails if controlling less then 6 minions. all of your minons die. 10 lvl 12-18Loyal Servants rise and become under your control. each servant uses ----insert player's name---'s Wish. when a servant dies it explodes and causes 55-120 shadow dmg.

Ranger
Naga venom arrow (elite bow attack)
10eng 1/4 cast. 8 sec recharge (wilderness survival)

shoot a Naga venom arrow at foe. Deal +1-16dmg. foe suffers bleeding and poision for 4-9 secs. followed by disease and burning for 3-7 secs.


yuppp im boored

Last edited by undead living; Jan 28, 2010 at 06:41 AM // 06:41..
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Old Jan 28, 2010, 05:00 PM // 17:00   #763
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Quote:
Originally Posted by undead living View Post
Warrior
Brawl (elite stace)
15 eng 30sec recharge (strength)

Weapons do not deal dmg, only fist. For 10-25secs. all skills are disabled. You run 20-33% faster. You deal 25-45dmg per hit. damage ignores armor.

Monk
Elightment (elite enchant)
10 eng 1sec cast 45 sec recharge Upkeep 1 (divine favor)

All Monk attb. are boosted by 2. Every spell heals +45-77hp. Spells cast 25% faster.

Elementalist
Elemental Strike (elite Melee attack)
15eng 20 1/4 cast. 20 sec recharge (energy storage)

Teleport to target foe and strike foe for 15-25 lighting, earth, fire, and water dmg. target foe suffers cracked armor, weakness, and burning for1-5 secs. target foe moves 50% slower 1-5secs.

Necromancer
Minions faith (elite spell)
30eng 1sec cast. 45 sec recharge (death magic)

skill fails if controlling less then 6 minions. all of your minons die. 10 lvl 12-18Loyal Servants rise and become under your control. each servant uses ----insert player's name---'s Wish. when a servant dies it explodes and causes 55-120 shadow dmg.

Ranger
Naga venom arrow (elite bow attack)
10eng 1/4 cast. 8 sec recharge (wilderness survival)

shoot a Naga venom arrow at foe. Deal +1-16dmg. foe suffers bleeding and poision for 4-9 secs. followed by disease and burning for 3-7 secs.


yuppp im boored
Lol? I hope these are jokes?
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Old Jan 29, 2010, 04:21 AM // 04:21   #764
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dude i did this at 1 in the morning.. i didnt want to go sleep yet.. only ones that are Lolable is the ranger and necro. ele is sorta but i tried to incoparate the mixed proff skilsl( c first pages) war and monks are meh. but nonetheless i was half awake!..
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Old Dec 28, 2010, 03:01 AM // 03:01   #765
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Join Date: Dec 2010
Guild: Tarthas Deathwish
Profession: W/A
Default Skill for WArrior

well here are my ideas:

Fiery vital-organ stab

energy cost:15 adrenaline cost:8 casting time:instant recharge time:20

Elite sword attack: Inflicts bleeding condition (4...23 seconds) Inflicts deep wound condition (5...25 seconds). Inflicts burning condition (0...9 seconds). You are exhausted! If target foe does not die 9...26 seconds after skill is used, you lose all of your health


Last stand (no attribute)

energy cost:30 casting time:3/4 second recharge time:recharges when returned to outpost

enchantment: Lasts 35 seconds. If your health drops below 1 (death occurs), you stay alive for 15 seconds. While you are enchanted by Last stand, you cannot be healed to life or ressurected.

Thanks guys! give me some feedback, and decide if Last stand should be elite =)
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Old Dec 28, 2010, 04:17 AM // 04:17   #766
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Shadow step:

5 cast, 15 recharge

step to target
step to alley
step to object
step to anywhere

It's just basically a step that allows all purpose movement. I don't know why we can't have one without having a req for where specifically it's used for. I just thought it would be a fun skill to hop around with.
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Old Dec 28, 2010, 10:26 PM // 22:26   #767
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Quote:
Originally Posted by Tarthas Deathwish View Post
Fiery vital-organ stab

energy cost:15
adrenaline cost:8
casting time:instant
recharge time:20

Elite sword attack: Inflicts bleeding condition (4...23 seconds) Inflicts deep wound condition (5...25 seconds). Inflicts burning condition (0...9 seconds). You are exhausted! If target foe does not die 9...26 seconds after skill is used, you lose all of your health
If you removed the elite status, the energy cost, and the recharge time, it would still be one of the worst skills in GW. No offense, but this is like Gash but elite, immensely more expensive, has a 'you're going to die' clause, and has degen (which is generally meaningless).

Quote:
Last stand (no attribute)

energy cost:30
casting time:3/4 second
recharge time:recharges when returned to outpost

enchantment: Lasts 35 seconds. If your health drops below 1 (death occurs), you stay alive for 15 seconds. While you are enchanted by Last stand, you cannot be healed to life or ressurected.
Another terrible skill. First off, 30e isn't going to happen. Secondly, skills that can only be used once are pointless. It would be better to spend a slot on something to keep yourself alive with in the first place. Thirdly, it's just a really really bad version of Divine Intervention. Again, no offense, but you clearly have no idea about skill balancing.
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Old Jan 06, 2011, 10:20 PM // 22:20   #768
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tl;dr

At least not every post, so excuse me if this was suggested.

- - -

[E] Elemental Shamrock/Overload
Description:
Elite Enchantment Spell. Target foe and all foes in the area are struck for 5-10 plus 1 for each point in Fire Magic, Earth Magic, Water Magic and Air Magic. For 10 - 20 seconds you are enchanted with Elemental Shamrock/Overload and gain 1 - 2 energy and 10 - 20 health each time you cast an elemental spell.

Concise Description: Elite Enchantment Spell. (10...20...20 seconds.) You gain 1...2...2 energy and 10...15...20 health each time you cast an elemental spell. Target foe and foes in the area are struck for 5...10...10 plus 1 for each point in Fire, Earth, Water & Air Magic.

Profession: Elementalist
Attribute: Energy Storage
Type: Elite Enchantment Spell

Energy Cost: 15
Casting Time: 1 second
Recharge Time: 30 seconds

- - -

Perhaps a little under-powered to be an elite, but would work well in coalition with Master of Magic and Arcane Echo.
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Old Jan 06, 2011, 10:49 PM // 22:49   #769
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Guild: Reign of Judgment (RoJ)
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As above, tl;dr, not entirely, so forgive any redundancy...

Mesmer
Name: "I'm not with them..."
Inspiration magic
Type: Stance
10e, instant cast, 45 second recharge
Description: "For 3...15 seconds you are not affected by hostile spells which did not target you. (You suffer -5...-1 health degeneration while in this stance)."

Essentially, if you as the mesmer are standing next to the target of searing flames/savannah heat/etc., you could activate this stance and buy yourself a few seconds of survival if, for some reason, moving was not an option (KD, BB, choke pt, etc.) Yes, I know, it would probably become staple on every perma bar without an otherwise-set secondary.

But in general, it just seems like the sort of thing that BELONGS in the mesmer line...
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Old Jan 08, 2011, 06:05 AM // 06:05   #770
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Location: Canada bro.
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Feeling good today...
Assassin
Evade.
5 energy 1s recharge
Skill.Teleport (not shadowstep) 30 metres in the direction you are facing if you are wielding daggers. If you have less than 10 energy your crippled for 12 seconds.
50% failure if critical strikes is under 8.

Death Warrant.
2s activation 20 second activation
Skill. For 20 seconds while wielding a dagger your attack skills activate & recharge 50% faster, You cannot deal more than 30 damage.
50% failure with 4 or less in critical strikes.

Exhausting Stab (elite)
10 energy 1/2ths activation, 5s recharge
Lead attack. Interrupt target foes action, if that action was a skill that foe suffers from exhaustion. If this follows a lead or dual attack you suffer from exhaustion. This attack cannot be blocked.




If it's broke don't fix it
25 energy, 1 second recharge.
Spell. If targets under 50% health, that foe and all nearby foes are knocked down for 5 seconds, bleed,poisoned,weakened,crippled,dazed,blinded,bur ned, and suffer from cracked armor for 140 seconds. If your at 50% health or higher you gain 25 energy.

Last edited by ensoriki; Jan 08, 2011 at 06:13 AM // 06:13..
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Old Jan 08, 2011, 07:12 PM // 19:12   #771
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Join Date: Oct 2009
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[E] Shadow Assault
Attribute: Shadow Arts
Energy Cost: 15
Casting Time: 1/4
Recharge Time: 25

Description: Shadow step to all foes in the area 1 time, plus 1 for every 10 ranks in Shadow Arts. Each foe is struck for 15...25...45 damage. You have a 5...10...20% chance of inflicting Dazed on affected foes.


Possibility of damage being armor ignoring.

EDIT: The idea is similar to Shiro's skill .

Last edited by Adam Ko; Jan 08, 2011 at 07:16 PM // 19:16..
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Old Jan 09, 2011, 03:54 AM // 03:54   #772
Ascalonian Squire
 
Join Date: Jul 2008
Location: Louisiana
Profession: N/P
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Ouija's Curse
Energy Cost: 15
Recharge: 25sec
Casting Time: 1/4sec

"Spreads all Hex's on target foe to all foes in the area."

Spreadable PI, be great.
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Old Jan 09, 2011, 10:20 PM // 22:20   #773
Forge Runner
 
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Guild: The Mirror of Reason[SNOW]
Profession: W/
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Caution!
Warrior
Tactics - Shout

Cost
6 Adrenaline

Recharge
6 Seconds

Effect
All party members in earshot lose 0..2..4 conditions. For 0..2..4 seconds all party members in earshot have 25..50..75% chance immunity to conditions.


Withered Sight
Necromancer
Curses - Hex Spell

Cost
10 Energy

Casting Time
1 Second

Recharge
15 Seconds

Effect
For 0..5..10 seconds target foe is inflicted with blindness for 0..3..5 seconds when they successfully use a ranged attack skill.

Balthazar's Decree
Monk
Smiting Prayers - Enchantment Spell

Cost
5 Energy

Casting Time
1/2 Second

Recharge
15 Seconds

Effect
For 0..5..10 seconds your smiting prayers spells deal holy and 20..50..80% more damage. When Balthazar's Decree ends you are dazed for 10 seconds.

Electrical Schism
Elementalist
Air Magic - Enchantment

Cost
10 Energy

Casting Time
2 Seconds

Recharge
60 Seconds

Effect
For 30..45..60 seconds your spells that deal lightning damage schism to all foes in the area of target foe with 25% armor penetration. Your lightning damage is reduced by 90..60..30%.

Exorcise Evil
Ritualist
Communing - Spell

Cost
15 Energy

Casting Time
1 Second

Recharge
10 Seconds

Effect
Target hostile summoned creature is destroyed. All foes in the area of this creature take lightning damage equal to 0..15..30% of the spirits total health. This spell has 25% armor penetration

Natural Punishment
Ranger
Wilderness Survival - Nature Ritual

Cost
10 Energy

Casting Time
5 Seconds

Recharge
60 Seconds

Effect
Create a level 1..6..11 spirit(11..22..33 second lifespan). Creature in range are afflicted by a random condition(cripple,weakness,blindness,dazed, burning,poison,deep wound,bleeding) for 1..1..2 seconds when they activate a skill.

Poisoned Mind
Mesmer
Domination Magic - Hex Spell

Cost
5 Energy

Casting Time
2 Seconds

Recharge
5 Seconds

Effect
For 15..17..20 seconds target foe is hexed with Poison Mind. Whenever target foe activates a skill target foe suffers from 1..2..4 health degeneration for 5 seconds.

just a few ideas

Last edited by Swingline; Jan 10, 2011 at 02:50 AM // 02:50..
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Old Feb 07, 2011, 11:34 PM // 23:34   #774
Desert Nomad
 
Join Date: Jan 2011
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Profession Changer: Assassin

Youre primary profession gets changed to Assassin for 120 minutes, with your skills of choice. Now go clear those stupid dungeons with a team instead of heroes and henchmen.

On the serious side, I'd like a skill that allows any primary profession to join in on a Kath SC or run dungeons again. I didnt get to catch the supposedly stupid ursanway but I do like the concept of beeing able to run dungeons with your main character instead of having to make another class. Some PVE only elite skill in the form of maintainable spell immunity.
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Old Mar 23, 2011, 01:46 AM // 01:46   #775
Pre-Searing Cadet
 
Join Date: Mar 2011
Location: Rindge, NH
Profession: R/Rt
Arrow Skill Suggestions

Elementalist

Air Magic
Lightning Jolts (5e, 1 casting time): Spell. Shoot 3 Lightning jolts at target foe. Each jolt deals 3...14...17 damage.

Water Magic
Soothing Waters (10e, 1cast, 10 recharge): Spell. All allies in the area of your location are healed 10...45...48 health. If any allies are set on fire, they are extinguished.

Fire Magic
Lava Pool (15e, 1cast, 30 recharge): Spell. Create a lava pool at target foe's location for 5 seconds. All foes in the area are set on fire for 1...4...5 seconds and crippled for 1...4...5 seconds. Each foe also takes 10...22...29 fire damage each second.

Earth Magic
Conjure Earth (10e, 1cast, 45 recharge): Enchantment Spell. For 60 seconds, if you are wielding an Earth Weapon, you deal 5...17...20 more damage.


Ranger

Marksmanship
Wild Arrow (5e, 10 recharge): Bow Attack. This attack is unblockable, any stance being used by that foe ends. This attack deals +5...17...21 damage.

Wilderness Survival
Stoned Arrows (15e, 2 cast, 12 recharge): Elite Preparation. All your arrows deal +4...7...10 damage, deal blunt damage and move twice as fast for 18 seconds. If your arrow is blocked, target foe is dazed for 2...6...8 seconds.

Expertise
Two-Handed Man (10e, 20 recharge): Stance. If you're wielding a two handed weapon, you attack 25% faster and gain +2...7...10 armor for 5...12...15 seconds.


Necromancer

Blood Magic
Blood Barbs (15e, 1 cast, 30 recharge): Hex Spell. Target foe takes 3...4...6 damage per second for 4...10...12 seconds. If this hex lasts it's full duration, target foe suffers from bleeding and deep wound for 10 seconds.

Vampiric Aura (15e, 2 cast, 45 recharge): Elite Enchantment Spell. You get +1 blood magic. Any spell you cast steals 5...21...25 health from all nearby foes. This enchantment ends after 5...37...45 seconds.

Death Magic
Conjure Shadows (10e, 1 cast, 45 recharge): Enchantment Spell. Your weapon now deals dark damage and does an additional 5...17...20 more damage for 60 seconds.

Executioner's Insight (10e, 2 cast, 10 recharge): Enchantment Spell. Target ally now deals shadow damage and deals +20% armor penetration. This enchantment ends after 8...18...20 seconds


Mesmer

Illusion Magic
Illusion of Victory (5e, 1/2 cast, 30 recharge): Enchantment Spell. The next time target other ally would take fatal damage, that damage is negated. That ally cannot be the target of foe spells and attacks for 3 seconds. 50% failure if Illusion magic is 4 or less.

Paragon

Command
"We Fight As One!" (6adren.). Shout. All allies within ear shot deal +5...17...21 damage for 5 seconds.

Motivation
"We Are One!" (6adren.). Shout. All allies within ear shot take 2...4...5 less damage for 5 seconds.

Last edited by tocool4muffins; Mar 24, 2011 at 11:47 PM // 23:47..
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