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Old Jul 19, 2010, 09:56 PM // 21:56   #21
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WARRIOR - Tactics
"Drawing Ire"
Adrenaline Cost: 4 strikes
Recharge: 20
Echo: Affects allies within earshot. For 3...7...10 seconds, damage to affected allies is redirected to you. Renewal: Whenever you use an adrenaline skill. Damage you take from this effect increases by 20...16...13%. Does not affect spirits or minions.

WARRIOR - Tactics
"Guardians Focus" (Elite)
Energy: 5
Recharge: 30
Skill: For 1...30...45 seconds, your block stances last 120% longer and you take 0...2...3 less damage for each foe in the area. No effect unless you are wielding a shield and under a stance.
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Old Jul 20, 2010, 04:38 AM // 04:38   #22
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ASSASSIN - Dagger Mastery
"Falling Dragon"
Energy: 5
Recharge: 8
Elite Offhand Attack: Deals 16... 35...38 damage and inflicts burning ( 0...6 seconds ). No effect unless target is knocked-down.

<33333
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Old Jul 20, 2010, 05:47 AM // 05:47   #23
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Good ideas, i really love the Falling Dragon one. Sins need to be able to inflict burning

I stole this next one from Zoldark the Unholy.

NECROMANCER - Death Magic
"Unholy Vigor" (Elite) <<Yes its already a move for Zoldark (Vloxen boss), but mine is a bit different>>
Energy: 5
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 10...20...22 seconds, all of your minion's attacks steal health instead of their normal damage. When this enchantment ends, all animated creatures you control die and you lose 75%...55%...50% of your maximum health.


NECROMANCER - Blood Magic
"Well of the Undead" (Elite)
Blood Cost: -10% health
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Well Spell: Exploit nearest corpse to create a Well of the Undead at its location. For 8...18...20 seconds, all hostile animated or summoned creatures within the area of the Well of the Undead take double damage and all allied creatures have +1...4...4 health regeneration.


I hate paragons with a passion but i cant help but think of some possibly decent skills for them....

PARAGON - Spear Mastery
"Destructive Nature" (Elite)
Energy: 10
Recharge: 20 seconds
Elite Skill: For 15 seconds, you attack 10% faster and your next 1...4...5 spear attacks deal damage to target foe and all adjacent foes.

...Nope, still hate Paragons......


DERVISH - Wind Prayers
"Dwayna's Fury" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 10 seconds, you attack 5%...20%...23% faster and are healed for 20...30...34 health every time you successfully hit with an attack. End effect: For every attack that hit, you lose 1 energy and suffer 2 seconds of Weakness.


Keep em coming! I'm liking the ideas people are submitting.
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Old Jul 20, 2010, 05:53 AM // 05:53   #24
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Quote:
Originally Posted by Mia Clemons View Post
Good ideas, i really love the Falling Dragon one. Sins need to be able to inflict burning
Keep em coming! I'm liking the ideas people are submitting.
I know, right? =D It brought a tear to my eye when I came up with that one. One can only dream! Falling Dragon + Twisting Fangs = Ultimate degen!
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Old Jul 20, 2010, 08:08 AM // 08:08   #25
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Monk - Smiting Prayers
"Witch!" (Elite)
Energy: 5
Recharge: 10 seconds
Elite Shout: For every hex spell target foe has on their skill bar they take 0...15 blunt damage and are set on fire for 0...10 seconds
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Old Jul 20, 2010, 10:22 AM // 10:22   #26
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NOTE: this is from a PvP perspective.

"Steal Enchantments" (Elite): An inferior version of Shatter Storm with a random effect tagged onto it. Wouldn't see any use, but requires introducing a new effect. In other words, a waste of time.
"Elemental Storm" (Elite): The fact that it's in Elemental Storage means it can be ran on any build, even a build that has no other Elementalist skills on it. Terrible idea.
"Grenth's Sacrifice": Minion bombing much? Wouldn't expect it to see much use.
"Frozen Mark" (Elite): Allows for Mirror of Ice-esque situations coupled with random snaring by Warriors with Cold weapons. It would be retarded.
"Animate Bone Golem" (Elite): Another random minion skill that nobody will ever use.
"Way Of The Shadow" (Elite): A collection of random effects that would have to be introduced in the game for a skill that nobody will ever use.
Anthem of Inspiration: Terrible idea. That would lead to 3 Paragon teams chaining this skill for infinite IAS/FC on the entire team.
-Insert name here-: You seriously think a skill that requires no spec, that singlehandedly depletes 75% of an opponents Energy bar, probably fills up most of your Energy bar and then deals massive damage is balanced? This skill alone would destroy all Elementalists.
"Magma Armor": Severely underpowered. Nobody uses Stone Striker, why would anyone ever use an inferior version of it that puts you on fire?
"Static Storm" (Elite): A broken skill. There is nothing you can do against the last bit of damage, especially in cramped maps like those in HA.
"Tundra" (Elite): Quit the DoTAoE bs already.
"Blizzard": Practically reads "Blur everything in sight". Horrible idea.
"Arrow Jab" (Elite): There is a reason fast-activation Ranger skills got nerfed. This will either replace Punishing Shot or be outclassed by it, depending on whether you give it an aftercast or not.
"Deathly Vow" (Elite): Super spike prep skill ftw? Seriously, don't introduce crap like this to the game.
"Soul Steal" (Elite): Probably won't see use.
"Inspired Trust": The ultimate grief skill? Should never see the light of day.
"Uncertainty" (Elite): Terribly weak and underpowered. Just compare to Glyph of Renewal.
"Dwayna's Protection" (Elite): Super smite-ball skill? If you chain this with 8 people, you can remain invulnerable to damage permanently. If Horrifying idea.
"Spiritual Reversal" (Elite): Another massive nuke skill that will probably be abused in team builds.
"Sacrifice" (Elite): You could force this spirit to die by recasting it. Arcane Echo -> this on 8 party members much?
"Illusion of Damage" (Elite): Broken. Luckily enough, the recharge kills it.
Elite Ether Nightmare: What are the stats?
[Insert Name Here]: Terribly weak.
"Illusion of Enchantments" (Elite): Inferior to Shadow Shroud in every single way.
"Illusion of Energy" (Elite): Exactly what is this, a Hex or an AoE skill? Regardless of that, too much effects tied to one skill.
"Dwayna's Haste" (Elite): Completely inferior to Healer's Boon for Healing Prayers Monks and completely inferior to Divine Boon for anything else.
"Sand Trap" (Elite): Stronger version of Smoke Trap, which says quite a lot. Would have far too big an impact on the battlefield.
"Drawing Ire": Exactly what's the advantage of creating an irremovable version of Life Bond? You could just keep the Warrior that uses this skill alive and be completely immune to damage. Terrible idea.

The other ideas are probably as crappy as the ones listed above here but I cba to go through them all. I haven't seen a single balanced proposal. Really, really bad.

Last edited by Morphy; Jul 20, 2010 at 10:24 AM // 10:24..
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Old Jul 20, 2010, 10:47 AM // 10:47   #27
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Quote:
Originally Posted by dusanyu View Post
Monk - Smiting Prayers
"Witch!" (Elite)
Energy: 5
Recharge: 10 seconds
Elite Shout: For every hex spell target foe has on their skill bar they take 0...15 blunt damage and are set on fire for 0...10 seconds
Best. Skill. Ever.

(But only because Confusion didnt make it into the game)
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Old Jul 20, 2010, 05:13 PM // 17:13   #28
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TO MORPHY: I dont mean to be rude, but if your not going to contribute, please dont harshly criticize other's ideas. You think Anet just came up with perfect, non-abusive skills right out of the blue? No, they didnt; they brainstormed.
Sure, some skills might not even see the dreaded "REMOVE" caption, but the purpose of the thread is to introduce new ideas for skills.
If something is broken or completely OP, fine, as long as it is creative and throws a new twist on gameplay then it at least contributes.

In regards to PvP play: "Split for PvP"? Obviously none of these skills will ever make it to GW1 or GW2. This is purely for creative and amusing purposes.

On the other hand, i do appreciate your feedback Morphy. At least when i make my skills, i dont think to deeply on making it balanced for PvP. <I'm more of a PvE player anyways>


Anyways, on to today's skills, submitted by my friend Ashley

MONK - Healing Prayers
"Dwayna's Prayer" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 10 seconds, target ally gains +3...6...7 health regeneration and 5...25...28 health every time that ally uses a skill. This enchantment ends early if target ally casts an enchantment spell.



MONK - Divine Favor
"Divine Grace" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 20 seconds, you have +0...1...1 energy regeneration. Every time you cast a monk spell, it takes an additional 4 seconds to recharge. This enchantment ends if you use a non-monk skill.


This next one is similar to that PvE effect against Destroyers, but watered down a bit.

NECROMANCER - Blood Magic
"Vampiric Nature" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 20 seconds, you deal 50% less damage with your spells and attacks but you steal 5...25...28 health from one random nearby foe every time you use a skill. Your other enchantment spells are disabled for 8 seconds.


RITUALIST - Channeling Magic
"Spirit's Wrath" (Elite)
Energy: 10
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Spell: Heal nearby allied spirits for 50...95...100 health. Adjacent foes to those spirits take 35...75...80 lightning damage.


Supportive Criticism is always appreciated.

Last edited by Mia Clemons; Jul 20, 2010 at 05:36 PM // 17:36..
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Old Jul 20, 2010, 06:15 PM // 18:15   #29
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Quote:
Originally Posted by Piippo View Post
ELEMENTALIST-Water Magic
"Frozen Mark" (Elite)
Energy: 15
Cast time: 2 sec
Recharge: 30 sec
"Elite Hex Spell. Target foe and all nearby foes are hexed with Frozen Mark. For 8...28 seconds, whenever each foe is struck by cold damage, they take an additional 10...25 cold damage and move 33% slower for 1...4 seconds."
Quote:
Originally Posted by Mia Clemons View Post
ELEMENTALIST - Water Magic
"Tundra" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 30 seconds
Spell: Create a Tundra at target foe's location. For 2...10 seconds, all foes in the area of Tundra move 10% slower and take 10...40 cold damage every 2 seconds. Stationary foes take an additional 5...20 cold damage.


ELEMENTALIST - Water Magic
"Blizzard" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Hex Spell: Target foe and up to 3 nearby foes take 10...75 cold damage. For 2...10 seconds affected foes have a 10%...50% to miss with attacks. This spell causes Exhaustion.
+1; Water magic could use some better elites. I'm a big fan of an elite AoE water snare, something like:

"Permafrost"
Energy: 15
Casting Time: 1/4 second
Recharge: 15 seconds
Hex Spell. Also hexes foes in the area of your target (2...12 seconds). These foes move 66% slower and cannot Shadow Step. Initial effect: deals 10...85 cold damage.

(pretty much a beefed up version of Deep Freeze)
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Old Jul 21, 2010, 02:04 AM // 02:04   #30
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Avatar of Melandru. Form. 5e. 2s cast. 120 sec recharge. For 30...80..90 seconds conditions expire 50% faster. If you are under the effects of an Earth Prayers enchantment, you gain a 50% chance to dodge attacks. When a Dervish skill ends or an enchantment expires, cracked armor is applied to adjacent foes for 10 seconds.

Avatar of Balthazar. Form 5e. 2s cast. 120 sec recharge. For 30...80..90 seconds your attacks have 10% armor penetration, and you have +2 scythe mastery. Whenever an enchantment or Dervish skill ends upon yourself, enemies adjacent to you take damage equivalent to your rank in Mysticism.

Poison Arrow. Elite Bow Attack. 5e. 12 sec recharge. Fire an arrow at target and one additional nearby foe that inflicts +1...12...15 damage and poisons both targets 1...8..12 seconds.

Glass Arrows. Elite Preparation. 10e. 2 sec cast. 24 sec recharge. For 36 seconds, your arrows inflict +12...18..20 damage on foes. If your arrow does not hit, bleeding is inflicted upon your target and adjacent foes for 8..10..12 seconds.

Melandru's Arrows. Elite Preparation 10e. 2s cast. 24 sec recharge. For 36 seconds, your arrows inflict bleeding for 3...21..25 seconds. Targets under enchantments or hexes receive poison as well for 3...10..12 seconds and +6...12..16 damage.

Anthem of Guidance. Elite Chant. 6 adr. 1s cast. 4 sec recharge. All allies in earshot have Blindness removed and an additional 25% chance to hit with their 1..3..4 next attacks. If that attack was an attack skill, +4...8...10 damage is applied, but if not +2...4...6 damage on auto attacks.

Crippling Anthem. Elite Chant. 8 adr. 1s cast. 10 sec recharge. All allies in earshot inflict Crippling on their next attack for 2..4..6 seconds. +8 seconds of crippling if the next attack was an attack skill. Allies receive a 20% chance to dodge attacks made by crippled enemies.

Cautery Signet. Elite Signet. 1s cast. 20 sec recharge. All Allies lose one condition. The next time a foe hits you, they are set on fire for 1 second for each condition removed (Max. 6 sec.).

Enjoy.

Last edited by X Dr Pepper X; Jul 21, 2010 at 02:15 AM // 02:15..
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Old Jul 21, 2010, 06:37 AM // 06:37   #31
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Had some last minute submissions before bed. Credit goes to Aubrey on these:


RANGER - Marksmanship
"Deadly Arrow" (Elite)
Energy: 15
Attack Time: Normal
Recharge: 15 seconds
Elite Bow Attack: If this attack hits, target foe is Poisoned, Crippled, and Bleeding for 7 seconds. This attack strikes for +5...11...12 damage and cannot be blocked by foes with less then 50% health.

MESMER - Domination Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: For 8...14...15 seconds, target foe suffers deals 33% less damage with attacks and spells cast by target foe take 100% longer to cast. End effect: Target foe suffers from Weakness for 12 seconds.
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Old Jul 21, 2010, 08:09 AM // 08:09   #32
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Mesmer Illusion magic
"Confusion"
Energy 15
Cast time 1 s
Recharge 30 s
Elite hex spell, for 2...4...8..10 seconds Target foe and all nearby foes are hexed with confusion. All of target foe and nearby foes AoE spells have a 50% change of damaging themselves aswell.
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Old Jul 21, 2010, 08:59 AM // 08:59   #33
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MESMER - Domination
"Deviation" (Elite Hex Spell)
Energy: 5
Cast Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: (10 seconds.) Target foe's next 0...1...2 skills takes +10...47...56 seconds to recharge.

RANGER - Marksmanship
"Vicious Shot" (Elite)
Energy: 5
Activation: 3/4 second
Recharge: 10 seconds
Elite Bow Attack: (Unblockable.) Inflicts deep wound condition (1...8...10 second[s]).

MONK - Divine Favor
"Compassion" (Elite Enchantment Spell)
Energy: 5
Cast Time: 1/4 second
Recharge: 15
Elite Enchantment Spell: (8 seconds.) Target ally has +2 Health regeneration. Reduces target allies incoming damage and life steal by 3...18...21. All negated damage heals all party members within earshot for that amount. (maximum 120 health).

"Dwayna's Spirit" (Elite Enchantment Spell)
Energy: 5
Cast Time: 1/4 second
Recharge: 30 seconds
Elite Enchantment Spell: (1...11...14 second[s].) Monk spells cost you 3 less Energy. You gain 15...51...60 Health and lose one condition whenever you use a monk healing or protection prayers spell. If this enchantment lasts its full duration, you are knocked-down.

"Purge Afflictions" (Elite Spell) [Unlinked]
Energy: 5
Cast Time: 1/4 second
Recharge: 15 seconds
Elite Spell: Removes all hexes conditions and heals target ally for 50 health.

Last edited by Sirius Bsns; Jul 21, 2010 at 09:18 AM // 09:18..
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Old Jul 21, 2010, 01:04 PM // 13:04   #34
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Paragon Leadership "Holy rain"
Energy 10
Cast time 1 s
Recharge 30 s
Elite spell, for 2...4...8..10 seconds spears from above do 10...34 holy damage to Target foe and all nearby foes. Foes activating Elite skills are interupted.
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Old Jul 21, 2010, 05:28 PM // 17:28   #35
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Anthem of Fury. Elite Chant. 10e. 2s cast. 20s recharge. All Allies in earshot attack 10% faster for 1...6..8 seconds. Using an attack skill ends Anthem of Fury early and gives the user 1...3..4 strikes of adrenaline and 1...5...6 energy.

Song of Purification. Elite Chant. 4 adr. 1s cast. 16 sec recharge. All Party Members in earshot lose 1..2..3 conditions upon using their next skill. If there are no conditions on a party member, a hex will be lost instead.

Pious Renewal. Elite Enchantment. 5e. 1/2 sec cast. 30s recharge. For 12...20..24 seconds you are enchanted with Pious Renewal. Whenever a Dervish enchantment is cast upon yourself, you attack 25% faster and gain +2 energy per hit for 1...5...6 seconds. Pious Renewal is renewed with the successive use of an attack skill.

Avatar of Grenth. Elite Form. 10e. 2s cast. 120 sec recharge. For 30...80..90 seconds, your attacks cannot miss hexed foes or foes with conditions. Your attacks steal 10...18..20 life with each hit. When a Dervish skill ends or an enchantment expires, foes adjacent to you are crippled for 1...5..6 seconds.

Avatar of Dwayna. Elite Form. 10e. 2s cast. 120 sec recharge. For 30...80..90 seconds, the initial use of a skill will heal yourself and allies nearby for 2...24...32 health. If you are under the effect of an enchantment, using an attack skill will give yourself and allies nearby +1...2...3 health regen for 10 seconds. If a Dervish skill or an enchantment ends upon you, adjacent enemies are inflicted with Weakness for 1...5...6 seconds.

These are fun, so I came back for seconds. Mine are made with PvE in mind.

Last edited by X Dr Pepper X; Jul 21, 2010 at 05:36 PM // 17:36..
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Old Jul 21, 2010, 08:39 PM // 20:39   #36
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Oh, heh, forgot the scaling (and balancing) of that inspiration spell. And yeah, it would rape eles anyway.. :/


If Mending were elite.... or buffed at least.... :D

Mending - healing prayers

5 energy
2 second casting time

Enchantment Spell. Target ally gains 2...5...6 health regeneration (lol, like that helps :P) and +1 energy regeneration (dunno about that). Conditions expire 40...60...70% faster on that ally (Yay, fragility fodder).


Oh, and no offense Morphy, but you don't have to take these ideas seriously. It's not like any of these will be implemented, it's just to spit out those ideas that people had stuck in their mind for a while. They are ridiculous, but it doesn't hurt to post old ideas here.
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Old Jul 21, 2010, 10:29 PM // 22:29   #37
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DERVISH - Mysticism
"Avatar of Abaddon" (Elite Form)
Energy: 25
Activation: 2 seconds
Recharge: 30 seconds
Elite Form: (10...74...90 seconds.) You have -20 armor, you move and attack 33% faster, and your attacks deal dark damage. This skill is disabled for 120 seconds.

"Grim Sweep" (Elite Scythe Attack)
Energy: 5
Recharge: 8
Elite Scythe Attack: Deals +10...34...40 damage. Inflicts Deep Wound condition (5...17...20 seconds). If target is above 50% health, attack is unblockable and foe is knocked down. (Requires 8 Mysticism; 100% failure otherwise)

WARRIOR - Swordsmanship
"Disrupting Slice" (Elite Sword Attack)
Adrenaline cost: 6
Sword Attack. Deals +5...17...20 damage. If target is bleeding: interrupts an action and skill is disabled for +20 seconds. Inflicts Deep Wound condition (5...17...20 seconds).

Last edited by Regulus X; Jul 22, 2010 at 03:53 AM // 03:53..
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Old Jul 21, 2010, 11:07 PM // 23:07   #38
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UBER FRENZY - Strength
Stance (Elite)

Energy: 5
Recharge: 4

For 6...8...9 seconds, you move and attack 33% faster.


....as if the devs would ever allow for this shit
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Old Jul 22, 2010, 10:01 AM // 10:01   #39
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WARRIOR-Swordsmanship
"Sword Dance"
Energy: 5
Recharge: 10 seconds
Elite Sword Attack: Swing your sword violently, attacking all adjacent foes 1...3 times. Lose all adrenaline

RANGER-Wilderness Survival
"Dwayna's Arrows"
Energy: 15
Casting time: 2 seconds
Recharge: 12 seconds
Elite Preparation: For 18 seconds, your arrows deal +5...17 damage. All arrows heal the target instead of deal damage. Your arrows cannot target foes, but can now target allies. Bow attacks that cause conditions will instead remove that condition from an ally if that ally has that specific condition.
/* got this idea from another game where the archer was shooting his allies with light blue arrows and healing them */
Ex.1 - Hunter's Shot will heal for a small amount and remove Bleeding if target ally has it
Ex.2 - Sloth Hunter's Shot used on an ally not doing anything will be healed for a lot
Ex.3 - Distracting Shot, or any other interrupting bow attack, will not trigger the interrupt or any effects caused by the interrupt

MONK-Divine Favor
"Divine Edge"
Energy: 10
Casting time: 1 second
Recharge: 15 seconds
Elite Spell: All foes within earshot take 15...51 holy damage. All allies within earshot are healed for 15...51 points.

NECROMANCER-Death Magic
"Signet of Undeath"
Casting time: 1 second
Recharge: 15 seconds
Elite Preparation: For 20 seconds, target animated undead servant moves and attacks 50% faster, and deals +5...17 damage. When this effect ends, target dies.
/* minion will still die when the 20 seconds of the first signet used are over, even if the signet is renewed */

MESMER-Fast Casting
"Mantra of Celerity"
Energy: 15
Recharge: 20 seconds
Elite Stance: For 30...78 seconds, your Fast Casting attribute increases by 50%. Whenever you cast a spell, you lose 3 Energy or Mantra of Celerity ends.

ELEMENTALIST-Energy Storage
"Elemental Prowess"
Energy: 10
Casting time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 1...49 seconds, your Elementalist spells have +2...24% armor penetration.

ASSASSIN-Shadow Arts
"Critical Boon"
Energy: 10
Casting time: 1 second
Recharge: 25 seconds
Elite Enchantment Spell: For 5...17 seconds, whenever you make a critical hit, your party is healed for 10...34 health.

RITUALIST-Communing
"Bloodlust"
Energy: 10
Casting time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Creates a level 1...10 spirit (15...39 second lifespan). Its attacks deal 10...34 damage. Attacks 50% faster.

PARAGON-Leadership
""Holy #$%#!!""
Energy: 10
Recharge: 15 seconds
Elite Shout: All foes in the area are interrupted. 50% miss chance unless Leadership 9 or higher.

DERVISH-MYSTICISM
"Avatar of Abaddon"
Energy: 25
Casting time: 2 seconds
Recharge: 30 seconds
Elite Form: (10...58 seconds.) Enemy spells cannot target you. Attacks inflict Spectral Agony (Saul D'Alessio). This skill is disabled for 120 seconds.

Also:
http://www.guildwarsguru.com/forum/c...t10033549.html
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Old Jul 22, 2010, 04:51 PM // 16:51   #40
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I really like your Sword Dance and Signet of Undeath, although 15 seconds recharge might be spammable with a mesmer. maybe 30 seconds recharge?

Good ideas though

Oh, and Bloodlust <3 although the cap for attack speed is 33% isnt it? either way, love it.

Critical Boon could be OP, but if the duration and healing were decreased, might be a viable elite skill

Today's Submission from Akido:

ASSASSIN - Critical Strikes
"Deadly Accuracy" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Enchantment Spell: For 6...20...22 seconds, your attacks have an additional +50% of being a critical hit. Every time you strike a critical hit, you lose 25...10...8 health. This enchantment ends if under the effects of a Shadow Arts enchantment.


Another submission by Ashley:

ELEMENTALIST - Fire Magic
"Scorching Rain" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 60 seconds
Elite Spell: Create a Scorching Rain at target foe's location. For 10 seconds, all foes near target foe's initial location take 6...50...55 fire damage each second and are on fire for 1...4...5 seconds. The same foe cannot be struck more then 5 times by this spell. This spell causes exhaustion and your skills are disabled for 5 seconds.


My submission for the morning:

ELEMENTALIST - Air Magic
"Sonic Wave" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: Target foe and all adjacent foes are struck for 8...40...45 damage. For 3...11...12 seconds, all affected foes are unaffected by all shouts and chants.


As always, keep the ideas coming

Last edited by Mia Clemons; Jul 22, 2010 at 06:44 PM // 18:44.. Reason: Added some submissions from this morning
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