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Old Sep 21, 2010, 04:25 PM // 16:25   #161
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Something similar may have been suggested but..

Reworked Glyph of Elemental Power
Make Elite move to Energy Storage
Energy 10
Cast 1 second
Recharge 20 secs

For 25 seconds, your elemental attributes are boosted by 2 for your next 10 spells. Damage from elemental spells cast while this glyph is active have an additional 2% armour penetration for each point of Energy Storage.

Last edited by Mouse at Large; Sep 21, 2010 at 08:03 PM // 20:03..
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Old Sep 21, 2010, 10:05 PM // 22:05   #162
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Default Some new ones :)

Warrior - Strength
"Aggressive Strike" (Elite)
Adrenaline Cost: 6
Recharge: 2 seconds
Elite Melee Attack: If this attack hits, target foe loses all adrenaline. You gain 0...3...4 strikes of adrenaline if target foe lost more then 2 strikes of adrenaline. This attack does +5...24...28 damage.


I kind of like this next one, please leave feedback

Paragon - Leadership
"I Will Save You!" (Elite)
Energy: 5
Recharge: 20 seconds
Elite Shout: For 5 seconds, half of all damage to target other ally is redirected to you. If your health is under 50%, you and that ally are healed for 20...80...92 health and this shout ends.


Elementalist - Energy Storage
"Energy Transfer" (Elite)
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Spell: You lose up to 15 energy. Target other ally gains 50%...110%...120% of that energy. This spell causes Exhaustion.

Note, the energy loss from this spell would not be reduced from Glyph of Lesser Energy......
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Old Sep 23, 2010, 02:42 AM // 02:42   #163
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Aggravate - Warrior - Tactics
5 adrenaline
6 second recharge

Elite Shout. Target foe takes 10...50...70 damage and gains 3...1...1 strikes of adrenaline. You gain 1...3...4 strikes of adrenaline.

Pain Concentration - Mesmer - Illusion Magic
10 energy
1 second cast
10 second recharge

Elite Hex Spell. For 5...17...20 seconds, target foe has -20 armor and takes +1...17...20 damage whenever it takes damage. Foes adjacent to target have +20 armor.

Divert Distress - Monk - Protection Prayers
5 energy
1/4 second cast
10 second recharge

Elite Enchantment Spell. For 3 seconds, whenever target ally takes damage, that damage is negated and that ally is healed for 10...84...100 health. You take the damage negated. Cannot self target.

Affliction - Necromancer - Death Magic
10 energy
3/4 second cast
8 second recharge

Elite Spell. Target foe takes 10...60...70 shadow damage and suffers from poison and disease for 15 seconds. You are poisoned for 15 seconds.

Glyph of -Whatever- - Elementalist - Energy Storage
5 energy
1 second cast
10 second recharge

Elite Glyph. 15 seconds. Your next spell casts 100...180...200% faster and recharges 10...20...25% faster. That spell causes exhaustion.
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Old Sep 24, 2010, 06:55 PM // 18:55   #164
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Smile Some great suggestions!

Glyph of Power - Elementalist - Energy Storage
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Glyph: For 10 seconds, your next spell cannot be interrupted and recharges 5%...23%...25% faster. If your next spell is an elementalist spell, it deals 0%...12%...15% more damage.


Soul Destruction - Ritualist - Spawning Power
Energy: 10
Casting Time: 1 second
Recharge: 12 seconds
Elite Enchantment Spell: Every second for 5 seconds, all foes adjacent to spirits you control within earshot take 5...40...45 lightning damage suffer 5 seconds of Cracked Armor. End effect: All spirits you control within earshot lose 50% of their current health.


Animate Fiery Golem - Necromancer - Death Magic
Energy: 15
Casting Time: 3 seconds
Recharge: 10 seconds
Elite Spell: Exploit nearest corpse to animate a level 3...21...25 Fiery Golem. This undead servant's attacks cause Burning for 1...5...6 seconds. You cannot have more than 1 Fiery Golem at any time.


Can someone say AoE energy management? ^^

Lyssa's Blessing - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 7...18...21 seconds, all other nearby allies have +1 energy regeneration and gain 1 energy every 3 seconds. You lose 12...6...4 health and 2 energy for every ally affected by this spell every 3 seconds. This enchantment ends early if you use a non-Mesmer or non-Signet skill.


Thank you for the submissions!
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Old Sep 26, 2010, 06:14 PM // 18:14   #165
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Humble - Mesmer - Inspiration Magic
10 energy
2 second cast
20 second recharge

Elite Hex Spell. Disables 1...2...2 random skills for 5...13...15 seconds. If target's elite skill is disabled, that foe suffers -1 energy degeneration for 5...13...15 seconds. Your skills are disabled for 3 seconds.

Demonic Fissures - Necromancer - Death Magic
20% Health sacrifice
10 energy cost
1 second cast
20 second recharge

Elite Hex Spell. Hexes foes near you. For 5 seconds, those foes move 66% slower and suffer -3...6...7 health degeneration for 5 seconds. End effect: those foes are knocked down. Failure if Death Magic is 4 or less.

"Concentrate Fire!" - Paragon - Command
5 energy cost
10 second recharge

Elite (some targeted shout thingy). Inflicts Cracked Armor and Deep Wound on target foe for 10 seconds. For 10 seconds, allies within earshot do +10...30...35 damage to this foe.

Anthem of Alacrity - Paragon - Leadership
4 adrenaline
15 second recharge

Elite Chant. For 5...9...10 seconds, allies within earshot's attack skills activate 50% faster and recharge 50% faster.
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Old Sep 29, 2010, 06:05 PM // 18:05   #166
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Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Every 3 seconds, one random foe in the area loses 20...115...130 health and is knocked down. This spirit loses 50 health every time a foe is affected. This spirit dies after 30 seconds.
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Old Sep 29, 2010, 06:11 PM // 18:11   #167
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Quote:
Originally Posted by Mia Clemons View Post
Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Every 3 seconds, one random foe in the area loses 20...115...130 health and is knocked down. This spirit loses 25 health every time a foe is affected. This spirit dies after 30 seconds.
I'd go more with:

Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Causes -0...8 health degeneration to foes within earshot. Deals 0...10 damage each second to hexed foes. This spirit loses 25 health every time a foe is affected. This spirit dies after 30 seconds.

If they're hexed, foes become even more depressed! Get it? xD

Last edited by Sirius Bsns; Sep 29, 2010 at 06:14 PM // 18:14..
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Old Sep 29, 2010, 06:33 PM // 18:33   #168
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Quote:
Originally Posted by Sirius Bsns View Post
I'd go more with:

Depression - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Depression. Causes -0...8 health degeneration to foes within earshot. Deals 0...10 damage each second to hexed foes. This spirit loses 50 health every time a foe is affected. This spirit dies after 30 seconds.

If they're hexed, foes become even more depressed! Get it? xD
haha i get it. I should have renamed it. I wanted an elite version of Agony in a way.


Terror - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 20 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Terror. All nearby Foes lose 20...80...90 health every 3 seconds. This spirit takes 45...40...10 damage every 3 seconds for every foe affected. This spirit dies after 20 seconds.

This spirit doesn't lose health, it actually takes damage; thus, skills like Armor of Unfeeling will still affect it.
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Old Sep 29, 2010, 07:35 PM // 19:35   #169
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Sympathetic Soul - Dervish - Mysticism
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 0...24...30 seconds, target ally and all nearby allies are enchanted with Sympathetic Soul. If an ally casts a non-elite, non-maintained enchantment while under the effects of Sympathetic Soul, you gain the enchantment as well and Sympathetic Soul ends on that ally.

Notes: inspired by Mirrored Stance and Tengu's Mimicry. The new enchantment uses the original caster's attributes. This is not always beneficial; e.g. Illusion of Weakness. Is it OP? It does give the Dervish access to target-self-only enchantments from other professions, but if you cut out elite and maintained, what's left over doesn't look tooooo bad.
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Old Oct 04, 2010, 02:41 AM // 02:41   #170
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Hailstorm - Elementalist - Water Magic (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Create a Hailstorm at target foe's location. Each second for 5 seconds, foes in the area of this spell take 8...36...42 cold damage each second and are blinded for 3 seconds.


Ward of Dark Magic - Elementalist - Energy Storage
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Ward Spell: For 1...8...10 seconds, foes in this ward cannot cast spells and lose 1 enchantment every 2 seconds.



Dwayna's Favor - Monk - Divine Favor
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 1...8...10 seconds, target other ally has +2 health regeneration for every enchantment on them. When this enchantment ends, you gain 2 energy for every Monk enchantment on target ally. (50% failure if Divine Favor 5 or less)

Last edited by Mia Clemons; Oct 04, 2010 at 05:02 PM // 17:02.. Reason: Edited to prevent non-Monks from getting Energy
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Old Oct 04, 2010, 03:30 AM // 03:30   #171
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Originally Posted by Mia Clemons View Post
Dwayna's Favor - Monk - Divine Favor
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: For 1...12...15 seconds, target other ally has +2 health regeneration for every enchantment on them. When this enchantment ends, you gain 2 energy for every Monk enchantment on target ally.
This would be an interesting energy management skill for builds without Divine Favor. The regeneration could easily be reproduced with cheap, non-elite healing spells, so that's not noteworthy. If you have 0 points in Divine Favor, though, you get the energy back in 1 second. For high Divine Favor, the energy gain actually occurs later; a longer wait means more variability, more vulnerability, the possibility of enchantment loss, etc. The high Divine Favor caster might actually be worse off.

Is there any way to penalize the energy gain for low DF?
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Old Oct 04, 2010, 05:28 PM // 17:28   #172
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Quote:
Originally Posted by fr.aodhan View Post
This would be an interesting energy management skill for builds without Divine Favor. The regeneration could easily be reproduced with cheap, non-elite healing spells, so that's not noteworthy. If you have 0 points in Divine Favor, though, you get the energy back in 1 second. For high Divine Favor, the energy gain actually occurs later; a longer wait means more variability, more vulnerability, the possibility of enchantment loss, etc. The high Divine Favor caster might actually be worse off.

Is there any way to penalize the energy gain for low DF?
Thank you for that Sir, i hadnt noticed the possible gain for non-Monks. I believe i fixed it, also allowed it to have shorter duration to accommodate the energy gain.


On to todays:


Heaven's Shield - Monk - Protection Prayers (Elite)
Energy: 5
Casting Time: 3 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 1...5...6 seconds, target other ally takes no damage and has +3 health regeneration for each condition or hex on them. This enchantment ends early if that ally uses a skill.



Ward of Chaos - Elementalist - Earth Magic (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Ward Spell: For 1...8...10 seconds, all foes within this ward lose 1 energy and 2...13...15 damage whenever they take Earth damage.


Servant's Vow - Necromancer - Death Magic (Elite)
Energy: 1
Blood Cost: -10%hp
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: For 2...23...27 seconds, all your animated creatures deal +0...6...8 damage and become immune to conditions. Every time your animated creatures would have a condition, you take 20...15...13 damage. This enchantment ends early if you animate another creature.



Vengeful Blow - Warrior - Strength (Elite)
Energy: 5
Attack Time: 1 second
Recharge: 8 seconds
Elite Melee Attack: If there are any dead allies within earshot, this attack does +12...38...46 damage and target foe suffers a Deep Wound for 8 seconds.


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Old Oct 06, 2010, 05:32 PM // 17:32   #173
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Cool New skills...

Hurricane Winds - Elementalist - Air Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Hex Spell: Target foe and all foes in the area are hexed with Hurricane Winds for 5...18...21 seconds, the next time a foe affected by this hex is struck for cold or lightning damage, that foe is knocked down for 2 seconds and this hex ends. When this hex ends on each foe, that foe takes 10...75...85 cold damage. This spell causes Exhaustion.


Knockback Blow - Warrior - Strength
Adrenaline: 8 strikes
Attack Time: 2 seconds
Recharge: 5 seconds
Elite Melee Attack: If this attack hits, target foe is knocked down for 1...2...2 seconds. If target foe was knocked down by this attack, that foe takes +8...45...52 damage and you gain 2 strikes of adrenaline. You suffer from Weakness for 8 seconds.


Deadly Scythe - Dervish - Scythe Mastery
Energy: 10
Attack Time: Normal
Recharge: 6 seconds
Elite Scythe Attack: If this attack hits, target foe takes +8...36...40 damage. If target foe was suffering from a condition, all adjacent foes are struck for +5...19...24 damage and suffer from a Deep Wound for 8 seconds.



War Chant - Paragon - Motivation
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Chant: For 10 seconds, all party members within earshot do 1%...13%...15% more damage with attack skills and gain 25% more adrenaline.


"For Balthazar!" - Paragon - Command
Adrenaline Cost: 4 strikes
Casting Time: 2 seconds
Recharge: None
Elite Chant: For 1...8...9 seconds, all party members attack 33% faster while under the effects of another shout or chant.


You think this one is too OP?

Energy Storm - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: Target foe takes 1...2...2 damage for each point of energy they currently have. For 10 seconds this hex does nothing. If this hex lasts its full duration, an Energy Storm forms at foe's location, draining 2...13...15 energy from target foe and all adjacent foes.



Mimic Vitality - Mesmer - Fast Casting
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Hex Spell: Target foe is hexed with Mimic Vitality for 10 seconds. Every time target foe is healed, you are also healed for 10%...65%...75% of same amount.



Soul Reversal - Necromancer - Soul Reaping
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Enchantment Spell: For 3...14...16 seconds, every time one of your minions takes damage from an attack, all adjacent foes to that minion take 2...13...15 shadow damage and you sacrifice 1% of your maximum health. This enchantment ends early if your health is below 10%.


Dwayna's Wrath - Monk - Smiting Prayers
Energy: 25
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: For 5 seconds, target foe and all foes adjacent to target foe take 7...30...35 Holy damage each second. Your skills are disabled for 8 seconds.
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Old Oct 06, 2010, 07:06 PM // 19:06   #174
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Warrior Strength
Masterful Revenge
10 Adrenaline
While under effects of this shout you cannot die for (0...3...5 seconds).And you deal additional (+25...+40...+47damage).
When this shout ends you lose all your health but one.

Paragon Motivation
Chant of harmony
25 E 1 sec cast and 30 sec recharge
For each dead party member, party members gain additional health (+30..+200...)
Last for (4...10...14 seconds)

Minnion Bomb
Death magic
15 Energy 2 sec cast 20 sec recharge
Destroys all minnions you control dealing (12...23...35 damage).
You are poisoned for (20..13...10 seconds).

Paragon
Command
Surrender Now!
5 energy 12 second recharge
Deals (30..50..57 damage) and causes knockdown for (2..3..4) seconds
Works only on enemies under 50% health.
75% failure with command less then 8

Paragon
Command
Focus Target
15 energy 15 sec recharge
Hexes a target allies deal additional (+13%...20%..27%...)physical damage to target for the next 8 seconds.After that allies that dealt damage to that target are blinded for (6..4..3..) seconds.

Ranger
Heavy Shot
10 E 12 recharge
Fire a huge arrow that moves twice as slow as a normal arrow.
Deals (+11...+37...+49...)damage to target and knocks it down for (1..2..3) seconds.

All i can think of at the moment xD

Last edited by wotah; Oct 06, 2010 at 07:13 PM // 19:13..
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Old Oct 08, 2010, 06:01 PM // 18:01   #175
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Headache - Mesmer - Illusion Magic
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: Target foe and all adjacent foes suffer -2 health degeneration and take 3...13...15 damage each second for 8 seconds. When this hex ends on each foe, that foe is Dazed for 3 seconds.
'

Description:
1. Affects all creatures in range
2. Range of all Weather Spells is earshot.
3. All have casting times of at least 2 seconds.
4. Only one Weather Spell per any given skill bar at any given time.

Example:

Downpour - Elementalist - Water Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Weather Spell: A Downpour starts at your location for 2...19...22 seconds. All cold damage attacks and skills do for 10% more damage and all fire damage attacks and skills are reduced by 20%. All attacks made by creatures within range have a 10% chance to miss.


Desert Storm - Elementalist - Earth Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Weather Spell: A Desert Storm starts at your location for 2...19...22 seconds.
All earth damage is increased by 10% and all lightning damage is reduced by 20%. All creatures within the storm take 5...18...20 earth damage every 4 seconds.




Feedback?

Last edited by Shayne Hawke; Oct 30, 2010 at 02:46 PM // 14:46.. Reason: Please do not double-post.
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Old Oct 14, 2010, 04:01 AM // 04:01   #176
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Crystal Spikes - Elementalist - Earth Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Crystal Spikes form at target foe's location. For 3...9...10 seconds, all foes in the area to target foe's initial location take 5...35...40 earth damage each second while moving. Foe's move 10% slower while in range of this spell.

(Kind of like those jade crystal shards in the Jade Sea that hurt and low players running through them.)
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Old Oct 14, 2010, 01:48 PM // 13:48   #177
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Undead Embodiment [Necromancer Death Magic Elite]
10e
1/4s cast
30s recharge
Enchantment Spell
For 45 seconds you are immune to poison, bleeding and disease but you take double damage from Holy damage.

Last edited by distilledwill; Oct 14, 2010 at 01:50 PM // 13:50..
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Old Oct 18, 2010, 06:29 PM // 18:29   #178
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Symbolic Disenchantment - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Hex Spell: Initial effect: Remove one enchantment from target foe. If any of that foe's nearby allies also were under the same enchantment, they lose it and all affected foes suffer 1...8...9 seconds of -5 health degeneration.



Slicing Wind - Elementalist - Air Magic
Energy: 10
Casting Time: 1 second
Recharge: 8 seconds
Elite Spell: Target foe is struck for 8...50...58 cold damage and is Bleeding for 2...12...14 seconds. If target foe was already Bleeding, they take an additional 10...68...75 cold damage.


Stone Spikes - Elementalist - Earth Magic
Energy: 5
Casting Time: 3/4 second
Recharge: 10 seconds
Elite Hex Spell: After 2 seconds, if target foe is not moving, that foe and all adjacent foes take 8...60...68 earth damage and are Crippled for 8 seconds.


Blood Lust - Necromancer - Blood Magic
Energy: 5
Casting Time: 1/4 second
Recharge: 10 seconds
Elite Enchantment Spell: For 1...7...8 seconds, you steal 10%...46%...50% more health whenever you steal life but you sacrifice 50% more life whenever you sacrifice health. If this enchantment is removed prematurely, you steal 10...30...38 health from all adjacent foes.



Feedback is always appreciated

Last edited by Mia Clemons; Oct 18, 2010 at 06:31 PM // 18:31.. Reason: Edited damage of some skills
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Old Oct 21, 2010, 05:44 PM // 17:44   #179
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These are suggestions I've heard from friends and people around Guild Wars about the skills many consider to be overpowered or whatever, these are NOT MY IDEAS I just thought I would post them here for laughs, since some of them are crazy.

Destructive Was Glaive
5 Energy
3/4 Cast
5 Recharge

Same functionality, but add "You are Exhausted" at the end.
(Told you some ideas were stupid)

Shadow Form
5 Energy
1 Second Cast
30 Recharge

Duration the same. All attacks against you miss and all hostile spells against you fail. Ends after 2 attacks or spells per rank in Shadow Arts

This one isn't bad I don't think, you are invulnerable at least until enough spells and attacks target you. Still usable, since you ARE tanking, but the more you have around you the faster it expires.

Obsidian Flesh
25 Energy
1 Second Cast
30 Recharge

Same functionality, but at the end put this skill is disabled for 45 seconds. This eliminates any possible way of reducing recharge, similar to the Mysticism Avatars.

Save Yourselves
8 Adrenaline

For 5 seconds, you have +6 health regeneration and +3...10 armor for each ally in earshot.

This one is all right, to me the skill Save Yourselves sounds like the user is being selfish, so I guess I can see how the person came up with this.


Again, these are NOT MINE, I just took a collection of a few of the popular skills people discuss and I threw them on here, if someone wants credit because I put your idea on here I will edit this right away
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Old Oct 22, 2010, 12:20 AM // 00:20   #180
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Blinding Light - Monk - Smiting Prayers
Energy: 5 Casting Time: 1 second Recharge Time: 15 seconds
Elite Spell. Target foe and foes adjacent to your target are struck with Blinding Light and become Blinded for 3...13...15 seconds. Foes already Blinded will be knocked down and begin Burning for 1...6...7 seconds.

Well of the Corrupt - Necromancer - Soul Reaping
Energy: 15 Casting Time: 1 Second Recharge Time: 25 seconds
Elite Well Spell. (8...18...20 seconds) Allies in this well have +1...3...4 Health regeneration for each condition on them. Exploits a fresh corpse.

Hunger - Ritualist - Spawning
Energy: 15 Casting Time: 1 Second Recharge Time: 45 Seconds
Elite Binding Ritual. Creates a level 1...10...12 spirit (30...54...60 second lifespan). Attacks by that spirit steal up to 5...21...25 health. If the target was a summoned creature, all if it's life is stolen.

Merciless Shot - Ranger - Expertise
Energy: 10 Casting Time: 1/2 second Recharge Time: 15 seconds
Elite Half Range Bow Attack. Fast-moving arrow. Deals +10...22...25 damage. Interrupts a spell. Interruption effect: Target is knocked down for 2...3...4 seconds and this skill recharges instantly. 50% failure chance unless Expertise 5 or more.

Blessed Spear - Paragon - Spear Mastery
6 Adrenaline Casting Time: 1
Elite Spear Attack. Deals +10...34...40 holy damage. Unblockable and inflicts Burning 1...3...3 seconds to adjacent foes if under the effects of a shout or chant.

Grenth's Gaze - Dervish - Wind Prayers
Energy: 10 Casting Time: 1 second Recharge Time: 20 seconds
Elite Spell. Removes all of target foes enchantments. For each enchantment removed you steal 5...17...20 life (maximum 120). If you had more enchantments than target foe, all nearby foes take 15...37...40 cold damage.

Roaring Thunder - Elementalist - Air Magic
Energy: 15 Casting Time: 2 seconds Recharge Time: 25 seconds
Elite Hex Spell. Target foe is struck for 15...43...50 lightning damage. 25% armor penetration. For 5...17...20 seconds, if target foe dies all adjacent foes are hexed with Roaring Thunder.

"For the Fallen!" - Warrior - Strength
Energy: 5 Recharge Time: 30 seconds
Elite Shout. For 5...7...10 seconds, you deal 5% more damage and -1 damage reduction for each dead party member. This lasts 2 more seconds for each dead party member in earshot.

Last edited by RunningInTheMist; Oct 22, 2010 at 06:56 PM // 18:56..
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