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Old Jan 26, 2011, 04:22 AM // 04:22   #221
Lion's Arch Merchant
 
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"I Will Save You!" - Paragon - Command
Energy: 10
Recharge: 20 seconds
Elite Shout: For 3...11...12 seconds, as long as you are adjacent to target other ally, you and that ally have a 75% to block attacks and have +3 health regeneration. This shout ends early if you or other ally hits with an attack.

"Show No Fear!" - Paragon - Leadership
Adrenaline: 5 Strikes
Recharge: 10 seconds
Elite Shout: For 5 seconds, all allies gain +10 armor. Stationary allies gain an additional +30 armor.



Decay Flesh - Necromancer - Curses
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe and all nearby foes suffer from Disease, Cracked Armor, and Weakness for 5...18...21 seconds. Target foe suffers -5 health degeneration for 10 seconds. If target foe was already Diseased, this spell recharges 50% faster. Your Curses spells are disabled for 8 seconds.


Lyssa's Sacrifice - Mesmer - Inspiration Magic?
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 5...18...20 seconds, all of your spells cast 10%...27%...30% faster but cost 50% more energy. (Minimum 1 second casting time). This enchantment ends early if you use a non-spell skill.


Cure - Monk - Healing Prayers
Energy: 10
Casting Time: 3/4 second
Recharge: 15 seconds
Elite Spell: Target ally is healed for 20%...70%...75% of their maximum health and loses all conditions. You lose 5 energy for every condition removed in this way.
Feedback? Might be too OP? Thought the energy loss would suffice.


Battle Tactician - Warrior - Tactics
Energy: 5
Recharge: 20 seconds
Elite Skill: For 10 seconds, whenever you score a critical hit, you gain 5 energy and lose 1 condition.


Mud Pit - Ranger - Wilderness Survival
Energy: 5
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Trap: When Mud Trap is triggered, all nearby foes move 66% slower and cannot attack for 5 seconds. Any foes already Crippled take 15...55...65 earth damage and are Weakened for 8 seconds. All other nearby traps cannot be triggered for 5 seconds.
NOTES: The idea is that this trap is the 'finisher' skill for trappers, meaning that it would be ideally placed at the back of a trappers 'nest' of traps.


Freezing Breath - Elementalist - Water Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Spell: Create a Freezing Breath at target foe's current location. Every second for 5 seconds, foe's adjacent to target foe's original location take 10...34...40 cold damage. Foe's under a Water Magic hex take an additional 10 damage per second.

Thats all for now

Last edited by Mia Clemons; Jan 26, 2011 at 04:23 AM // 04:23.. Reason: Edited Recharge on some skills....
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Old Jan 26, 2011, 06:54 AM // 06:54   #222
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How about some humorous ones?

Animate Undead Rurik - Necromancer - Death Magic
Energy 10, Life 15%
Elite Spell. Creates a level 10...20 Undead Rurik with "Charge!", Hundred Blades, and Flail. (Exploits a fresh corpse. You can have only one Undead Rurik at a time.)

If Rurik is left idle, he'll start going on about how much time he spent there as a boy, and try to ask you to do fetch quests for him. However this will almost never happen as Rurik has an aggro range of more than double that of a normal NPC.

"Stop Being Morons!" - Paragon - Leadership
Adrenaline 6
Elite Shout. For 5...20 seconds all heroes and henchmen use more advanced AI. End effect all heroes and henchmen scatter runing in a random direction for 7 seconds.
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Old Jan 26, 2011, 05:24 PM // 17:24   #223
Dre
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Assassin - Deadly Arts
"Kamikaze" (Elite)
Energy: 10
Casting time: 1 second
Recharge: 45 seconds
Elite skill: Lose all effects on you. Shadowstep to your target. You lose all but 1 hp For 1...6...7 seconds, all skills against you fail and all attacks miss and you attack 33% faster. Ends if you use a non-attack skill

TL;DR: get in quickly in order to kill your opponent at the cost, at the cost of your own life.
"all skills" is including those of your allies, so no healing.
effects = hexes, enchantments, conditions, shouts, chants, echo's, weapon skills,...
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Old Jan 27, 2011, 10:25 PM // 22:25   #224
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Assassin - Critical Strikes
"Diving Mantis Strike" (Elite)
Energy Cost: 10
Recharge: 12 second(s)
Skill Description: Off Hand attack. Must target a knocked down foe. Deals + 0....20 damage. Inflicts cripple and deep wound conditions (5...17 seconds)
Notes: Counts as an off-hand attack
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Old Jan 28, 2011, 12:24 AM // 00:24   #225
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Assassin - Critical Strikes
Wormhole.
Energy cost : 10
Recharge: 30 seconds.
A wormhole is opened at your location, foes in the wormhole lose 1...2 energy each second for each skill thats recharging. Allies walking through the wormhole shadow step 40 metres in the direction they are facing.
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Old Jan 28, 2011, 08:03 PM // 20:03   #226
Lion's Arch Merchant
 
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Ward of Elemental Power - Elementalist - Energy Storage
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Ward Spell: For 1...10...11 seconds, all allies within the ward deal 20% more Lightning, Earth, Fire, and Cold damage with spells but cause Exhaustion.



More to come later!

Last edited by Mia Clemons; Jan 29, 2011 at 01:38 AM // 01:38.. Reason: Forgot to finish the skill ><
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Old Jan 28, 2011, 10:05 PM // 22:05   #227
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Quote:
Originally Posted by Mia Clemons View Post
Ward of Elemental Power - Elementalist - Energy Storage
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Ward Spell: For 1...10...11 seconds, all allies within the ward deal 20% more Lightning, Earth, Fire, and Cold damage.



More to come later!
Oh no, not more builds to help invoke spike! D:
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Old Jan 29, 2011, 02:46 AM // 02:46   #228
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How about some shouts for other classes?

"Wait, Guys! I'm Recharging." - Elementalist - Energy Storage
Energy 0
Cast time 0
Recharge 100sec
Elite shout. For 5...10...15 seconds you gain +3 energy regeneration. Ends if you move or use a skill. No effect unless you have 20% or less energy.
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Old Jan 29, 2011, 04:16 AM // 04:16   #229
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Quote:
Originally Posted by thedeadlyassassin View Post
Oh no, not more builds to help invoke spike! D:
No, its not. On the contrary, it makes skills like Complicate and Arcane Languor even better.

Ward spells are always a double edged affair, your team gain some benefits at the risk of being spiked down by AOE skills
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Old Jan 30, 2011, 08:37 AM // 08:37   #230
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Quote:
Originally Posted by MagicKnight View Post
How about some shouts for other classes?

"Wait, Guys! I'm Recharging." - Elementalist - Energy Storage
Energy 0
Cast time 0
Recharge 100sec
Elite shout. For 5...10...15 seconds you gain +3 energy regeneration. Ends if you move or use a skill. No effect unless you have 20% or less energy.
I like the idea of giving shouts to more than just adrenaline classes, but to have this skill as an elite would be a huge burden, especially since elementalists already have some of the strongest elites in the game. It's basically a none sacrifice Blood Ritual that you can only use on yourself, without being able to move, and at only 20% or less energy. It'd be much easier to just bring "The power is Yours!" as a paragon.
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Old Jan 30, 2011, 03:36 PM // 15:36   #231
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Fizzle Presence.
E:5, C:instant R:15
Stance. For 10 seconds, enemies can't detect you. Ends if you attack or use a skill. (No attribute)

Phasing
E:5, C:3/4, R:15
Skill. For 0..3..4 seconds, you can bypass bodyblock, run 50% faster and can't be target of attacks or skills. Ends if you attack or use a skill (Shadow Arts)

Soul Supernova
E:25 C:10 R:120 Sacrifice:50%HP
Elite Skill. For each non-spirit creature that died within earshot during the activation of this skill (maximum 8), deals 5...22...26 dark damage one time to foes withing earshot. Foes in the area take damage twice, nearby foes take damage three times and adjacent foes take damage four times. If anything but yourself interrupts the activation of the skill, the effect is unleashed anyways, but early. (Soul Reaping)

- The only ways to prevent the effect of the skill from unleashing are:
* No deaths occurred during the 10-second activation
* You interrupt the activation by canceling the skill (Hit the cancel button [default Esc] or move)
- Anything else that interrupts the activation will only make it unleash early, including knockdowns and death of the caster.

For example, if 8 enemies died within earshot during the activation of the skill with Soul Reaping 13:
- The rest of the enemies withing earshot would take 104 damage.
- The rest of the enemies in the area would take 208 damage.
- The rest of the nearby ones would take 312
- And the adjacent ones would take 416.
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Old Feb 06, 2011, 05:21 AM // 05:21   #232
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We honestly don't need anymore skills. It's gotten to the point of over-saturation. World of Warcraft ran into this issue with their talent trees and had to redo everything before cataclysm was released. Guild Wars needs to do this too.

But you know what would be great? A tweak to the assassin skill that shadow steps to target spirit (can't think of the name right now) - change that to a random spirit within range or closest spirit in range. Because trying to select a spirit while in combat is nigh impossible and a huge time waste.
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Old Feb 06, 2011, 11:12 AM // 11:12   #233
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As i already said in another thread, would be nice if others classes except Monk, Mesmer and Dervish had a self hex-removal skill.

Paragon
Elite Chant, Adrenaline 10, CT: 1 sec, Recharge: 20 seconds.

"All part members within earshot with the next shout or chant remove an hex by themselves."

Since hexbreaker aria only trigger spells it's not meant to be used by non caster classes like paragon.
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Old Feb 09, 2011, 07:43 PM // 19:43   #234
Lion's Arch Merchant
 
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Smile More suggestions!

Too OP on this next one?

Patient Strike - Assassin - Deadly Arts
Energy: 5
Recharge: 12 seconds
Elite Skill: Your attack skills are disabled for 3 seconds and you move 90% slower. After 3 seconds you Shadow Step to target foe and for 8 seconds your next melee attack skill does +10%...94%...100% more damage and instantly recharges.

.

Last edited by Mia Clemons; Feb 15, 2011 at 09:19 PM // 21:19.. Reason: Edited CT and Energy
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Old Feb 15, 2011, 09:47 PM // 21:47   #235
Lion's Arch Merchant
 
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Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
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Cool Some new twists on attack skills

Successive Strike - Assassin - Dagger Mastery
Energy: 10
Attack Speed: Normal
Recharge: 12 seconds (Might need to be increased based on intended purpose, see below)
Elite Off-Hand Attack: Must follow a Lead attack or Dual attack. If this attack follows a Lead attack, it strikes for +10...22...25 damage. If this attack follows a Dual attack, it strikes for +18...40...45 damage and if this attack was a critical hit, all adjacent foes are marked as if they were hit with an Off-Hand attack.

NOTE: This skill is designed to benefit from being used in quick succession from different attack skills.
Example: Any lead attack > Any off-hand attack > Any dual attack > Successive Strike > Any Dual Attack on any adjacent foe

Maybe adjust the damage or recharge as necessary. Basically, this skill would allow you to finish off one foe and move on to another foe without worrying about chaining another L>OH>Dual attack combo


Balthazar's Sword - Warrior - Strength
Energy: 5
Recharge: 30 seconds
Elite Skill: Lose all adrenaline. For 30 seconds, your next 0...4...5 attacks hit all adjacent foes. You have -2 energy regeneration and move 33% slower. When this skill ends, you move 20% faster for 5 seconds.

The idea is that the warrior gains the properties of Balthazar's Sword (A very powerful and heavy weapon), thus, it would cause the user to move slow but once its gone, they would naturally move faster for a short while. (Like swinging a baseball bat with a weight on it before going to the plate)


Siphon Enchantment - Mesmer - Illusion Magic OR Fast Casting
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 1...7...8 seconds, the next enchantment that target foe casts on a foe fails and is applied to you instead. If this hex lasts its full duration, this skill recharges 25% faster.

Basically, if a monk tries to cast Mark of Protection on one of their allies, it fails and is applied (with the expected duration) to yourself. If the foe does not cast an enchantment that can be applied to you, the skill recharges faster.


Feedback??
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