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Old May 05, 2007, 04:18 PM // 16:18   #1
Ascalonian Squire
 
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Join Date: Dec 2005
Guild: MOJO
Profession: N/Me
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Mesmer

Cover up (illusion)
Hex spell, this spell does nothing, but if any hex is removed it will be first, when this hex is removed you gain 1...5 energy and spell is recharged.

Fingers of Lyssa (inspiration)
Enchantment spell, whenever you interrupt enemy spell casting all foes near you lose one enchantment and 5 energy.

Pride (fast casting)
Stance, your elite skill recharge 30...80% faster but cost double energy to cast.
"I don't feel pain" (inspiration)
Shout, if you are under attack, your attacker lose all adrenaline, for each point of adrenaline lost this way you lose 1 energy. If you payed upkeep cost for all adrenaline lost this way (your energy is higher then 1) this shout is instantly recharged.

Wishfully thinking (illusion)
Mantra, if you are under 50% health, all conditions and hexes from you are spread to foes that are targeting you, if you move or do any offensive action this mantra stop and you lose all enchantments but you lose all conditions and hexes too.

Deal with gods (fast casting)
Elite stance. You cant be attacked by any avatar of gods, if you suffer any damage from any of them, lasting form of any avatar on field is reduced by 10sec)

Schizophrenia (domination)
Elite hex spell. Next spell that foe cast will take from that foe +10 energy, if that foe attacks he will be knocked down(1...3sec) and blinded for (5...8 sec), if foe don't do nothing he will suffer from crippled(4....20sec), and if foe cast hex spell next he will be dazed for (1...8sec.) If this hex is removed before it will end remover of this spell is knocked down(1..3sec)


Illusion of Life (illusion)
You bring dead ally to life, at full health and full energy, that ally moves slower 10% and cast spell with 10% penalty. For every action that foe do, you lose 1 energy, when your energy reach 0, that ally dies if he is not under monk enchantment. If your energy comes to 0 and ally is under monk enchantment his reduction in movement and spell casting stop, and you do not pay upkeep cost for its skills.


Elementalist

Playing with Fire.
Stance. Your fire spells deal 33% more dmg, but you take double dmg. from any source except fire.

Playing with Water.
Stance. You cannot be afflicted to burning and you are immune to aoe fire spells. But yours water magic spell cost 33%more energy to cast.

Playing with Air.
Stance. Yours air magic spells afflict dazed (1...3sec) and blindness (3...6sec)
on yours foes. But you take double dmg from direct spells.

Playing with Earth.
Stance. Any wards that you make is moved together with you, this stance grant you and all party members in your wards, (10%....50%) that completely be unaffected by any aoe spells. But your wards cost (50%...10%) more energy.


Winds of change.
Elite spell. You create winds of change, across all map (5...20sec) all affected players have 75% to miss while attacking. And movement of all players is increased by 10%. when this spell ends. You are knocked down for (4...1sec) and you are unable to block attacks for 10sec..

"Storm is coming"
Shout. For (5...15sec) Air magic spell cast 1sec faster, and all air magic spells recharge (10....50%) faster.

Trickery of Earth.
Elite Spell. You create trickery of earth, all players on map move 50% slower while on land. Any player who use speed boost effect is knocked down for (1...3sec) When this spell ends you are unable to move for (10...3sec)

Ward against Spirits.
Ward spell. All players in this ward are unaffected by any spirits.


Calls of Flame.
Elite spell.For (10...30sec) Whenever foes and friends are damaged from any fire based spells. They start to burn for (3...9sec.) When this spell ends you start to burn (20...10sec) You cannot cast this spell while affected by burning.

Molten form.
Enchantment spell. For (15...30sec) You have molten form on you, all foes near you start to burn. For every foe who is affected by this spell you lose 5 energy.


Ice revolt.
Elite spell. You create on all map Ice revolt.For (10...40sec) Your party members cant be afflicted by burning. And have +(10...30armor) from any fire dmg. Movement for foes is reduced by 20% and for party members is boosted by 20%. When this spell ends every party member who have any water magic spell equipped lose all energy.


Chains of ice.
Enchantment spell, for (10...20sec) you move 33% slower, but any water hex that you cast last 33% longer.


Monk

Understanding. (divine favor)
Enchantment spell. This spell cost nothing, and its effect will only trigger if ally have health degeneration. For (5..10sec) For each point of health degeneration ally have (1...2points) of health regeneration. For every 100 health saved by this way you lose 10 energy.


Personification of Life. (healing prayers)
Spell. Bring targeted dead party member to life at full health and (0...50%) energy.
When you finish this spell you die, but death from this spell will not be affected by death penalty.

Wave of healing. (healing prayers)
Elite Spell. Heal target for 200 health, this spell will jump from that ally to nearest 3 party members and heal them for 100 health. You cannot be healed from effect of this spell.

Vail of protection. (protection prayers)
Enchantment spell. Two next hexes cast on targeted other player is redirected to you.

Soul protector.(protection prayers)
Elite enchantment spell. If your energy is above (30...10) you cannot lose enchantments on you from skills and spells casted by foes. But if your energy drops under (30...10) you lose all enchantments.

Judge of purity. (smithing prayers)
Elite enchantment spell.
Your attacks and spells affects any summon creature with double dmg.

Holy Flame. (smithing prayers)
Enchantment spell. If you are under any other monk enchantment you start to burn while this enchantment is active. While this enchantment is active all foes in your area are knocked down for (1...3sec) and attackers start to burn for (3...6sec.) When this enchantment ends you lose all energy and half yours current health.

Few Skills that I think that they need to be changed.

Distortion to change from illusion to fast casting attribute and reducing upkeep from 2 to 1 energy

Protective Bond to reduce upkeep at attribute 16 for 1 energy to dmg reduced.

Healing Signet (-40 armor only to apply on elemental based attacks and spells not on physical dmg)

Soul Twisting to reduce energy cost of next binding ritual

Healing Breeze to change price to 15 and that it removes one condition or hex when cast.

Shatter Hex some reduction in recharge time

Rising Bale that do not affect foes who are in stance, but reduces recharge time to 10sec from 20
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Old May 05, 2007, 10:05 PM // 22:05   #2
Wilds Pathfinder
 
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
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So, I'll first say, that I didn't bother to read them all. But healing breeze being nerned and putting extreme farming back in (prot bond).. WHY?

Breeze is terrible already, I can't possibly understand why one would want to nerf it?

Distortion to FC makes no sense, and it would be overpowered, like before the nerf.
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Old May 06, 2007, 03:16 AM // 03:16   #3
Ascalonian Squire
 
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Guild: MOJO
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Quote:
Originally Posted by Deleet
So, I'll first say, that I didn't bother to read them all. But healing breeze being nerned and putting extreme farming back in (prot bond).. WHY?

Breeze is terrible already, I can't possibly understand why one would want to nerf it?

Distortion to FC makes no sense, and it would be overpowered, like before the nerf.
Actually if you count energy cost to remove hex or condition by holy vail, mend or dismiss condition you will see that its same...So healing breeze will become enchantment that can do something good in pvp not like today, or yesterday.


Distortion was nerfed because every class used it a lot.
Before factions come up, you can see almost every monk, elementalist, ranger, even some warriors used it. But with Nightfall there comes much better stances who grant more for less energy cost.
So putting Distortion to Fast Casting, and reducing energy upkeep will benefit only Mesmers, who really are non favored by defensive skills.
Every other class have far more defensive skills then mesmer have.

Some sin skills which grant 75% chance to block attacks for 30sec with energy price of 10e is overpowered. To pay up to 5+(10 attacks)=25energy for 4seconds of chance to block is much less that some other skill grants.

For notice on protection bond... if you count energy upkeep lets say monk is attacked 40 times (2 attackers in 20sec) For protective bond monk will need to pay 40times*3energy -1 energy reg=120energy... And because of protective spirit grant 10% not like 5% maximum health lost then protective spirit need to cost 60 energy, if you see effects from this spells...

So no need to burst into flames, because I don't desire to any existing skill be nerfed, higher energy cost with more effects is not nerfing.
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Old May 06, 2007, 03:31 AM // 03:31   #4
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Join Date: Sep 2005
Guild: Dragonic Killers
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I lot of this skills seem very overpowered. The "Playing with..." skills especially.
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