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Old Dec 27, 2006, 04:31 AM // 04:31   #1
Jungle Guide
 
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Default Random Skill Ideas!

Time for another round of skill suggestions. The objective here is to propose skills created by you that:
1) Are fun and fair to use,
2) Are unique and interesting, and
3) have the ability to freshen the metagame without re-writing it

Let's get started!
Durations given are from attributes 0..12
(Energy, Cast Time, Recharge)

------------------------------------------

Painful Harm
Illusion Magic Hex. 10, 2, 10
For 3..15 seconds, the next time target foe takes damage equal to or over 10% of his total life from a single attack or spell, he suffers from a deep wound for 2..20 seconds.

Deafening Pride
Domination Magic Hex. 10, 2, 15
For 2..10 seconds The next time target foe casts a spell that targets a foe, that spell fails and all foes in the area of target foe are interrupted.

Fleeting Vitality
Blood Magic Elite Hex. 10, 1, 5
For 3..15 seconds, target foe suffers -1 health degeneration for every 150..50 points of health he has left.

Fear of Pain
Curses Elite Hex. 10, 3, 10
For 2..20 seconds, whenever target foe takes damage over 5% of his total health while using a skill, that foe has a 35..75% chance of being interrupted.

Thunder's Echo
Air Magic Spell. 10, 3/4, 20
If target foe is knocked down, that foe takes 5..75 damage and is dazed for 3..9 seconds. Otherwise, target foe takes 5..60 damage. This skill has 25% armor penetration.

Tremor
Earth Magic Spell. 10, 2, 20
Cause a Tremor at target foe's location. For 5 seconds, all nearby foes take 5..45 Earth damage per second. When Tremor ends, all foes in the area lose one stance.

Healer's Aid
Divine Favor Enchantment. 5, 1, 8
For 10 seconds, the next time target ally is healed for more than 200..75 health with a single skill, that ally loses one Hex.

Prevent Condition
Protection Prayers Enchantment. 5, 1, 5
For 6 seconds, target ally and all nearby allies are enchanted with Prevent Condition. The next time each of those allies would be effected by a condition, that condition is negated and Prevent Condition ends for that ally.

Shield of Knowledge 5, 1/2, 7
For 2..5 seconds, whenever target ally takes direct damage from skills while enchanted with Shield of Knowledge, the damage received by all consecutive instances of those skills is reduced by 10..40%

Dwayna's Calm
Smiting Elite Hex. 10, 2, 10
For 2..15 seconds, target foe and all nearby foes are Hexed with Dwayna's Calm. Hexes and Conditions those foes cause against your allies are reduced in duration by 10..50%

Infuriating Assault
Expertise Preparation. 10, 2, 18
For 2..20 seconds, your attacks interrupt attacking foes and cause +1..15 damage whenever they interrupt a target. Whenever a foe is interrupted when this preparation is active, that foe gains adrenaline.

Elixir
Wilderness Survival Skill. 5, 1, 12
For 8 seconds, target ally gains +2..7 health regeneration, and loses one condition every 6..3 seconds.

Unimpeded Blow
Strength Elite Melee Attack. 7* Strikes
If this attack hits, target foe takes +5..30 damage. If target foe is not under the effects of an enchantment, this attack does an additional +5..30 damage. This attack cannot be blocked or evaded.

Reckless Fury
Strength Elite Skill. 10, 0, 15
for 5...15 seconds, you attack 33% faster, but your attacks have a % chance to miss equal to your % remaining life.

Vitality
Spawning Power Binding Ritual. 5, 3, 20
Create a level 1..12 Spirit of Vitality at your location. This Spirit grants all party members in range +10..60 maximum health.
*The idea of this spirit is to have a quick and cheap spirit for healers to cast off of.

Spirit's Boon
Restoration Spell. 5, 3/4, 4
Heal target ally for 20..80 health +10..35 health for every allied spirit in map range. (Maximum 180 health)

"Are You With Me!?"
Command Shout. 7* Strikes
The next skill used by each party member in ear range has +1..3 to its attribute.

"Show No Mercy!"
Command Echo. 10, 2, 10
For 2..10 seconds, target other ally runs and attacks 25% faster. This Echo renews itself whenever a shout or chant ends on that ally. This Echo ends if that ally casts a spell or uses a signet.

Windborn Fury
Wind Prayers Enchantment. 10, 2, 20
For 20 seconds, if you have a scythe equipped, your attacks do +1..10 damage and you attack 33% faster, but you are unable to achieve a critical hit.

Mystic's Aid
Mysticism Enchantment Spell. 10, 1/4, 5
For 15 seconds, every time you hit with a scythe attack, the party member with the least amount of health is healed for 10..35 health.


------------------------------------

Comments? Suggestions? What do you guys think?
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Old Dec 27, 2006, 05:52 AM // 05:52   #2
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Hmm, some very cool ideas.
Suggestions for changes listed below, changes bolded:

Fleeting Vitality
Blood Magic Elite Hex. 10, 1, 20 OR 25
For 3..15 seconds, target foe suffers -2 health degeneration for every 100 points of health he has left, rounded up.
(a spell with that kind of possible degen needs some limits, thus higher "cooldown" time, but since 20 or 25 is a little too long, rounding up from each 100s seems to offset it, maybe)

Fear of Pain
Curses Elite Hex. 10, 3, 15 OR 20
For 2..10 OR 15 seconds, whenever target foe takes a critical hit, that foe is interrupted.
(so it can't be used continuously on one enemy and have it be so cheap, even for an elite, it has to have some limits besides the obvious, and critical hit is easier than 5% health to recognize)

Prevent Condition (2 options)
Protection Prayers Enchantment. 5, 1, 20
For 6 seconds, target ally and all nearby allies are enchanted with Prevent Condition. The next time each of those allies would be effected by a condition, that condition is negated and Prevent Condition ends for that ally.
OR
Prevent Condition
Protection Prayers Elite Enchantment. 5, 1, 5
For 6 seconds, target ally and all nearby allies are enchanted with Prevent Condition. The next time each of those allies would be effected by a condition, that condition is negated and Prevent Condition ends for that ally.
(cheap to have a spell that useful recharge so fast unless it's elite)

Dwayna's Calm
Smiting Elite Enchantment. 10, 2, 25
For 2..15 seconds, All allies are enchanted with Dwayna's Calm. Hexes and Conditions cast on those allies are reduced in duration by 10..50%
(neat skill, just enchanting your allies would be more useful, and thus would require a higher recharge time)

Vitality
Spawning Power Binding Ritual. 5, 3, 20
Create a level 1..12 Spirit of Vitality at your location. This Spirit grants all Non-Spirit Allies in range +10..60 maximum health.
(can't have pets or Rurik dieing now, can we? =P most spirits affect non-spirit allies anyhow, not just party members)

"Are You With Me!?" (2 options)
Command EliteShout. 7* Strikes
The next skill used by each party member in ear range has +1..3 to its attribute.
OR
Command Shout. 10* Strikes OR 15, 0, 40
The next skill used by each party member in ear range has +1..3 to its attribute.
(rather cheap skill if you can use it with 7 strikes unless it's elite, I think, too re-useable too quickly)

Mystic's Aid (2 options)
Mysticism Elite Enchantment Spell. 10, 1, 15
For 15 seconds, every time you hit with a scythe attack, the party member with the least amount of health is healed for 10..35 health.
OR
Mysticism Enchantment Spell. 10, 1, 15
For 15 seconds, every time you hit with a scythe attack skill, the party member with the least amount of health is healed for 5...25 health.
(rather cheap skill if too re-useable too quickly, I think)

Please remember these are only suggestions to improve the fairness and overall quality of these skills.
Besides these possible improvements, I think these are some pretty good ideas. I don't think I couldn've come up with so many skill ideas in a year =/

(Edit:
Shield of Knowledge 5, 1/2, 7
(Attribute? Elite/non Elite?) Enchantment
For 2..5 seconds, whenever target ally takes direct damage from skills while enchanted with Shield of Knowledge, the damage received by all consecutive instances of those skills is reduced by 10..40%)

Last edited by gwjunkie; Dec 27, 2006 at 06:01 AM // 06:01..
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Old Dec 27, 2006, 06:42 AM // 06:42   #3
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SOUL CURSE (elite hex spell)
Soul Reaping
5e 1/4, 60 R

Sacrifice 75% maximum health and lose all energy. Target foe is knocked down and takes 10...100 dmg. Foe suffers poison, blindness, deep wound, cripple, daze, and bleeding for 20 seconds. When soul curse ends, both you and target foe take 100 dmg. If target foe dies while under soul curse, you gain 5...25 energy and lose 100...200 health.

Last edited by Kendar Muert; Dec 27, 2006 at 06:44 AM // 06:44..
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Old Dec 27, 2006, 08:12 AM // 08:12   #4
Jungle Guide
 
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How about we just bump the old thread
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Old Dec 27, 2006, 09:39 AM // 09:39   #5
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Quote:
Originally Posted by Not A Fifty Five
How about we just bump the old thread
True, consolidation is a good thing, but I'm lazy and this thread is on the first page and already has a few responses.

So here's a Paragon skill I'd like to see:

"Hit 'em Again!"
Elite Command Shout.

5 adrenaline

For the next 6 seconds, the next attack each ally within earshot makes has a 30 - 66% chance to result in a double-strike.

Sort of an elite version of "Go For The Eyes!" Anyone like that one?

Last edited by ShadowStorm; Dec 27, 2006 at 09:41 AM // 09:41..
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Old Dec 27, 2006, 11:02 AM // 11:02   #6
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Some great ideas. My comments are in bold...

Quote:
Originally Posted by Skye Marin
Time for another round of skill suggestions. The objective here is to propose skills created by you that:
1) Are fun and fair to use,
2) Are unique and interesting, and
3) have the ability to freshen the metagame without re-writing it

Let's get started!
Durations given are from attributes 0..12
(Energy, Cast Time, Recharge)

------------------------------------------

Painful Harm
Illusion Magic Hex. 10, 2, 10
For 3..15 seconds, the next time target foe takes damage equal to or over 10% of his total life from a single attack or spell, he suffers from a deep wound for 2..20 seconds.
Way too easy to achieve DW. Would have to be elite or something. Imagine if element air spikers used this? Theres a reason elementalists can't achieve DW so easily...


Deafening Pride
Domination Magic Hex. 10, 2, 15
For 2..10 seconds The next time target foe casts a spell that targets a foe, that spell fails and all foes in the area of target foe are interrupted.
Sounds good. However the area is too large. I'd say adjacent only.

Fleeting Vitality
Blood Magic Elite Hex. 10, 1, 5
For 3..15 seconds, target foe suffers -1 health degeneration for every 150..50 points of health he has left.
Why is this elite? Compare it to say Reaper's Mark. I'd say up the cost to 15, up the recharge to 10 seconds, and make it a normal skill

Fear of Pain
Curses Elite Hex. 10, 3, 10
For 2..20 seconds, whenever target foe takes damage over 5% of his total health while using a skill, that foe has a 35..75% chance of being interrupted.
Another good one. Drop the cast-time to 2 seconds and increase the cost to 15. I'd also increas the damage amount to 10% so Prot Spirit can save the guy...

Thunder's Echo
Air Magic Spell. 10, 3/4, 20
If target foe is knocked down, that foe takes 5..75 damage and is dazed for 3..9 seconds. Otherwise, target foe takes 5..60 damage. This skill has 25% armor penetration.
Waaaay to powerful. I'd love this skill, but it's way too good . Needs a 2 second cast(or a 1 second cast and cost 15 energy), and definitely needs to cause exhaustion.

Tremor
Earth Magic Spell. 10, 2, 20
Cause a Tremor at target foe's location. For 5 seconds, all nearby foes take 5..45 Earth damage per second. When Tremor ends, all foes in the area lose one stance.
Very nice. I'd say drop the recharge to 15 seconds.

Healer's Aid
Divine Favor Enchantment. 5, 1, 8
For 10 seconds, the next time target ally is healed for more than 200..75 health with a single skill, that ally loses one Hex.
Would need to be elite. If elite, give it a 3/4 second cast and a 5 second recharge. If not, then give it a 15 second recharge and a 10 energy cost.

Prevent Condition
Protection Prayers Enchantment. 5, 1, 5
For 6 seconds, target ally and all nearby allies are enchanted with Prevent Condition. The next time each of those allies would be effected by a condition, that condition is negated and Prevent Condition ends for that ally.
Nice but too good. 15 energy cost and 10 second recharge.

Shield of Knowledge 5, 1/2, 7
For 2..5 seconds, whenever target ally takes direct damage from skills while enchanted with Shield of Knowledge, the damage received by all consecutive instances of those skills is reduced by 10..40%
Very good idea. I would make it damage type dependent (i.e. physical/elemental/even life-steal). Make it reset when struck by different damage types, or make it elite with a 10 energy cost and a 15 second recharge.

Dwayna's Calm
Smiting Elite Hex. 10, 2, 10
For 2..15 seconds, target foe and all nearby foes are Hexed with Dwayna's Calm. Hexes and Conditions those foes cause against your allies are reduced in duration by 10..50%
very nice...

Infuriating Assault
Expertise Preparation. 10, 2, 18
For 2..20 seconds, your attacks interrupt attacking foes and cause +1..15 damage whenever they interrupt a target. Whenever a foe is interrupted when this preparation is active, that foe gains adrenaline.
Over-powered. Need's a percentage attached to it. 10-55% I reckon (55 being at 16 expertise). That and you are easily interrupted making this preparation.

Elixir
Wilderness Survival Skill. 5, 1, 12
For 8 seconds, target ally gains +2..7 health regeneration, and loses one condition every 6..3 seconds.
Very nice. 10...5 seconds on the conditions and needs to be elite.

Unimpeded Blow
Strength Elite Melee Attack. 7* Strikes
If this attack hits, target foe takes +5..30 damage. If target foe is not under the effects of an enchantment, this attack does an additional +5..30 damage. This attack cannot be blocked or evaded.
Very nice...

Reckless Fury
Strength Elite Skill. 10, 0, 15
for 5...15 seconds, you attack 33% faster, but your attacks have a % chance to miss equal to your % remaining life.
Why would you use this over say cripple and Flail? I'd say make the max miss rate scale from 60...20%

Vitality
Spawning Power Binding Ritual. 5, 3, 20
Create a level 1..12 Spirit of Vitality at your location. This Spirit grants all party members in range +10..60 maximum health.
*The idea of this spirit is to have a quick and cheap spirit for healers to cast off of.
Would not like this in PvP. Nobody likes max hp spikes except the opposing team. You don't want your monk to lose 60hp because of your spirit at the same moment she/he get's an Eviscerate in the face...
I'd say make it work like Life, but for energy. Your entire party gains 0...2 energy (2 being at 15 or 16 spawning) for every 2 seconds it's alive. That would be a very good spirit to bring along and force people to use spawning more.


Spirit's Boon
Restoration Spell. 5, 3/4, 4
Heal target ally for 20..80 health +10..35 health for every allied spirit in map range. (Maximum 180 health)
1/4 second cast and a 3 second recharge I'd say. 'Spirits in earshot' would be needed for this to make sense in the current game.

"Are You With Me!?"
Command Shout. 7* Strikes
The next skill used by each party member in ear range has +1..3 to its attribute.
Would need to be elite but an awesome idea

"Show No Mercy!"
Command Echo. 10, 2, 10
For 2..10 seconds, target other ally runs and attacks 25% faster. This Echo renews itself whenever a shout or chant ends on that ally. This Echo ends if that ally casts a spell or uses a signet.
very nice...

Windborn Fury
Wind Prayers Enchantment. 10, 2, 20
For 20 seconds, if you have a scythe equipped, your attacks do +1..10 damage and you attack 33% faster, but you are unable to achieve a critical hit.
Also very cool...

Mystic's Aid
Mysticism Enchantment Spell. 10, 1/4, 5
For 15 seconds, every time you hit with a scythe attack, the party member with the least amount of health is healed for 10..35 health.
Would make it 'in earshot' but a good idea


------------------------------------

Comments? Suggestions? What do you guys think?
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Old Dec 28, 2006, 09:27 PM // 21:27   #7
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Quote:
Originally Posted by ShadowStorm
True, consolidation is a good thing, but I'm lazy and this thread is on the first page and already has a few responses.

So here's a Paragon skill I'd like to see:

"Hit 'em Again!"
Elite Command Shout.

5 adrenaline

For the next 6 seconds, the next attack each ally within earshot makes has a 30 - 66% chance to result in a double-strike.

Sort of an elite version of "Go For The Eyes!" Anyone like that one?
i do, but if this is elite, the chance should be a little higher say, 50% solid, but a 50% failure rate with command 4 or less.
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Old Dec 29, 2006, 04:42 AM // 04:42   #8
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"Fall Back Men" 10 energy 20-25 second recharge
Elite command shout

For 3-9 seconds Party members in the area move 25% faster, For every party member dead party members gain 3 health regeneration.
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Old Dec 29, 2006, 06:48 AM // 06:48   #9
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For every party member dead party members get 3 regen? Lol...

I think there is a skill like this called retreat isnt there?
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Old Dec 29, 2006, 07:11 AM // 07:11   #10
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Summon Afflicted Minion
Elite Death Magic Spell
Exploit nearest corpse and summon a level 1.......x Afflicted Minion. This minion is the same as a regular Bone Minion but causes an explosion when it dies dealing x.....x damage to nearby foes.

10 Energy
2 Cast
5 Recharge
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Old Dec 29, 2006, 07:19 AM // 07:19   #11
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Quote:
Originally Posted by warriorsmiley
"Fall Back Men" 10 energy 20-25 second recharge
Elite command shout

For 3-9 seconds Party members in the area move 25% faster, For every party member dead party members gain 3 health regeneration.
sounds alot like IWAY, but global...
Rest of the skills a nice idears
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