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} .t-footer .t-footer-curseInfo .t-footer-socialLinks li a { display:block; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i { display:block; margin:0 auto; background:url(../Img/icon-social-links.png) no-repeat 0 0; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-youtube { width:64px; height:26px; background-position:0 0; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-youtube:hover { background-position:0 -28px; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-twitter { width:37px; height:27px; background-position:-66px 0; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-twitter:hover { background-position:0 -56px; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-facebook { width:16px; height:32px; background-position:-105px 0; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-facebook:hover { background-position:-105px -34px; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-rss { width:27px; height:27px; background-position:-39px -56px; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li a i.u-icon-rss:hover { background-position:-68px -56px; } .t-footer .t-footer-curseInfo .t-footer-socialLinks li:first-child { margin-left:0; } .t-footer .t-footer-curseNetwork { float:left; width:65%; margin-left:2.05%; border-top:1px solid #333; } .ie7 .t-footer .t-footer-curseNetwork { width:64.98333%; } .t-footer .t-footer-curseNetwork header>h4 { position:relative; top:-9px; background:#151515; padding:0 10px 0 0; display:inline-block; font-size:14px; font-weight:bold; } .t-footer .t-footer-curseNetwork .t-footer-jumpLink { float:right; position:relative; top:-9px; padding:0 10px; font-size:10px; height:16px; line-height:16px; text-transform:uppercase; font-weight:bold; background:#383838; -webkit-border-radius:6px; -moz-border-radius:6px; -ms-border-radius:6px; -o-border-radius:6px; border-radius:6px; } .t-footer .t-footer-curseNetwork .t-footer-jumpLink:hover { background:#ff5f14; color:#fff; } .t-footer .t-footer-curseNetwork .t-footer-featured { border-bottom:1px solid #333; overflow:hidden; padding-bottom:1.5em; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float:left; width:23.4625%; margin-left:2.05%; } .ie7 .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { width:22.4625%; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem:first-child { margin-left:0; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { text-indent:-9999px; display:block; width:146px; height:102px; background-repeat:no-repeat; background-position:0 0; margin:0; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-gw2g h4 { background-image:url(../Img/featured-gw2g.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-lolpro h4 { background-image:url(../Img/featured-lolpro.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-mmoc h4 { background-image:url(../Img/featured-mmoc.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-gw2db h4 { background-image:url(../Img/featured-gw2db.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem a { display:block; cursor:pointer; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem a:hover h4 { background-position:0 -102px; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { margin:0; background:#262626; -webkit-border-bottom-right-radius:8px; -moz-border-bottom-right-radius:8px; -ms-border-bottom-right-radius:8px; -o-border-bottom-right-radius:8px; border-bottom-right-radius:8px; -webkit-border-bottom-left-radius:8px; -moz-border-bottom-left-radius:8px; -ms-border-bottom-left-radius:8px; -o-border-bottom-left-radius:8px; border-bottom-left-radius:8px; width:126px; padding:5px 10px; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl dt { font-weight:bold; color:#fff; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl dd { margin:0; font-size:11px; white-space:normal; line-height:13px; color:#ddd; } .t-footer .t-footer-curseNetwork .t-footer-browse { position:relative; padding-left:170px; } .t-footer .t-footer-curseNetwork .t-footer-browse:before,.t-footer .t-footer-curseNetwork .t-footer-browse:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>a { position:absolute; left:0; width:150px; font-weight:bold; color:#4b4b4b; text-shadow:0 1px 0 #000; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>a.j-selected,.t-footer .t-footer-curseNetwork .t-footer-browse>li>a:hover { background:#2c2c2c; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-coreLinks>a { top:0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-communityLinks>a { top:20px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-databaseLinks>a { top:40px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-wikiLinks>a { top:60px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { display:none; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:before,.t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li { float:left; width:143px; margin:0 20px 2px 0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a { display:block; background:#2c2c2c; padding:0 3px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a:hover { background:#383838; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul.j-list-selected { display:block; } .t-footer .t-footer-curseLinks { background:#191919; clear:both; } .t-footer .t-footer-curseLinks>ul { width:1000px; margin:0 auto; text-align:center; padding:30px 0; } .t-footer .t-footer-curseLinks>ul:before,.t-footer .t-footer-curseLinks>ul:after { content:""; display:table; } .t-footer .t-footer-curseLinks>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseLinks>ul { zoom:1; } .t-footer .t-footer-curseLinks>ul>li { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; margin:0 8px; font-size:11px; text-transform:uppercase; } .t-footer .t-footer-curseLinks>ul>li a { color:#666; } .t-footer .t-footer-curseLinks>ul>li a:hover { color:#ff5f14; } .t-footer .t-footer-createdBy { background:#101010; clear:both; text-align:center; color:#4d4d4d; padding:20px 0 40px; text-transform:uppercase; } .t-footer .t-footer-createdBy>* { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; } .t-footer .t-footer-createdBy .curse-logo { background-image:url(../Img/icon-curse-logo-footer.png); width:35px; height:50px; margin:0 1em; } .t-footer .t-footer-createdBy .happy-pants { display:block; clear:both; margin-bottom:0; padding:20px 0 0; } .t-footer .return-to-top { background:url(../Img/icon-back_to_top.png) no-repeat right center; padding-right:24px; position:absolute; top:-30px; width:1000px; margin:0 auto; text-align:right; display:block; font-size:11px; font-weight:bold; height:30px; line-height:30px; } .t-footer .return-to-top a:hover { color:#ff5f14; } /* --------------------------------------------------------------------------- Footer ad hack, remove after code push -JB (4/18/13) - Specificity issues due to old code --------------------------------------------------------------------------- */ /* Temp Wrapper */ .show-ads { position: relative; } /* Header */ .show-ads .t-footer .t-footer-curseNetwork { border-top: none; } .show-ads .t-footer-curseNetwork > header:first-child { border-top: 1px solid #333; width: 50%; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink { margin-right: 10px; position: relative; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink:after { background: #151515; content: ""; height: 100%; position: absolute; left: 100%; width: 10px; } /* Featured Items */ .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float: none; margin-left: 0; overflow: hidden; width: 50%; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { float: left; position: relative; z-index: 2; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { border-radius: 0 8px 8px 0; height: 91px; overflow: hidden; padding-left: 28px; position: relative; top: 11px; left: -10px; width: auto; } /* Remove 3rd & 4th featured sites */ .show-ads .t-footer .t-footer-featureItem:nth-child(3), .show-ads .t-footer .t-footer-featureItem:nth-child(4) { position: absolute; left: -99999px; } /* Med Rect */ .show-ads .footer-ad-medRect { margin-right: -490px; position: absolute; top: 45px; right: 50%; } 200+ Skill Concepts in One Thread - Guild Wars Forums - GW Guru
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Old Feb 27, 2006, 11:48 PM // 23:48   #1
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Join Date: Apr 2005
Location: Wandering my own road.
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Default 200+ Skill Concepts in One Thread

Format:
[Skill Name] [{Elite} marker] - [Energy Cost], [Casting Time], [Recharge Time]
[Elite Indicator] [Skill Type]
[Description. This skill probably has an algorithm in it, wherein X = the attribute level, normally followed by a base number, and is always inside parenthesis, often with a / division sign in it, and/or accompanied by a multiplier.]

Preface-
Just got into the mood of creating new skill concepts, and so here they are. There're some odd skills in there, like Elementalist Signets, and signets in general, and other just plain weird ones, and if they seem out of place, they probably are. The signets, for one, I tried to spread around, because while we have skills like Ignorance, Rust, Panic, Primal Echoes, and Keystone Signet, there're few signets ever actually used. Rez, Healing, Blessed, Devotion, Humility, Weariness, Leech. That's about it. [The reason there're so many Elementalist signets is because I made them for another topic a while back, and simply recycled them.]
The least interesting ones, in my opinion, are the Ranger and Warrior skills. I pity Anet for having to work on unique attacks for weapons that haven't already been done, because as I discovered, it's rather difficult x_x. In any case, I hope you enjoy it.

===
Elementalist [35 skills]
Air Magic:

Conductive Bolt - 10en, 1 cast, 12 recharge
Spell
Target foe takes 5+(3X) lightning damage. If that foe is suffering from a water magic hex, that foe is knocked down as well.

Downwind - 10en, 2 cast, 25 recharge
Hex Spell
Target foe can not evade attacks for 1+(X/2) seconds.

Fan the Flames - 10en, 1 cast, 12 recharge
Spell
Target foe takes 5+(3X) cold damage. If that foe was burning, that foe and adjacent foes are set on fire for 1+(X/3) seconds.

Flashing Mark - 5en, 2 cast, 20 recharge
Spell
Create a Flashing Mark at your location. After 3 seconds, adjacent foes are blinded for 2+(X/3) seconds. If more than 1 foe is blinded this way, you lose 5 energy.

Jolt Signet - 0en, 3/4th cast, 25 recharge
Signet
Target foe takes 10+(2X) lightning damage. If that foe is using a skill, they are interrupted and take an additional 5+(X) lightning damage. This skill has 25% armor penetration.

Scatter Ash - 5en, 1 cast, 12 recharge
Spell
Target foe is cured of Burning. If a condition was lost this way, that foe and adjacent foes are blinded for 2+(X/2) seconds.

Shocking Grasp - 10en, 3/4th cast, 8 recharge
Skill
Touch target foe. That foe takes 17+(3X) lightning damage. If that foe was attacking, that foe is interrupted and takes an additional 5+(X) lightning damage. This skill has 25% armor penetration.

Pulsing Energy {E} - 10en, 2 cast, 8 recharge
Elite Hex Spell
For the next 5 seconds, target foe takes 2+(3X/2) Lightning damage each second. This spell has 25% armor penetration.

Energy Storage:

Restoration Signet - 0en, 3 cast, 15 recharge
Signet
You are healed for 57+(14X)% of your current energy.

Signet of Reserves {E} - 0en, 2 cast, 20 recharge
Elite Signet
You gain 1+(X/5) energy for each recharging spell.

Earth Magic:

Ebon Hammer - 15en, 3 cast, 20 recharge
Spell
Target foe and adjacent foes take 10+(4X) earth damage and are knocked down. If more than one foe is damaged this way, you suffer from exhaustion.

Oak Signet - 0en, 3 cast, 30 recharge
Signet
Call forth a mighty Oak Tree at your location. Nearby foes take 15+(4X) earth damage. After 5 seconds, Oak Tree returns to the earth, knocking down nearby foes.

Poisonous Blossom - 10en, 1 cast, 10 recharge
Spell
A Poisonous Blossom grows at target foe's location. For the next 3 seconds, nearby foes take 4+(2X) damage each second. When Poisonous Blossom ends, nearby foes are poisoned for 5+(X/2) seconds.

Signet of Thorns - 0en, 2 cast, 15 recharge
Signet
Target foe takes 10+(3X) earth damage and is crippled for 1+(X/2) seconds.

Splinter Spray - 10en, 2 cast, 12 recharge
Spell
Target foe and adjacent foes are struck for 5 hits of 3+(X) Earth damage.

Teinai's Ward - 15en, 1 cast, 25 recharge
Spell
Create Teinai's Ward at your location. For 5+(2X/3) seconds, non-Spirit allies in the area have 8 base damage reduction. This spell causes exhaustion.

Mud Shell {E} - 10en, 1 cast, 20 recharge
Elite Enchantment Spell
You gain a Mud Shell. For the next 5+(X) seconds, whenever you take damage, that damage is reduced by 75%. If Mud Shell reduces more than 5+(13X) damage this way, Mud Shell ends.

Fire Magic:

Combustion Signet - 0en, 2 cast, 25 recharge
Signet
Target foe loses 1 enchantment. If one enchantment was lost this way, that foe takes 15+(4X) fire damage and is set on fire for 1+(X/8) seconds.

Conjure Lava - 15en, 3 cast, 20 recharge
Spell
Create a pool of lava at target foe's location. For 5 seconds, nearby foes suffer from Burning and Crippled for 1+(X/3) seconds each second they are standing still.

Conflagration Aura - 10en, 2 cast, 20 recharge
Hex Spell
For the next 1+(X/5) seconds, target foe is set on fire. If that foe was moving when Conflagration Aura's effects would end, Conflagration Aura is renewed for another 1+(X/5) seconds.

Incendiary Bolts - 5en, 3/4th cast, 10 recharge
Spell
Send out two Incendiary Bolts at target foe. If it hits, each Incendiary Bolt deals 8+(2X) fire damage sets that foe on fire for 1+(X/8) seconds. This spell has half the normal range.

Lava Spray - 10en, 2 cast, 12 recharge
Spell
If target foe has no adjacent allies, that foe takes 10+(6X) fire damage. Otherwise, that foe and adjacent foes take 5+(3X) fire damage and are set on fire for 1+(X/8) seconds.

Magma Flow - 5en, 1 cast, 8 recharge
Spell
Target foe takes 5+(3X) fire damage and loses one earth magic hex. If an earth magic hex was lost this way, that foe takes an additional 7+(2X) fire damage and suffers from burning and crippled for the next 1+(X/3) seconds.

Searing Embrace - 15en, 2 cast, 15 recharge
Enchantment Spell
For the next 5 seconds, foes near target ally take 7+(X) fire damage each second. When Searing Embrace ends, foes adjacent to that ally are set on fire for 1+(X/6) seconds.

Magma Pool {E} - 15en, 3 cast, 15 recharge
Elite Spell
Summon a pool of magma at target foe's location. For the next 10 seconds, foes in the area are struck for 10+(2X) fire damage each second, decreasing by 3 damage each second. When Magma Pool ends, foes in the area are set on fire for 1+(X/6) seconds.

Non-Attribute:

Mind Signet - 0en, 2 cast, 25 recharge
Signet
You gain 5 Energy. If target foe has more energy than you, you gain an additional 5 Energy.

Recovery Signet - 0en, 5 cast, 15 recharge
Signet
Lose 5 Exhaustion.

Water Magic:

Bubble Signet - 0en, 2 cast, 15 recharge
Signet
Send out a slow moving bubble that bursts on contact with target foe, dealing 15+(3X) cold damage to that foe and all nearby foes, knocking down attacking foes.

Chilling Touch - 10en, 3/4th cast, 10 recharge
Hex Spell
Target touched foe and all adjacent foes take 5+(2X) cold damage. For the next 2+(X/4) seconds, foes struck by Chilling Touch move 66% slower. If Chilling Touch strikes more than one foe, you lose 5 energy.

Mist Razor - 10en, 1 cast, 10 recharge
Spell
Target foe takes 7+(3X) slashing damage and that foe and adjacent foes take 7+(4X) cold damage.

Numbing - 10en, 1 cast, 10 recharge
Hex Spell
Target foe moves and attacks 25% slower for the next 2+(X/2) seconds.

Quench - 5en, 3/4th cast, 6 recharge
Enchantment Spell
Target ally is cured of Burning condition. If a condition was removed this way, that ally gains +24 AL for the next 4+(X/2) seconds.

Soaked Earth - 5en, 1 cast, 8 recharge
Hex Spell
Target foe take 5+(3X) cold damage. If that foe is suffering from an earth magic hex, nearby enemies move 50% slower for 1+(X/2) seconds.

Cold Snap {E} - 5en, 1 cast, 8 recharge
Elite Hex Spell
Target foe and adjacent foes are struck for 7+(3X) and move 66% slower for 2+(X/4) seconds.

Permafrost {E} - 10en, 2 cast, 15 recharge
Elite Hex Spell
Target foe moves 90% slower for the next 1+(X/2) seconds.

===
Mesmer [30 skills]
Domination:

Dimensional Drain - 10en, 2 cast, 10 recharge
Hex Spell
For the next 9+(X), whenever target foe 'Shadow Steps', you steal 1+(X/2) energy from them.

Insecurity - 15en, 1 cast, 15 recharge
Spell
Target foe takes 5+(3X) damage. If that foe is struck while casting a spell, that spell is interrupted, and it takes 5+(X) seconds longer to recharge.

Mental Burnout - 25en, 1/4th cast, 20 recharge
Spell
If target foe is casting a spell, that spell is interrupted and that foe suffers from exhaustion.

Signet of Mindflaying - 0en, 3 cast, 25 recharge
Signet
If target foe is casting a spell, that foe becomes dazed for 1+(X/2) seconds and takes 17+(2X) damage. Otherwise, that foe loses 1+(X/3) energy.

Silence - 15en, 2 cast, 5 recharge
Hex Spell
For the next 5+(X) seconds, target foe and adjacent foes can not use 'Shouts'.

Willbreaker - 15en, 1 cast, 10 recharge
Spell
Target foe takes 7+(4X) damage. If that foe is a 'Spirit', the damage is doubled.

Amnesia {E} - 15en, 1 cast, 15 recharge
Spell
All currently recharging skills on target foe's skill bar are disabled for 5+(2X/3) seconds. For each skill disabled this way, Amensia takes 5 seconds longer to recharge.

Mental Block {E} - 5en, 2 cast, 7 recharge
Elite Hex Spell
For 5 seconds, the next time target foe uses a skill, that skill takes an additional 5+(2X/3) seconds to recharge.

Sluggish Memory {E} - 15en, 2 cast, 15 recharge
Elite Hex Spell
For the next 8+(4X/5) seconds, spells cast by target foe take 33% longer to recharge.

Illusion:

Double Vision - 10en, 2 cast, 10 recharge
Hex Spell
For the next 8+(4X/5) seconds, target foe has a 50% chance to miss with attacks.
Illusion Magic

Illusions of Grandeur - 10en, 2 cast, 20 recharge
Hex Spell
For the next 5+(2X/3) seconds, target foe has 70+(13X) additional maximum health. When Illusions of Grandeur ends, that foe takes 5+(5X) damage.

Illusion of Perfection - 10en, 2 cast, 12 recharge
Hex Spell
For the next 5+(X) seconds, whenever target foe would strike with a 'critical hit', that attack misses. Illusion of Perfection ends if it prevents 1+(X/3) attacks this way.

Illusion of Stamina - 10en, 1 cast, 15 recharge
Hex Spell
Target foe moves 15% faster for the next 5+(2X/3) seconds. When Illusion of Stamina ends, that foe takes 7+(4X) damage and loses 1+(X/3) energy.

Illusory Ailment - 5en, 1 cast, 7 recharge
Hex Spell
Target foe is hexed for 5+(X) seconds. When Illusory Ailment ends, you gain 1+(X/3) energy.

Signet of Illusion - 3 cast, 25 recharge
Signet
Target foe takes 5+(X) damage for each Illusion hex they're suffering from (Maximum of 100). Your skills are disabled for 10-(X/3) seconds.

Transfer Burden - 10en, 1 cast, 20 recharge
Hex Spell
If target ally is suffering from a movement reduction hex, it is removed, and adjacent foes move 50% slower for the next 5+(X) seconds.

Recurring Nightmares {E} - 10en, 2 cast, 15 recharge
Elite Hex Spell
For the next 5+(X) seconds, targe foe suffers from 1+(X/8) degeneration. Whenever that foe is interrupted or hexxed while casting a spell, that foe suffers from an additional -1 health degeneration until Recurring Nightmares ends.

Spectral Wounds {E} - 5en, 1 cast, 5 recharge
Elite Hex Spell
Target foe takes 11+(5X) damage. After 5 seconds, that foe is healed for 6+(2X).

Inspiration:

Philanthropy - 5en, 1 cast, 8 recharge
Hex Spell
For the next 2+(X/8) seconds, the next time target foe attacks, that foe's attack heals for that amount of damage instead.

Generosity {E} - 15en, 3 cast, 15 recharge
Hex Spell
For the next 5+(X) seconds, whenever target foe attacks or casts a spell, that foe loses 1+(X/8) energy, and your allies adjacent to that foe gain 1 energy.

Essence Drain - 5en, 3/4th cast, 20 recharge
Spell
Target touched foe loses 3 energy. You gain 5+(4X) health and 1+(X/2) energy.

Ether Flux - 5en, 2 cast, 25 recharge
Hex Spell
For the next 3+(2X/3) seconds, target foe suffers from 1+(X/15) energy degeneration. When Ether Flux ends, you and that foe gain 10 energy.

Ether Guard - 10en, 2 cast, 20 recharge
Enchantment Spell
For the next 5+(X) seconds, you take 3+(2X)% less damage from all sources. Each time you take more than 5+(X) damage, you lose 3-(X/8) energy, or Ether Guard ends.

Ether Vice {E} - 10en, 2 cast, 5 recharge
Elite Hex Spell
For the next 1+(X/4) seconds, target foe can not gain energy.

Ether Parity {E} - 5en, 1 cast, 20 recharge
Elite Spell
If target foe has more energy than you, you gain half the difference and that foe loses an equal amount up to your maximum. (Maximum of 5+(2X/3) transferred).

Incantation of Recurrence {E} - 15en, 2 cast, 15 recharge
Elite Spell
Up to 1+(X/6) Illusion Magic hexes are renewed on target foe for their durations.

Prismatic Resistance {E} - 10en, 20 recharge
Elite Stance
For the next 30 seconds, the next time you are struck by damage, whenever you take damage of that type, it is reduced by 10+(3X/2)% and you gain 1 energy.

Tap Reserves {E} - 5en, 2 cast, 20 recharge
Elite Spell
Target foe loses 1+(2X/5) energy. You gain 2 energy for each point lost this way. If that foe was at 0 energy, that foe suffers from Exhaustion.

Fast Casting:

Fatigue - 10en, 1/4th cast, 20 recharge
Hex Spell
If target foe is casting a spell, that spell is interrupted, and that foe is hexed by Fatigue for 5+(2X/3) seconds. While hexed by Fatigue, that foe's spells take 33% longer to cast. Fatigue ends when that foe successfully casts a spell.

Ennui {E} - 10en, 2 cast, 15 recharge
Elite Hex Spell
For the next 10-(X/3) seconds Ennui has no effect. When Ennui ends, that foe suffers from Exhaustion. Ennui ends prematurely with no effect if that foe uses a skill.

===
Monk [30 skills]
Divine Favour:

Divine Blessing - 5en, 1 cast, 8 recharge
Enchantment Spell
For the next 3 seconds, target ally is enchanted by Divine Blessing. When Divine Blessing ends, that ally is healed for 7+(4X).

Divine Fervor - 5en, 1 cast, 12 recharge
Enchantment Spell
For the next 8 seconds, the next time a Monk spell is cast on target ally, that ally is healed for 10+(4X) health.

Eulogy - 5en, 2 cast, 20 recharge
Spell
For each dead ally in the area, you gain 1+(X/3) energy.

Final Breath - 5en, 1/4th cast, 20 recharge
Spell
Lose all energy. If you have less than 50% maximum health, target other ally is healed for 20+(8X), and loses 1+(X/8) hexes and 1+(X/8) conditions. Otherwise, that ally is healed for 10+(6X). Your skills are disabled for 15-(X/2) seconds.

Signet of Purification - 0en, 2 cast, 10 recharge
Signet
Target other ally is healed for 7+(4X) damage, and loses 1+(X/8) conditions. For each condition lost this way, you lose 5-(X/8) energy.

Lively Aura {E} - 5en, 1 cast, 8 recharge
Elite Enchantment
For the next 5 seconds, target ally gains 5+(2X)% more health from healing. When Lively Aura ends, that ally loses 1 condition and 1 hex.

Healing Prayers:

Ankh of Restoration - 10en, 3 cast, 20 recharge
Spell
Create an Ankh of Restoration at your location. For the next 10 seconds, allies in the area have 1+(X/4) health regeneration.

Dwayna's Embrace - 10en, 1 cast, 8 recharge
Spell
Target other ally and adjacent allies are healed for 7+(4X).

Draw Wounds - 5en, 3/4th cast, 10 recharge
Spell
Sacrafice 20% maximum Health. Target other ally is healed for 57+(13X). You receive no benefit from healing for the next 6 seconds and positive health regeneration is negated.

Healing Ray - 5en, 1 cast, 10 recharge
Spell
Send out a slowly moving Healing Ray at target other ally. If it hits, that ally is healed for 40+(6X).

Oath of Healing - 10en, 1 cast, 25 recharge
Enchantment Spell
For the next 10 seconds, your Healing Prayers cast twice as quickly. Oath of Healing ends prematurely if a party member dies, you deal damage to a foe, or you cast a spell that targets a foe.

Transfer Reserves - 5en, 1/4th cast, 8 recharge
Spell
Target other ally is healed for 35+(11X) and you suffer from exhaustion.

Healing Aura {E} - 5en, 1 cast, 8 recharge
Elite Enchantment Spell
For the next 5 seconds, target ally is enchanted by Healing Aura. That ally and adjacent allies have 1+(X/5) health regeneration. When Healing Aura ends, nearby allies are healed for 9+(5X).

Healing Rain {E} - 10en, 2 cast, 15 recharge
Elite Spell
Call forth a Healing Rain at target other ally's location. For the next 8 seconds, nearby allies are healed for 5+(X) each second.

Protection Prayers:

Conservator's Boon - 5en, 1 cast, 12 recharge
Enchantment Spell
For the next 3+(X/3) seconds, all damage that would have been received by target ally is redirected to you.

Signet of Shielding - 0en, 2 cast, 20 recharge
Signet
For the next 20 seconds, target ally takes 5 less damage from all sources. When 10+(5X) damage is prevented this way, Signet of Shielding ends.

Hex Reversal {E} - 5en, 1 cast, 8 recharge
Elite Enchantment Spell
Remove a hex from target ally. If a hex was removed this way, that ally gains +5 health regeneration for the next 3+(X/3) seconds.

Hex Shield {E} - 10en, 1 cast, 12 recharge
Elite Enchantment Spell
Remove a hex from target ally. For the next 4+(5X/12) seconds, hex spells cast on that ally fail.

Preserve Life {E} - 10en, 1/2 cast, 25 recharge
Elite Enchantment Spell
For the next 5+(X) seconds, any time target other ally would take fatal damage, it is negated and they are healed for 25+(6X). Every time Preserve Life activates this way, you suffer from exhaustion. If you have no energy, Preserve Life ends immediately.

Vital Spirit {E} - 5en, 1/4th cast, 10 recharge
Elite Enchantment Spell
For the next 8 seconds, target ally has 25+(15X) additional maximum health.

Smiting Prayers:

Balthazar's Wrath - 15en, 2 cast, 8 recharge
Spell
Foes near target ally take 7+(4X) holy damage.

Exhausted Wrath - 10en, 1 cast, 8 recharge
Spell
Target foe takes 5+(3X) holy damage. If you suffer from exhaustion, that foe and nearby foes take 5+(2X) holy damage.

Exorcism - 10en, 1 cast, 12 recharge
Spell
Target foe takes 8+(3X) holy damage. If that foe is an animated undead or a 'spirit', this spell deals an additional 8+(3X) holy damage to that foe and all adjacent animated undead and 'spirits'.

Scourge Shadows - 10en, 2 cast, 10 recharge
Enchantment Spell
For the next 5+(X) seconds, the next time a foe 'Shadow Steps' near you, that foe takes 5+(3X) holy damage and is knocked down.

Signet of Censure - 0en, 2 cast, 12 recharge
Signet
Target foe takes 8+(3X) holy damage. If that foe has over 50% maximum health, that foe takes an additional 5+(X) holy damage.

Turn Undead - 10en, 1/4th cast, 8 recharge
Spell
Nearby animated undead and spirits take 10+(6X) damage.

Ward Against Undead - 15en, 1 cast, 20 recharge
Spell
Create a Ward Against Undead at your location. For the next 10 seconds, foes in the area are struck for 5+(3X/4) holy damage each second.

Banish Hex {E} - 10en, 1 cast, 15 recharge
Elite Spell
Remove a hex from target ally. If a hex is removed that way, that hex is disabled off of its caster's skill bar for 3+(X) seconds.

Judgment Gavel {E} - 15en, 2 cast, 12 recharge
Elite Spell
Target foe takes 10+(6X) holy damage and is knocked down. Attacking foes struck by Judgment Gavel take an additional 5+(2X) holy damage. This spell has half the normal range.

Mark of Vengeance {E} - 15en, 1 cast, 25 recharge
Elite Enchantment Spell
For the next 10 seconds, whenever target ally is struck by an attack, adjacent foes take 5+(5X/2) holy damage.

===
Necromancer [35 skills]
Blood Magic:

Blood Trance - 10en, 1 cast, 15 recharge
Enchantment Spell
For the next 5+(X/2) seconds, your Blood Magic spells cost 2 less while bleeding and you suffer an additional -2 health degeneration. If you use a skill other than a Blood Magic skill, Blood Trance ends.

Corrupted Blood - 5en, 1 cast, 8 recharge
Enchantment Spell
For 5+(X) seconds, whenever a foe steals life from target ally, that foe suffers from Poison for 5+(5X/12) seconds.

Leech Hex - 10en, 2 cast, 10 recharge
Spell
Steal 3+(5X/2) health from 1 nearby enemy next to target Ally for each hex that ally suffers from. (The same foe can not have health stolen from more than once.)

Tainted by Blood - 15en, 3 cast, 20 recharge
Hex Spell
Sacrifice 17% of your maximum health. For the next 10 seconds, whenever target foe casts a spell, that spell has a 50% chance of failure. If 1+(X/8) spells fail this way, Tainted by Blood ends.

Taste of Blood - 10en, 1 cast, 8 recharge
Spell
Steal 10+(2X) health from target foe. If that foe is bleeding, you are healed for 10+(4X).

Transfusion - 5en, 2 cast, 8 recharge
Spell
Sacrifice 10% health. Target touched other ally is healed for 10+(4X). If that ally is suffering from Bleeding, that ally is healed for an additional 10+(4X).

Feeding {E} - 10en, 2 cast, 15 recharge
Elite Enchantment Spell
For the next 5+(X) seconds, whenever you a successfully strike a foe suffering from a condition with an attack, you gain 1 energy and 5+(X) health.

Mark of Ruin {E} - 5en, 2 cast, 30 recharge
Elite Hex Spell
Sacrifice 10% health. For 3+(X/2) seconds, the next time target foe casts a spell that targets an ally, that spell fails. If a spell fails this way, Mark of Ruin recharges instantly.

Signet of the Leech {E} - 0en, 2 cast, 8 recharge
Signet
Steal 9+(4X) life from target foe.

Curses:

Defiled Incantation - 10en, 1 cast, 15 recharge
Spell
Target foe takes 5+(3X) shadow damage. If that foe was casting a spell, that foe loses an enchantment.

Grasping Shadows - 10en, 1 cast, 15 recharge
Hex Spell
For the next 5+(X) seconds, if target foe would Shadow Step, it fails, they are knocked down, and Grasping Shadows ends. When Grasping Shadows ends, that foe takes 17+(4X) shadow damage.

Latent Disease - 5en, 1 cast, 6 recharge
Hex Spell
For the next 1+(X) seconds, target foe suffers from -1 health degeneration. Each time that foe is healed, that foe suffers an additional -1 health degeneration until Latent Disease ends.

Malicious Spirit - 25en, 2 cast, 20 recharge
Hex Spell
For 5+(2X/3) seconds, whenever target foe attacks, that foe and adjacent foes lose one enchantment.

Plague Bearer - 10en, 1 cast, 25 recharge
Enchantment Spell
For the next 4+(5X/12) seconds, whenever you are struck in melee, your attacker suffers from whatever conditions you are currently suffering from for their remaining duration as well.

Signet of Desecration - 0en, 2 cast, 30 recharge
Signet
Target foe loses 1 enchantment and takes 5+(2X) shadow damage. If an enchantment was removed this way, foes adjacent to your target take 5+(2X) shadow damage as well.

Soul Link - 10en, 2 cast, 30 recharge
Hex Spell
For the next 5+(X) seconds, whenever you take damage, target foe suffers 33% of that damage as well.

Specter of Failure - 10en, 3 cast, 10 recharge
Hex Spell
For 5+(X) seconds, whenever target foe is interrupted while using an attack skill, that foe's attack skills are disabled for 2+(X/2) seconds.

Well of Pain - 15en, 3 cast, 20 recharge
Spell
Exploit nearest corpse to create a Well of Pain at its location. For the next 5+(X) seconds, foes in the area lose 9+(X/2) AL vs physical damage.

Corrupt Enchantment {E} - 10en, 2 cast, 20 recharge
Elite Hex Spell
Remove one enchantment from target foe. If an enchantment was removed this way, that foe suffers from 1+(X/6) health degeneration and -1 energy degeneration for 8+(4X/5) seconds.

Frailty {E} - 15en, 2 cast, 20 recharge
Elite Hex Spell
Target foe and adjacent foes attack 33% slower, suffer from weakness, and have a 25% chance to miss with attacks for the next 5+(X) seconds

Well of Barbs {E} - 15en, 2 cast, 20 recharge
Elite Spell
Exploit nearest corpse to create a Well of Barbs at its location. For the next 8+(4X/5) seconds, foes in the area take 1+(X/2) additional damage from physical attacks.

Death Magic:

Agonizing Touch - 15en, 3/4th cast, 10 recharge
Hex Spell
Touch target foe. For the next 3 seconds, that foe loses 5+(2X) life each second.

Animate Bone Elemental - 25en, 3 cast, 5 recharge
Spell
Exploit nearest corpse to animate a level 1+(17X/16) Bone Elemental that attacks with Fire, Cold, and Lightning based projectiles. You suffer from -1 energy regeneration for each Bone Elemental you control. All Bone Elementals you control become masterless whenever your energy hits 0.

Animate Wicked Horror - 25en, 3 cast, 15 recharge
Spell
Exploit nearest corpse to animate a level 1+(17/16) Wicked Horror. When Wicked Horror dies, nearby foes lose one enchantment.

Animate Vile Abomination {E} - 15en, 3 cast, 10 recharge
Elite Spell
Exploit nearest corpse to animate a level 1+(17X/16) Vile Abomination. Foes struck by its attacks suffer from Disease for 8 seconds. Foes striking Vile Abomination in melee become Poisoned for 8 seconds. You can only have one Vile Abomination at a time.

Deathborne Miasma - 15 en, 1 cast, 10 recharge
Spell
Exploit the corpse nearest to your target. Foes in the area become diseased for 5+(X/2) seconds and lose 1 enchantment.

Harpy's Claw - 15en, 3/4th cast, 12 recharge
Skill
Touched target foe suffers from Poison and Disease for 1+(X/2) seconds.

Vile Signet - 0en, 2 cast, 20 recharge
Signet
Target foe takes 7+(3X) damage, and becomes Diseased for 1+(2X/5) seconds.

Grim Totem {E} - 10en, 3 cast, 10 recharge
Elite Spell
Exploit nearest corpse to create a Grim Totem. For the next 5+(2X/3) seconds, foes within its range are healed for 25% less by healing. When Grim Totem ends, foes in the area take 5+(7X) damage.

Nibble {E} - 5en, 3/4th cast, 8 recharge
Elite Spell
Touch target corpse or animated undead. You gain 3+(X/3) energy and 5+(3X) health.

Soul Reaping:

Reaper's Signet {E} - 0en, 2 cast, 20 recharge
Elite Signet
You and adjacent allies gain 1+(X/8) energy and 12+(3X) health for each corpse in the area.

Contempt of the Reaper {E} - 5en, 1 cast, 8 recharge
Elite Spell
Target foe takes 7+(3X) cold damage. If that foe has more than 50% max health, you steal 8+(2X) life and gain 1+(2X/5) energy as well.

Reaper's Promise - 15en, 1 cast, 20 recharge
Hex Spell
For the next 3+(2X/3) seconds, if target foe dies, all of your spells are recharged except for Reaper's Promise.

Soul Scythe {E} - 10en, 1 cast, 12 recharge
Elite Spell
Target foe and adjacent foes take 7+(2X) slashing damage and 5+(X) shadow damage. For each 'Spirit' damaged this way, you gain 1+(X/3) energy.

Well of Lost Souls {E} - 15en, 2 cast, 15 recharge
Elite Spell
Exploit nearest corpse to create a Well of Lost Souls at its location. For the next 5+(2X/3) seconds, foes in the area take 5+(X) Shadow damage each second. Each time a foe is struck by Well of Lost Souls, that foe loses an Enchantment.

===
Ranger [30 skills]
Beast Mastery:

Borrowed Strength - 10en, 1 cast, 15 recharge
Skill
Your animal companion loses 20% of their health. You are healed for 80+(3X)% of the amount lost.

Consumption - 5en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(X/2) spirit. For creatures in its range, creatures with less than 100 health suffer from -2 health degeneration. This spirit dies after 30+(8X) seconds.

Eagle-Eye Strike - 10en, 4 recharge
Pet Attack
Your animal companion attempts an Eagle-Eye Strike that deals 5+(2X) additional damage. This attack can not be 'blocked' or 'evaded'.

Exhausted Strike - 10en, 8 recharge
Pet Attack
Your animal companion attempts an Exhausted Strike that deals 5+(2X) additional damage. If that foe is suffering from exhaustion, this attack deals an additional 5+(X) damage and can not be 'blocked' or 'evaded'.

Grazing Strike - 10en, 15 recharge
Pet Attack
Your animal companion attempts a Grazing Strike that deals 5+(2X) additional damage. If this attack hits, that foe suffers from Bleeding for 5+(X) seconds.

Hunter's Mark - 10en, 12 recharge
Bow Attack
This attack only deals 5+(X) damage. If this attack strikes, your animal companion will attempt to attack your target.

Scent of Blood - 10en, 30 recharge
Shout
For the next 5+(X) seconds, your pet's attacks can not be 'evaded' by bleeding foes.

Symbiotic Strike - 10en, 10 recharge
Pet Attack
Your animal companion attempts a Symbiotic Strike that deals 5+(2X) additional damage. If the attack is successful and you have 'Symbiotic Bond' on you, you are healed for 5+(4X) health.

Tend Wounds - 5en, 8 recharge
Pet Skill
Your animal companion attempts to tend its wounds, losing one condition.

Bestial Bond {E} - 10en, 3/4th cast, 4 recharge
Elite Skill
Sacrifice 10% of your maximum health to heal your animal companion for 40+(6X). If your animal companion is dead, it is resurrected with 5+(3X)% health and all of your skills are disabled for 6 seconds. Your animal companion will travel with you if you have Bestial Bond equipped.

Call of Ferocity {E} - 5en, 25 recharge
Elite Shout
For the next 30 seconds, your animal companion's attacks deal 1+(X/2) more damage and have 10% armor penetration.

Call of Resilience {E} - 5en, 25 recharge
Elite Shout
For the next 30 seconds, for each hex or condition your animal companion is suffering from, your animal companion gains +3 health regeneration and +5 AL. If you have 'Symbiotic Bond' on you, you gain +1 health regeneration for each hex or condition your animal companion is suffering from as well.

Rabies {E} - 10en, 30 recharge
Elite Shout
For the next 5+(X) seconds, your pet suffers from -4 health degeneration. Whenever your pet deals a critical hit, it inflicts Disease for 3+(X/2) seconds.

Expertise:

Keen Eye {E} - 5en, 2 cast, 24 recharge
Preparation
For the next 24 seconds, your arrows can not be 'evaded' and move twice as fast. If your arrows are blocked, they deal 5+(X) damage instead.

Perfectionist's Stance {E} - 15en, 30 recharge
Elite Stance
For the next 5+(X) seconds, you have +2 attribute levels in Marksmanship, Wilderness Survival, and Beast Mastery while using skills.

Marksmanship:

Desperation Shot - 10en, 12 recharge
Bow Attack
If this attack hits, you strike for 10+(3X/2) damage. This attack can not be 'blocked' or 'evaded'. After making a Desperation Shot, you are knocked down.

Fatigue Shot - 5en, 4 recharge
Bow Attack
If this attack successfully strikes a foe, that foe takes 1+(X/2) extra damage. If that foe suffers from Exhaustion, that foe takes an additional 5+(2X/3) damage.

Frustration Arrow - 25en, 1/2 cast, 15 recharge
Bow Attack
This attack only deals 5+(X) damage. If this attack successfully strikes a foe using a skill, that skill is interrupted. If this attack is 'blocked' or 'evaded', that foe and adjacent foes' actions are interrupted.

Tracker's Shot - 5en, 4 recharge
Bow Attack
If Tracker's Shot hits, you strike for 3+(2X/3) additional damage. If the target is a 'pet' or 'animated' creature, you strike for an additional 5+(X) damage and this attack can not be 'blocked' or 'evaded'.

Trick Shot - 10en, 3 recharge
Bow Attack
You shoot a trick arrow that moves slower than normal. If this attack hits, you strike for 10+(X) more damage. This attack can not be 'blocked' or 'evaded'. If this attack fails to hit, it is disabled for 15 seconds.

Exhausting Shot {E} - 15en, 1/2 cast, 15 recharge
Elite Bow Attack
If this attack successfully strikes a foe casting a spell, that spell is interrupted and that foe suffers from Exhaustion.

Zojun's Arrows {E} - 5en, 2 cast, 20 recharge
Preparation
For the next 24 seconds, your arrows move twice as quickly, you deal 3+(X/2) extra damage when striking enchanted foes, and you gain 1 energy whenever you strike a hexed foe.

Wilderness Survival:

Disarm Traps - 15en, 2 cast, 15 recharge
Skill
Traps within 39+(X)' are activated prematurely. This action is easily interrupted.

Pitfall - 25en, 2 cast, 30 recharge
Trap
When Pitfall is triggered, adjacent foes take 7+(2X) Earth damage and are knocked down. Pitfall ends after 45 seconds. While activating this skill, you are easily interrupted.

Restless Burial Grounds - 15en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(2X/3) Spirit. For creatures within its range, whenever a creature dies, nearby creatures take 5+(2X) damage. This spirit dies after 30+(8X) seconds.

Upwind - 15en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(X/3) Spirit. For creatures within its range, attacks can not be 'evaded'. This spirit dies after 15+(X) seconds.

Weary Soil - 10en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(2X/3) Spirit. For creatures within its range, whenever a creature dies, all creatures of the same type range lose 3 energy. This spirit dies after 30+(8X) seconds.

Melandru's Bane {E} - 10en, 5 cast, 60 recharge
Elite Nature Ritual
Create a level 1+(2X/3) spirit. For creatures within its range, whenever a creature becomes enchanted, that creature loses 2 energy. This spirit dies after 30+(8X) seconds.

Melandru's Veil {E} - 10en, 20 recharge
Elite Stance
For the next 5+(2X/3) seconds, you can not be the target of hexes.

Shockwave Arrows {E} - 10en, 2 cast, 20 recharge
Elite Preparation
For the next 20 seconds, your arrows explode on contact, dealing 5+(X) lightning damage to adjacent foes. Attacking foes struck by Shockwave Arrows are interrupted.

Solstice {E} - 15en, 5 cast, 60 recharge
Elite Nature Ritual
Create a level 1+(2X/3) Spirit. Creatures within its range can not be the target of further enchantments. This spirit dies after 15+(2X) seconds.

===
Warrior [30 skills]

Axe Mastery:

Quarter Split - 7A
Axe Attack
If this attack hits, it deals no damage, and your target loses 25% of their current health (Maximum of 50+(3X))

Swift Strike - 5A
Axe Attack
If this attack hits, you strike for 5+(2X/3) more damage. This attack can not be 'blocked' or 'evaded'.

Amputate {E} - 6A
Elite Axe Attack
If this attack hits, you strike for 5+(X) additional damage, and that foe becomes crippled for 1+(X) seconds.

Blunt Strike {E} - 10en, 10 recharge
Elite Axe Attack
If this attack hits, you deal 10+(X) additional damage. If this attack hits a foe casting a spell, that spell is interrupted, and that foe suffers from Dazed for 3+(2X/3) seconds.

Disruption Strike {E} - 5A
Elite Axe Attack
If this attack hits, you strike for 5+(X) more damage, and your target is interrupted. Skills interrupted this way take 20 seconds longer to recharge.

Hammer Mastery:

Furious Blow - 4A
Hammer Attack
If this attack hits an attacking foe, you gain 1+(X/12) strikes of adrenaline.

Overpowering Blow - 5A
Hammer Attack
If this attack hits, you strike for 5+(X) damage. If your target is suffering from weakness, this attack can not be blocked.

Bone Cruncher {E} - 8A
Elite Hammer Attack
If this attack hits, you strike for 5+(X) additional damage, your target is knocked down, and suffers from Crippled for 1+(X) seconds.

Concussion Blow {E} - 9A
Elite Hammer Attack
If this attack hits, your target suffers from Dazed for 4+(X/2) seconds.

Dust Cloud {E} - 5en, 3/4th cast, 10 recharge
Elite Hammer Attack
If this attack hits, you strike for 10+(X) more damage. If a knocked down foe is struck this way, that foe and adjacent foes are interrupted and blinded for 1+(X/3) seconds.

Strength:

Honour Blow - 5en, 8 recharge
Melee Attack
If this attack hits, you strike for 5+(X) additional damage. If your target is enchanted by an Assassin Enchantment, that foe is knocked down, and this attack can not be 'evaded'.

Signet of Survival - 0en, 3 cast, 8 recharge
Signet
For the next 8 seconds, you gain 1+(X/5) health regeneration for each hex or condition you are suffering from. While using Signet of Survival, you can not block or evade attacks.

Furious Speed {E} - 10en, 20 recharge
Elite Stance
For the next 3+(2X/3) seconds, you move 25% faster and attack 33% faster.

Invulnerability {E} - 10A
Elite Skill
For 8 seconds, you have 1+(2X/3) additional base damage reduction. When Invulnerability ends, you lose all adrenaline.

Strength in Suffering {E} - 5en, 15 recharge
Elite Skill
For the next 1+(X) seconds, for each hex and condition you suffer, you deal +3 damage in melee.

Unbridled Fury {E} - 5en, 20 recharge
Elite Skill
Gain 1+(X/8) strikes adrenaline. If your health is below 33+(X)%, your adrenaline skills are charged instantly.

Swordsmanship:

Backslash - 4A
Sword Attack
If this attack hits, you strike for 3+(X/2) extra damage. If you strike a foe's backside, you deal an additional 8+(X) damage.

Bloodletting Swing - 6A
Sword Attack
If this attack hits, your target suffers from bleeding for 5+(X) seconds. If that foe was already bleeding, they suffer from Weakness for 5+(X) seconds as well.

Double-Edged Swing - 5A
Sword Attack
If this attack hits, you strike for an additional 5+(5X/2) damage. You take half of that damage.

Downward Strike {E} - 6A
Elite Sword Attack
If this attack hits, you strike for an additional 10+(2X) damage. If this attack hits a knocked down foe, that foe suffers from Deep Wound for 5+(X) seconds. If this attack is 'evaded', you are knocked down.

Needling Strike {E} - 3A, 1/2 cast, 1 recharge
Elite Sword Attack
Attack your target twice. If this attack hits, it only deals 5+(X) damage.

Impale {E} - 10en, 12 recharge
Elite Sword Attack
If this attack hits, you strike for an additional 5+(X) damage and your target suffers from Bleeding and Deep Wound for 5+(X) seconds.

Tactics:

"Stand Your Ground!" - 10en, 20 recharge
Shout
For 4+(5X/12) seconds, nearby allies can not be knocked down.

Critical Guard - 5en, 30 recharge
Stance
For the next 5+(X) seconds, whenever a critical hit would strike you, that attack is blocked. If a melee attack was blocked this way, your attacker takes 5+(2X) damage. If you are struck while fleeing, Critical Guard ends.

Focused Strike - 5en, 8 recharge
Melee Attack
If this attack hits, you strike for 5+(X) additional damage. This attack can not be 'blocked' or 'evaded', and you can not be interrupted while performing this attack.

Fortuitous Parry - 3A
Skill
For 8 seconds, while you have a sword equipped, you 'block' the next melee attack against you. If an attack skill was blocked this way, you gain 5 energy.

Intimidate - 5en, 20 recharge
Skill
Adjacent foes lose 1+(X/5) adrenaline.

Victorious Strike - 5en, 10 recharge
Melee Attack
If this attack hits, you strike for 3+(X/2) extra damage. If your target is suffering from a condition, that foe takes 3+(X) additional damage.

Booming Voice {E} - 10en, 25 recharge
Elite Stance
For the next 5+(X) seconds, whenever you use a 'shout', nearby foes take 5+(X) damage.

Sentry's Defense {E} - 5en, 30 recharge
Elite Stance
For 4+(5X/12) seconds, allies adjacent to you have 3+(X/3) base damage reduction.

===
Assassin [20 skills]

Critical Strikes:

Critical Flaw - 10en, 30 recharge
Stance
For the next 5+(3X/8) seconds, whenever you strike a foe that is enchanted or in a stance, your attack is a critical hit. If you use a skill, Critical Flaw ends.

Lotus Palm - 10en, 3/4th cast, 20 recharge
Skill
Must follow a lead attack. Target touched foe takes 7+(2X) damage and loses 1 enchantment for each hex you are suffering from. You gain 3+(X/3) energy if that foe is suffering from a hex. This skill counts as an offhand attack.

Critical Offering - 15en, 20 recharge
Skill
For the next 5+(X/3) seconds, your attacks can not be 'blocked' or 'evaded', but you can not achieve a critical hit.

Exhausting Assault {E} - 10en, 20 recharge
Elite Dagger Attack
Dual Attack. Must follow an off-hand attack. If this attack is a critical hit, it causes Exhaustion. 50% chance to fail with 7 Critical Strikes or less.

Dagger Mastery:

Distracting Stab - 5en, 1/2 cast, 8 recharge
Dagger Attack
Off-hand Attack. Must follow a lead attack. If it hits a foe using a skill, that skill is interrupted.

Predatory Strike - 5en, 12 recharge
Dagger Attack
Off-hand Attack. If target foe is suffering from less than 3 total conditions and hexes, this attack fails. If it hits, this attack strikes for 1+(2X) damage.

Lotus Blades {E} - 5en, 12 recharge
Elite Dagger Attack
Dual Attack. Must follow an off-hand attack. If it hits, this attack deals 15+(X) damage, and you gain 1+(X/4) energy.

Unfailing Strike {E} - 5en, 12 recharge
Elite Dagger Attack
Lead Attack. If this attack hits, you deal 10+(X) additional damage. If this attack would be 'blocked' or 'evaded', your attack still strikes, and any stance being used by your target ends.

Viper's Bite - 5en, 12 recharge
Dagger Attack
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for 5+(X) damage, and causes Bleeding and Poisoned for 4+(5X/12) seconds.

Deadly Arts:

Rising Earth Daggers - 5en, 3/4th cast, 8 recharge
Spell
Send out a dagger that moves swiftly to strike target foe for 5+(2X) Earth damage. If that foe is knocked down, that foe is struck for an additional 7+(3X) Earth damage.

Blades of Shadow {E} - 10en, 3/4th 12 recharge
Elite Skill
Must follow an off-hand attack. Touch target foe to deal 2 hits of 11+(3X) shadow damage and that foe suffers from blindness for 3+(X/3) seconds. This skill counts as a Dual Attack.

Dark Grasp {E} - 5en, 1/4th cast, 30 recharge
Elite Hex Spell
Shadow Step to target foe. For the next 3+(2X/3) seconds, that foe moves 20% slower and suffers from 1+(X/8) health degeneration.

Enduring Shame {E} - 5en, 1 cast, 8 recharge
Elite Hex Spell
Target foe takes 5+(3X) damage. After 3 seconds, if that foe is moving, that foe takes 5+(3X) damage, and Enduring Shame is renewed.

Graceful Dagger {E} - 5en, 1 cast, 11 recharge
Elite Spell
Send out a slowly moving Graceful Dagger at target foe. If it hits, that foe is struck for 5+(3X) earth damage, and all of your Deadly Arts skills except Graceful Dagger recharge instantly.

Unfortunate Advantage {E}- 10en, 3/4th cast, 15 recharge
Elite Skill
Counts as an off-hand attack. This skill fails if you are not suffering from a hex. Lose all hexes. Target touched foe takes 10+(X) damage for each hex lost this way (Maximum of 120).

Shadow Arts:

Shadow Step - 5en, 1/4th cast, 10 recharge
Spell
Shadow Step to target foe. This spell takes 20-(5X/12) seconds longer to recharge.

Track Shadows - 5en, 1 cast, 12 recharge
Hex Spell
For the next 5+(2X/3), if target foe Shadow Steps, you Shadow Step to that target, and that foe becomes Crippled for 3+(X/2) seconds.

Unnerving Charge - 5en, 20 recharge
Stance
For 4+(5X/12) seconds, move 33% faster. If you attack a foe in melee, any stances being used by that foe end immediately, and Unnerving Charge ends prematurely.

Erasure Step {E} - 10en, 1/4th cast, 25 recharge
Elite Spell
Shadow Step to target foe. That foe loses up to 1+(X/5) enchantments.

Shadowy Embrace {E} - 15en, 1 cast, 25 recharge
Elite Hex Spell
Touch target foe. For the next 3+(X/2) seconds, if that foe suffers from no other hexes, while you are adjacent to that foe, that foe gains no benefit from healing. If you are ever out of adjacent range from that foe, Shadowy Embrace ends immediately.

===
Ritualist [20 skills]

Channeling:

Ancestor's Weapon - 5en, 1 cast, 12 recharge
Weapon Spell
For 12 seconds, target ally has Ancestor's Weapon. Target ally's next successful attack steals up to 1+(X/8) energy and gives 1 extra strike of adrenaline.

Aura Wave - 10en, 1 cast, 8 recharge
Spell
Foes near target Spirit take 7+(4X) damage and that Spirit loses 10+(X) health.

Essence Shock - 5en, 1 cast, 5 recharge
Spell
Target foe is struck for 5+(3X) lightning damage. If that foe has 0 energy, that foe is struck for an additional 5+(X) lightning damage.

Slothful was Nei - 5en, 2 cast, 30 recharge
Spell
Hold Nei's ashes for up to 15+(2X) seconds. When you drop her ashes, all nearby foes lose 1+(X/3) energy and all adrenaline.

Channeled Shock {E} - 5en, 1 cast, 5 recharge
Elite Spell
Target foe is struck for 15+(3X) lightning damage. You gain 3+(X/5) energy if you are holding an item.

Essence Siphon {E} - 5en, 1/4th cast, 8 recharge
Elite Spell
Target spirit loses 10+(4X) health, and you gain 3+(5X/12) energy.

Spiritforce {E} - 10en, 1 cast, 10 recharge
Elite Hex Spell
For 7+(5X/12) seconds, the next time target foe is struck by a spirit's attack, that foe and adjacent foes are knocked down.

Communing:

Affliction Song - 25en, 5 cast, 60 recharge
Binding Ritual
Create a level 1+(X/2) spirit. Conditions on foes within its range last 5+(X)% slower. This spirit dies after 10+(2X) seconds.

Lucky Weapon - 10en, 1 cast, 20 recharge
Weapon Spell
For 15 seconds, target ally's next 1+(X/4) attacks are critical hits.

Dysphoria {E} - 10en, 3 cast, 45 recharge
Elite Binding Ritual
Create a level 1+(X/2) spirit. This spirit deals 3+(5X/6) damage and anyone struck by its attack loses one enchantment. Whenever an enchantment is lost this way, one nearby ally loses a hex. This spirit dies after 10+(X) seconds.

Sedentary Song {E} - 5en, 3 cast, 45 recharge
Elite Binding Ritual
Create a level 1+(X/2) spirit. Whenever this spirit's attack hits a foe, that foe takes 5+(X) damage. If its attacks hit a moving foe, that foe takes a 3+(X/2) additional damage.

Restoration Magic:

Unburdened was Liahn - 10en, 3 cast, 20 recharge
Spell
Hold Liahn's ashes for up to 5+(X) seconds. Hexes cast on you while holding Liahn's ashes expire 5+(X)% faster. When you drop her ashes, all adjacent allies lose 1 hex.

Vigorous Weapon - 5en, 1 cast, 8 recharge
Weapon Spell
For 8 seconds, target ally has a Vigorous Weapon. The next time that ally uses a skill, that ally is healed for 10+(8X).

Balance {E} - 15en, 3 cast, 60 recharge
Elite Binding Ritual
Create a level 1+(X/2) spirit. Whenever a foe attacks or casts a spell on a non-spirit ally within its range that has less health, that ally steals 5+(2X) life from that foe, and Balance loses 40-(X) health.

Harmony {E} - 5en, 3 cast, 45 recharge
Elite Binding Ritual
Create a level 1+(X/2) spirit. Whenever a spell is cast on a non-spirit ally within its range, that ally is healed for 10+(X), and Harmony loses 30-(X) health. This spirit dies after 60 seconds.

Preserving Weapon {E} - 10en, 1 cast, 12 recharge
Elite Weapon Spell
For the next 8 seconds, target ally has 1+(X/3) health regeneration and a 5+(3X)% chance to block attacks. If that ally would take fatal damage, that damage is negated, that ally has 8+(3X) health, and Preserving Weapon ends.

Recovery {E} - 10e, 5 cast, 45 recharge
Elite Binding Ritual
Create a level 1+(X/2) spirit. Every 5 seconds, this spirit removes one condition and one hex from a non-spirit ally in the area. This spirit dies after 60 seconds.

Spawning Power:

Creationist's Defense - 15en, 2 cast, 20 recharge
Enchantment Spell
For 5+(X) seconds, damage to creatures you create or animate is reduced by 50%. Whenever more than 5+(X) damage is reduced this way, you sacrifice 5% health.

Creationist's Wrath - 10en, 2 cast, 30 recharge
Enchantment Spell
For the next 7+(3X/2) seconds, animated creatures you control deal 1+(X/3) additional damage each time they attack. Whenever they deal additional damage this way, they lose 35-(X) health. When Creationist's Wrath ends, all animated creatures you control are destroyed.

---
Edit: Fixed some typos I missed, a few description mistakes, and tweaked some algorithms
Edit: Revised even more algorithms, altered some recharge times, energy costs, and so on.
Edit: Should be almost completely typo free at this point. Tweaked the skills again.
Edit: Bah, I apparently can't count. The actual skill number is a bit difficult to count, but it seems to have been 81, judging by using a search function for the word 'recharge' with a manual count. Added 'Illusory Ailment', 'Ether Guard', 'Permafrost', 'Eulogy', 'Draw Wounds', 'Conservator's Boon', 'Exorcism', 'Wandering Shade', 'Perfectionist's Stance', and 'Victorious Strike'. That should put it at ~90. Also tweaked a few more algorithms.
Edit: Tweaked a few more skill values, and added 'Exhausted Strike', 'Reaper's Signet', 'Well of Lost Souls', 'Contempt of the Reaper', and 'Reaper's Promise'.
Edit: Added the [Non-Stackable] clarifier to 3 skills. Tweaked some others.
Edit: Added 'Grasping Shadows', 'Leech Hex', 'Soul Scythe', 'Illusion of Perfection', 'Dimensional Drain', 'Transfer Burden', 'Mental Burn', 'Tap Reserves', 'Transfer Reserves', 'Preserve Life', 'Exhausted Wrath', 'Scourge Shadows', 'Symbiotic Strike', 'Restless Burial Grounds', 'Tracker's Shot', 'Conductive Bolt', 'Soaked Earth', 'Magma Flow', 'Honour Blow', 'Critical Guard', 'Parry', 'Unfailing Strike', 'Blades of Shadow', 'Rising Earth Daggers', 'Track Shadows', 'Critical Flaw', 'Creator's Bane', 'Sedentary Song', 'Preserving Weapon', 'Aura Wave', 'Creationist's Wrath'. The Assasin and Ritualist classes are now included. Tweaked Exhausting Shot's timer to keep it more competitive with other Ranger interrupts, and a few of the new skill ideas as well.
Edit: Removed 'Graze', 'Spectral Signet', 'Signet of Energy', 'Signet of Disruption', 'Wandering Shade', 'Aura of the Leech' and 'Piercing Winds', tweaked some more skills, added 'Scent of Blood', 'Blood Trance', 'Latent Disease', 'Plague Bearer', 'Splinter Spray', 'Generosity', 'Feeding', 'Wicked Horror', 'Zojun's Arrows', 'Melandru's Bane', 'Call of Resilience', 'Melandru's Veil', 'Fatigue', 'Amputate', 'Downward Slash', 'Overpowering Blow', 'Fatigue', 'Ennui', 'Lotus Palm', 'Lotus Blades', 'Dark Grasp', 'Shadowy Embrace', 'Critical Offering', 'Affliction Song', 'Remorseful Song', 'Recovery', 'Ancestor's Weapon', and 'Unburdened was Liahn'; Hit the 150 mark with these additions (and removals)
Revised 'hex-like' skills into actual hexes.
Renamed, 'Downwind Signet', 'Aqua Razor', 'Conflagration Signet', 'Numbing Signet', 'Mental Burn', and 'Mind Lock',
Edit: Renamed 'Strength in Pain'. Tweaked a few mroe skills. Added, 'Fan the Flames', 'Flashing Mark', 'Scatter Ash', 'Teinai's Ward', 'Ebon Hammer', 'Lava Spray', 'Conjure Lava', 'Incendiary Bolts', 'Chilling Touch', 'Quench', 'Sluggish Memory', 'Amnesia', 'Insecurity', 'Signet of Illusion', 'Double Vision', 'Recurring Nightmares', 'Incantation of Recurrence', 'Essence Drain', 'Prismatic Resistance', 'Ether Vice', 'Hunter's Mark', 'Consumption', 'Rabies', 'Borrowed Strength', 'Grazing Strike', 'Trick Shot', 'Desperation Shot', 'Frustration Arrow', 'Disarm Traps', 'Weary Soil', 'Solstice', 'Divine Fervor', 'Final Breath', 'Oath of Healing', 'Ankh of Restoration', 'Healing Ray', 'Hex Shield', 'Vital Spirit', 'Turn Undead', 'Ward Against Undead', 'Judgment Gavel', 'Corrupted Blood', 'Transfusion', 'Mark of Ruin', 'Specter of Failure', 'Defiled Incantation', 'Malicious Spirit', 'Deathborne Miasma', 'Animate Bone Elemental', 'Harpy's Claw', 'Nibble', 'Quarter Split', 'Disruption Strike', 'Furious Blow', 'Dust Cloud', 'Bloodletting Swing', 'Needling Strike', 'Unbridled Fury', 'Invulnerability', 'Stand Your Ground!', 'Sentry's Defense', 'Exhausting Assault', 'Predatory Strike', 'Viper's Bite', 'Distracting Stab', 'Enduring Shame', 'Graceful Dagger', 'Shadow Step', 'Unnerving Charge', 'Erasure Step', 'Essence Shock', 'Slothful was Nei', 'Spiritforce', 'Essence Siphon', 'Channeled Shock', 'Lucky Weapon', 'Harmony', 'Balance', 'Vigorous Weapon', 'Creator's Defense'. Also alphabetized the skills, though elites are always at the end of the attribute list.

Last edited by Mercury Angel; May 05, 2006 at 07:22 PM // 19:22..
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Old Feb 28, 2006, 12:20 AM // 00:20   #2
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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only 90+?!?!
I was expecting more... the shame...

(critic later... when I have time to read them...)
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Old Feb 28, 2006, 01:11 AM // 01:11   #3
Wilds Pathfinder
 
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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Briefly skimmed.

Look pretty good, actually.

My compliments to the chef.

My favorite by far is the Mesmer spell "Illusions of Grandeur"
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Old Feb 28, 2006, 05:57 AM // 05:57   #4
Pre-Searing Vanquisher
 
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Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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Tainted by Blood - 15en, 3 cast, 15 recharge
Hex Spell
Sacrifice 17% of your maximum health. For the next 3+(X/2) seconds, whenever target foe casts a spell, that spell has a 50% chance of failure. If a spell fails this way, Tainted by Blood ends.


This should be a Curses spell. Blood seems to have more health stealing, though the sacrifice part fits in with the Blood line. This just seems more like a Curses spell in how it affects the enemy.

Only looked at your Necro skills though.
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Old Feb 28, 2006, 06:10 AM // 06:10   #5
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Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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well the one i noticed off the bat that seemed overpowered was jolt signet. I mean its in any way superior to leech signet. Of course you could either make it a spell-cost 10 energy, maybe lower recharge to 20 or 15 seconds-or you could raise the recharge to 35 or 40 seconds to make it more on par with leech signet, or you could make it interupt only spells. Though im sorta thinking that these kinds of interupts should be kept for the mesmer.
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Old Feb 28, 2006, 08:01 AM // 08:01   #6
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Searing Embrace - AoE, unusable

Magma Pool. Would be much more beneficial if it caused cripple and a deep wound like a real magma pool does.

Mud Shell - Armor or Earth?

Silence - Anti IWAY anyone?

No Soul Reaping skill? Maybe an enchantment. For X seconds you gain X% more energy from deaths.
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Old Feb 28, 2006, 08:27 AM // 08:27   #7
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Quote:
Originally Posted by Hockster
Searing Embrace - AoE, unusable

Magma Pool. Would be much more beneficial if it caused cripple and a deep wound like a real magma pool does.

Mud Shell - Armor or Earth?

Silence - Anti IWAY anyone?

No Soul Reaping skill? Maybe an enchantment. For X seconds you gain X% more energy from deaths.
Searing - half duration Balthazar's Aura, fire-style. Balthazar's Aura is still quite good [and by that extension, Searing Heat should be at least moderately useful], if you can keep your melee-er on the target. In PvE it'd cause the monsters to scatter, but there's really not much you can do about that, unless you want to limit new skills to being amped up single target damage.

Magma - Searing Heat size AoE with the damage scaled higher towards the front end. With a movement debuff like Deep Freeze, you should still get at least a bit of damage out of it =\ Nasty how you can just walk out of the adjacent ranged AoE's in less than 2 seconds.

Mud - Yes, it's redundant as a defensive skill. But Magnetic Aura and Ward Against Melee both exist, and I couldn't think of any elite offensive skill that would fit the Earth theme. The thing about stacking defensive buffs is that +damage (additional/extra) ignores AL [in addition to general armor ignoring damage], and after a certain point, it becomes useless to increase your AL anymore. Damage reductions, on the other hand, work against everything except life stealing. That, and you don't snare yourself to get wailed on by a warrior. However, I will agree that it is not one of my better skills

Silence - It's a bit expensive to use for a very narrow range of skills. On the other hand, there're at least 2 somewhat popular builds using shouts to supplement their skills, IWAY warriors and ViM trappers. Neither of which would be entirely shutdown. You've also got beastmasters to punish it with, and Fear Me spammers, I guess. I just used it to fill the gap, though I'd imagine the reason it doesn't exist at this time is simply because nobody would likely use it anyway o_o.

And nope, for Soul Reaping and Fast Casting, the wells of creativity ran dry. However, I'd give Soul Reaping a little time, until we find out just how much of a role Spirit Spam will play in the future metagame. Under those kind of conditions, Soul Reaping becomes the ultimate energy management period. [And for PvE, the sheer amount of monsters to turn into corpses makes for a lot of energy too.]

Last edited by Mercury Angel; Feb 28, 2006 at 09:46 AM // 09:46..
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Old Feb 28, 2006, 01:15 PM // 13:15   #8
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Quote:
Originally Posted by Mercury Angel
While it's true that curses is full of debuffs, they're mostly of a different kind. Punishing people for attacking, lowering their damage output, increasing the damage they take. Blood Magic has the bulk of the necromancer's shutdown, though. Mark of Subversion and Soul Leech. Of course, Curses has Spinal Shivers, which provides interrupts, and 2 to 1 isn't exactly a huge margin for precedent.
I went with the Mark of Subversion spell failure similarity for my choice, when all is said and done.
For those wondering why you'd want to consider a spell that costs more, causes life sacrafice, and only a possibility of spell failure... The latter part is it. With Mark of Subversion on you, if you need to cast something soon, you simply cast a 5 cost spell and get it over with. With this, it's a toss-up. You could fail on a non-integral spell, a vital spell to your build, or nothing at all, depending on the timing and luck. Whether forcing a player to take a gamble is worth the extra penalties or not is debatable, and can only really be seen after testing.
Ok, I see where you were coming from with it. You did come up with them, so I'm not bashing you or anything, was just interested in why this was in Blood and not Curses.

Nice work you've got here, must have taken you quite a while.
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Old Feb 28, 2006, 01:59 PM // 13:59   #9
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I want a

Strength:

Energy Signet- 0en, 0 cast, 10 recharge
Signet
For X seconds, you gain (X/5) energy regeneration. While using Signet of Energy, your armor is lowered by 20-X.

Last edited by Tuoba Hturt Eht; Feb 28, 2006 at 02:08 PM // 14:08..
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Old Feb 28, 2006, 02:09 PM // 14:09   #10
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Undead take double dmg from smiting spells anyways, right? Then exorcism isnt too new.
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Old Feb 28, 2006, 02:51 PM // 14:51   #11
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Quote:
Originally Posted by Ventius Hozza
Undead take double dmg from smiting spells anyways, right? Then exorcism isnt too new.
Well, I believe in the case of "Exorcism", undeads would take x4 damage. Double damage by default, and multiplied by 2 due to the spell effect of "Exorcism".

Exorcism - 10en, 1 cast, 12 recharge
Spell
Target foe takes 8+(3X) holy damage. If that foe is 'undead' or a 'spirit', this spell deals double damage.

So, if I have 15 in smiting, 8+45=53
Hence, an "undead" would take 53x4= 220 damage

For this "Exorcism", I have a suggestion for a necro spell.

Soul Reaping:

Damnation of Souls- 10en, 1 cast, 10 recharge
Hex Spell
For 4X seconds, target foe and all foes in the area takes double damage from holy damage.

Last edited by Tuoba Hturt Eht; Feb 28, 2006 at 02:58 PM // 14:58..
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Old Feb 28, 2006, 05:45 PM // 17:45   #12
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very good.

names are interetsting and skills are unique. I read most of them a lot of good stuff there expecially the new directions you took with monk and mesmer spells. I like it a lot, but i wouldnt be suprised if some things like this show up in factions. Not to take anything away from you but i think a few of these are obvious, like signet of disruption beinga no att memser interupt only skill. I also liked that you used a lot of signets there needs to be more of those in the game, it would skills like ignorance or keystone signet and others actually useful

one broken skill i saw was signet of energy, recharge is too short, gotta consider it being paired with mantra of signets.
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Old Feb 28, 2006, 09:23 PM // 21:23   #13
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Quote:
Originally Posted by Tuoba Hturt Eht
Well, I believe in the case of "Exorcism", undeads would take x4 damage. Double damage by default, and multiplied by 2 due to the spell effect of "Exorcism".

Exorcism - 10en, 1 cast, 12 recharge
Spell
Target foe takes 8+(3X) holy damage. If that foe is 'undead' or a 'spirit', this spell deals double damage.

So, if I have 15 in smiting, 8+45=53
Hence, an "undead" would take 53x4= 220 damage
Yes, in part, that's what it's for. Single target smiting is largely unimpressive as it is now. Mostly, you just want to Balth's Aura (except monsters scatter), or JI a melee-er [x100 better than actually using spells like Banish. Hyperbole, but it's still true that JI > any smite spell for single target.]. Alternatively, it's also a skill for the future, with spirit spamming becoming a distinct possibility again. Spirit control may become an important aspect of the metagame in Factions, with people having to choose skills to tackle them.

Quote:
Originally Posted by icemonkey
very good.

names are interetsting and skills are unique. I read most of them a lot of good stuff there expecially the new directions you took with monk and mesmer spells. I like it a lot, but i wouldnt be suprised if some things like this show up in factions. Not to take anything away from you but i think a few of these are obvious, like signet of disruption beinga no att memser interupt only skill. I also liked that you used a lot of signets there needs to be more of those in the game, it would skills like ignorance or keystone signet and others actually useful

one broken skill i saw was signet of energy, recharge is too short, gotta consider it being paired with mantra of signets.
Signet of Disruption is derived loosely from Cry of Frustration. Instead of costing energy and doing an AoE interrupt, it's a single interrupt for free, with a slightly longer recharge. You run skills like Power Block, Power Spike, Power Leak, and Leech Signet for their secondary effects. Unlike most mesmer interrupts, it gives no additional effect, as well, which is unusual. It's probably a tad too much like a ranger interrupt. It was a last minute addition, I'll admit, to reinflate the skill count after an error on my part, so I wouldn't be surprised if I was too hasty on the numbers.
As a domination linked skill, it could be interesting. Based on the Computer Gaming article, the monk is supposed to have some skill that has a varying recharge depending on how much health the enemy has when struck, in the future. Signet of Disruption could then have a 'recharges faster' aspect to it if you succeed in interrupting something (or maybe fail, instead?), in order to have a higher base recharge. I'll mull it over.

As for Signet of Energy, at its peak, it gives 5 energy every 22 seconds, or 0.68 pips of energy regeneration, about. With Mantra of Inscriptions at 50% reduction, you're looking at 1.25 energy regeneration equivalent. Classical (pre-nerf) Energy Tap gave about .95 additional energy regeneration in equivlence (7-8 energy gain every 21.5-23 seconds, depending on fast casting), and Glyph of Lesser Energy yields about .96 energy. Alone, it's unimpressive, and with MoI, it's mildly better than other non-elite energy management. But, that's another skill slot, and a little more energy consumption out of the deal, if you're going to run it. Basically, my reasoning is, if you're not running MoI, for the straight energy gain, you get a slight penalty, but if you ARE going to run it, then you barely get more, and for the additional skill slot, you probably deserve it.
Running it with Mantra of Signets would be a bit strange, since it costs much more than you'd gain, so I'm pretty sure you meant Inscriptions, but with Keystone Signet, it'd probably run a lot more smoothly for heavy energy gains. Of course, if you're running Keystone Signet, you may have only 1-2 spells anyway in your repertoire, so, they'd better be something you can really eat up your energy with.
Straight energy gains in a non-elite forum are a bit hard to balance, and yes, I'd say I'm not exactly sure whether I'd accomplished it or not.
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Old Feb 28, 2006, 09:57 PM // 21:57   #14
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I just want to say the list is incredible. You managed to really make almost every attribute able to really do more, and/or be more effective. I haven't really studied the list to see how any combo of your skills could be 'abused' or 'overpowered', but it's great to see some fresh ideas instead of just "skill A does +50 damage, and skill B does + 70 damage! w00t!" kind of thinking.

I really like your mesmer ideas. Put those in Factions, please? Please?
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Old Feb 28, 2006, 10:28 PM // 22:28   #15
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Quote:
Originally Posted by Mercury Angel
Pulsing Energy {E} - 10en, 2 cast, 8 recharge
Elite Spell
For the next 5 seconds, target foe takes 2+(3X/2) Lightning damage each second. This spell has 25% armor penetration.
To me, this skill and the others like it seem like they should be hexes.

Overall, nice job though. You may have too many signets...lol...Trying to buff keystone signet eh?
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Old Feb 28, 2006, 10:50 PM // 22:50   #16
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Since there are so many skills.. i will just critic on the class I know more of

Warrior

Axe Mastery:

Quote:
Blunt Strike {E} - 10en, 2 cast, 10 recharge
Elite Axe Attack
If this attack successfuly hits, you deal 5+(2X/3) additional damage. If this attack hits a foe casting a spell, that spell is interrupted, and that foe suffers from Dazed for 3+(2X/3) seconds.
Not a bad one.. balance by energy and 2 second cast... but would still up the reacharge time a bit (20-30 sec)

Quote:
Graze - 5A
Axe Attack
If this attack hits, your target suffers from Bleeding for 5+(X) seconds.
Not really need it to keep sword skill more distinct

Quote:
Swift Strike {E} - 3A
Elite Axe Attack
If this attack hits, you strike for 5+(2X/3) more damage. This attack can not be 'blocked' or 'evaded'.
Up the A to like 6 or 7

Quote:
Hammer Mastery:

Bone Cruncher {E} - 8A
Elite Hammer Attack
If this attack hits, you strike for 3+(3X/3) additional damage, your target is knocked down, and suffers from Crippled for 1+(X) seconds.
Sure, but don't really see the need of it as Elite

Quote:
Concussion Blow {E} - 9A
Elite Hammer Attack
If this attack hits, your target suffers from Dazed for 1+(X) seconds.
YES

Quote:
Swift Blow - 5en, 1 cast, 6 recharge
Hammer Attack
If this attack hits, it deals 25% less damage than normal.
????? les.. or More?

Quote:
Strength:

Signet of Survival - 0en, 2 cast, 12 recharge
Signet
For the next 5 seconds, you gain 1+(X/2) health regeneration. While using Signet of Survival, you can not block or evade attacks.
hmm.. might be a bit overpowering. Up the recharge time and down the hp reg to like X/3 or X/4

Quote:
Strength in Pain {E} - 5en, 20 recharge
Elite Skill
For the next 1+(X) seconds, for each hex and condition you suffer, you deal +3 damage in melee.
I like.

Quote:
Furious Speed {E} - 10en, 20 recharge
Elite Stance
For the next 3+(2X/3) seconds, you move 25% faster and attack 33% faster.
Alright.

Swordsmanship:

Quote:
Impale {E} - 5en, 10 recharge
Elite Sword Attack
If this attack hits, you strike for an additional 5+(X) damage and your target suffers from Bleeding and Deep Wound for 5+(X) seconds.
Seems way too powerful. 10 en and 30 recharge maybe... but still too good

Quote:
Backslash - 5A
Sword Attack
If this attack hits, you strike for 3+(X/2) extra damage. If you strike a foe's backside, you deal an additional 8+(X) damage.
Not bad

Quote:
Double-Edged Swing - 6A
Sword Attack
If this attack hits, you strike for an additional 5+(5X/2) damage. You take half of that damage.
Not bad.. can also make it universal for all weapons.

Quote:
Tactics:

Intimidate - 5en, 15 recharge
Skill
Adjacent foes lose 1+(X/5) adrenaline.
20 recharge

Quote:
Focused Strike - 5en, 8 recharge
Melee Attack
If this attack hits, you strike for 5+(X) additional damage. This attack can not be 'blocked' or 'evaded', and you can not be interrupted while performing this attack.
why interrupted? Beside that.. seem okie...but not really much special

Quote:
Victorious Strike - 5en, 8 recharge
Melee Attack
If this attack hits, you strike for 3+(X/2) extra damage. If your target is suffering from a condition, that foe takes 3+(X) additional damage.
Not a bad one.. still.. up the recharge

Quote:
Booming Voice {E} - 10en, 30 recharge
Elite Stance
For the next 5+(X) seconds, whenever you use a 'shout', nearby foes take 5+(X) damage.
I like the name. Seems fine.
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Old Feb 28, 2006, 11:02 PM // 23:02   #17
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Your elementalists earth magic skills sound like ranger wilderness survival skills to me or some other ranger kind of attribute. I think that the earth skills should go more along the element of earth and not along one lives on them. Since plants are part of nature, they would probably fit better into a ranger attribute, maybe beast mastery or wilderness survival. The earth elite fits though and is fine. The other skills are great.

Last edited by The Hand Of Death; Feb 28, 2006 at 11:41 PM // 23:41..
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Old Feb 28, 2006, 11:46 PM // 23:46   #18
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Quote:
Originally Posted by Mercury Angel
Balthazar's Wrath - 10en, 1 cast, 8 recharge
Spell
Foes near target ally take 7+(4X) holy damage.
10 energy is quite a lot for a small pulse in every 8 seconds. 71 is the max without 20% chance and then you have to wait a while. Monks, being primary targets and not the greatest energy management with smiting will have major problems with this. Lowering the energy cost to 5 might be a bit better.
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Old Mar 01, 2006, 12:08 AM // 00:08   #19
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Quote:
Originally Posted by Mandy Memory
To me, this skill and the others like it seem like they should be hexes.

Overall, nice job though. You may have too many signets...lol...Trying to buff keystone signet eh?
I considered it, but it'd be awful to have your elite damaging spell removed so easily. There're 3-4 of those type of skills in the 90+. Pulsing Energy is intended to be an alternative to Lightning Orb, with better direct damage [I hate projectile spells =\], a decent cast, a fairly good recharge, and higher overall damage, balanced by an Elite tag, and being DoT. I'd make it AoE, but I didn't want it to be AoE, as Air is mostly not an AoE line.
It's supposed to be like a tracking DoT spell.
The only precedent I can think of that exists is probably Spectral Agony, a non-hex, that provides the kind of effect I wanted, though it's a monster-only skill.
Yet, I'll admit that having it as a Hex would make it non-stackable, which would reduce potential for abuse. 8 Pulsing Elementalists using Glyph of Elemental Power would be a bit nasty to face.
Spectral Signet is a direct rip-off of Spectral Agony, except with the condition that it becomes useless if you don't actually kill the foe before the timer runs out. Agonizing Touch follows the same route. They managed to make Spectral Agony not stack, even if they weren't hexes, I'd imagine it could be possible to prevent stacking multiple copies of these effects. That would be ideal.

Quote:
Originally Posted by The Hand Of Death
Your elementalists earth magic skills sound like ranger wilderness survival skills to me or some other ranger kind of attribute, other than that I like all the rest.
On that note, Melandru actually is the patron goddess of Earth Elementalists. The problem with creating skills for Earth is that it's largely a utility line with a certain set of gimmicks, of which most have been done. The Earth line in general is probably one of my worse efforts.

Quote:
Originally Posted by actionjack
Not a bad one.. balance by energy and 2 second cast... but would still up the reacharge time a bit (20-30 sec)
I agree that there's a possibility of it being abused, but I'm hesitant of raising the recharge too high, lest it become useless. Concussion Shot is a similar skill that it's actually easier to score Dazed with, so I went with its recharge timer. Were I developer tweaking the timer, I'd probably go with 20 if it was too good in practice, and raise/drop it by intervals of 5 seconds depending on how it is after that.
Quote:
Originally Posted by actionjack
Not really need it to keep sword skill more distinct
I just despise the Barbed axe haft, without a source of bleeding x_x I do agree though.
Quote:
Originally Posted by actionjack
Up the A to like 6 or 7
Not sure I understand this one. The damage is mediocre, less than what you get from Penetrating Blow, a non-elite spammable. It's meat is the non-block/evasion, to be used in conjunction with Swift Chop, to have a fairly good portion of your attacks being difficult to counter. It's probably a flawed skill in general, I just added it as a filler. Maybe non-eliting and upping the adrenaline would be the best bet.
Quote:
Originally Posted by actionjack
Sure, but don't really see the need of it as Elite
Except counter-blow, the 2 non-elite hammer knockdowns [barring the one that triggers KD when blocked] cause adrenal loss. This one's just intended as an alternate choice to Devastating Hammer, with a Crippling condition, rather than Weakness, at 1 more adrenal cost.
Quote:
Originally Posted by actionjack
YES
It fits the whole disruption theme of being a hammer warrior, and the adrenaline is slower to build up than with other weapons. Glad to see someone liked it.
Quote:
Originally Posted by actionjack
????? les.. or More?
Another filler. Its use is to increase adrenaline gain by tossing in a periodic faster attack than normal. Probably a waste =\
Quote:
Originally Posted by actionjack
I like.
Not a great name, but it's one of my favourite war skill ideas. Melandru's Resilience gone offensive style.
Quote:
Originally Posted by actionjack
Alright.
It's a meh skill, but at least people might consider it in the arenas, where frenzy is a bit more dangerous to bring.
Quote:
Originally Posted by actionjack
Seems way too powerful. 10 en and 30 recharge maybe... but still too good
Sever and Gash combo in a single skill for sword warriors. I'd have made it adrenal, but then it'd be a bit too much like Eviscerate. If they 'rebalance' the Deep Wound effects, I don't think this'd be too problematic. In any case, I'll mull over how to effectively tweak it.
Quote:
Originally Posted by actionjack
Not bad
One of the more plain vanilla filler skills, but I actually like it somewhat.
Quote:
Originally Posted by actionjack
Not bad.. can also make it universal for all weapons.
True. I chose sword because of the name, not for any technical reasons.
Quote:
Originally Posted by actionjack
20 recharge
It'd be more like an anti-'To the Limit' that way, which would be more balanced.
Quote:
Originally Posted by actionjack
why interrupted? Beside that.. seem okie...but not really much special
Filler skill. The non-interruption is just to fit the theme.
Quote:
Originally Posted by actionjack
Not a bad one.. still.. up the recharge
I'll take that under advisement. Probably 10-12 recharge if I tweak it.
Quote:
Originally Posted by actionjack
I like the name. Seems fine.
The idea dates back to the Zealot's Fire days. That was an interesting, albeit odd, build, which is the foundation of this skill idea. If you packed your skill bar full to the brim on shouts, including To the Limit, I don't think you can get more than 7 off at a single time, which would be 147 damage at its peak, and then a long recharge, so the spike potentially shouldn't be that scary.

Edit: I'm a slow typist apparently

Quote:
Originally Posted by Rogmar
10 energy is quite a lot for a small pulse in every 8 seconds. 71 is the max without 20% chance and then you have to wait a while. Monks, being primary targets and not the greatest energy management with smiting will have major problems with this. Lowering the energy cost to 5 might be a bit better.
The AoE is fairly good though, and 10 energy isn't bad either. If you're running it in a Zealot's Fire build, you'll tack on some extra fire damage to it. Throw in Smite Hex and Balthazar's Aura, some elite energy management, and it shouldn't be prohibitive. Of course, the whole reason people don't often use skills like Smite, Banish, and the 2 smiting signets, except in niche/gimmick builds, is that they have too long recharges, and this is only 2 seconds less than the former 2. Alternatively, it's about 3 seconds more than Flame Burst, which is actually a decent skill for its cost, damage, and area, and you actually get to control where it hits.
It has its pros and cons, but I'm not sure that the negatives are compelling enough to revise the values.

Edit: Refers to following post. <3 Edit button.

Quote:
Originally Posted by Kool Pajamas
Change to if foe has more energy than you. If he has less, then the extra energy isnt really needed.
Part of the balancing factor, but I do agree that it makes it a lot less useful the way it is now. I went ahead and altered it though.

Quote:
Originally Posted by Kool Pajamas
Doesnt seem useful enough. decrease recharge to 15.
I'm really wary about that one. It should probably just die a death of deletion. But considering the casting time, I don't think the timer reduction would be that bad. 5 exhaustion removal every 20 seconds, 15 out of 60, or 1.5 more exhausting spells per minute.

Quote:
Originally Posted by Kool Pajamas
Doesnt seem worthy of an elite. Only powerful for farming.
I don't know, there're the arenas, and as you mentioned, PvE where one could make use of it. Dark Aura stacks with it, though it doesn't trigger on Touch of Agony and Signet of Agony, 2 staple sacraficial spells. It'd be a somewhat interesting defensive skill to run on a monk, coupled with Zealot's Fire, to scare meleers away, at least.

Quote:
Originally Posted by Kool Pajamas
Just wanted to say I love the idea of plant skills in the earth line. Better than having all rocks and dirt.
I think plant magic could be a good idea for a new profession.
Yeah, I couldn't really figure out anything rock-themed that I really wanted to use.

Quote:
Originally Posted by Kool Pajamas
Love it but should be pet skill, not attack. Just a nit pick.
Done. Nitpicker! Nitpicking is eeevil! Kidding, thank you for the suggestions.

Last edited by Mercury Angel; Mar 01, 2006 at 12:47 AM // 00:47..
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Old Mar 01, 2006, 12:13 AM // 00:13   #20
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Just skimmed through for now. A few thoughts.



Quote:
Mind Signet - 0en, 2 cast, 25 recharge
Signet
You gain 5 Energy. If target foe has less energy than you, you gain an additional 5 Energy.
Change to if foe has more energy than you. If he has less, then the extra energy isnt really needed.

Quote:
Recovery Signet - 0en, 5 cast, 25 recharge
Signet
Lose 5 Exhaustion.
Doesnt seem useful enough. decrease recharge to 15.

Quote:
Aura of the Leech {E} - 15en, 2 cast, 30 recharge
Elite Enchantment Spell
For the next 5+(X) seconds, whenever you cast a spell, you steal 5+(X) health from adjacent foes.
Doesnt seem worthy of an elite. Only powerful for farming.

Quote:
Poisonous Blossom - 10en, 1 cast, 10 recharge
Spell
A Poisonous Blossom grows at target foe's location. For the next 3 seconds, nearby foes take 4+(2X) damage each second. When Poisonous Blossom ends, nearby foes are poisoned for 5+(X/2) seconds.
Just wanted to say I love the idea of plant skills in the earth line. Better than having all rocks and dirt.
I think plant magic could be a good idea for a new profession.


Quote:
Tend Wounds - 5en, 8 recharge
Pet Attack
Your animal companion attempts to tend its wounds, losing one condition.
Love it but should be pet skill, not attack. Just a nit pick.


Overall from what I've seen so far its pretty good for by yourself.

Last edited by Kool Pajamas; Mar 01, 2006 at 12:19 AM // 00:19..
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