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Old Jan 11, 2006, 01:56 AM // 01:56   #21
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gyser spiker ftw!
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Old Jan 11, 2006, 01:59 AM // 01:59   #22
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Quote:
Originally Posted by Darkpower Alchemist
I got an Idea for a monk Elite. Also,a skill for W/E(E/W) profession only.

Divinity's Wrath(Monk Elite)

Smiting Prayers(Minimum 9 Smiting Prayers to be successfully used)

Cost: 25 pts /Casting time:5 sec/Recharge:60 sec

Pillars of holy light rain down(Firestorm like),striking foes for 25-60 dmg(Triple dmg against undead),causing exaustion.

Warrior's Element(W/E-E/W Elite Skill)

Water Req 5/Axe req 8(Needed)

Cost: 15 / Casting Time: instantaneous / Recharge: 60 sec

Water Ward is cast,making enemies move 33-66% slower,while the caster moves and attacks 25% faster for 45 seconds.Ward stays in play as long as the caster keeps adrenaline and stays within the warding circle or for the duration of the spell.Enemies are also more vulnerable to Lightning attacks and lightning based weapons while in the warding circle.Upon leaving the circle's confines,or the duration of the ward has expired,the caster suffers from exaustion.I'm looking forward to comments,whether of praise or of imbalances(though I see only self made holes to give it vulnerability).
Why don't you have join date and all that crap under your name?
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Old Jan 11, 2006, 02:28 AM // 02:28   #23
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Quote:
Originally Posted by Darkpower Alchemist
I got an Idea for a monk Elite. Also,a skill for W/E(E/W) profession only.

Divinity's Wrath(Monk Elite)

Smiting Prayers(Minimum 9 Smiting Prayers to be successfully used)

Cost: 25 pts /Casting time:5 sec/Recharge:60 sec

Pillars of holy light rain down(Firestorm like),striking foes for 25-60 dmg(Triple dmg against undead),causing exaustion.

Warrior's Element(W/E-E/W Elite Skill)

Water Req 5/Axe req 8(Needed)

Cost: 15 / Casting Time: instantaneous / Recharge: 60 sec

Water Ward is cast,making enemies move 33-66% slower,while the caster moves and attacks 25% faster for 45 seconds.Ward stays in play as long as the caster keeps adrenaline and stays within the warding circle or for the duration of the spell.Enemies are also more vulnerable to Lightning attacks and lightning based weapons while in the warding circle.Upon leaving the circle's confines,or the duration of the ward has expired,the caster suffers from exaustion.I'm looking forward to comments,whether of praise or of imbalances(though I see only self made holes to give it vulnerability).
If 'Divinity's Wrath' is one shot, it's underpowered. If it's a triggered thing, it's overpowered. Sorry, but 60 damage per second is a bit too much, especially if it's AoE and not blocked by armor.

Water Ward is... intresting, I guess. It's an all in one, but subject to some abuse. I'd have to see it in play to figure out what to do with it.

Hey, check it out! A bloated post! Someone else will have to critique it, much the worse for them. All details (Adrenaline, energy, so on) are omitted for the sake of balance.

-Unlinked-

Stroke of Luck
The next skill you use has 100% chance to activate your equipped weapons.
Designer's note: Suggested - 10e |1s | 45s
Designer’s note: This means that if you have a 10/10 sundering weapon, you hit for 10% armor penetration, or, if you have a 20/20 focus, both parts activate provided that you have the correct skill type.

-Elementalist-
Thunderbot
Air Magic, Elite Spell
Lose all Glyphs. Strike target foe for 14...83 damage and dazes target foe for 2..17 seconds. This spell causes exhaustion.
Designer’s note: this should be a 25 energy cast, making a total of 35 energy for this.

Tidal Flux
Water Magic, Enchantment
For 15 seconds you are enchanted with “High Tide” and your water magic attribute is boosted by 1 every 10...6 seconds. When “High Tide” ends, you are enchanted with “Low Tide” for thirty seconds. Every 10...6 seconds your water magic attribute is lowered by 1. When “Low Tide” ends your water magic attribute is returned to normal.
Designer note: If you are the target of Inspired Enchantment, the they steal Tidal Flux, not High Tide or Low Tide. The separation of the two is to encourage the use of +20% enchantment staves

Ice Water
Water Magic, Hex
For 8...18 seconds, whenever target foe is struck for cold damage they move 66% slower for 2...5 seconds.

Degrade Armor
Earth Magic, Hex
For 8...18 seconds, whenever target foe is struck for earth damage they lose 15...20 armor for three seconds.
Ward Against Spirits
Earth Magic, Hex
For 8...18 seconds Enemy spirits have no effect on allies within this ward.

Glyph of Delay
Unlinked, Glyph
Your next spell that is not an Enchantment of Hex that targets a foe is cast as a hex that takes effect after three seconds[/I]

-Mesmer-

Obsession
Domination Magic, Hex
Target foe cannot target anyone other than you for 8...18 seconds.

Relax
Domination Magic, Spell
Target foe loses all adrenaline and 3...6 energy.

Memory Lapse
Domination Magic, Hex
For 2 seconds, the next time target foe uses a skill, that skill is prevented and disabled for 2...6 seconds.
Designer’s note: This skill should be able to be casted as an interrupt

Power Vacuum
Domination Magic, Hex
For 8...18 seconds, each time target foe casts a spell, you steal 1...4 energy.

Inconsequential Aura
Illusion Magic, Elite Hex
You cannot be targeted for 5...20 seconds. Inconsequential Aura ends if you deal damage or heal allies.
Designer note: This means you could cast hexes and enchantments. Also, if you cast Obsession on one foe and Inconsequential Aura on yourself, that enemy won’t be able to target anyone!

Drowsiness
Illusion Magic, Hex
For 8...18 seconds target foe moves, attacks, and activates skills 50% slower. Drowsiness ends if target foe takes damage.

Paradigm Shift
Illusion Magic, Spell
One Hex that hexes target foe becomes an Enchantment for 5...10 seconds.
Designer’s note: Useful if you want to get some Enchantments to strip, or to make removing a hex that much more difficult.

Enpowered Tracings
Inspiration Magic, Enchantment
For 8...46 seconds you activate signets twice as fast. Each time you activate a signet you lose 8...3 energy.

Congruence
Fast Casting, Enchantment
For 45 seconds each time you invoke an Enchantment or Hex, it recharges 15%...45% faster. If an Enchantment or Hex you cast is removed, that skill recharges 75%..45% slower. If Congruence is removed, all Enchantments and Hexes that you have are disabled for five seconds.


Prime Removal
Unlinked, Spell
You gain knowledge of all Enchantments that enchants target foe. Remove one of them.
Designer note: This should be at least 10e to cast, since this spell would bypass normal Enchantment stacking. Plus, I have no idea how this would work, but I imagine something like, say, displaying them along the bottom would work.

-Monk-
Afterlife
Divine Favor, Enchantment
For [b]8...18[/I] seconds, if target ally is killed, they suffer 1%...5% reduced death penalty and are revived 30...15 seconds later with 50% max health and 50% max Energy.
Designer note: The long delay on reviving is to give the other team a chance to kill everyone else first.

Stabilize
Protection Prayers, Enchantment
For 8...18 seconds, all forms of health degeneration are negated for target ally.

Buffer
Protection Prayers, Enchantment
The next 50...126 points of damage target other ally receives is negated, and you take 33% of the damage that would be negated.

Rebound
Healing Prayers, Enchantment
For 10 seconds, for every 5...3 pips of health degeneration target ally suffers, they gain 1...2 pips of health regeneration.
Designer’s note: At high enough Healing Prayers, it actually heals the ally for around the number of pips of degeneration they suffered previously. Something where it’s a 2/3 return.

Subtle Negation
Unlinked, Spell
You gain knowledge of all Hexes that hex target ally. Remove one of them.
Designer’s note: See the note for Prime Removal. Same deal here, really.

-Necromancer-

Obstruct Healing
Curse, Hex
The next 50...126 points of healing target foe would receive is negated. You gain the amount of life that would be healed.

Cowardliness
Curse, Hex
Target foe loses adrenaline every time they take damage. The amount of adrenaline lost increases with your level in Curses.

Corrupt Adrenaline
Blood Magic, Spell
For each strike of adrenaline target foe has, they take 5...20 shadow damage.

Subsume Spirit
Death Magic, Spell
Target spirit is dealt 50...264 damage. Energy gain from Soul Reaping as a result of this spell is doubled.

Something Vital
Death Magic, Enchantment.
For 30 seconds, every time you exploit a corpse, that enemy cannot be resurrected for 1...7 seconds and you gain 15...40 life.

Refresh Corpse
Death Magic, Spell
Sacrifices 20% Maximum Health. The nearest exploited corpse becomes unexploited. 50% failure with 4 Death Magic or less.

-Warrior-

Feint
Tactics, Elite Attack
Lose 8...5 adrenaline. This attack deals no damage. If this attack is blocked or evaded as a result of a stance, that stance ends. If this attack misses or interrupted as a result of a hex, that hex does not take effect and is removed.
Some more stance removal for the Warriors out there. Also, this should have a low adrenaline cost, since there’s that lose adrenaline effect.

Yawn
Tactics, Elite Shout
All foes in the area are interrupted and become exhausted. You become exhausted.

Mission Accomplished!
Tactics, Elite Shout
If a foe dies in the next 1...5 seconds, all allies gain a 1% morale boost. Otherwise you gain a 5% death penalty.
Designer’s note: Maybe unbalanced, maybe not. I want this to bypass the skill recharge effects of a moral boost. Quite a few elites here, huh?
Additional Designer’s note: Of course this isn’t some cheesy political satire.

Megaton Blow
Hammer Mastery, Attack
If Megaton Blow hits, it deals an additional 1...26 damage. Armor penetration from Strength is doubled for this skill. After making a Megaton Blow you become exhausted.
Designer’s note: Also, this should be a energy skill

-Ranger-

Staggering Shot
Marksmanship, Elite Bow Attack
Shoot an arrow at target foe. If it hits and target foe is using a stance, that stance ends and is disabled for 1...8 seconds. You deal only 1...13 damage with Staggering Shot.

Rename Concussion Shot to Head Shot. ‘Nuff said.
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Old Jan 11, 2006, 03:26 AM // 03:26   #24
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Ah, skill creation... All skill-dependent numbers are in the 0...12...16 format, of course.

Elementalist:
Fire
Magma Burst {E}- 25 e, 3 sec cast, 30 sec recharge
Elite Spell.
Create a pool of molten rock under for foe and for 18'' around. For 3 seconds, foes in the pool suffer 37...75...90 fire damage, and suffer from burning and crippled for 1...3...4 seconds.

Aura of the Phoenix {E}- 25 e, 3 sec cast, 60 sec recharge
Elite Enchantment Spell. For 8...15...19 seconds, suffer from burning. If your health is reduced to zero while Aura of the Phoenix is active, you are instantly revived. All nearby foes then take 50 holy damage and 55...105...115 fire damage. If Aura of the Phoenix is stripped before it ends, it is disabled for an additional 60...40...36 seconds.

Air
Hurricane Winds- 15 e, 1 sec cast, 20 sec recharge
Spell. Create a ward of violent winds. For 8...16...19 seconds, all projectiles and projectile spells (air magic excepted) fired in or out of the ward have a 50% chance to miss. Any character entering or leaving the ward's radius suffers 25 damage.

Mesmer:
Illusion
Heart Attack- 10 e, 1 sec cast, 30 sec recharge
Spell. For every strike of adrenaline, target takes 6...10...12 damage.
(This is, I know, very similar to yours, Mosgerion, but 20 shadow damage is quite high. 200 damage for someone with final thrust? Ouch.)

Domination Magic
Spirit of Selfishness- 15 e, 3 sec cast, 30 sec recharge
Hex Spell. For 10 seconds, any skill target uses on an ally costs 1...3 extra energy, but spells targeting self require 1 less energy.

Jinx {E}- 25 e, 3 sec cast, 45 sec recharge
Elite Hex Spell. For 10 seconds, any skill used by target has a 20% failure rate. When Jinx causes a non-spell skill to fail, target loses 1...3...4 energy. (50% failure rate with Domination Magic 4 or less)

Necromancer:
Blood Magic

Grenth's Bargain {E}- 25 e, 2 sec cast, 15 sec recharge
Elite Enchantment Spell. For 5...15...18 seconds, target other ally may cast spells or use skills they lack the energy for. However, for every spell cast in this way, with insufficient energy, the caster sacrifices 10% of their health +3...1% for every point of energy missing.

Death Magic
Embalm- 10 e, 1 sec cast, 10 sec recharge time.
Hex Spell. Lasts 25...40...45 seconds. If target dies while hexed with embalm, the resulting corpse cannot be affected by any skills for 10 seconds.

Frailty- 10 e, 1 sec cast, 10 sec recharge.
Hex spell. The duration of all conditions except burning or dazed on target increases by 3...7...8 seconds.
(note: this only applies to conditions set while frailty is active.)

Curses
Haunt- 10 e, 2 sec cast, 15 sec recharge
Enchantment Spell. Lasts 7...16...19 seconds. If you are killed while haunt is active, the character which struck the killing blow receives -2 energy regeneration for 15 seconds. This ends if you are resurrected.

Call of the Reaper {E}-15 e, 3 sec cast, 30 sec recharge
Elite Hex Spell. Sacrifice 33% max health. For 15 seconds, target takes 3...8 extra damage whenever struck by a physical or magical attack and only receives 66% of normal healing. If target dies while under this hex, a well of suffering is spawned, giving -3 health degeneration over 10 seconds. If Call of the Reaper ends without the target's death, you lose 33% max health.

Just a few ideas, though some of those elites still sound a bit overpowered, like FOTMs waiting to happen.
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Old Jan 11, 2006, 04:42 AM // 04:42   #25
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Monk

Dwyana's Shield {e}
Protection Magic
You and your allies can not be targeted by foe for 5...20 seconds.
Energy : 30 | Cast : 5 | Cooldown : 120 |
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Old Jan 11, 2006, 08:07 AM // 08:07   #26
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Sorry, but I must complain. You are completely missing and ignoring the OP's thread rules.

Quote:
Originally Posted by Wretchman Drake
Here are the rules. Rate the spell of the person above you (comments, suggestions, etc.), then create a spell. Tell what class it's from and what it's type is. I'll start.
Stop giving full list of imbalanced skills that we don't even want to read. I think the OP's goal is not only to propose new spells, but to discuss about them, to avoid "uber" skills to be posted.

So, first, ONE comment to the skill above (is it imbalanced? What changes could be done?), and propose ONE more skill .

Thank you.
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Old Jan 11, 2006, 09:41 AM // 09:41   #27
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Made 2 Mo no attribute skills. Wondering if theyre balanced enough...


Monk (no attribute)

Energy Sheild E


cast time=3
recast=0
energy cost=5

For 5-20 seconds whenever target would take any damage, the damage is negated and the caster loses 7 energy or the spell ends.

Monk (no attribute)

No name, not sure if it should be elite or not.


cast time=instant
recast=20
energy cost=10

Target ally is instantly brought back to life with 75% health and the total ammount of energy the caster lost.

Would be interesting and yet difficult having these in the game because it would require the monk to manage energy better. probably be restricted to prim monks because mass energy loss is required for effectiveness.
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Old Jan 11, 2006, 10:45 AM // 10:45   #28
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Your last monk resurrect is really interesting.
Maybe something like this?

Infuse Soul (Monk, Divine favor, spell)
Casting cost: 5 mana
Casting time : 8 secs.
Recharge time : 45 sec.
Loose all your remaining energy. Target is resurrected with full health and is resplenished with the mana you lost to raise him. 50% failure with DIvine favor of 5 or less.

As an Elite, it would be:
Life Signet {E} (Monk, Divine favor, Signet)
Casting cost: 0 mana
Casting time : 4 sec
Recharge time : 30 sec.
Loose all your remaining energy. Target is resurrected with full health and is resplenished with the mana you lost to raise him. 50% failure with DIvine favor of 5 or less.

Note: Deadly if used with a /Me wih mantra of inscription/Ether lord, but you will be unable to do anything for a little time until you regen enough mana.
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Old Jan 11, 2006, 11:03 AM // 11:03   #29
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i like the rez idea's, cant see anything much that i dont like so...

ok now a mesmer skill......

Distortion of Faith (E)

ATTRIBUTE
:: domination
CAST TIME :: 1/4 (instant)
COST :: 50% of your remaining energy (min cost 15)
RECHARGE :: instant

lose 50% of your remaining energy (min cost 15) & interupt target foes current spell, if successful interupted spell is disabled for 30 seconds & you steal 50% of target foes remaining energy.


only new to the mesmer game, deleted a wammo to do so.....i advise all people to delete tanks for mesmers lol j/k...your choice

ok...seriously tho....not sure if it could be a domination skill due to the fact it steals energy...but i like the sound of it...lemmie know what you think
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Old Jan 11, 2006, 02:55 PM // 14:55   #30
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Interesting mesmer skill, a bit unbalanced though with the massive steal. In addition, typically it would have a cost, then steal hallf of your remaining energy; done that way it would resemble the Rebirth and Ether Lord spells. As for stealing with a domination skill there is a precedent; Guilt and Shame both steal energy. Seems reasonable though - it is an elite slot, it may well net little to no energy and has a mediocre effect (30 second is good, but it is spell only and relies on hitting the spell). I can see it as bing a powerful opener, but not that great later in a mmatch-up, since energy totals aren't that high, and 50% of what's left after someone casts won't even pay the spell cost most likely. The recharge is a bit much, but since it drops your energy you would be limited by your ability to gain energy,and making it elite would prevent it being paired with big energy regen spells. Still, a BiP on a mesmer with this could get him interrupting every 5 seconds or less, so I'd say it's a bit much - imagine being able to fire off a spell-killing interrupt every 5 seconds or less, draining enemy energy while you do it?

Ok, since I reviewed one, I get to make a new one!

Mesmer
Confusion (E)
Description: For 15..39 seconds, 3..6 random skills on the targets bar are permuted (shift positions). Vs PvE opponents the effect would be that of having a diminshing chance of triggeriing an incorrect skill. If you've ever shifted a skill before accidentally before a mission you know how irritating it is to trigger the wrong skill...
Energy Cost: 25.
Casting Time: 2 second.
Recharge Time: 30 seconds.
Linked Attribute: Illusion Magic. Increases duration and number of skills affected.
Skill Type: Spell.
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Old Jan 11, 2006, 03:00 PM // 15:00   #31
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"Befriend" {e} Ranger skill.
Beast Mastery.
Cost 10 mana
Re-Charge 15 seconds.

Charm target animal. While equiped that animal companion accompanies you. Also ressurects dead pet with 5-30% Health.

"Balthazaars Arrows" {e}
Preperation
Marksmanship
25 mana
60 second re-charge.

For 5- 25 seconds your arrows have 5 - 20% armor penetration, move 25% slower and cannot be blocked or evaded.

"Wild Stance" {e}
Stance
Wilderness Survival
Cost 15 mana
Re-charge 60 sec

For 5 - 30 seconds you move 25% faster, attack 25% faster and have a 10 - 50% chance to evade incoming attacks.
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Old Jan 11, 2006, 08:26 PM // 20:26   #32
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" Super Nova"
fire ele spell
Att: fire magic
Cost: 25 mana
cast time 5 seconds/ recharge 60 seconds

For 8 seconds target foe and all adjacent foes are struck for 50-125 fire dmg each second, this spell causes exhaustion.


"Tackle"
warrior attack
Att: strength
cost 5 mana
instant cast/ 3 second recharge

Tackle target foe and cause 15-50 dmg, if target foes was casting cast is disrupted and target foe becomes dazed for 10 seconds.
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Old Jan 11, 2006, 09:27 PM // 21:27   #33
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I was always thinking about a skill like this:

Monk
Mirror Image{E}
Linked: Protection
15e/2c/60r
For 15....45 second's you create a mirror image, copied with the same skills. Mirror image ends, if your health drops below 25%.


Basicly it would save monks from being raped by warriors, since it will create a diversion, warriors will get confused by the real monk, and the mirror image.
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Old Jan 11, 2006, 10:26 PM // 22:26   #34
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Quote:
Originally Posted by miraaz
I was always thinking about a skill like this:

Monk
Mirror Image{E}
Linked: Protection
15e/2c/60r
For 15....45 second's you create a mirror image, copied with the same skills. Mirror image ends, if your health drops below 25%.


Basicly it would save monks from being raped by warriors, since it will create a diversion, warriors will get confused by the real monk, and the mirror image.
Nice, I'd suggest it be able to be used on target ally, but then again, that coudl be subject to lots of abuse. -shivers as he imagines a build with all part monks using mirror image to literally double their power-
This one is inspired by a skill idea way back in the thread, "Power Vaccuum".
Elementalist:
Vaccuum [E]
Air Magic
Energy Cost: 10
Recharge Time: 20
Description: Create an enclosed vaccuum in an area around target foe, about the size of an average ward. For 10-20 Seconds, all foes within the vaccuum suffer from weakness and exhaustion. For that same duration, all foes within the vaccuum take 5-15 Damage every two seconds.


-Elessar
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Old Jan 11, 2006, 10:52 PM // 22:52   #35
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Class: Elementalist

Skill: Tremor

Attribute: Earth

Cast Time: 3 seconds

Recharge: 60 seconds

Spell: Target takes (10-50) earth damage is knocked down and drops any object they might have been holding. (50% failure with Earth Magic 7 or less).


--We really need a spell to use tactically to stop someone from running relics, flags, or just drop their res orb.
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Old Jan 11, 2006, 11:08 PM // 23:08   #36
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Class: Necromancer
Skill: Dance of the Dead
Attribute: Death Magic
Cast Time: 1/4 Second
Recharge: 30 Seconds

Elite Spell: Sacrifice 50% Health. Summon bone fiends of level 1...15 from all the dead creatures in the area.


Another Skill...

Class: Necromancer
Name: Dark Alliance
Attribute: Death Magic
Energe Cost: 25
Cast Time: 3 seconds
Recharge: 10 seconds

Spell: Ressurect a fallen monster that will serve on your side.. This monster has 10...100% its original health and energy. This ability cannot be used on Boss monsters.

And Another:

Class: Necromancer
Name: Reaping Signet
Attribute: Soul Reaping
Cast Time: 2 seconds
Recharge: None

Spell: For every dead unexploited corpse in the area, you gain 2 more energy.

Last edited by Blessed Winds; Jan 12, 2006 at 02:38 AM // 02:38..
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Old Jan 12, 2006, 08:03 AM // 08:03   #37
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Quote:
Class: Necromancer
Skill: Dance of the Dead
Attribute: Death Magic
Cast Time: 1/4 Second
Recharge: 30 Seconds

Elite Spell: Sacrifice 50% Health. Summon bone fiends of level 1...15 from all the dead creatures in the area.
Thats pretty cool, might work. Might make it like Light of Dwayna, cept raise bones instead of allys and it apply to all corpses.
----

Here's some of mine from that other thread Create a Skill=

Ranger Skills:

Tar Trap (Wilderness Survival)
Cost: 15 Cast: 2
Duration: 90 Recast: 30
When Tar Trap is triggered, all foes in the area move 90% slower for 3-15 seconds. Fire damage delt to foes suffering from Tar Trap is increased by 25-250%. Tar Trap ends after 90 seconds. While activating this skill you are easily interupted.

Stormy Weather (Wilderness Survival)
Cost: 5 Cast: 5
Duration: 30-150 Recast: 60
Create a Level 1-10 Spirit. For creatures within its range, all dmg is Lightning Damage (shocking) instead. Foes suffering from water/cold dmg take additional 15-30 dmg while in the area. This Spirit dies after 30-150 seconds.

Turbulence (Wilderness Survival)
Cost: 5 Cast: 3
Duration: 30-150 Recast: 60
Create a Level 1-10 Spirit. All projectiles and arrows within its range have a 10-90% chance to miss targets, while in the area of effect. (this is kinda only helpful to those fleeing or warroirs.)


Elementalist:

Hurricane (spell, Water Magic)
Cost: 30 Cast: 4
Duration: 10 Recast: 60
For 10 seconds, the area around a target foe is bombarded with a rain of ice that strikes for 5-30 Water damage each second. Foes are struck and knocked down additionally by gusts of wind every 5-2 seconds. This spell cuases Exhuastion.

Tsunami (spell, Water Magic)
Cost: 25 Cast: 3
Duration: - Recast: 15
You involke a tsunami at target foe's location. All foes near this location are knocked down and are struck for 26-100 Water damage. This spell cuases Exhuastion.

Frost Bite (Hex Spell, Water Magic)
Cost: 10 Cast: 1
Duration: - Recast: 20
Target foe is struck for 15-45 Water damage and suffers from weakness for 5-12 seconds.

Necromancer:

Death Quake [Elite] (spell, Death Magic)
Cost: 10 Cast: 2
Duration: 30 Recast: -
For 30 seconds, if target ally dies, Death Quake deals 26-100 damage and knocks down all nearby creatures. Foes suffering from a Condition take additional 10-50 damage and are diseased for 3-10 seconds.

and newly thought up ones:

Monk:

Holy Heels (enchantment spell, Divine Favor)
Cost: 5 Cast: 1
Duration: 5-20 Recast: 25
For 5-20 seconds target allys movement is increased by 25%.

Necromancer:

Corpse Appocolipse {Elite} (Spell, Death Magic)
Cost: 15 cast: 1
Duration: - Recast: 90
Sacrifice 20% max health and additional 1% for each undead ally bound to you, all undead allys explode dealing 30-200 dmg to surrounding foes. Foes suffering from a condition when hit by this spell are knocked down. This spell cuases Exhuastion.

Elementalist:

Elemental Armageddon {Elite} (Signet, Energy Storage)
Cost: - Cast: 5
Duration: - Recast: 90
Lose all remaining energy, Foe and adjacent foes in that area are struck with 1-6 Fire Damge for each point of energy lost, and set on fire for 3 seconds. This signet cuases exhuastion.

Ranger:

Steel Arrow (attack, Marksmenship)
Cost: 5 Cast: 1
Duration: - Recast: -
Shoot an arrow that strikes for 5-30 cold dmg.
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Old Jan 12, 2006, 03:00 PM // 15:00   #38
Lion's Arch Merchant
 
ColaManiac's Avatar
 
Join Date: Nov 2005
Location: DISNEYLAND!
Profession: R/Mo
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class:ranger
name: gas trap
attribude: wilderness survival
cost cast recharge: 20 3 30
trap: 3 pulses, causes 4...20 dmg, poison for 2...10 secs and interrupts spells (same as choking gas)
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Old Jan 12, 2006, 11:21 PM // 23:21   #39
Lion's Arch Merchant
 
The Primeval King's Avatar
 
Join Date: Aug 2005
Guild: Theres A Frog On My [Cape]
Profession: W/
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5/10 for ColaManiac's Gas Trap skill... A little too overpowered! It would be like a Mailstorm that can poison, which is an evil little combination.. And if 4 rangers were on a team using it.. eeek!

Check out this skill!

Ranger Skill

Bush of Hidinginness
Wilderness Survival
Create a bush to hide behind for 2 minutes. While in bush, you cannot take or recieve damage. Also, you may pick flowers off of bush and give them to Gwen who may pop out of the bush.
Energy: 20 / Cast: 1/12 seconds /Recharge: 5 seconds

Last edited by The Primeval King; Jan 14, 2006 at 12:46 AM // 00:46..
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Old Jan 12, 2006, 11:39 PM // 23:39   #40
Ascalonian Squire
 
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Join Date: Jun 2005
Guild: Team Invincible [INV]
Profession: Mo/Me
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Quote:
Originally Posted by Struth
Necromancer:
Corpse Appocolipse {Elite} (Spell, Death Magic)
Cost: 15 cast: 1
Duration: - Recast: 90
Sacrifice 20% max health and additional 1% for each undead ally bound to you, all undead allys explode dealing 30-200 dmg to surrounding foes. Foes suffering from a condition when hit by this spell are knocked down. This spell cuases Exhuastion.
Wow...Do you know how abused this could be? It would really increase the value of minion masters...i mean, even just one saccer, resmer, minion maker(using the two minion summon spell), plus someone with this spell, that could really wreak havoc...nice!

okay, my turn again!

Mesmer
Amnesiac's Distress [E]
Domination Magic
Hex Spell
Energy:
10
Recharge: 20
Description: Target foe suffers from amnesia. Foe suffers from energy degeneration of 2, is incapable of attacking or casting spells, and moves 25% slower. This spell ends when foe's energy reaches 0.


-Elessar
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