Jan 12, 2006, 11:53 PM // 23:53
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#41
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Frost Gate Guardian
Join Date: Nov 2005
Guild: [Yarr] We Plunder You Now
Profession: W/
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Quote:
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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wow..that would be abused..and monks would die in a blink..you couldn't do anything basically. i could see a horde of mesmers going into ca and casting this on all the warriors..
ok my spell idea
Holy Hymn (elite) spell
divine favor
cost:5 or 10
Recharge 2 seconds
Cast: 1 sec
Description: Removes a hex from target ally, and ally is healed for X health for every remaining hex. Basically, a hex removal that doesn't suck, since the rest really..suck.
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Jan 13, 2006, 01:46 AM // 01:46
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#42
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Ascalonian Squire
Join Date: Jun 2005
Profession: E/Me
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holy hymn sounds useful, dont like the name holy hymn though
heres my idea(s)
Landslide (earth magic)
cast 1 sec
recharge 20 sec
cost 10 energy
discription:spell. You create a landslide at target foes location. All foes near this location are knocked down for (1...3) seconds and take (10...50) earth damage per second they are knocked down, and suffer from bleeding
Elemental Harmony (E) (energy storage)
cast 2 seconds
recharge 60 seconds
energy cost 15
discription: Elite spell. For (5...25) seconds, any elemental spell you cast costs you 10 less energy (minimum cost 5 energy). This spell causes exhaustion.
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Jan 13, 2006, 03:45 AM // 03:45
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#43
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Academy Page
Join Date: Nov 2005
Location: Look behind you...
Guild: Pronteria Knights
Profession: E/N
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Edit: Sorry forgot to rate the skills :P I think that landslide spell is cool we need an earth AoE spell but elemental harmony will probably cause an unbalance mabye having 5 less energy off is good but 10 is a bit much imagine an eco nuker with firestorm it will only cost 5 energy :S
Necromancer Skill
Unholy Bond
Death Magic
Elite Spell. If you are killed by an attack or skill in the next 10 seconds the damage is ignored and the one minion under your controll dies instead.
Energy 25, cast 1/4, Cooldown 120
Unholy Rampage
Death magic
Elite Spell. If you are killed within the next 15 seconds you gain controll of the closest minion for 20 seconds. The spell ends if the minion dies or you are Ressurected. (BTW The minions have no skills you just attack)
Energy 25, Cast 1/4, Cooldown 120
Last edited by Ubernoob; Jan 13, 2006 at 03:50 AM // 03:50..
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Jan 13, 2006, 04:19 AM // 04:19
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#44
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Lion's Arch Merchant
Join Date: Jan 2006
Location: I live in Panda Land. It's wonderful.
Guild: PLU (Panda Lovers UNITED)
Profession: Me/Mo
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Edit: Rating: ^^^ 6/10 for Unholy Rampage. I don't like the idea of controlling an undead minion =/ ^^^
8/10 for Unholy Bond
Ranger Skills =P
Name: Drill Shot
Attribute: Marksmanship
Energy Cost: 15
Recharge: 15 Seconds
Cast Time: 1 Second
Elite Spell: All preperation skills are removed and have no effect. Shoot an arrow at target foe that strikes for +25...50 Damage. If shot hits, target foe bleeds for 5...10 seconds
Last edited by Blessed Winds; Jan 13, 2006 at 05:45 AM // 05:45..
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Jan 13, 2006, 04:55 AM // 04:55
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#45
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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People are still not rating the others before posting their own...
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Jan 13, 2006, 05:23 AM // 05:23
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#46
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Banned
Join Date: Sep 2005
Location: /B/Chan
Guild: Looking for one
Profession: W/
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Quote:
Originally Posted by Blessed Winds
Name: Drill Shot
Attribute: Marksmanship
Energy Cost: 15
Recharge: 7 Seconds
Cast Time: 1 Second
Elite Spell: All preperation skills are removed and have no effect. Shoot an arrow at target foe that strikes for +25...80 Damage. Target foe suffers from bleeding if hit is successful
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4/10 Way over powered.
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Jan 13, 2006, 05:44 AM // 05:44
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#47
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Lion's Arch Merchant
Join Date: Jan 2006
Location: I live in Panda Land. It's wonderful.
Guild: PLU (Panda Lovers UNITED)
Profession: Me/Mo
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Meh...Edited it =P
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Jan 14, 2006, 12:36 AM // 00:36
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#48
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Jungle Guide
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Quote:
Originally Posted by Blessed Winds
Edit: Rating: ^^^ 6/10 for Unholy Rampage. I don't like the idea of controlling an undead minion =/ ^^^
8/10 for Unholy Bond
Ranger Skills =P
Name: Drill Shot
Attribute: Marksmanship
Energy Cost: 15
Recharge: 15 Seconds
Cast Time: 1 Second
Elite Spell: All preperation skills are removed and have no effect. Shoot an arrow at target foe that strikes for +25...50 Damage. If shot hits, target foe bleeds for 5...10 seconds
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Still a little overpowered, but it's an elite. 7/10
Here's a couple of mine:
Delayed Gratification
Healing Prayers
Energy Cost: 5
Recharge: 5 seconds
Cast Time: 1/4 second
Enchantment Spell: For three seconds, Delayed Gratification has no effect. When Delayed Gratification ends, target ally is healed for 30..80.
_____________________________
Instant Gratification
Healing Prayers
Energy Cost: 5
Recharge: 5 seconds
Cast Time: 1 second
Enchantment Spell: Target Ally is healed for 40..90. That ally cannot be the target of Monk spells for 3 seconds.
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Jan 14, 2006, 01:01 AM // 01:01
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#49
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Theres A Frog On My [Cape]
Profession: W/
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Very nice monk spells.. 8.5/10
Lets see..
Warrior Skill
Kick of Kickingness
No Attribute
Cost: 5 Energy
Recharge: 30 Seconds
Cast Time: None
Skill: Kick enemy in the shins to disrupt any skill being used.
Elementalist Skill
Lightning From Underworld
Air Magic
Energy Cost: 15
Recharge: 30 Seconds
Cast Time: 1 1/2 second
Spell: Summon a lightning bolt that comes out of the earth to strike target enemy for 15..40 damage. For 10 seconds, all water damage is increased by 25%
Monk Skill
Holy Divine Pure Super Duper Shield (Elite)
Smiting Prayers
Energy Cost: 20
Recharge: 45 seconds
Cast Time: 2 seconds
Enchantment Spell: For 8..20 seconds, target ally has a 15% chance to dodge attacks, and any foes near target ally received 8 damage per second.
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Jan 14, 2006, 01:10 AM // 01:10
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#50
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Jungle Guide
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Kick - Nice idea, but it seems to similiar to existing skills. 4/10
Lightning - Good nuke but a bit underpowered. 7/10
Shield - I like this one. Shield of Deflection plus Balthazar's Aura. Lower the cost to 15 and give the dodge chance and damage a range of values and it would be great. 8/10
I have another one:
Refreshing Signet:
Divine Favor
Energy Cost: 0
Recharge Time: 10 seconds
Cast Time: 1 second
Signet. Target Ally is healed for 10..40. Gain 3..5 energy.
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Jan 14, 2006, 01:42 AM // 01:42
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#51
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Ascalonian Squire
Join Date: Jun 2005
Guild: Team Invincible [INV]
Profession: Mo/Me
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Nice, but I'd up its recharge a bit...
Necromancer
Strength Sap [E]
Hex Spell
Attribute: Blood Magic
Energy Cost: 10
Recharge Time: 30
Description: For 5-15 seconds, target foe experiences 2-6 Health Degeneration and 1-3 Energy Degeneration, while at the same time, you gain 2-6 Health Regeneration and 1-3 Energy Regeneration.
-Elessar
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Jan 14, 2006, 06:43 PM // 18:43
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#52
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Frost Gate Guardian
Join Date: Jun 2005
Location: Ireland
Guild: DUK
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Warrior
Shouts
Leave Me Alone!
Tactics
Energy: 5
Cast:N/A
Cooldown: 60
Cannot be target of physical damage for 3-10 seconds
Fight Me!
Energy: 10
Cast: 1/2
Cooldown: 45
All Nearby Foes Target You 10-30% evade melee
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Jan 14, 2006, 09:15 PM // 21:15
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#53
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Academy Page
Join Date: Oct 2005
Profession: E/Me
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Quote:
Originally Posted by theclam
Kick - Nice idea, but it seems to similiar to existing skills. 4/10
Lightning - Good nuke but a bit underpowered. 7/10
Shield - I like this one. Shield of Deflection plus Balthazar's Aura. Lower the cost to 15 and give the dodge chance and damage a range of values and it would be great. 8/10
I have another one:
Refreshing Signet:
Divine Favor
Energy Cost: 0
Recharge Time: 10 seconds
Cast Time: 1 second
Signet. Target Ally is healed for 10..40. Gain 3..5 energy.
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An interesting signet, and it definetly would open up the power of the signet monk. However, five (or six, if you aren't talking within 1...16) energy every ten seconds is a bit high. Most signets have long cast times and recharge times. I might increase cast time to two, and reduce energy gain to 1...3
Yeah, try to stay within the guidelines. Rate the post before you, or, if that post doesn't contain a skill, go back until you find one that does, and rates the skill before that. Just to keep it courteous.
Polarize
Earth Magic, Hex
For 5...10 seconds, all air magic spells have increased range when they target hexed foe. Lightning damage also has 2%...7% additional armor penetration.
Antipode
Fire Magic, Water Magic Spell
If target foe is on fire, they suffer from Antipode for 8...18 seconds and move 66% slower. If target foe is suffering from a Water Magic hex, they are set on fire for 1...3 seconds. If target foe is on fire and suffering from a Water Magic hex, Antipode deals 5...45 fire damage, 5...45 cold damage and target foe loses the condition 'Burning' and all Water Magic hexes.
EDIT: Missed Telessar, thought he was just modifying someone else's skill.
Quote:
Originally Posted by Elessar Telrúnya
Necromancer
Strength Sap [E]
Hex Spell
Attribute: Blood Magic
Energy Cost: 10
Recharge Time: 30
Description: For 5-15 seconds, target foe experiences 2-6 Health Degeneration and 1-3 Energy Degeneration, while at the same time, you gain 2-6 Health Regeneration and 1-3 Energy Regeneration.
-Elessar
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Hm, while not as powerful as Life Transfer, it is only shy by one pip of Health regeneration. The energy regeneration also seems a bit high compared to the cost. With higher than 12 blood magic, you could keep this up about 1/2 of the time, not to mention Arcane Echo.
You might want to change to about 6-11 second range, and lower the Regeneration to around 2-4. I might not evern stop there. After all, 3 pips of Energy regeneration is huge.
Last edited by Mosgerion; Jan 14, 2006 at 09:21 PM // 21:21..
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Jan 15, 2006, 01:13 PM // 13:13
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#54
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Ascalonian Squire
Join Date: Jun 2005
Guild: Team Invincible [INV]
Profession: Mo/Me
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Quote:
Originally Posted by Mosgerion
Polarize
Earth Magic, Hex
For 5...10 seconds, all air magic spells have increased range when they target hexed foe. Lightning damage also has 2%...7% additional armor penetration.
Antipode
Fire Magic, Water Magic Spell
If target foe is on fire, they suffer from Antipode for 8...18 seconds and move 66% slower. If target foe is suffering from a Water Magic hex, they are set on fire for 1...3 seconds. If target foe is on fire and suffering from a Water Magic hex, Antipode deals 5...45 fire damage, 5...45 cold damage and target foe loses the condition 'Burning' and all Water Magic hexes.
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Polorize is definitely an interesting spell, but I'm not quite sure what you mean by "increased range," as for Antipode, wow, thats some complex spellcasting! While I'm not entirely sure why some one would be a dual fire and water elementalist without this skill, there are some great timing needs with this spell. It needs to be a short cast, otherwise you're not likely to catch them with burning on, maybe a one second casting time, especially if you're trying to catch them with both a water magic hex and burning on them. Overall I think its a good skill, but I'd make it an elite with about 10/10 Energy/Recharge.
Quote:
Originally Posted by Mosgerion
EDIT: Missed Telessar, thought he was just modifying someone else's skill.
Hm, while not as powerful as Life Transfer, it is only shy by one pip of Health regeneration. The energy regeneration also seems a bit high compared to the cost. With higher than 12 blood magic, you could keep this up about 1/2 of the time, not to mention Arcane Echo.
You might want to change to about 6-11 second range, and lower the Regeneration to around 2-4. I might not evern stop there. After all, 3 pips of Energy regeneration is huge.
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Hehe, ya, I suppose it is a huge energy regeneration amount, but after all Blood Ritual gives target ally +3 Energy Regen, and Offering of Blood gives you a lot of energy on the spot. I agree, it probably woudl be better to change to a 6-11 Second range, but the energy regeneration/degeneration must be changed, I think it'd probably be changed to 2 flat, otherwise, I'd keep it at 1-3, after all, some people give themselves only 1 or 2 pips of energy regeneration because of item selection.
My turn again, this will be nasty!
Monk Spell
The Tides of Battle [E]
Smiting Prayers
Energy Cost: 25
Recharge Time: 30
Description: For 6-11 Seconds, all you're party members attack and cast spells 33% faster, and deal 20% more damage whenever they deal damage to opponents.
-Elessar
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Jan 15, 2006, 05:22 PM // 17:22
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#55
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Monk Spell
The Tides of Battle [E]
Looks like a warrior skill than a monk spell. Anyway, very powerful but it has a hight cost and its an elite to make balance of its power...... 7.5/10
My turn
Ranger:
Beast Mastery
Call of strikes (E)
Cost: 15
Recharge: 30
Activate: Instant
Shout. For 5-15 seconds, whenever you strike with physical damage, your pet's attacks do 50-75% damage you did to the target foe.
Expertise
Throw Rock
Cost: 10
Recharge: 45
Activate: 1
Skill. You deal no damage while using this skill. Whenever target foe is hit by throw rock while casting a spell, that foe is knock down for 2 seconds and dazed for 10-20 seconds.
(Throw Rock was inspired when I battled those giants in Shiverpeaks near Droknars Forge)
Warrior:
Strength
''All is mine!'' (E)
Cost: 5
Recharge: 60
Activate: instant
Shout. Whenever your party is dead except you, you gain 5-9 Health regeneration, gain double adrelaline and attack 66% faster for 30-45 seconds. This skill end if you use an attack skill.
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Jan 15, 2006, 06:40 PM // 18:40
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#56
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Wilds Pathfinder
Join Date: Apr 2005
Guild: I forget. Really. I don't know.
Profession: Mo/
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Monk Fu {e}
General
For 5...10 seconds flurry melee punches and kicks. Strikes 20 hit point per second.
20% chance to block enemy melee hits
Energy: 25 | Cast: 0 | Recharge: 90 sec
Last edited by funbun; Jan 16, 2006 at 11:36 PM // 23:36..
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Jan 15, 2006, 08:03 PM // 20:03
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#57
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Wilds Pathfinder
Join Date: Sep 2005
Location: Manchester, England
Guild: New Dragons [NDR]
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So, "All is Mine!" Is basically an Insanely powerful IWAY? Interesting... Although, whats the point of gaining adrenaline if you can't use an attack skill?
Necromancer
Soul Gathering {E}
Attribute: Soul Reaping
Enchantment Spell
10e;2c;60r;
For [10...40] Seconds, whenever a creature near you dies, you are healed for [10...30] Health.
I thought this up a while ago, a way in which Soul reaping also heals you when stuff dies.
Gravekeeper's Vengance
Attribute: Death Magic
Enchantment Spell
15e;2c;20r;
Whilst Enchanted with this spell, you suffer from -1 Helath regeneration. When you die, the creature that kills you is enchanted with it, and a further -2 Health regeneration is added. Whenever the creature enchanted with this dies, it is passed to the creature that killed it, and a further -2 Health regeneration is added.
This one is more for PvP. I guess it's pretty situational as a PvE move, but could be pretty useful if you're about to die.
Monk
Hex Shield {E}
Attribute: Protection Magic
Enchantment Spell
15e;1c;30r;
for [5...10] Seconds, the next time you are the target of a hex spell, that hex fails and the caster is hexed with that spell.
Signet of Dwayana
No Attribute
Signet
1/4c;15r;
You are healed for 15 health for each 'healthy' ally in the area. A 'healthy' ally is an ally with health above 50%.
A nice self-heal skill to reward good healers Maybe a bit overpowered in large teams though.
Mesmer
Illusion of Mana
Attribute: Illusion Magic
Enchantment Spell
For [10...30] Seconds, you benefit from +2 Energy Regeneration. When this spell ends, you suffer from -1 Energy Regeneration and Exhaustion for [5...15] Seconds.
Power Shock {E}
Attribute: Domination Magic
Spell
10e;2c;30r;
Target foe takes [20...60] Damage, and loses [3...15] Energy. If target foe is suffering from a Mesmer hex, They are Interupted.
And finally, a skill for any class to use (Like Rez sig)
Signet of Recharge
Signet
1s;(Once per adventure: Like Rez sig)
Remove all D.P
^That should stop people from selling Candy Canes for loads
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Jan 15, 2006, 09:32 PM // 21:32
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#58
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Ascalonian Squire
Join Date: Jun 2005
Guild: Team Invincible [INV]
Profession: Mo/Me
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All nice spells, however, I'd consider changing Hex Shield to a mesmer spell called Mirror Hex.
Necromancer
Hex Spell
Grenth's Disease [E]
Unlinked
Energy: 10
Recharge: 30
You suffer from Grenth's Disease. You lose half of your maximum health and suffer from 1 Health Degeneration and 1 Energy Degeneration. After 5-3 seconds, you gain half of your maximum health and have 1 Energy Regeneration. Nearest foe is afflicted with Grenth's Disease for 5-7 Seconds. Whenever Grenth's Disease is aleviated from foe, his nearest ally suffers from Grenth's Disease for 5-7. A foe cannot be afflicted by Grenth's Disease more than once every 30 Seconds. Variables of Grenth's Disease change according to the caster's level.
-Elessar
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Jan 15, 2006, 10:39 PM // 22:39
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#59
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Academy Page
Join Date: Jan 2006
Profession: Me/
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Here are my contributions.
Mesmer Skills
Illusionary Havoc: Elite
Illusion Magic
Maintained Hex -1 Energy Regen
Energy Cost: 15
Casting time: 1
Recharge time: 45
As long as you maintain this hex target foe and all adjacent foes take 15..40 chaos damage every 10 seconds and are hexed with Illusionary Havoc. When Illusionary Havoc ends target foe(s) take 30..60 chaos damage.
Brain Drain: Elite
Domination Magic
Hex Spell
Energy cost: 10
Casting time: 1/4 of a second
Recharge time: 20
Interrupt target foe's spell. That foe experiences health and energy degeneration of 1..3 and takes 50% longer to cast spells.
Elementalist Spells
Fire Scream: Elite
Fire Magic
Spell
Energy cost: 20
Casting time: 2
Recharge time: 25
Target foe takes 9..25 fire damage per second for 10..15 seconds and suffer from burning for 3 seconds. This spell causes exhaustion.
Bitter Cold: Elite
Water Magic
Spell
Energy cost: 25
Casting time: 2
Recharge time: 25
Target foe takes 10..20 cold damage each second for 10..15 seconds. Bitter Cold interrupts foes attempting to cast spells. Whenever a spell is interrupted by Bitter Cold target foe is frozen solid for 5 seconds. While frozen solid target foe cannot move. This spell causes exhaustion.
I figured water magic needed a serious offensive boost. And finally gave fire magic a good non-aoe attack similiar to immolate but with constant damage. My two cents. If they were skills they would probably be nerfed a little.
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Jan 15, 2006, 10:59 PM // 22:59
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#60
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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For Bale, I forgot to put one word (sorry everyone who are confused) Its non- attack skills for ''All is mine!''
For Elessar, is it a mix of Aura of the lich and a similar rotten flesh?
Mesmer:
Lyssa power
Domination
Hex spell
cost: 10
recharge: 30
Activate: 1
For 5-8 seconds, whenever target foe use an skill that require adrenaline, the action of that foe is interrupted and lost all adrenaline. All your adrenaline skill are recharged.
Elementalist
Unrelated link
Glyph of switching
cost: 5
recharge: 10
Activate: 1
Your next spell change of these element: Fire becomes Water, Water becomes Air, Air becomes Earth, Eath becomes Fire. The attributes stay at the initital of the element.
(This skill is proprably the most random I thought but tricky too. For exemple, if someone casts meteor shower, everybody know its fire dmg and many of them shield-up to fire protection. With this skill, it turns the fire dmg into cold dmg.)
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