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Old Jan 15, 2006, 11:32 PM // 23:32   #61
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Ahh... Grenth's Disease is a tricky spell to understand, frankly, atm, I think its energy should be raised to 20, and recharge to 45, and make it so they cannot be effected again for 90 Seconds. To better explain it, I'll give an example.

Grenth's Disease is a hex defined as once effected, you immediately lose 1/2 of your maximum health and have 1 health degeneration.

Basically, say my necro casts Grenth's Disease. Immediately, my necro will loose half of her maximum health, so if I'm at 500 HP, and that's my maximum health, her health is chopped to 250, and I suffer 1 Health Degen. After 5-3 Seconds, she no longer has 1 Health Degen, and gains teh 250 Health she lost at the beginning. As soon as she recovers, her nearest enemy suffers from Grenth's Disease, and for purposes of this description, we'll keep it so that ALL players have 500 health. The enemy that now suffers from Grenth's Disease for 5-7 Seconds, meaning, that enemy looses half of his or her health(250 in the example) and has 1 Health Degen. However, at the end of 5-7 seconds, he or she does not regain the health he or she lost in the beginning, and his or her nearest ally suffers from Grenth's Disease, again, loosing half health(250) and 1 health degen, for 5-7 seconds. Every time it ends for one foe of the caster, it goes to an ally of the caster who has not had it in the past 90 Seconds. Ending Grenth's Disease prematurely for any reason(ex, remove hex) does not cause Grenth's Disease to spread to nearest ally/enemy(if its removed from the person who initially casted it)


Here's another necro goody

Aura of Distrust [E]
Curses
Hex Spell
Energy: 10
Recharge: 25
Description: Target foe is hexed with Aura of Distrust. For 10 seconds target foe and all adjacent foes take 10-25 Damage a second.

Basically a Balthazar's Aura that can be cast upon an enemy.


-Elessar
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Old Jan 16, 2006, 12:43 AM // 00:43   #62
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Monk
Healing Prayers
Dwayna's Winds
Energy: 15
Recharge: 15...
Cast Time: 2 seconds

Entire Party gains +1...4 health regeneration for 5...10 seconds

Regen version of heal party :P

Last edited by Blessed Winds; Jan 16, 2006 at 06:09 AM // 06:09..
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Old Jan 16, 2006, 03:34 AM // 03:34   #63
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From Elessarif its removed from the person who initially casted it) You give me an idea for another spell an the last for this forum

For Blessed Winds: I know Healing is good and create a heal party healing is a good idea. But the recharge time, 1 second, you dont need to recast after you did. 10-15 seconds is ok but not 1 second. Maybe I except if its an elite skill.


My last spell (inspired from Elessar words)


Mesmer:

Domination
Shatter Dreams(E)
Cost: 15
Activate: 1
Recharge: 15

Spell: Remove one hex from target foe. If an hex is removed, that target foe suffer 35-75 dmg. If a mesmer hex is remove, that foe suffer an additional 15-25 dmg.

A more powerful spell than shatter delusion. I dont want to counter your idea Elessar, but this is an elite I wanted to see in the expansion: Remove an hex(watever the profession) to target foe and deal damage, because SD removes only mesmer hex. Perhaps less damage and it would be correct.
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Old Jan 16, 2006, 07:10 AM // 07:10   #64
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Quote:
Originally Posted by Blessed Winds
Monk
Healing Prayers
Dwayna's Winds
Energy: 15
Recharge: 15...
Cast Time: 2 seconds

Entire Party gains +1...4 health regeneration for 5...10 seconds

Regen version of heal party :P
I like that, very usefull
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Old Jan 16, 2006, 08:06 AM // 08:06   #65
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root the dead signet

recharge 60seconds

root the body of dead enemies for more items, have 25% chance of getting anything.
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Old Jan 16, 2006, 08:20 AM // 08:20   #66
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i liked the confusion mesmer spell earlier, really fits the "distrupts" the opponent theme.
the recharge sig is also quite nice. it seems balanced with the way you can only use it once per mission.


some variants of mesmer skills
i personally wish to see:



Unpredictable Actions (Elite)
Illusion Magic:
15e
1s cast
10-15s duration
20 recharge

hex spell. for 10-15 seconds, hexed opponent will get randomized movement and skill controls. forwards may become back, left may become down. mouse clicks to the east may send you to the north; and activating your skill no.3 may activate skill no.7 instead.



Illusion of Wellness (Elite)
Illusion Magic:
15e
1s cast
15-25 duration
30 recharge

hex spell. for 15-25 seconds, hexed enemy will receive an erroneous health and energy display, always showing full life and mana.



Muddled Mind (Elite)
Illusion Magic:
15e
1s cast
15-25 duration
30 recharge

hex spell. for 15-25 seconds, hexed player will receive randomized and erroneous skill recharge and status (enchant/condition/hex) displays. skills might show the ready status even though it's not yet ready; and might show not yet usable even though it is. condition icons might still appear on your screen even though it's deactivated. your enchants might not show on the status bar, or may falsely show that it is still active even though it already expired.



Blinded Senses (Elite)
Illusion Magic:
20e
1/2 cast
15-20 duration
30 recharge

hex spell. for 15-20 seconds, opponent will not be able to see or use his/her
minimap, party window, and chat window.



Mirrored Strings (Elite)
Domination Magic:
20e
1/2s cast
10-15 duration
20 recharge

hex spell. for 10-15 seconds, hexed adversary will lose control of his character, copying exactly the movements and actions of the hex caster. If the caster moves backwards, the hexed player moves back too. If the caster casts his skill no. 1 against an opponent; the hexed player will also use his/her skill no.1 against his teammate. normal rules to skills and movement will apply. skills that cannot be used on teammates will not activate, and any movement blocked by walls will stop the hexed player from moving.



Attribute Havoc (Elite)
Domination Magic:
20e
1/2cast
20-30s duration
35s recharge

hex spell. for 20-30 seconds, target enemy will randomly swap his/her attribute pts. with the highest among the lowest sttribute. the 12 pts. in healing might be swapped with the 0 pts. in smiting; the 11 pts. in stregth might be swapped with your 0 in axe mastery.



Rusted Reflexes (Elite)
Domination Magic:
20 e
1s cast
15-20s duration
30s recharge

hex spell. for 15-20 seconds target opponent will have a (1-2) second delay before using their skills or using movement commands.



Enraged Gaze (Elite)
Domination Magic:
25e
1/2s cast
20-30s duration
40s recharge

stance. for 20-30 seconds all of your succeeding hex spells will become unremovable or cannot be shattered, destroyed, or transferred. this does not prevent anti-spell measures such as spellbreaker.

Last edited by seven; Jan 16, 2006 at 02:58 PM // 14:58..
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Old Jan 16, 2006, 12:53 PM // 12:53   #67
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eep! -hides under pillow from seven- SCARY! lol, thank god they're all elites!

ooo!
-gets an inspiration from the day after tomorrow-

Elementalist
Storm of the Millenium [E]
Attributes: Water Magic(minimum required: 5), Air Magic(minimum required: 5), Earth Magic(minimum required: 5)
Area of Effect Spell
Energy: 30+All your remaining energy.
Recharge: 300 Seconds(5 minutes)
Description: This spell consumes all your remaining energy. For the next 20-30 Seconds, a massive storm is generated that effects all allies and enemies in the vicinity. It rains, sleets, snows, and hails. Foes in the aoe are struck for 5-10 Damage from hail every 5-3 Seconds. Allies in the aoe are struck for 3-5 Damage from hail every 7-5 Seconds. Hail falls at a constant rate. Rate at which hail falls and damage from the hail is determined by the water magic level of the caster.
There is lightning. Every 7-5 Seconds, a random foe is struck by lightning for 10-50 Damage. Every 10-7 Seconds, a random ally is struck by lightning for 5-45 Damage. Rate at which people are struck by lightning is randomly generated; ex. a player may be struck by lightning and then 7 seconds later another player on his side is struck by lightning, but another player is struck by lightning only another 5 seconds after that. All damage from lightning is determined by the Air Magic level of the caster.
Random tremors occur in the area of effect every 13-10 Seconds. Foes affected by these tremors are knocked down and take 10-50 Damage. Allies affected by these tremors take 5-45 Damage. Rate at which people experience tremors is randomly generated like with the lightning. All damage from tremors is determined by the Earth Magic level of the caster.


-Elessar-who-is-starting-to-become-evil-with-his-spells
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Old Jan 16, 2006, 10:51 PM // 22:51   #68
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^ I don't think there should be any spells at all that damage allies. If there would be one like that. Than there would be jerks who cast it when there are no enemies around, and that would realyl screw it up for the rest of the team.


Necro:
Summon The Undead {e}
Soul Reaping
25e, 1/4 cast, 45 r
Hex Spell. Sacrafice 15% health. For 27...8 seconds target for is hexed. Whenever Summon The Undead ends, a level 1..14 Undead Servant is summoned. (I mean the kind they have in Kryta, and the kind that gets summoned would depend on the persons profesion, upon whom the Hex was cast on) Target foe is stripped of all enchantments and hexes. Whenever an Undead Servant dies, you lose 14...6 energy.
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Old Jan 16, 2006, 11:35 PM // 23:35   #69
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Quote:
Originally Posted by fires Scape
^ I don't think there should be any spells at all that damage allies. If there would be one like that. Than there would be jerks who cast it when there are no enemies around, and that would realyl screw it up for the rest of the team.


Necro:
Summon The Undead {e}
Soul Reaping
25e, 1/4 cast, 45 r
Hex Spell. Sacrafice 15% health. For 27...8 seconds target for is hexed. Whenever Summon The Undead ends, a level 1..14 Undead Servant is summoned. (I mean the kind they have in Kryta, and the kind that gets summoned would depend on the persons profesion, upon whom the Hex was cast on) Target foe is stripped of all enchantments and hexes. Whenever an Undead Servant dies, you lose 14...6 energy.
Nice idea, I think some form of elite Necro summon type skill is needed. And it seems kind of balanced as well.


Okay, my idea

Monk:
Tear Hex
Not sure what profession, it sounds like smiting, but as Healing or Protection it would be much better.
5e, Cast time 3/4s, recharge time, 2s

Remove a hex from target ally. Target ally takes (120...75) damage if a hex is succesfully removed.


A way for better hex management, but at a cost? Although divine favour along with boon could make this over powered, could maybe work better as a Mesmer, or even Ritualist skill.
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Old Jan 17, 2006, 12:09 AM // 00:09   #70
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Quote:
Originally Posted by Robster Lobster
Nice idea, I think some form of elite Necro summon type skill is needed. And it seems kind of balanced as well.


Okay, my idea

Monk:
Tear Hex
Not sure what profession, it sounds like smiting, but as Healing or Protection it would be much better.
5e, Cast time 3/4s, recharge time, 2s

Remove a hex from target ally. Target ally takes (120...75) damage if a hex is succesfully removed.


A way for better hex management, but at a cost? Although divine favour along with boon could make this over powered, could maybe work better as a Mesmer, or even Ritualist skill.
I can imagine a N/Mo using that in CA to create corpses. Any spell that damages a teammate is ripe for griefing.

Signet of Friendship
Divine Favor
2s Cast
15s Recharge
Heal your party for 20..60.

Signet of Devotion is a free Orison, so I decided Heal Party needed a Signet version.
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Old Jan 17, 2006, 12:28 AM // 00:28   #71
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awsome... i cant tell u how many times ive needed something like that when my energy was running low

Necro skill

Bang head _ death magic [E]
casting time.....recharge....energy
1/4.................60.............15

effect: (enchantment spell)
for 20-40 sec. spells targetng corpses are cast 50% faster, recharge 50% faster, and cost 50% less energy to cast. and corpses may be used twice. during bang head u may not attack. when bang head ends u are dazed for 10-5 sec.

yeah... it's overpowered... but its a necro skill so i say it is alright

Last edited by Korg The Unfriendly; Jan 17, 2006 at 12:31 AM // 00:31..
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Old Jan 17, 2006, 02:03 AM // 02:03   #72
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Mesmer:
Name: Mind Warp [E]
Type: Hex
Attribute: Illusion
Energy Cost: 15
Recharge Time: 60
Description: For 5....25 seconds spells cast effect a random target, friend or foe, within range. If one or less targets are currently in range spells have 10%....60% of failing completly.

It's about time illusion was able to mess with your head.
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Old Jan 17, 2006, 02:10 AM // 02:10   #73
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nice skills guys, theclam, all your monk skills are great, your gonna make monking much more enjoyable for me Most of the skills posted are good or can be altered to be great. but the ones that stood out for me were theclams monk skills, very well thought out, i'll give one a shot.

Berkserkers Aggression {E}
Stance
attrib:hammer mastery
cost-15 energy
recharge-45 seconds
for 8-18 seconds, Berserkers Aggression takes over you. You attack 33% faster and gain double adrenaline on hit. If you hit a foe with more health than you, you strike for 5-10 more dmg. Berkserkers Aggression ends if your health falls below 50%.

Last edited by thor hammerbane; Jan 17, 2006 at 02:27 AM // 02:27..
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Old Jan 17, 2006, 02:19 AM // 02:19   #74
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~~~Power of Muffins~~~
All classes, under no attribute (like res sig).
Cast time = 1 second.
Recharge time = 5 minutes.
No energy cost.
All nearby allies eat a muffin, giving them full energy and full health. All nearby enemies become jelous, making them imobile and unable to use skills or attack for 5 seconds. 5 seconds after the spell was cast all allies who ate a muffin want more muffins, making them immobile unable to attack or use skills (just like the enemies) for 1 second.
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Old Jan 17, 2006, 04:06 AM // 04:06   #75
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^ what needs to be said?

Fear {E}
Mesmer Illusion Hex
10e 1c 20r
For 8...18 seconds target foe and all adjacent foes attack 50% slower, gain half adrenaline from attacks, and require 1.5x more adrenaline for all skills.

Headbutt
Warrior Strength Melee Attack
10e 0c 30r
Daze target foe for 5...15 seconds. If this attack fails to hit, you take 20...60 damage and are knocked down. All of your skills are disabled for 5 seconds. (if it doesn't hit) 50% chance of failure with Strength 4 or less.

Deathbond {E}
Necromancer Deathmagic Hex
10e 2c 30r -1 energy regen
Target foe is hexed with deathbond. While you maintain this hex, whenever you receive damage, half of it is transfered to hexed foe. Damage transfered in this way is amplified by 0...35%. This hex ends if you fall below 50% Health.

Last edited by Inureface; Jan 17, 2006 at 04:16 AM // 04:16..
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Old Jan 17, 2006, 04:11 AM // 04:11   #76
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Fear seems a little overpowered.

MESMER

No Name (I suck at naming things)

Energy=10
Cast time= 2 seconds
Recast time=30 seconds

For 5-30 seconds target foe can not gain natural health regeneration.
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Old Jan 17, 2006, 04:15 AM // 04:15   #77
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edit: Blah's skill looks pretty cool, maybe make it a necro curse?

Purgatory {E}
necromancer Enchantment
25e cast4
Resurrect Target ally with Purgatory. WHile you maintain this enchantment, target ally can be healed by minions heals and can be exploited. If Target ally is exploited, Purgatory ends and ally dies incurring no death penalty.

Last edited by blakmajik; Jan 17, 2006 at 04:30 AM // 04:30..
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Old Jan 17, 2006, 08:07 AM // 08:07   #78
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Yea I was thinking of making it necro too.

I'm not sure I understand your skill correctly.

Anyway, heres one my brother thought of.

ELEMENTALIST

Ice Prison (guess what attribute)

cost=10
cast=2
recast=45

For 3-12 seconds, target foe is trapped within an ice prison where he can not move, or attack. Target foe gains 30 armor agianst physical damage. Ice prison ends if target takes fire damage.
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Old Jan 17, 2006, 11:18 AM // 11:18   #79
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thats a good spell .. but i think there is an actual spell that uses that name ....


Ranger

Trappers Lucky Day {E} .. Wilderness Survival
Cost 35
Cast 10
recharge 60

Natural Ritual . Create A Level 1-16 Trapper Spirit , For Each Level This Spirit Have Increase The Time This spirit stays for 10 seconds , HP for 50 points . Traps in the Aree Last For a Doubled Time , Casted In Half Time , And Do Double Damge .. And The the player who set that trap gains the energy that trap costed him when it's activated . the spirit lasts for 1 second . this spirit can't be casted if there was another Trapper Spirit In the are . when this spirit dies , ALL rangers on your team have only 10% of their Max HP for 20 seconds and it cant be increased in that while .

^^ thats one heck of a long spell isnt it :P .
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Old Jan 17, 2006, 05:48 PM // 17:48   #80
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1) Purgatory's description makes no sense.
2) Ice Prison is a real spell, and that is the real discription.
3) Trapper's lucky day is way overpowered until the 10% max health, then it just makes their team EXTREMELY easy to kill.


-Elessar
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