Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Feb 02, 2006, 08:04 AM // 08:04   #1
Forge Runner
 
=HT=Ingram's Avatar
 
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
Advertisement

Disable Ads
Lightbulb New Skills For Consideration

Its been some time since I heard anything from a certain source, and I decided to go ahead and post the suggestion Our gaming clan forwarded to ArenaNet on a few new skills for existing classes... Just for the additional Feedback from here... As I know he is looking ATM. lol

anyways. Isaiah this is mostly directed for you as I know your tweaking balance again for each class for Chapter 2.

The following were from HazTeam Beta testers over a period of time prior to Chapter Two Testing... But may still be viable balance skills to be considered.
Quote:
================================================== ========
Name: Mantra of Protection
Class: Mesmer
Attribute: Inspiration
Type: Elite Stance

Description:
For (3-18) seconds caster has (25-40)% chance to "block" all
incoming enemy skills as if they were melee attacks. Any
other evasion/blocking/running skills you cast for the duration
of this skill, will cancel the affects.

Attribute lvl Time Block (%)

1 3 sec 25%
2 4 sec 26%
3 5 sec 27%
4 6 sec 28%
5 7 sec 29%
6 8 sec 30%
7 9 sec 31%
8 10 sec 32%
9 11 sec 33%
10 12 sec 34%
11 13 sec 35%
12 14 sec 36%
13 15 sec 37%
14 16 sec 38%
15 17 sec 39%
16 18 sec 40%

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

Name: Rapid Casting
Class: Mesmer
Attribute: Fast Casting
Type: Elite Enchantment Skill

Description: For the next (3-16) seconds, all skills are
instantly casted but take (33-12)% more energy to cast.

Attribute lvl Time cost (%)

1 3 sec 33%
2 4 sec 32%
3 5 sec 31%
4 5 sec 30%
5 6 sec 28%
6 7 sec 27%
7 8 sec 26%
8 9 sec 25%
9 10 sec 24%
10 10 sec 21%
11 11 sec 20%
12 12 sec 19%
13 13 sec 18%
14 14 sec 16%
15 15 sec 14%
16 16 sec 12%

================================================== ========

Name: Shield of Invulnerability
Class: Monk
Attribute: Protection Prayers
Type: Elite Enchantment

Description:
Cast this Skill on target other ally will strip all current
enchantments and hexes on ally and make them invulnerable for
(3-14) seconds. During this time no skills may be cast on
target ally and target ally may not use any skills. Target
ally becomes immune to all conditions and damage attacks.


Attribute lvl Time

1 3 sec
2 3 sec
3 4 sec
4 5 sec
5 5 sec
6 6 sec
7 7 sec
8 8 sec
9 9 sec
10 9 sec
11 10 sec
12 11 sec
13 12 sec
14 13 sec
15 13 sec
16 14 sec

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

Name: Blessing from the Heavens
Class: Monk
Attribute: Divine Favor
Type: Elite Enchantment

Description: Target ally gains a gift from the heavens, granting them
a +(1-5) bonus randomly to anyone one primary attribute for (3-14)
seconds (the maximum any attribute can go may not exceed 18).

Attr. Bonus chance (%)
+1 40%
+2 25%
+3 20%
+4 10%
+5 5%

Attribute lvl Time

1 3 sec
2 3 sec
3 4 sec
4 5 sec
5 5 sec
6 6 sec
7 7 sec
8 8 sec
9 9 sec
10 9 sec
11 10 sec
12 11 sec
13 12 sec
14 13 sec
15 13 sec
16 14 sec

================================================== ========

Name: Cauterization
Class: Elementalist
Attribute: Fire Magic
Type: Skill

Description: Heal target ally for (20-50) points and grant
+20 armor from all fire damage for ten seconds.

Attribute lvl Amount healed (points)

1 20
2 22
3 24
4 26
5 28
6 30
7 32
8 34
9 36
10 38
11 40
12 42
13 44
14 46
15 48
16 50

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

Name: Tear of the Phoenix
Class: Elementalist
Attribute: Fire Magic
Type: Skill

Description: Cure all poison, disease, bleeding, or deep wounds
from target ally.

================================================== ========

Name: Adrenaline rush
Class: Warrior
Attribute: Tactics
Type: Elite Stance

Description: For (5-20) seconds, you gain double adrenaline on each hit but
loose 2 energy. This stance ends if your energy drops to zero.

Attribute lvl Time

1 5 sec
2 6 sec
3 7 sec
4 8 sec
5 9 sec
6 10 sec
7 11 sec
8 12 sec
9 13 sec
10 14 sec
11 15 sec
12 16 sec
13 17 sec
14 18 sec
15 19 sec
16 20 sec

================================================== ========

Name: Feast of Souls
Class: Necromancer
Attribute: soul Reaping
Type: Elite Skill

Description: For (8-25) seconds, all party members experience the effects of
soul reaping equal to half your current level of soul reaping.

Attribute lvl Time

1 8 sec
2 9 sec
3 10 sec
4 11 sec
5 13 sec
6 14 sec
7 15 sec
8 16 sec
9 17 sec
10 19 sec
11 20 sec
12 21 sec
13 22 sec
14 23 sec
15 25 sec
16 20 sec

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

Name: Ultimate Sacrifice
Class: Necromancer
Attribute: Death magic
Type: Skill

Description:
Sacrifice life to resurrect fallen party member. Party member is
returned to life with (30-64)% of your health and (20-40)% of
your energy before you casted this Skill. Death caused by
sacrificing life this way does not incur a death penalty.

Attribute lvl Health (%) Energy (%)

1 30% 20%
2 32% 21%
3 34% 22%
4 36% 23%
5 38% 25%
6 41% 26%
7 43% 27%
8 45% 28%
9 47% 29%
10 50% 31%
11 52% 32%
12 54% 33%
13 56% 34%
14 58% 35%
15 61% 37%
16 64% 40%

================================================== ========
Anyways a few of the skills above were to find new skills to use with under developed Attributes, and others were just interesting Ideas we put together... So Feedback is welcome as this is truly the place for such debate.

Ingram of Haz.

Last edited by =HT=Ingram; Feb 02, 2006 at 08:13 AM // 08:13..
=HT=Ingram is offline   Reply With Quote
Old Feb 02, 2006, 09:49 AM // 09:49   #2
Desert Nomad
 
Sha Noran's Avatar
 
Join Date: Nov 2005
Location: http://tinyurl.com/2jlusq
Guild: Idiot Savants [iQ]
Profession: R/
Default

These are some really quality ideas. I would only say that that last one, Ultimate Sacrifice, would have to have some sort of casting time attached to it or it would be abused... or maybe it would need to be an elite.

Also, "Tears of the Phoenix" needs to have a variable or else it cannot be based in an attribute... if there is no variable then it would be "No Attribute".

My guildmates and I were also tossing ideas back and forth the other night regarding new skills. The two that stand out in my mind were these (I hope you don't mind me adding these onto your thread :P):

Name: <Didn't think of one. :P>
Class: Necromancer
Attribute: Soul Reaping
Type: Elite Enchantment

Description:
For (x) seconds, you recieve only half your due ammount of Soul Reaping. During this time, target other ally gains Soul Reaping equal to half the ammount you normally would recieve.

Name: Sneak
Class: Assassin
Attribute: <Um... no idea. >
Type: Skill (Stance maybe)

Description:
For (x) seconds, your agro circle is halved. If you take damage, Sneak ends.


Again, no intention of thread jacking here.
Sha Noran is offline   Reply With Quote
Old Feb 02, 2006, 11:35 AM // 11:35   #3
Lion's Arch Merchant
 
Grimm's Avatar
 
Join Date: Nov 2005
Profession: N/
Default

Quote:
Originally Posted by Sha Noran
Name: Sneak
Class: Assassin
Attribute: <Um... no idea. >
Type: Skill (Stance maybe)

Description:
For (x) seconds, your agro circle is halved. If you take damage, Sneak ends.
There is no "agro circle" in PvP. Skills must be usable in PvP, as the balance is designed around PvP. Not gonna happen (nor should it).
Grimm is offline   Reply With Quote
Old Feb 02, 2006, 12:34 PM // 12:34   #4
I'm the king
 
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
Default

Name: Illusion of Power
Class: Mesmer
Attribute: Domination Magic
Type: Elite Hex Spell

For 10 seconds, spells cast by target foe do not cost any energy. When Illusion of Power ends, target foe loses 1...10 energy and is exhausted for each skill used during the duration of the Hex.
fallot is offline   Reply With Quote
Old Feb 02, 2006, 12:51 PM // 12:51   #5
Desert Nomad
 
Join Date: Jan 2006
Location: Moon
Profession: Mo/
Default

Quote:
Originally Posted by fallot
Name: Illusion of Power
Class: Mesmer
Attribute: Domination Magic
Type: Elite Hex Spell

For 10 seconds, spells cast by target foe do not cost any energy. When Illusion of Power ends, target foe loses 1...10 energy and is exhausted for each skill used during the duration of the Hex.
Is that a hex or an enhacement? I'd find more use for it as enhancement than a hex (cast on ally, ally casts multiple high energy cost (or just one 10+ energy cost spell)), atleast with those stats.

As a hex... If the enemy has spammable skills, they easily use more than 10 energy within 10 seconds, or simply cast one 10+ energy cost spell. I'd like enemies casting that on me

Bleh. Dunno about the exhaust part, that might hurt sure, then again. Would have to play with it ingame. Swapping high energy weapons after it ends, or something. Nevermind

Last edited by Kaguya; Feb 02, 2006 at 12:56 PM // 12:56..
Kaguya is offline   Reply With Quote
Old Feb 02, 2006, 03:02 PM // 15:02   #6
Lion's Arch Merchant
 
urbnatr's Avatar
 
Join Date: Oct 2005
Guild: Nocturnal Syndicate[sYn]
Profession: W/
Default

Name: Shield of Reversal
Class: Monk
Attribute: Protection Prayers
Type: Elite Enchantment

For 5 seconds all hexs cast on target other ally is redirected
to Nearest foe u lose (10-2) energy for each hex redirected
urbnatr is offline   Reply With Quote
Old Feb 02, 2006, 03:16 PM // 15:16   #7
I'm the king
 
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
Default

Quote:
Originally Posted by Kaguya
Is that a hex or an enhacement? I'd find more use for it as enhancement than a hex (cast on ally, ally casts multiple high energy cost (or just one 10+ energy cost spell)), atleast with those stats.
I want it to be both but there isnt a spell in GW you can put on both enemies and allies (Enchantments for allies, Hexes for foes). Its use depends on the situation but its very effective against Rangers and Assassins since it only makes spells cost no energy. Skills will still cost the same amount of energy and have the negative effect as well.
fallot is offline   Reply With Quote
Old Feb 02, 2006, 07:57 PM // 19:57   #8
Academy Page
 
Mosgerion's Avatar
 
Join Date: Oct 2005
Profession: E/Me
Default

Cool ideas, but there's a problem with two of your skills.

First of all, Rapid Casting is, well, insane. Heck, for the instant cast, I'd take it on my elementalist primary!

Flare-Fireball-Immolate-Flare-Flare-Flare etc. until you run out of energy.

Granted, you have three seconds, but the after-cast is pretty short, and an Elementalist could prep beforehand with Arcane Echo or something and get a lot of nuking spells off in those three seconds.

With upwards of ten seconds into FC, well, those Rapid-cast Flareway/Stoneway builds don't look like a joke anymore. They look unbalanced. Simply halving or reducing the casting time by two-thirds would be enough.

Also, Ultimate Sacrifice has less of a problem, except that theoretically you could have two saccers kill and revive with no death penalty.
Mosgerion is offline   Reply With Quote
Old Feb 02, 2006, 08:08 PM // 20:08   #9
Academy Page
 
Join Date: Jun 2005
Guild: The Lair Of The Red Dragon
Profession: N/E
Default

Name: Ether Manipulation
Class: Mesmer
Attribute: Inspiration Magic
Type: Elite Skill
25en/2cast/60recharge
For (5..10) seconds the next non maintained other skill cast on target other is also considered to be cast on all nearby allies to target other, and also considered to be cast by target onto the caster of the skill. Should this happen you gain exhaustion.

In case you can't understand my rather unclear description, this is designed to make any skill AoE. If a skill is used on someone with this on them all of their allies near them also have the skill cast on them. For example: you cast it on your monk, monk casts Word of Healing on himself, all of your allies near the monk get Word of Healing cast on them as well, and the monk has it cast on him twice. Or you cast it on an enemy IWAY team and follow it with SS, giving it to most of the enemies. Non maintained is to stop it granting lots of casts of a maintained enchantment (Life Bond/Life Barrier/Aura of Displacement especially) for one pip of degen and one cast.

EDIT: Added non maintained OTHER skill, as I noticed a potential exploit where you hit one char with this twice thanks to another mesmer and follow it up with any AoE spell (I was thinking Meteor Shower, but any would have worked, the larger the AoE the bigger the exploit) to cause a huge amount of damage to all characters in the group as they are hit once by the AoE skill for every character near them that had EM on them (redirect) and once per char near them that it hit (AoE) and once for themselves. I was pictureing someone in RA getting knockdown and 7 high numbers flashing above their head. Even more crazy in tombs or GvG

Last edited by Rulke; Feb 02, 2006 at 09:33 PM // 21:33..
Rulke is offline   Reply With Quote
Old Feb 02, 2006, 08:10 PM // 20:10   #10
Furnace Stoker
 
Skuld's Avatar
 
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
Default

Rapid Casting seems quite overpowered :O
Skuld is offline   Reply With Quote
Old Feb 02, 2006, 09:34 PM // 21:34   #11
of Brackenwood
 
Undivine's Avatar
 
Join Date: Oct 2005
Location: Ontario, Canada
Default

Deceptive Hex
Mesmer
Energy 5
Cast time 1 sec.
Reuse 20

For 20-39 seconds target foe and nearby foes are hexed with Deceptive Hex. Anyone who casts a hex removal spell on a creature hexed with Deceptive Hex loses 3-8 energy.

The purpose of this spell is simply to be the cover hex. Any good mesmer or necro knows what a cover hex is, and this fits the role perfectly. Those of you who don't know, it's a generic hex that you cast in order to prevent hex removal from removing your more vital hexes. I haven't decided which attribute it should be under. Deceptive Hex can still be removed, it just takes the remover's mana with it. The energy is lost at the point of successfully completing the removal spell.

Energy cost of the spell is cheap because it's supposed to be cast last, when you have the least amount of mana. Cast time is fast because enemies are often very quick to remove hexes, especially in PvE. Reuse is 20 to give the enemy a chance to remove the hexes anyway, so it doesn't completely protect your hexes. But it sure helps a lot.

Of course, you'll have to be careful when using Shatter Hex.

Last edited by Undivine; Feb 02, 2006 at 09:44 PM // 21:44..
Undivine is offline   Reply With Quote
Old Feb 02, 2006, 09:51 PM // 21:51   #12
Frost Gate Guardian
 
Kwisatz_Haderach's Avatar
 
Join Date: Oct 2005
Default

Name: Nuke
Class: Elementilist
Attribute: Fire Magic
Type: Elite Spell

Target foe and all foes in the area are hit for 10.... 74 dmg.
All people in the area are knocked down, set on fire for 1...3secs, and diseased for 4...14 secs.
Kwisatz_Haderach is offline   Reply With Quote
Old Feb 02, 2006, 09:59 PM // 21:59   #13
of Brackenwood
 
Undivine's Avatar
 
Join Date: Oct 2005
Location: Ontario, Canada
Default

Quote:
Originally Posted by Kwisatz_Haderach
Name: Nuke
Class: Elementilist
Attribute: Fire Magic
Type: Elite Spell

Target foe and all foes in the area are hit for 10.... 74 dmg.
All people in the area are knocked down, set on fire for 1...3secs, and diseased for 4...14 secs.
Not only extremely powerful, but it's called by a name that doesn't really make sense in a fantasy setting. Even if this spell affects allies as well as enemies, I think it is too powerful.
Undivine is offline   Reply With Quote
Old Feb 02, 2006, 10:06 PM // 22:06   #14
Frost Gate Guardian
 
Kwisatz_Haderach's Avatar
 
Join Date: Oct 2005
Default

so add exhaustion or something but the name describes exactly what it does
Kwisatz_Haderach is offline   Reply With Quote
Old Feb 02, 2006, 10:12 PM // 22:12   #15
Frost Gate Guardian
 
Kwisatz_Haderach's Avatar
 
Join Date: Oct 2005
Default

Any ways when i went back over the origional post I saw something interesting: Dousn't Battle Rage do the samething as addrenline rush but more efficiently?
Kwisatz_Haderach is offline   Reply With Quote
Old Feb 03, 2006, 04:39 AM // 04:39   #16
Desert Nomad
 
Sha Noran's Avatar
 
Join Date: Nov 2005
Location: http://tinyurl.com/2jlusq
Guild: Idiot Savants [iQ]
Profession: R/
Default

Quote:
Originally Posted by Grimm
There is no "agro circle" in PvP. Skills must be usable in PvP, as the balance is designed around PvP. Not gonna happen (nor should it).
Ummm, no.
Sha Noran is offline   Reply With Quote
Old Feb 03, 2006, 06:42 AM // 06:42   #17
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

Premature Ejaculation
Description: If target foe is casting a spell, the spell is instanly casted, but is weaken by 1...8 attirbute levels.
Energy Cost: 10
Casting Time: 1/4 seconds.
Recharge Time: 45 seconds.
Linked Attribute: Inspiration Magic
actionjack is offline   Reply With Quote
Old Feb 03, 2006, 06:48 AM // 06:48   #18
Krytan Explorer
 
Soul Shaker's Avatar
 
Join Date: Aug 2005
Location: Sunshine Coast, Australia
Guild: Soul Crusaders
Default

just a *little* bit too far.

if little was [-----------------------------------------------------------] that is...
Soul Shaker is offline   Reply With Quote
Old Feb 03, 2006, 03:57 PM // 15:57   #19
Forge Runner
 
=HT=Ingram's Avatar
 
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
Default

I figured a few would need tweaking. It was mostly just a post for the feedback we are getting for the Devos to see what we are thinking... So all of this is great... The inspiration for a few of these was either a lack of skills in a certain attribute... Or lack of an elite in one... The key thing we have to think of now is balance on offsets to Ruturalists and assassins, cause at the time of original writing of the posted skills we had not played with the new characters yet... Now that we have we could see some things to add for that too. And we have a list. However I'm sure this is already being considered so we did not include those skills in this post... this was the original set from the proposal... I like your guys ideas as well... the trick is to see how they combine and counter... Typically you look at a new skill and need to have at least 2 ways to counter it... Or make it so its not a Invinci Build Skill... Yes they can be useful without being overpowered... In all cases the original skills all have a counter... so the same has to be for new skills too... That's the hard part of skill development... we want cool skills... but you got to balance it out... The Ultimate Sacrifice skill was bounced back and forth on DP for it.. and it was finally decided to do it that way as its a very risky prospect... When the others are rezed... they are extremely weak at that point... and the one that did the rez is Dead at that point so no help there... But I agree on the tweaking of it a little... Maybe to cripple on res for that sacrifice or something like that... Also note We didn't include casting times or recharge for these skills as yet... Obviously This skill would be something in the range of 25 energy and at least 8-10 to cast... Just like resurrect at least...

Finally the rapid casting... This was solely because of the lack of skills in this attribute... I fought hard for this one... I agree its overpowered as is... But this can be offset either by a large energy requirement... OR Exhaustion... Since its a Speed skill I was thinking more exhaustion... With an energy cost of 10. But was open to suggestions... So your feedback is welcome on those I'm sure...

Last edited by =HT=Ingram; Feb 03, 2006 at 04:00 PM // 16:00..
=HT=Ingram is offline   Reply With Quote
Old Feb 03, 2006, 05:36 PM // 17:36   #20
Wilds Pathfinder
 
Join Date: Aug 2005
Default

Name: Disenchanting Swarm
Class: Necro
Attribute: Curses
Type: Elite Spell

25 energy
3 casting time
30 recharge

Disenchanting Swarm flies out and disorientates target foe and up to 3 foes in the area. When a foe is disorientated by Disenchanting Swarm, they lose 2-4 enchantments and take 20-66 dmg.
xb0vv is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Consideration for a Threed Merge in Tech Forum EternalTempest Site Feedback 0 Jan 25, 2006 12:02 AM // 00:02
Skills Quicksets (i.e., hotbutton skills in town) LoKi Foxfire Sardelac Sanitarium 6 Dec 16, 2005 10:50 PM // 22:50
silly of me to think that all skills... meant... ALL SKILLS Trance Addict Questions & Answers 11 Oct 26, 2005 08:00 PM // 20:00
Guild Management Suggestions for consideration =HT=Ingram Sardelac Sanitarium 0 Sep 29, 2005 08:08 AM // 08:08
Consideration of making a threed a stickey EternalTempest Site Feedback 0 Sep 25, 2005 05:14 AM // 05:14


All times are GMT. The time now is 10:29 PM // 22:29.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("