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Old Mar 21, 2007, 11:05 AM // 11:05   #541
Forge Runner
 
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Fiery Djinn's Avatar
15 / 2 / 20
Form. For 10...58 seconds, you move 33% faster, your fire magic spells recharge 25% faster, and your attacks deal fire damage. This skill is disabled for 120 seconds.
Att: E-Storage.

Icy Djinn's Avatar
25/ 2 / 15
Form. For 10...58 seconds, you water magic spells cost 25% less energy, your attacks slow your target by 66% for 2 seconds and your attacks deal cold damage. This skill is disabled for 120 seconds.
Att: E-Storage.

Earthbound Djinn's Avatar
15 / 2 / 20
Form. For 10...58 seconds, you gain +40 armor, your attacks deal earth damage and blind and cripple your target for 2 seconds. This skill is disabled for 120 seconds.
Att: E-Storage.

Thunder Djinn's Avatar
25 / 2 / 15
Form. For 10...58 seconds, you move 33% faster, your air magic skills' activation is reduced by 25% and your attacks deal lightning damage and have 25% armor penetration. This skill is disabled for 120 seconds.
Att: E-Storage.
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Old Mar 21, 2007, 03:49 PM // 15:49   #542
Wilds Pathfinder
 
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Location: Atlantis
Guild: The Ocean [quay]
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A couple Command Paragon skills:

"On My Command!"
15e 45r

For each party member within earshot your command attribute is increased by 2 for the next 1...3 seconds.

"Unleash Hell!" [E]
25e 30r

All party members within earshot attack 25% faster for 3...8 seconds.
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Old Mar 21, 2007, 04:32 PM // 16:32   #543
Ascalonian Squire
 
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Guild: D E S T R O Y E R [CORE]
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Reckless Abandon - Warrior Elite (Strength)
Energy: 5 Recharge Time: 25

Stance. For 10 seconds you run 25% faster and are not effected by conditions. When this stance ends you lose 200...80...50 health.
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Old Mar 23, 2007, 09:53 AM // 09:53   #544
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Signet of Pwnage.
Cast time : 1/4 sec, Recharge 5 sec

Description: For 60 seconds Your skill slots 1-6 are replaced with attack skills labeled PWND these skills kill any targeted enemy instantly, after doing so you are forced to stand over targets body for a random amount of time(longer than 8 seconds) gloating about your kill. Skill slot 7 is replaced with I OWN this skill blocks all attacks and spells for 60 seconds. SKill slot 8 is replaced with POOF, For 60 seconds you immediatly teleport to anyone you target. After 60 seconds when Signet of Pwnage ends you immediatly die and spam all chat with comments such as "noob" or "come 1v1 me you punk"
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Old Mar 23, 2007, 10:18 AM // 10:18   #545
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Quote:
Originally Posted by John Waffletord
Signet of stupid thread

For each stupid, unbalancing skill you've thought of, you are banned from guild wars for 1 day.
Im assuming this includes you cause this is a STUPID SKILL, so you are banned for a day
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Old Mar 23, 2007, 12:13 PM // 12:13   #546
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"The way things should be!"

For forever ... eternity, the dervish, ritualist, assassin and paragon are removed from the game.
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Old Mar 23, 2007, 01:02 PM // 13:02   #547
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Guild: Heraldos de la Llama Oscura [HLO]
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Chaos Slots.
E: 5 C:0 R:20
Elite Skill. For 10 seconds, the slot where the skill is placed and all the previous slots turn into a random unlocked skill of any attribute you have spent at least 4 attribute points in. Adrenal skills and 0 recharge skills won't appear either.
(Attribute: Unlinked Mesmer)

Notes:
This won't affect slots after the one the skill is placed, one, i.e:
- If you put this skill in slot 1, it will grant 1 random slot.
- If you put it in slot 6, when using the skill, skill slots from 1 to 6 become random.

You will get only unlocked skills in your account and only for attributes you have at least.
Elite skills have less 1/(random slots) chances to appear than normal skills.
That is, if you place the skill in slot 8, each slot will have 800% less chances to become a elite skill.

If any skill was disabled or recharging, the skill that appears in that slot will be disabled for the remaining time the skill in that slot was. So it is better to use this skill when all skills are ready.

Skills are completely random, but from a fixed list that depends on:
- Unlocked skills. Only unlocked skills may appear.
- Attributte points. Only skills of any attribute the character has 4 points or more in will appear.
- Already in use. The same skill won't appear twice in the skill bar, if that happens, the skill slot will be replaced by an empty slot. So if the skill that randomly appear in on slot has already appeared in a previous slot of it is already in any slot before the slot the skill is placed, the skill will become empty.
- Recharge time. Adrenal skills and skill with 0 recharge time will NOT appear.
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Old Mar 23, 2007, 01:44 PM // 13:44   #548
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We Are the Winner.

Prof: Non-Atribute of for prof like Res Sig

10 energy 120 sec recharge

If this skill is used at the same time by team members, this will cause instant win in PvP else instant death. If use in PvE, this will cause instant win on mission. Else, cause an instant lost and lose 5 fame/Glad point/Champion in PvP or 50k in PvE

Good thing: This skill is exceptionally good because it will make a PvP match shorter. In PvE, it will make mission to be done easier and in DoA, you can get gem faster.

P/S: I'm sure everyone would love to have this skill as their own lol! So good! In both PvE/PvP >_<. BUT I doubt it if Anet agree with me lol!
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Old Mar 23, 2007, 02:01 PM // 14:01   #549
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I admit I haven't read ALL the posts, so I hope this isn't a repeat. I get frustrated with PvE parties that have NPC (like Mhenlo and Master Togo) and pets that I cannot heal with heal party. So, I am suggesting a revised (or alternate) heal party skill. It would be very similar to the heal party (amount healed) except for everyone healed above 8 characters, additional half-second cast time and 2 energy cost. Maybe call the skill Heal Friends. (Sorry this isn't in format, but it's not exactly a NEW skill, per se.)
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Old Apr 11, 2007, 05:03 AM // 05:03   #550
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insidious injection (Nec. unlinked enchantment)

Energy/recharge/cast TBA

The next condition you apply is applied to the bottom of target's condition stack.
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Old Apr 11, 2007, 08:35 AM // 08:35   #551
Pre-Searing Cadet
 
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"What you say!!" (Leadership)
25e 30r
If you are under the effect of your allies' shouts or chants, those skills are recharged. 75% chance to fail with 5 Leadership or less.

Oaf's Smash (Hammer Mastery)
4a
All nearby creatures, foes and allies, are knocked down.

Thousand Blades {Elite} (Swordsmanship)
5e 8r
Suffer from bleeding and deep wound for 10..5 seconds. Swing 3 times at foe and foes adjacent to your target.

Ten Thousand Blades {Elite} (Swordsmanship)
5e 8r
You are knocked down and suffer bleeding, weakness and deep wound for 15..10 seconds. Swing 4 times at foe and foes adjacent to your target.

Hundred Thousand Blades {Elite} (Swordsmanship)
5e 8r
You are knocked down, take 150..80 damage and suffer bleeding, weakness, daze and deep wound for 15..10 seconds. Swing 5 times at foe and foes adjacent to your target.

Intestinal Fumes (Curses)
15e 1/2c 30r
All nearby foes are poisoned for 2..5 seconds and dazed for 1 second for every hex and condition you are suffering.

Sacrificial Altar (Death Magic)
25e 3c 30r
Lose 95% maximum health and energy. An altar is created at your location that can be exploited as a corpse.

Pockets of Heat {Elite} (Fire Magic)
25e 2c 45r
Target foe is hexed with Pockets of Heat for 4 seconds. When this hex ends, all nearby foes take 5..40 fire damage and become hexed with Pockets of Heat for 4 seconds. This spell causes exhaustion.

Eye of the Storm (Water Magic)
15e 2c 20r
For 5 seconds, foes in the area but not adjacent to your location take 5..40 damage each second.

Herd Spirits {Elite} (Communing)
10e 1c 10r
Target allied spirit and all allied spirits in the area are teleported to your current location.

Omit {Elite} (Domination)
15e 1/4c 45r
While you maintain this enchantment, your skills and the skills of the foe you targeted when you casted this enchantment are disabled.

Squander {Elite} (Inspiration)
15e 2c 60r
You gain +4 energy regeneration for 8 seconds. This effect is re-applied whenever you use a skill that costs more than 22..10 energy.

Signet of Redundancy Signet (Non-Prof Unlinked)
5c 15r
Resurrect target other party member with 75% health and energy. This skill fails if you are within earshot of a corpse.

Last edited by kemonoman; Apr 11, 2007 at 08:39 AM // 08:39..
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Old Jun 04, 2007, 04:29 AM // 04:29   #552
Pre-Searing Cadet
 
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Guild: Melandru's Elite
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"Prepare for Glory!"-Paragon-Leadership
Energy Cost-5 Casting Time-3/4 Recharge-15sec

Shout.For 3...10 seconds, all allies within earshot attack 25% faster and have 25% chance to block attacks. Attacking allies are unaffected by this shout.
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Old Jun 04, 2007, 02:16 PM // 14:16   #553
Desert Nomad
 
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Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Assassin

Dagger Mastery

Golden Spider strike (5e, 8r)
Lead Attack. If this attack hits, target foe takes +5...20 damage. If you are under the effects of an Enchantment, this attack also poison for 2-8 seconds.

Mantis Blow [E] (15e, 15r)
Dual attack. If this attack hits, target foe takes +10...35 damage and cripple for 10-20 seconds. If the target is already crippled, the condition will last 100% more longer and take double damage instead.

Deadly Art
The Way of the Spider (10e, 2s, 25r)
Enchantment Spell. For 10...20 seconds, you're next 1-13 Dagger attacks cause Poison for 4-17 seconds.

Golden Sharp Dagger (5e, 1s, 10r)
Spell.Must follow a lead attack Send out a Sharp Dagger at target foe that strikes for 10...50 earth damage and cause bleeding for . If you are under an enchantment, you gain 5-8 energies. This Spell has half the normal range. This skill counts as an Offhand attack.

Flow of Daggers [E] (10e, ½ s, 10r)
Spell. Must follow an Offhand Attack. Send out 3-10 Flow of Daggers at target foe that strikes for 33 earth damage. That Spell cause exhaustion and has half the normal Range. This skill counts as a Dual Attack

Unlinked

Shadow Memory (5e, 2s, 1r)
Enchantment spell.While you maintain this enchantment, it does nothing. The next time you use a shadow step skill, that skill is instantly recharged and Shadow Memory is disable for an additional seconds depends on the energy of the shadow step skill and Shadow of Memory ends (Exemple: if we use Beguiling Haze, Shadow Memory will take 45 seconds to recharge after using the skill)

Mesmer

Inspiration

Ether Flow[E] (25e, 1s, 2r)
Hex Spell. For 2...12 seconds, target foe experiences -5 Energy degeneration.

Unlinked

Master of Illusion [E] (10e, 30r)
Stance. For 30 seconds, your Illusion attribute gain +2 and your Illusion hexes last 100% longer. This stance fails if you have 7 fast casting or less

Master of Domination [E] (10e, 30r)
Stance. For 30 seconds, your Domination attribute gain +2 and each time you interrupt a foe with a Domination skill, you steal 5 energies from that foe. This stance fails if you have 7 fast casting or less

Master of Inspiration [E] (10e, 30r)
Stance. For 30 seconds, your Inspiration attribute gain +2, gain +2 energy regeneration and for each successful casting spell, all allies in the Area gain +22 energies. This stance fails if you have 7 fast casting or less

Master of Fast Casting[E] (10e, 30r)
Stance. For 30 seconds, your Fast casting attribute gain +2 and all spells are casting instantly but cost 5 more energies. This stance fails if you have 7 fast casting or less
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Old Jul 17, 2007, 01:52 AM // 01:52   #554
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Smile new ranger elite preparation skill - venom

i got this idea from that if you move the poison spreads faster, so i came up with this idea of an elite ranger skill - venom, if target is poisoned by venom, the next time target attacks or move venom will deal double the health degeneration for the full duration of venom poison, this skill can not be used with barrage since it's elite, otherwise might be imbalance
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Old Jul 17, 2007, 11:22 AM // 11:22   #555
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Ranger

Radiance
Nature Ritual. Create a level 1...8 Spirit. All non-Spirit creatures within its range cannot be blinded. This Spirit dies after 15...51 seconds.

Energy - 15

Activation Time - 5 Seconds

Recharge Time - 60 Seconds

Attribute - Wilderness Survival
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Old Jul 17, 2007, 11:47 AM // 11:47   #556
Desert Nomad
 
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Quote:
Originally Posted by ZenRgy
"The way things should be!"

For forever ... eternity, the dervish, ritualist, assassin and paragon are removed from the game.
/signed (too short)
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Old Jul 17, 2007, 12:04 PM // 12:04   #557
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Quote:
Originally Posted by xe11055
i got this idea from that if you move the poison spreads faster, so i came up with this idea of an elite ranger skill - venom, if target is poisoned by venom, the next time target attacks or move venom will deal double the health degeneration for the full duration of venom poison, this skill can not be used with barrage since it's elite, otherwise might be imbalance
Sounds neat, actually. Though, I really think it should be a new condition.

Venom - Player receives -1 health degeneration. When player attacks or for every second player is running, that player receives an additional -2 health degeneration until the effects of venom end.
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Old Jul 17, 2007, 02:34 PM // 14:34   #558
Wilds Pathfinder
 
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Guild: Pillar's of Earth [ROCK]
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Warrior skill
EliteTactic Skill
Adrenaline Cost 10
Duration/casting time: Instant
Recharge Time: 25
Effect: You give up 200 life, Your Energy is Fully Recharged

Necromancer Spell
Elite DeathMagic Spell
Energy Cost 25
Duration/ Casting time: Unknown
Recharge time 40
Effect: You Lose 100 life.Create 1 Souless (undead), when the Souless dies, it explodes (AOE)
causing poison dmg to all foes in range, and the caster regains 10 energy.

Souless undead ( chaos dmg- 10-30) Armor 20, Life 200.
(souless have a ghostly appearance, looking to be a blend between undead and spirits.
(creating a souless requires no corpse as it is created using the life force of the necromancer.)

Monk Enchantment
Elite Protection Enchantmen
Energy Cost 20
duration/cast time: unknown
Recharge time 20
Effect: Target player is enchanted. while target player is under the effects of this enchantment, any condition and hex cast on target player will be redirected at the caster, and allies of caster if applies.
for each condition and hex redirected in this way, You lose 10 energy.

Last edited by HuntMaster Avatar; Jul 17, 2007 at 02:42 PM // 14:42..
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Old Jul 17, 2007, 11:35 PM // 23:35   #559
Underworld Spelunker
 
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Guild: Heraldos de la Llama Oscura [HLO]
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Blinking
Elite Enchantment. For 20..50 seconds, anytime you cast a spell or use a glyph, you ride the lighting to a random location in the area if there is an enemy within earshot.
(Attribute: Air Magic)
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Old Jul 18, 2007, 12:18 AM // 00:18   #560
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This isn't a skill, rather an effect like knocked-down.

Knocked-Out

If such-and-such hits/struck an opponent, that target is Knocked-Out (Loses their current target and is dazed for X seconds)
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