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Old Oct 22, 2010, 09:03 PM // 21:03   #181
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Quote:
Originally Posted by Mia Clemons View Post
RANGER - Wilderness Survival
"Sand Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Trap: When Sand Trap is triggered, every second (for 3 seconds) all nearby foes are blinded and dazed for 3...6...7 seconds and take 5...20...25 earth damage. While activating this skill, you are easily interrupted.


Please keep the ideas coming!
I would LOVE to see more traps implemented because the only use for the current ones are trapping Zaishen Elite, its a shame because I really enjoy trapping

I've been reading through this thread for about an hour now and I've come to one conclusion, Morphy this is not a come a critique likes it's going to be introduced in game please just go away your being counterproductive.

Last edited by Shayne Hawke; Oct 30, 2010 at 02:47 PM // 14:47.. Reason: Please do not double-post.
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Old Oct 26, 2010, 02:28 AM // 02:28   #182
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Originally Posted by fyre12345 View Post
I've been reading through this thread for about an hour now and I've come to one conclusion, Morphy this is not a come a critique likes it's going to be introduced in game please just go away your being counterproductive.
That was a while ago, wasn't it? Anyways,

Strangle - Ranger - Expertise
15 energy cost
3 second cast
25 second recharge

Elite Touch Skill. For 3 seconds, target foe moves 66% slower. End effect: Target foe is knocked down, takes 10...80...10 piercing damage, and bleeds for 3...10...12 seconds.

Webs of Torture - Necromancer - Blood Magic
5 energy cost
1/2 second cast
15 second recharge

Elite Hex Spell. For 10 seconds, target and nearby foes suffer -3...7...8 health degeneration and move 66% slower. Hexes you cast on these foes cast and recharge 33...44...50% faster. All your non-hex skills are disabled for 5 seconds.

Rejuvenate - Paragon - Motivation

5 adrenaline
4 second recharge

Elite Skill. For 5 seconds, you and allies in the area have +2...4...5 health regeneration and +1...3...3 energy regeneration.
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Old Oct 26, 2010, 09:41 PM // 21:41   #183
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Originally Posted by Caw521 View Post

Strangle - Ranger - Expertise
15 energy cost
3 second cast
25 second recharge

Elite Touch Skill. For 3 seconds, target foe moves 66% slower. End effect: Target foe is knocked down, takes 10...80...10 piercing damage, and bleeds for 3...10...12 seconds.
3 second cast time!? Sure its a good snare but 3 second touch skill? if your snaring a warrior or sin, youd be dead in 3 seconds 0_0


Quote:
Originally Posted by Caw521 View Post

Webs of Torture - Necromancer - Blood Magic
5 energy cost
1/2 second cast
15 second recharge

Elite Hex Spell. For 10 seconds, target and nearby foes suffer -3...7...8 health degeneration and move 66% slower. Hexes you cast on these foes cast and recharge 33...44...50% faster. All your non-hex skills are disabled for 5 seconds.
Good skill but i feel needs at least a 1 second cast time, reduce the health degen and/or remove the snare. Otherwise you could snare foes in a MS or SF Spike. I like hexes cast and recharge though

Quote:
Originally Posted by Caw521 View Post

Rejuvenate - Paragon - Motivation

5 adrenaline
4 second recharge

Elite Skill. For 5 seconds, you and allies in the area have +2...4...5 health regeneration and +1...3...3 energy regeneration.
umm.... OP with the energy regeneration. (fyi, The Power is Yours! gives +1 energy regen for 3 seconds.) Remove the energy regen and its a viable skill
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Old Oct 28, 2010, 09:21 AM // 09:21   #184
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Monk - Healing Prayers
"Koneko!" (Elite) (I'm seriously bad at names for skills alright...)
Energy: 5
Blood: 10%
Recharge: 30 Seconds
Selected ally is healed for 10..20..50% health and 1...10...100% energy. This skill cannot selftarget. And fails unless you have 13 Healing Prayers.

Lol this skill would own D:
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Old Oct 28, 2010, 11:05 AM // 11:05   #185
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Quote:
Monk - Healing Prayers
"Koneko!" (Elite)
Compared to other suggestions, even on this page... no, i better won't comment.


Quote:
Ward of Dark Magic - Elementalist - Energy Storage
OP. Non-ele. Would suit to be necro's well or mesmer's mantra with 'in the area' range.
Quote:
Dwayna's Favor - Monk - Divine Favor
The free-energy problem hasn't been fully solved. 90% failure and 7+ DF would be better.
Quote:
Heaven's Shield - Monk - Protection Prayers (Elite)
Add 'if that ally uses a skill or hits with attack'. Seriously, 6s invincibility with great regen? Critscythe sin paradise.
Quote:
Ward of Chaos - Elementalist - Earth Magic (Elite)
Chaos isn't anyhow connected to earth magic. Chaos is mesmer's attribute. The skill itself is quite fun, but would work as mesmer's mantra with 'in the area' range and energy/health lost on chaos damage.
Quote:
Deadly Scythe - Dervish - Scythe Mastery
Move to Mysticism, change name - would aid dervishes rather than crit sins or str wars.
Quote:
"For Balthazar!" - Paragon - Command
No recharge, 4 strikes of adrenaline, command line, ~8s duration...
A perfectly maintainable 33% IAS for the whole party?
Move to motivation, add recharge (6s? 10s? or 4s + increased adrenaline cost).
Quote:
Symbolic Disenchantment - Mesmer - Inspiration Magic
'Symbolic' is wording connected with signets. Make it a signet or change name.
Quote:
Stone Spikes - Elementalist - Earth Magic
Too cheap and cast too fast for the AoE damage and effect. Would be overused for farming only. 1-2s cast time, 10-15e cost.


Quote:
Destructive Was Glaive
I'm actually all in for adding exhaustion on it - or giving it higher cost / longer recharge, at least. Would kill Glaiveway without big changes to other skills.
Quote:
Shadow Form
SF is still too powerful. The hit/spells condition might be added to the already existing version. Also 5e cost, wtf?
Quote:
Obsidian Flesh
So, kill Ele's tanking and make sins much better than they already are?
OF is actually quite balanced for its purposes right now, no need to really hammer it down more.
Quote:
Save Yourselves
Maybe it's the language barrier, but yourselves indicates that the user is selfless, like 'save yourselves, i'll stop them!'. Something like Gandalf on the bridge of Khazad-Dum, if you still don't get the idea.

Quote:
Blinding Light - Monk - Smiting Prayers
Nice one, though would require split for PvP - 20s recharge, 10-15e cost, maybe even 2s cast. Or maybe 'adjacent to you' instead of 'target foe and foes adjacent to it'.
Even for PvE it might be a bit too much.
Quote:
Merciless Shot - Ranger - Expertise
Perma caster hate that completely disables your target?
Too much for PvP. Fun for PvE, would encourage people to actually run interrupts.

Quote:
Webs of Torture - Necromancer - Blood Magic
Make it non-AoE in the first place.
1s cast, 20 recharge, -2...4...6 degen, 33% slower movement. 10e cost for PvP.

Quote:
Mimic Vitality - Mesmer - Fast Casting
Now that'd be nice, no idea why a skill like that never got into the game.

Last edited by drkn; Oct 28, 2010 at 11:26 AM // 11:26..
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Old Oct 30, 2010, 02:51 PM // 14:51   #186
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Quote:
Originally Posted by fyre12345 View Post
I've been reading through this thread for about an hour now and I've come to one conclusion, Morphy this is not a come a critique likes it's going to be introduced in game please just go away your being counterproductive.
Please keep in mind that this thread is only going to remain open (or at least inside Sardelac) as long as the mindset remains that these skills suggestions would be productive when introduced to the game. The mindset that these suggestions are "for the fun of it" does not belong here.
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Old Oct 30, 2010, 07:12 PM // 19:12   #187
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Quote:
Originally Posted by drkn View Post
Maybe it's the language barrier, but yourselves indicates that the user is selfless, like 'save yourselves, i'll stop them!'. Something like Gandalf on the bridge of Khazad-Dum, if you still don't get the idea.
This sounds exactly like he is saying it, saying "Save yourselves, I'll stop them!" still should mean something like he is going to buff himself and stop the enemies for his party. I don't know maybe we are just interpreting the skill differently.
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Old Nov 02, 2010, 03:35 AM // 03:35   #188
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Order of Strength - Necromancer - Blood Magic
Energy: 10
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: For 5 seconds, all party members deal +8...30...36 damage with attacks while not affected by any other enchantment. This enchantment ends on each party member after 1...4...5 attacks.


Hows this next one? too OP?

Order of Natural Power - Necromancer - Blood Magic
Energy: 5
Blood Cost: -20% HP
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: For 8 seconds, all party members have their Primary Attribute increased by 0...1...1 and Secondary Attributes increased by 1...2...2. This enchantment ends on each party member after 2 skills.


Heavenly Aura - Monk - Divine Favor
Energy: 10
Upkeep: -1 Energy pip
Casting Time: 1 second
Recharge: 5 seconds
Elite Enchantment Spell: While you maintain this enchantment, your Monk spells cost 25% more energy but heal for 5%...30%...33% more health. When this enchantment ends, you gain 1 energy for each Divine Favor spell you used while under this enchantment.


Etheral Storm - Mesmer - Inspiration Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Spell: Create an Etheral Storm at target foe's location. After 3 seconds, all foes nearby to target foe's initial location lose 5...15...17 energy and take 1...3...4 damage for each point of energy lost in this way.


Torrent - Elementalist - Water Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 5 seconds
Elite Hex Spell: A Torrent of water flies out at target foe. This spell does 20...60...65 cold damage and target foe moves 66% slower for 3 seconds if it hits.


Sorry for the long break. Keep the ideas coming!
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Old Nov 03, 2010, 05:18 PM // 17:18   #189
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Animate Unstable Minion - Necromancer - Death Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Exploit nearest corpse to create a level 1...15...16 Unstable Minion. This minion can only target hostile summoned creatures. If this minion's attack hits, all nearby foes are struck for 2...18...20 damage. You may only have one unstable minion under your control at any given time and this minion cannot attack faster than normal.


Blazing Inferno - Elementalist - Fire Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Every second for 1...3...3 seconds, all nearby foes are struck for 10...65...70 fire damage. Any foe struck more than 2 times by this spell is set on Fire for 5...6...6 seconds. This spell causes Exhaustion.


False Courage - Warrior - Tactics
Adrenaline Cost: 5 strikes
Recharge: 15 seconds
Elite Skill: For 5 seconds, you attack 33% faster and deal 0%...13%...15% more damage with attack skills but have -40 armor.


Chaotic Visage - Mesmer - Illusion Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Enchantment Spell: For 2...7...8 seconds, whenever target ally is hit by an attack, the attacking foe loses 2 energy. If an attacking foe has 0 energy, that foe takes 10...45...50 damage.


Keep the suggestions coming!
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Old Nov 04, 2010, 04:56 PM // 16:56   #190
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The vast majority of the people creating skills do not understand the boundries and limitations of professions.

Rangers should not remove enchantments with their ranger skills.

Necromancers should not snare.

Necros should not cause burning.

Monks should not gain excessive energy management.
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Old Nov 05, 2010, 12:22 AM // 00:22   #191
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Mesmer:
Attribute: Unlinked
Cost:25 energy
cast time:3 seconds
Recharge: 35 seconds

-Insert Name here-(Hexidemic perhaps?)
Description: Hexes on target foe spread to all adjacent foes with their remaining durations +15%

My necro's dream come true....
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Old Nov 05, 2010, 01:27 AM // 01:27   #192
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New skills should wait for gw2 for the most part but I would really like to see some of the still pitiful outdated elites given a face lift. A good example would be shatterstorm. Why on earth would this ever be an elite when there are skills like expunge enchantments, well of the profane etc. that do the job without penalty and are more effective? Mesmers have better enchantment removals that are not elite.

As an ele I would also like to see Air return to it's original majesty with lightning surge as an aoe knockdown again, I'd like to see ice generally snare at least with maybe another utility enchantment that causes all ice damage to also slow. Energy management to some degree and casting times to a greater degree make earth very difficult to play. I'd like to see changes that make playing elements other than fire and to a lesser degree air, more practicle.

I know it's a tough balance and both ice and earth get too strong very fast.

cheers gr8
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Old Nov 05, 2010, 04:11 AM // 04:11   #193
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Necromancer
Death Magic
Energy Cost:20
Cast Time: 3
Recharge: 45 seconds

Name: Summon Shadow Golem(elite)
Note: This spell does NOT need a corpse, notice the name, summon, not animate
You summon and level x...x....x Shadow Golem. This golem's attacks inflict blindness for (2...4...6) seconds. You may only have 1 Shadow Golem per party, when it dies, it does not leave a corpse.
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Old Nov 08, 2010, 06:57 PM // 18:57   #194
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Dragon Fume - Elementalist - Fire Magic
Energy: 15
Casting Time: 1 second
Recharge: 8 seconds
Elite Spell: A Fiery Dragon rises at your location striking all adjacent foes for 15...95...105 fire damage and flies toward target foe. If it hits, Dragon Fume strikes target foe and all nearby foes for 10...80...90 fire damage. For 10 seconds, you have +2 Fire Magic.


Gaia - Elementalist - Earth Magic
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Hex Spell: For 3 seconds, all foes in the area move 50% slower. After 5 seconds, all foes in the area of your original location are struck for 20...130...145 earth damage.


Decay Armor - Necromancer - Curses
Energy: 10
Casting Time: 3/4 second
Recharge: 15
Elite Hex Spell: For 2...11...13 seconds, target foe and all adjacent foes have -40 armor against Physical damage. Any foe already suffering from Cracked Armor suffer -2...6...7 health degeneration.


Healer's Resolve - Monk - Healing Prayers
Energy: 10
Recharge: 30 seconds
Elite Stance: For 2...14...16 seconds, you cannot be interrupted or knocked-down while casting a Healing Prayers spell. Every time you would have been interrupted or knocked-down, you lose 10 energy or this stance ends.


Might be OP with damage?

Ferocious Agility - Ranger - Beast Mastery
Energy: 15
Recharge: 10 seconds
Elite Skill: For 5...17...20 seconds, you and your pet move 33% faster. The next you or your pet hits with an attack, you both strike for +5...40...45 damage and this skill ends. When this skill ends, you and your pet gain 5 energy and 2 strikes of adrenaline. Your Ranger skills are disabled for 8 seconds.


Scythe Master's Expertise - Dervish - Scythe Mastery
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 15 seconds, whenever you hit with an attack, if you hit more then 1 foe, all adjacent foes are struck for 5...25...28 earth damage. If this enchantment lasts its full duration, all nearby foes are struck for 20 earth damage(Maximum 120) for each successful attack while under this enchantment.


Piercing Strike - Assassin - Critical Strikes
Energy: 10
Attack Time: 1 second
Recharge: 15 seconds
Elite Off-Hand Attack: This attack must follow a lead attack. If this attack hits, you do +6...25...28 damage. If target foe has Cracked Armor, you do an additional +20...70...75 damage and target foe suffers from a Deep Wound for 3...7...8 seconds.


Corruption - Ritualist - Communing
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...12...14 Spirit of Corruption. This spirit deals 2...15...17 damage and causes 2...9...10 seconds of Cracked Armor, Weakness, Poison, Burning, or Bleeding with its attacks. This spirit dies after 30 seconds.

Keep em coming!

Mud Wall - Elementalist - Earth Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Spell: (Projectile) Send out a column of mud at target foe. If it hits, target foe and all foes adjacent to target foe take 10...83...90 earth damage and are Blinded for 1...4...5 seconds. Any foes already affected by an Water Magic hex are knocked-down.

Dust Wind - Elementalist - Air Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Spell: All nearby foes are struck for 5...35...40 cold damage. After 8 seconds, all foes in the area are Blinded for 2...11...13 seconds.


Split Shot - Ranger - Expertise
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Bow Attack: Shoot two arrows at target foe. Each arrow strikes for +5...21...22 damage. The second arrow cannot be blocked. If both arrows hit, target foe has Cracked Armor for 5...14...16 seconds.


Well of Corruption - Necromancer - Death Magic
Energy: 5
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Well Spell: Exploit nearest corpse. For 15 seconds, all foes suffering from 2 or more conditions within this well take an additional 2...13...15 damage whenever struck for physical damage.


People run out of suggestions lately?

Last edited by Shayne Hawke; Nov 10, 2010 at 01:51 PM // 13:51.. Reason: Please do not double-post.
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Old Nov 10, 2010, 06:38 AM // 06:38   #195
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Tactical Snipe - Ranger - Expertise
10 energy cost
3 second activation
20 second recharge

Elite Bow Attack. +10...34...40 damage and inflicts Bleeding for 10...22...25 seconds. Unblockable. This arrow moves three times as fast. Cannot be used on nearby foes.

Hehe ^^

Surging Spirits - Ritualist - Channeling
10 energy cost
3/4 second activation
30 second recharge

Elite Binding Ritual. Summon 2 level 1...14...17 spirits that live for 20 seconds. Whenever any foes are in the area of these spirits, those foes take 10...34...40 lightning damage every 2 seconds. Foe each foe affected every second, these spirits lose 10...22...25 health.
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Old Nov 10, 2010, 07:38 PM // 19:38   #196
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Sniper's Mark - Ranger - Expertise
Energy: 10
Casting Time: 2 seconds
Recharge: 12 seconds
Elite Preparation: For 12 seconds, your next 0...4...5 bow attacks do +5...14...16 damage and move twice as fast. While under this preparation, you have an additional 50% chance to land a critical hit.

Gravity - Ritualist - Spawning Power
Energy: 15
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...11...13 Spirit of Gravity. All foes within earshot move 15% slower. This spirit loses 30...15...12 health each second for every foe that is moving within range. This spirit dies after 30 seconds.

((The idea is that it is a earshot snare that is relatively short if foe has more allies with him.))
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Old Nov 16, 2010, 03:49 AM // 03:49   #197
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Default More Skills!

Gravity Bind - Elementalist - Earth Magic
Energy: 10
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Hex Spell: For 1...11...13 seconds, all foes in the area are hexed with Gravity Bind. Affected foes cannot attack and move 50% slower. This hex ends on each foe if that foe is struck by an attack.


Illusion of Illness - Mesmer - Illusion Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: For 20 seconds, conditions applied to target foe and all adjacent foes last 10%...80%...90% longer and suffer -4 health degeneration. When this hex ends on each foe, that foe loses all conditions.


Focus - Ritualist - Spawning Power
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...8...9 spirit of Focus. All allies within range of this spirit cannot be interrupted. Every time an ally would be interrupted, this spirit takes 80 damage. This spirit dies after 30 seconds.


Keep em coming
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Old Nov 17, 2010, 07:09 PM // 19:09   #198
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Elemental Master - Elementalist - Energy Storage
Energy: 5
Casting Time: 3/4 second
Recharge: 20 seconds
Elite Enchantment Spell: All your non-Elementalist skills are disabled for 8 seconds. For 20 seconds, your Elemental attributtes are set to 16 for your next 0...6...7 skills. This enchantment ends early if you use a non-Elementalist skill.


Reversal - Warrior - Strength
Energy: 5
Recharge: 15 seconds
Elite Stance: For 10 seconds, while wielding a melee weapon, the next time you are struck by an attack, your attacker takes 10...80...90 damage and is Knocked-Down.


Keen Eye - Ranger - Expertise
Energy: 10
Recharge: 15 seconds
Elite Stance: For 1...8...9 seconds, all incoming projectile attacks are blocked and have a 50% chance to block melee attacks. This stance ends if you move or use a non-Ranger skill.


Offering to Grenth - Necromancer - Death Magic
Blood Cost: -25%hp
Energy: 5
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 8...45...48 seconds, your Necromancer and Ritualist attributes are increased by 2. Every time you use a Necromancer spell, all minions you control within earshot gain 4...26...28 health. Every time you use a Ritualist spell, all Spirits you control within earshot are healed for 4...26...28 health. This enchantment ends early if you use a non-Necromancer or non-Ritualist skill.
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Old Dec 01, 2010, 05:36 AM // 05:36   #199
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Default Long needed update!

Fissure - Elementalist - Earth Magic
Energy: 15
Casting Time: 1 second
Recharge: 30 seconds
Elite Spell: A massive tremor erupts at your location knocking all adjacent foes down for 2 seconds. All Weakened foes take 20...80...90 Earth damage.

Heaven's Arrow - Ranger - Marksmanship
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Bow Attack: If it hits, this attack strikes for +8...37...40 damage and causes Cracked Armor for 2...18...21 seconds. If target foe already had Cracked Armor, that foe suffers from a Deep Wound for 3...11...12 seconds.
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Old Dec 01, 2010, 06:08 AM // 06:08   #200
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Blitzkrieg - Elementalist - Energy Storage
10 energy cost
1 second cast
30 second recharge

Elite Enchantment Spell. For 5...9...10 seconds, your elementalist spells cast 50% faster and whenever a foe takes damage from one of your spells, that foe has a 20...35...40% chance of being knocked down. End effect: Your spells are disabled for 10 seconds and you are exhausted.

Desperate Fire - Ranger - Marksmanship
5 energy cost
2 second cast
18 second recharge

Elite Preparation. For 5...10...12 seconds, you attack 50% faster and your arrows deal +10...30...35 damage to foes nearby you. Your attack skills cost twice as much energy.

Alertness - Ranger - Wilderness Survival
5 energy cost
15 second recharge

Elite Stance. For 5...17...20 seconds, you have a 50% chance to block projectile attacks and move 33% faster whenever you are in the area of a foe. Ends if you use an attack skill.

Aura of Transcendence - Ritualist - Restoration Magic
5 energy cost
1 second cost
10 second recharge

Elite Spell. Heals target ally for 20...96...115. If target ally was enchanted, that ally steals 10...42...50 health from all foes nearby.

Last edited by Caw521; Dec 01, 2010 at 06:12 AM // 06:12..
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