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Old Nov 27, 2006, 03:13 AM // 03:13   #121
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Mmm...need more elite!

Ranger [Elite] - Celestial Sight - 15 energy, 2s cast, 30s recharge, enchantment: For 5...20 seconds all attacks can travel through obstacles, but skills will have an increased energy cost of 5 and doubled recharge time.
(Attribute: Marksmanship)

Ranger [Elite] - Hidden in the Shadows - 25 energy, 6s cast, 60s recharge, enchantment: Enemies will be unable to detect the user for 5...25 seconds or until the user attacks or uses a skill. (PvP: Doesn't show up on radar, PvE: Halved aggro range; got no clue if this is overpowered; should be an assassin skill instead?)
(Attribute: Wilderness Survival)

Ranger [Elite] - Magic Arrow - 15 energy, 5s recharge, skill: If this arrow hits, it proceeds to attempt to hit the next closest target enemy for up to 4 hits or until it fails to do damage or the target is outside of the bow's normal range. Cannot hit the same target more than twice (Changes direction upon hitting a target, like a freaky barrage alternative)
(Attribute: Marksmanship)

Paragon [Elite] - "My blade is my guide!" - 25 energy, shout - For 5...15 seconds, all allies receive +10 armor against non-piercing weapons and deal and extra +5 damage with piercing weapons.

Offense-oriented shouts?!

Paragon [Elite] - "I laugh at you, little men!" - 25 energy, shout - For 5...15 seconds, all enemies in earshot have a -5% morale modifier (max. -10%).

Paragon [Elite] - "Shaddup!" - 20 energy, shout - All shouts in effect immediately end and no further shouts can be used for 5..10 seconds.

Oh, and Shadow's Goggles skill isn't just a joke skill, as it could mess with a number of 'Arcane' skills of the enemy. Oh, idea!

Mesmer (not elite?) - Arcane Decoy - 60s recharge - If any enemy uses a skill-stealing or skill-copying, er, skill on this character, they always steal/copy this skill, which is set to recharge. This skill only takes effect when not charging.
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Old Nov 27, 2006, 03:43 AM // 03:43   #122
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Ranger

Tail Wind [Elite] (Expertise, 15 Energy, 2 Cast, 24 Recharge)
Perperation. For 12...24 seconds your bows range is increased by 50%.


Ele

Energy Pool [Elite] (Energy Storage, -1 Upkeep, 10 Energy, 3 Cast, 30 Recharge)
Enchantment. You can cast this spell on target ally. While this enchantment is in effect it can store 10...50 energy for later use. The enchantment holds 10 energy to begin with and the energy increases at a rate of 1 energy every 3 seconds. When this enchantment ends target ally recieves the stored energy. If this enchantment ends prematurely* target ally gains only a third of the stored energy.
* ie removed by a foe

Bloody Ether [Elite] (Energy Storage, 5 Energy, 1/4 Cast, 30 Recharge)
Enchantment. For 5...18 seconds you take 2...8 health degen. For every 2 points of health degen you gain 1 point of energy regen.


Necromancer

Blood Brother (Blood, -1 Upkeep, 5 Energy, 1 Cast, 30 Recharge)
Enchantment. Cast on target other ally.
When the ally under this effect takes damage an equal amount of health is stolen from the caster of this enchantment. The damage to the enchanted is negated by the stolen health.

Last edited by Highstorm; Nov 27, 2006 at 05:41 AM // 05:41.. Reason: Added Ele & Nec Skills
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Old Nov 27, 2006, 04:16 PM // 16:16   #123
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Mesmer:

Inspired Mimicry 5e 1/4c 30r - Spell. If target foe is casting a spell, the spell is interrupted and for (5...29) seconds Inspired Mimicry is replaced by that spell.

Overwhelming Sympathy [E] 10e 1c 10r - Elite hex spell. For (5...13) seconds, whenever target foe attacks, that foe takes (15...39) damage and an additional (1...3) damage for each attack the foe has made.

Tension 10e 3c 20r - Hex spell. For 10 seconds, whenever target foe uses a shout, that foe takes (35...119) damage.

Enervate [E] 10e 1c 10r - Elite hex spell. For (4...7) seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers (10...76) damage and loses all adrenaline.

Nothing really original, just twists on existing skills. Probably all overpowered.

EDIT: Just realized Inspired Thievery isn't really thievery, so changed the name.

Last edited by bamm bamm bamm; Nov 27, 2006 at 09:51 PM // 21:51..
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Old Nov 27, 2006, 07:28 PM // 19:28   #124
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"AAAAAAAAAAAAAAAH!" Warrior Elite Shout 20 Strikes of Adrenaline.

Lose All Adrenaline: All foes in the area are knocked down for 3 seconds.
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Old Nov 27, 2006, 09:55 PM // 21:55   #125
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Hypnosis
Hex. Target foe's next 1...7 attack skills will target nearest ally within the range of that attack of that foe instead of the target that foe was targeting. If that foe has no allies within the range of that attack, the attack will fail.
(Attribute: Domination)

This will affect any melee or range attack, but if that foe has no allies near, his attack will just fail instead of hitting an ally.
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Old Nov 29, 2006, 05:53 PM // 17:53   #126
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Dervish

Punishment - Elite Scythe Attack : 5energy 1/4sec 20sec - if this attack hits it deals +5..35. If it strikes a burning foe it recharges instantly. Scythe mastery
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Old Nov 30, 2006, 03:51 AM // 03:51   #127
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"I'm your rival!"
Adrenaline:4
Shout. For 1...7 seconds, target foe can only attack or use skills on you, but you can't evade or block that foe's attacks.
(Attribute: Tactics)

Note. That foe would be still able to call targets and target other enemies, but would only be able to use any offesnive action with you.

Last edited by MithranArkanere; Nov 30, 2006 at 03:55 AM // 03:55..
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Old Nov 30, 2006, 06:27 AM // 06:27   #128
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Since we like catchphrases...

Power Extreame (E) Skill =Streanth 10 Energy recast 20 secs exhaustion
for the next 3 to 15 seconds melee attacks gain double adren and deal +1 damage for every 2 ranks in strenth.
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Old Nov 30, 2006, 06:46 AM // 06:46   #129
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Quote:
Originally Posted by Crom The Pale
Dervish

Punishment - Elite Scythe Attack : 5energy 1/4sec 20sec - if this attack hits it deals +5..35. If it strikes a burning foe it recharges instantly. Scythe mastery

Offtopic : D/E Fire scythe, Mark of Rodgort
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Old Nov 30, 2006, 08:04 AM // 08:04   #130
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Quote:
Originally Posted by MrGuildBoi
Offtopic : D/E Fire scythe, Mark of Rodgort
Well I do have a Dervish/elemental......and his name is Vlad

In a side note I wounder how many posts we need here before they make this a sticky
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Old Nov 30, 2006, 09:59 AM // 09:59   #131
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Ritualist: Elite Skill (Spawning) Rebirth and Renew: 15 E 2 sec 10 Recharge: For 30 seconds when target spirit die, a level 1...5 of the same spirit is created.

Ranger: Elite Nature Ritual (Beast) Biting Wind 15 E 5 sec 60 Recharge: Create a level 1..8 Spirit. All creatures within its range lose 7...15 Health each second while moving. Creatures with speed boost will take an additional 10...18 damage while moving.

Warrior:Elite Shout (Strength) "I will die another day!" 10 E 20 recharge: Remove All hexes and conditions on you. For 4...10 seconds, you have an additional 40...150 Health.

Paragon: Elite Shout (Command) "No Mercy!" 15 E 30 recharge: For 1...10 seconds all allies within earshot deal 10...25% more damage but have 10...25% less Health.

Dervish: Elite Enchantment (Earth) Melandru's Blessing 15 E 2 sec 20 recharge: For 30 seconds you have 50...100 maximum Health and gain 7...15 health for each successful hit.

Assasin: Elite Lead Attack (Dagger) Back Stab 10 E 8 recharge: This attack cannot be blocked or evaded. If you acheive a critical hit struck foe suffers from Deep Wound for 5...17 seconds and this attack count as an off-hand attack instead of Lead Attack.

Elementalist: Elite Enchantment (Air) Lord of the Sky 15 E 2 sec 30 Recharge: Lose all enchantments. For 5...17 seconds Air magic spells you cast does 50% more damage and recharge 50% faster.

Monk: Elite Enchantment (Smiting) Dwayna's Wrath 25 E 2 Sec 30 Recharge: For 5...10 seconds, all party members deal holy damage and whenever they takes attack damage, this spell deals 33% of the damage back to the source.

Mesmer: Elite Hex (Illusion) Butterfingers 25 E 2 Sec 30 Recharge: For 10...20 seconds, the next 1..3 times target foe attempts to attack, the attack is interrupted.

Necromancer: Elite Enchantment (Soul Reaping) Order of Lost Soul 25 E 2 Sec 0 Recharge. For 5 seconds, whenever a party member dies, a level 1..16 Neutral Lost Soul is summoned and the corpse is exploited. Lost Souls does not consider an animated undead and their health will not go down or up over time.

Here are some elites I have came up with. I have not read all of the previous posts so if the names and/or effect of these skills are duplicate it is unintentionally.
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Old Nov 30, 2006, 10:56 AM // 10:56   #132
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Quote:
Originally Posted by TheBaron82

Ranger: Elite Nature Ritual (Beast) Biting Wind 15 E 5 sec 60 Recharge: Create a level 1..8 Spirit. All creatures within its range lose 7...15 Health each second while moving. Creatures with speed boost will take an additional 10...18 damage while moving.

Necromancer: Elite Enchantment (Soul Reaping) Order of Lost Soul 25 E 2 Sec 0 Recharge. For 5 seconds, whenever a party member dies, a level 1..16 Neutral Lost Soul is summoned and the corpse is exploited. Lost Souls does not consider an animated undead and their health will not go down or up over time.
I like both of these(thanks for the elite Judge's insight/holy wrath combo too), especially as Soul Reaping doesn't have many skills attributed to it.
If anyone considers the Nature Ritual too powerful, then it could always be changed to a larger amount of cold damage instead of health loss. But I like it the way it is.

But that's just my two cents.
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Old Nov 30, 2006, 02:19 PM // 14:19   #133
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I still need a name for this skill.

15e, 20 recharge (Domination) - For 1...8 seconds, whenever target foe casts a spell that spell fails and a random spell from thier skillbar is cast instead.

This would be an effective shutdown for casters, much like the nerfed to death Blackout. However there would still be a 1 in 8 chance that the target casts the spell that they originally intended. Or, if the target only has 1 spell on their bar, this will have no effect. So, let's an ele goes to cast searing flames while hexed with this. Instead of casting searing flames, one other random spell from their bar will be cast instead, like glowing gaze. If their target is wrong, (ie. they are targeting a foe, but the random spell chosen is a rez) then they get lucky and the normal 'wrong target' message would appear.
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Old Nov 30, 2006, 04:33 PM // 16:33   #134
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Chaos Arcane Mimicry
E:5 C:2 R:10
Hex. For 7...60 seconds, anytime target foe uses a non-attack, non-adrenaline using skill this skill is replaced with the skill that foe is using, but you'll receive 1 point of damage for each point of energy the copyed skill costs.

Notes:
- This skill will deal user fixed 5, 10, 15 and 25 armor ignoring damage. Thus, enemy using signets will deal no damage to the user of this hex.
- This won't copy adrenaline skills.
- It won't be affected by other skills or attributes that affect energy cost. It only consider the cost in the skill description.
- The faster target foe uses her skills, the faster the mime must go.
- If this hex is removed, the skill wil return to normal and recharge.
- If this hex is removed and the user of this skill copyes and maintan an enchantment, the maintained enchantment will be lost.

Last edited by MithranArkanere; Nov 30, 2006 at 04:36 PM // 16:36..
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Old Nov 30, 2006, 04:38 PM // 16:38   #135
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This may of been said already but heres my idea

Ranger Preperation: Piercing Arrows, lasts 24 seconds deals 5-15 extra damage. Once arrows hit target enemy, they continue to fly through that enemy and on to the next.
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Old Nov 30, 2006, 05:22 PM // 17:22   #136
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Ele

Glyph of Extension - 10 Energy, 1 Cast, 30 Recharge
The next spell takes twice as long to cast but lasts twice as long. If a spell is affected by this Glyph the Glyph takes an additional time to recharge based on the new duration of the spell*.

* ie if a 10 second spell was Glyphed then the Glyph would take (30 + 2*10) seconds to recharge.


Glyph of Quickening - 5 Energy, 1 Cast, 30 Recharge
Your next spell casts twice as fast but costs an additional 10 energy.


Mesmer

Rebound - Domination, 15 Energy, 1/4 Cast, 45 Recharge
Hex Spell. This Hex lasts 2 seconds. The next time target foe casts an offensive spell the caster becomes the target of that spell. The spell is then counted as to be aligned to the caster* of the Hex for purposes of spread damage (if any). The damage of the rebounded spell is 25...100% of the total.

* ie cast as you would an interrupt. If your target was an Ele casting fireball then it would drop to his feet and damage him (and any of HIS adjacent allies).


Reflect [Elite] - Domination, 10 Energy, 3 Cast, 60 Recharge
Hex Spell. Target foe becomes hexed with Reflect for 10 seconds. The next 1...3 spells cast by allies of that foe are reflected to the caster of the hex instead*.

* ie heals or enchants get sent to the mesmer and not the intended target.

Yes, now that I come to put pen to paper (as such) I've come to realise that Reflect is really quite broken. Still, I like the idea so I thought I'd put it down anyway ^.^
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Old Nov 30, 2006, 05:34 PM // 17:34   #137
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Chaotic Slot
E:5 C:1/4 R:0
This skill will be ramdomly replaced with any other one unlocked in your account for any of your two current proffessions. If you do not use the skill in under 2 seconds, it will return to normal. If you use te new skill, it will be in the skillbar for 300 seconds.
(Attribute: none)

Note: This won't turn into any skill of a campaing you do not own or a skill you have not unlocked already.
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Old Nov 30, 2006, 08:24 PM // 20:24   #138
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Quote:
Originally Posted by Highstorm
Ele

Glyph of Extension - 10 Energy, 1 Cast, 30 Recharge
The next spell takes twice as long to cast but lasts twice as long. If a spell is affected by this Glyph the Glyph takes an additional time to recharge based on the new duration of the spell*.

* ie if a 10 second spell was Glyphed then the Glyph would take (30 + 2*10) seconds to recharge.


Glyph of Quickening - 5 Energy, 1 Cast, 30 Recharge
Your next spell casts twice as fast but costs an additional 10 energy.


Mesmer

Rebound - Domination, 15 Energy, 1/4 Cast, 45 Recharge
Hex Spell. This Hex lasts 2 seconds. The next time target foe casts an offensive spell the caster becomes the target of that spell. The spell is then counted as to be aligned to the caster* of the Hex for purposes of spread damage (if any). The damage of the rebounded spell is 25...100% of the total.

* ie cast as you would an interrupt. If your target was an Ele casting fireball then it would drop to his feet and damage him (and any of HIS adjacent allies).


Reflect [Elite] - Domination, 10 Energy, 3 Cast, 60 Recharge
Hex Spell. Target foe becomes hexed with Reflect for 10 seconds. The next 1...3 spells cast by allies of that foe are reflected to the caster of the hex instead*.

* ie heals or enchants get sent to the mesmer and not the intended target.

Yes, now that I come to put pen to paper (as such) I've come to realise that Reflect is really quite broken. Still, I like the idea so I thought I'd put it down anyway ^.^

Reflect is very, very cool. The Glyph ideas are also interesting...
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Old Nov 30, 2006, 08:42 PM // 20:42   #139
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Frozen Assault (water hex spell)
Target foe takes 8-40 cold damage and for 5-15 seconds target's attack speed is reduced by 25%.
15 energy 1 cast 20 recharge
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Old Nov 30, 2006, 08:50 PM // 20:50   #140
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Quote:
Originally Posted by Winterclaw
Frozen Assault (water hex spell)
Target foe takes 8-40 cold damage and for 5-15 seconds target's attack speed is reduced by 25%.
15 energy 1 cast 20 recharge
Nice to see a water hex that doesn't just slow movement.
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