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Old May 08, 2007, 06:06 PM // 18:06   #1
Desert Nomad
 
tenshi_strife's Avatar
 
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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well as it is now everyone is just posted concept skills every where so im gunna group some of the more recent ones.

Quote:
Originally Posted by tenshi_strife
Shadow Tackle
10 energy, 1/4 second cast, 40 second recharge
shadow step to target foe, they are knocked down and take 20...50 damage. this counts as a lead attack.
Quote:
Originally Posted by tenshi_strife
here is another CS taht involves burning *i just love how taht ccondition works*

Overheat*elite*
15E, 2 second cast time, 30 second recharge time

for 10 seconds you suffer from -7 health degen, for 10 seconds your fire magic attribute is boosted by 4.
Quote:
Originally Posted by tenshi_strife
Engulfing Flames(elite)
Enchantment(fire magic)
15E 3 second cast time 15 second recharge
for 10 seconds you are enchanted with engulfing flames. while enchanted with Engulfing flames you suffer -7 degen and all attacks against you fail. if any foe becomes adjacent to you they are set on fire for 1..3 seconds. if the foe is adjacent when burning ends they are set on fire for an additional 1...3 seconds. when engulfing flames ends all nearby foes are set on fire for 1...3 seconds.

i know its a long skill description but tell me what you think ^^
Quote:
Originally Posted by tenshi_strife
Super Nova*elite*
25 e, 6 second cast time, 60 second recharge
create a super nova at target foes location, for 10 seconds it does nothing, after 10 seconds all nearby foes take 100...500 damage.

this would be a very obvious animation like a big bright ball with a ring that shows range so that when you saw this you would book it the hell outta there
Quote:
Originally Posted by gameshoes3003
Signet of Fortification
2 second casting time
10 second recharge time
Signet. Target ally is healed for 10...43 health and gains +10 armor for 5 seconds. (Protection Prayers).

I've been wanting a protection prayer signet since all of the other prayers have signets.
Also you will notice the 5 second part. If fortification were to work as a name, I thought some extra armor would be nice. So it could work like an unstrippable enchantment, just for 5 seconds though.
Quote:
Originally Posted by gameshoes3003
Solar Flare
10 energy
1/2 second casting time
10 second recharge time

Spell. All foes in front of you are struck for 9...126 fire damage. (Fire Magic).

Just a basic AoE spell that can be casted quickly for heavy damage.
Quote:
Originally Posted by gameshoes3003
Luminous Arrow
15 energy
15 second recharge time
Bow Skill. Shoot an arrow above target foe. For 5...14 seconds foes in that area cannot "block" attacks. (Expertise).

Basically an equivalent thing in reality would be a flare. Nice and shiny, light's up the place, nobody can hide...
Quote:
Originally Posted by gameshoes3003
Holy Heart (elite)
5 energy
1 second recharge time
60 second recharge time
Enchantment Spell. For 10...48 seconds, you're maximum energy is doubled but spells cost 3 more energy. When this enchantment ends, you gain 1...15 energy. (Divine Favor).

At first glance this may look like a terrible skill. But if you think about it proportionally, this skill can actually be useful.
Your energy is doubled, spells cost 3 more energy. You might think you're spending more energy, but in the long run, you'll be saving energy.
Let me lay it down.
5 energy spells:
5 energy base without this enchantment
5+3=8 for double
But divide that in half and proportionally you spend 4 energy, you saved 1.

10 energy spells:
10 energy base without this enchantment
10+3=13 for double
Divide that in half and round up, you spend 7 energy, you saved 3.

15 energy spells
15 energy base without this enchantment
15+3=18 for double
Divine that in half, you spend 9 energy, you saved 6 energy.

Then there are very few 25 energy spells to worry about.
And then you gain 15 energy to "make up" for the lost energy.

This'll probably not work for Monks trying to pull off elementalist spells that have exhaustion. Hehe, this thing ends, you're screwed with like 5 energy in your bar because of exhaustion taking up the rest.
I do understand that you'd probably need a blood necro to use BiP or BR on you for I understand that 4 pips of energy regen can be a little bit slow for the extra cost.
Quote:
Originally Posted by gameshoes3003
Contravene Agony
15 energy
2 second casting time
30 second recharge time
Hex Spell. For 4...16 seconds, target foe takes no damage from attacks. When this hex spell ends, for every hit that should have dealt 40 or more damage, that foe loses 20...51 health (minimum health left 80...34). (Illusion Magic).

Umm... I don't think I worded that out very well.
So basically you cast this on the dude, he temporary tanks, for 16 seconds. But try to attack that foe with things that should deal over 40 damage, and when the hex ends, you may use shatter delusions, that foe can take quite a devastating blow which a minimum of 34 health left. Maybe that's too low...
But yeah, that's how it's suppose to work.
Quote:
Originally Posted by gameshoes3003
Super Nova
25 energy
6 second casting time
60 second recharge
Spell. Create a Super Nova at target foe's location. For 10 seconds, all nearby foes are struck for 10...48 fire damage each second and suffer disease for 1...11 seconds. This spell causes exhaustion. (Fire Magic).

This skill may need some work, but that's the best I can come up with.
You might be wondering about the "disease" part and be like WTF? Well, I thought there might be some RADIATION! Therefore, disease, cancer, whatever, it's going to be disease.
Because of its name, it should be Ultra-deadly in a spike right? Well, I thought it'd be good to have a huge blast radius instead of damage. Since super novas are quite large right?
For the graphics, I thought it should be simple, have a big red "dust ball" with some glowing parts to look like, fire? But then have to flatten out as it goes further out. Then have a blue spark here and there.
Quote:
Originally Posted by gameshoes3003
Blood Purging
4 Adrenaline
1 second casting
7 second recharge
Skill. Be cured of disease and poison, but suffer from bleeding for 21...9 seconds. (Strength).

Many do know that you can purge some poisons out by bleeding it out. Don't know about diseases but I added it in there anyway.

ADDED: Another variation
Blood Purging
5 energy
1/2 second casting
5 second recharge time
Skill. Cure yourself of disease and poison, and suffer from bleed for 21...7 seconds. If a condition was removed this way you gain 1...4 energy. (Strength).
Quote:
Originally Posted by therangereminem
ok so here is my idea for a ranger skill
rain from heaven
All your Preparations are removed. arrows rain down on target foe location.for 1..7 seconds all near by foes take 2..16 holy damage every second they stay in area .
markmenship 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
damage 2 2 2 6 6 6 12 12 12 16 16 16 20 20 20 24
duraction 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9

so yea i hope this helps lol

Last edited by cosyfiep; Nov 06, 2015 at 08:45 AM // 08:45..
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