Dec 15, 2005, 02:43 AM // 02:43
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#221
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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a ranger skill elite.
one shot one kill: a killing shot{in other words it kills when it hits no matter what}that takes all of the energy you have left and 20% of your health to use
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Dec 15, 2005, 05:27 AM // 05:27
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#222
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Pre-Searing Cadet
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Runner's Stance (Elite):
Tactics
Energy cost:10
Cast Time: 0
Recharge: 20 seconds
All allies are killed. For the next 20-26 seconds you run 50% faster, gain health regen of 5. Cannot be slowed by hex, condition, knockdown, etc. You cannot be blocked by annoying scenery or monsters.
Pay Up! Shout
Tactics
Energy cost:1
Cast Time:0
Recharge: 5 seconds
Lasts Indefinetly, can activate in town. If ally has moved a distance less than 70-50% of the distance you have moved, and has been in your party for more than 15-10 minutes, they cannot leave your party or the town until they pay you with money. If they do not have any money, 50% of money they earn for the next two weeks is sent to your storage. Shout ends when you accept trade.
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Dec 15, 2005, 05:05 PM // 17:05
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#224
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Krytan Explorer
Join Date: Jun 2005
Profession: R/
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Ok, I have some ideas for Chapter 2 new skills.
The ideas are from my thread about Conjure flame, frost and lightning.
These skills may seem to fit well with a New Class whose job is to maintain enchantments and cast enchantments that benefit offensively. Basically, it's the Offense-version of Monk energy uptake skills.
1.) Devil's Embrace
Enchantment. Energy Uptake 1, 10E, 5s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to cause Bleeding + Weakness on a successful attack (attack can be from Staff/Wand). The % goes up for every level. The duration of the conditions goes up every lvl as well. (mainly designed for any class who attacks)
2.) Titan's Embrace - Elite (I think it should be elite)
Enchantment. Energy Uptake 1, 25E, 10s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to cause Critical Hit and cause Knockdown on a successful hit. The % goes up every level. (mainly designed for warriors/rangers)
3.) Fairy's Embrace
Enchantment. Energy Uptake 1, 10E, 10s recharge.
Skill Description: Cast and maintain this enchantment on an Ally to give the ally a % to steal +health and +energy on a successful hit. The amount goes up every level and so does the %. (mainly designed for casters who want to go for melee/range attacks)
These are just some rough ideas. Basically, there is only one class in the game that can do energy uptake (Monk). The idea is to create another class that specializes in energy uptake but in an Offensive way. I know there is Strength of Honor but that's just too limited. The ideas can be creative and I think it will be interesting strategy-wise. A lot of % values need to be tested and that's why I didn't offer that. I am just offering rough ideas. The effects of each offensive energy uptake can be creative too.
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Dec 16, 2005, 04:03 AM // 04:03
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#225
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Ascalonian Squire
Join Date: Dec 2005
Location: Beacons Perch - dist 2
Guild: Kvlt Ov Satan
Profession: N/
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Quote:
Originally Posted by TheGuildWarsPenguin
Death signet-Any profession(like res sig and signet of capture*
Casting time-3, One time use, recharges if you kill a boss. Signets dont have energy cost.
Instantly kill one opponent, but not a boss.
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Can you say arcane echo + death signet
Youd need just a group of mesmers to win a guild battle instantly...
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Jan 21, 2006, 08:30 AM // 08:30
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#226
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Pre-Searing Cadet
Join Date: Jan 2006
Profession: W/Mo
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Having Group Skill Sets to Change Skills Quickly
I don't know if this has been mentioned, but I think there should be a way to have groups of skill sets you can change easily instead of having to change them one by one.
Example: When I am running some where I want to have mainly Running, Evading, and Curing skills, but if I am going to Fight I want to have my usual Fighting skills.
I would like a way to switch between my entire skill sets, by clicking or a cusom name, like Runner set, or Fighter set.
OR with Elementals, if they are going to change what type of magic they will cast they could have Earth Set, Fire Set, Water set, and Wind set.
also presets for when you change your secondary class. So you can change your class quickly and not have to go through putting all your skills back.
Just thowing it out there, but that is just in idea i had.
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Jan 22, 2006, 07:19 AM // 07:19
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#227
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Academy Page
Join Date: Dec 2005
Location: UK
Guild: The Mirror Of Reason [SNOW]
Profession: R/Mo
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Pickpocket skill - allows you to pickpocket a member of your party or npc to steal the last piece of loot they picked up - remains undetected until end of mission 10% chance costs 25 energy takes 50mins to recharge (Elite skill)
Counter Pickpocket skill - allows team leader to kick the person who uses pickpocket off the team - if it is noticed by you having the player highlighted that he has used the pickpocket skill you can petition the group leader to have that member kicked off the team or the group leader can do it automatically - the member who is kicked off is then replaced with a hench like the character you fight to ascend (ie same skills available except pickpocket skill is replaced with another skill) Cost to use 5 energy time to recharge 1 minute The skill can be used to kick off any member of the team but can only be activated by the group leader - so if someone is afking their way through missions you can kick them. Or if someone is being abusive to another player on the team you can kick them.
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Jan 22, 2006, 04:07 PM // 16:07
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#228
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Ascalonian Squire
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"Its only fare" (necro or assassin skill)
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Sacrifice the life of yourself to instantly kill a oponent
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Jan 22, 2006, 04:09 PM // 16:09
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#229
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Ascalonian Squire
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"Signe of recharge" (ele or ritualist skill)
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Atamatically recharge a skill of your choice
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Jan 22, 2006, 11:44 PM // 23:44
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#230
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Frost Gate Guardian
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Pipelining - Mesmer (General)
Energy Cost: 5 Casting Time: 1 Recharge Time: 30
Elite Enchantment Spell. For 10 seconds, activate Pipelined spell-casting mode. While this mode is on, you may initiate casting a new spell while 1 or more other spells are already undergoing casting. The new spell's casting time will overlap with the others', but the spell will take effect only after all previous spells have completed their cast. While casting any spell in Pipelined mode, you experience exhaustion proportional to the number of spells that are already undergoing casting, in addition to any exhaustion the current spell itself might cause.
The basic idea is to enable a caster to overlap casting of multiple spells for a devastating spike but at a huge price. The exhaustion is designed to more or less completely shut down the caster if pipelining is abused. For example, let's say the caster (an E/Me in this case) activates Pipelining, then quickly spams Chain Lightning, Lightning Orb, (a-echoed) Lightning Orb. The total exhaustion would be 10 (CL) + 10 (LO, since CL is being cast) + 20 (a-echoed LO, since CL and LO are being cast) = 40. This in itself is a significant penalty, but say if the caster attempts to overlap Gale as a 4th spell in this combo, the total exhaustion would reach 80. GG.
The scale of increasing exhaustion I have used (10x Overlapped Spells) could turn out to be too high or too low, hopefully play-testing will be able to bring out the ideal balance. Currently I've placed the skill under Mesmer General, but it could be moved to Illusion (it feels like it should be an Illusion), with the exhaustion reducing with increasing points in Illusion Magic. If Anet wishes to stick with the philosophy of only Elementalists having Exhaustion-causing spells, then Pipelining could fit into the Elementalist General category too.
Last edited by angshuman; Jan 23, 2006 at 12:19 AM // 00:19..
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May 31, 2006, 11:24 AM // 11:24
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#231
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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I just thought of a neat one.
Terrirorial Bond
Ritualist - Communing
Binding Ritual
Energy 10
Cast time 3 sec.
Reuse 60
Create a level 1...7 Spirit that last for 30 seconds. Any enemy within its range must remain within its range or suffer 10...82 damage.
I'm thinking of making the range variable too, growing smaller as you increase your rank in Commuing.
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May 31, 2006, 11:26 AM // 11:26
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#232
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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Quote:
Originally Posted by Undivine
I just thought of a neat one.
Terrirorial Bond
Ritualist - Communing
Binding Ritual
Energy 10
Cast time 3 sec.
Reuse 60
Create a level 1...7 Spirit that last for 30 seconds. Any enemy within its range must remain within its range or suffer 10...82 damage.
I'm thinking of making the range variable too, growing smaller as you increase your rank in Commuing.
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Problem - There's that skill that teleports spirits to your location. You can spam that skill and vwalla, 82 damage without effort.
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May 31, 2006, 11:30 AM // 11:30
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#233
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Ascalonian Squire
Join Date: May 2006
Guild: Vanguard of the Forsaken
Profession: E/Me
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Spirit Bomb(elite)
Attribute Channeling
energy 20 recharge 15 chargeup 6
Drop a spirit bomb on target. All Foes in the area take 150 damage and are knocked down.
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Jun 01, 2006, 08:45 PM // 20:45
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#234
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by Terra Xin
Problem - There's that skill that teleports spirits to your location. You can spam that skill and vwalla, 82 damage without effort.
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Mmm... good point. That might actually work better as a necro well then. Or better yet, an elementalist ward! Give the enemies good reason to bunch up.
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Jun 01, 2006, 11:31 PM // 23:31
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#235
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Pre-Searing Cadet
Join Date: Jun 2006
Guild: X Ressurected X
Profession: R/E
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Energizing Transfer-Necromancer- ENERGY-15 / CASTING TIME-2 SECONDS / RECHARGE-60 SECONDS.
Split your energy in half, target ally gains double the amount. This spell causes exhaustion.
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Jun 02, 2006, 12:07 AM // 00:07
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#237
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Ascalonian Squire
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Quote:
Originally Posted by robbiemoritz
I don't know if this has been mentioned, but I think there should be a way to have groups of skill sets you can change easily instead of having to change them one by one.
Example: When I am running some where I want to have mainly Running, Evading, and Curing skills, but if I am going to Fight I want to have my usual Fighting skills.
I would like a way to switch between my entire skill sets, by clicking or a cusom name, like Runner set, or Fighter set.
OR with Elementals, if they are going to change what type of magic they will cast they could have Earth Set, Fire Set, Water set, and Wind set.
also presets for when you change your secondary class. So you can change your class quickly and not have to go through putting all your skills back.
Just thowing it out there, but that is just in idea i had.
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agree wiht you completely. small details like this one is what can make a game twice as good
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Jun 09, 2006, 08:47 PM // 20:47
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#238
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Here's one that's good for the ele.
Lightning Rage
Elementalist - Air Magic
Spell
Energy 5
Cast time 1/4 sec.
Reuse 0
Strike target foe or any single foe near that target at random for 5...29 lightning damage.
With no recharge and a cast time of only 1/4 of a second, this is the ultimate spam spell. To clarify the description a bit, this hits only 1 target and that target could be the guy you targeted or it could be the guy next to him. The idea is you can unload your energy on 1 enemy if he's by himself, though it is less effective when enemies are huddled together. I'm imagining the ele basically holds out his arms and a bolt of lightning shoots from his arm to the enemy. It is not a projectile and has no travel time, but it does require line-of-sight. Constantly click on the spell icon and your ele stands there with his arms out with bolts shooting every quarter second.
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Jun 09, 2006, 09:04 PM // 21:04
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#239
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Wilds Pathfinder
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
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Quote:
Originally Posted by Cs Coldize
Okay, since I haven't seen one of these threads on this board and I feel it is absolutely necessary, I decided to make on. The title is kind of self-explanatory. Simply think of a good skill and put it here Lets keep this serious though since you never know when this will inspire our lovely GW creators to add more skills and who knows, they might even look here for some of them!
So I made 2 but I have some more that I will add when and if I decide they are worthy. I am also trying to teach myself photoshop so if I ever do that, I'll make some crude icons to go with them. (thats a hint to all you photoshop wizzes out there to bedazzle all of us)
Anyway, to start us off (and please follow a format similar to this
Lassitude - Mesmer Spell(Inspiration Magic)
Energy Cost: 5 Casting Time: 1 Recharge Time: 25
You steal 5-15 energy from target foe and target becomes exhausted.
Cycle of Pain - Elite Necromancer Enchantment(Blood Magic)
Energy Cost: 15 Casting Time: 2 Recharge Time: 60
For 45-60 seconds, anytime you would gain health using a blood magic skill, that health is negated and redirected to your opponenet in damage. Damage inflicted in this way is reduced by 80-50%
Okay everyone, lets see your imaginations at work!
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I'm not sure if your supposed to critique these, but OMG.
The mesmer skill is a bit overpowered... and the necro one doesn't make sense. Most of the necro skills under blood magic steal health, why would someone use an enchment that negated the health stealing attribute? Does the redirected steal add onto the damage already from the steal? Cuase then that would be cool, a vamp gaze that did like 120 damage? w00t, but yeah a lil overpowering if that's the case.
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Jun 09, 2006, 09:26 PM // 21:26
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#240
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Wilds Pathfinder
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
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I still think i'd be uber happy with a sorrows furnace shout or the one in hells area enchantments (forget the name) maybe chimera? and the Kilroy Stonekin shout?
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