Sep 02, 2006, 04:38 AM // 04:38
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#441
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Wilds Pathfinder
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Quote:
Originally Posted by bulletsmile
elementalist:
Cold Golem - spell
ec: 15
ct: 2
R: 45
at: water magic
Create a lv.3-16 walking Cold Golem, This Golem deals 5-30 cold dmg on it's attacks, it has 10-80 armor and it loose 10% max health each time it attacks, the Cold Golem does not suffer health degen.
Flame Golem - spell
ec: 15
ct: 1
R: 45
at: fire magic
Create a lv.3-16 walking Flame Golem, This Golem deals 8-40 fire dmg on it's attacks, it has 5-60 armor, the Flame Golem does suffer-3 health degen.
Lightning Golem - spell
ec: 15
ct: 3
R: 45
at: air magic
Create a lv.3-16 walking Lightning Golem, This Golem deals 10-50 lightning dmg on it's attacks, it has 5-40 armor, the Lightning Golem does suffer-2 health degen.
Crystal Golem - spell
ec: 15
ct: 4
R: 45
at: earth magic
Create a lv.3-16 walking Crystal Golem, This Golem deals 5-20 earth dmg on it's attacks, it has 20-100 armor, the Crystal Golem does suffer-1 health degen.
Golem Feast - spell
ec: 15
ct: 2
r: 20
at: Energy Storage
Heal all your golems for 40-180 health, this spell causes exhaustion.
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Echo + Arcane Echo + Air Golem + Golem Feast = 3 golems every 50 seconds easily maintainable with golem feast (exaustion will be gone before they need it again). Oh now that would make for the best guild wars movies. Eight air eles busting out 24 golems before the battle, or worse, an air ele busting out 200 golems in pve and soloing missions/shiro/unfarmable bosses. Good idea, poorly executed.
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Dec 10, 2006, 03:11 AM // 03:11
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#442
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Phantom Steel
Mesmer - Illusion
Sword Attack
Energy 5
Reuse 5
This attack deals no damage, but the target takes 10...65 chaos damage. Essentially a non-elite version of Illusionary Weapon. bpops, that tool is excellent! Nice job.
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Dec 10, 2006, 03:38 AM // 03:38
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#443
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Frost Gate Guardian
Join Date: Nov 2006
Location: Romeoville, IL
Guild: So Goth We Crap [Bats]
Profession: A/
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All Dervish skills. God I love Dervish's
Avatar of Abaddon
Energy Cost: 25 Casting Time: 2 Recharge Time: 10
Elite Form. For 15...63 seconds, you attack 25% faster, your attacks deal shadow damage and have a 3% chance to knock down target foe. This Skill is disabled for 120 seconds (Attrib: Mysticism)
Pious Haste
Energy Cost: 10 Casting Time: 0 Recharge Time: 20
Elite Stance. For 5...17 seconds, you attack and move 33% faster. Pious Haste ends if you use an attack skill. (Attrib: Wind Prayers)
Zealot's Serenity
Energy Cost: 15 Casting Time: 1/4 Recharge Time: 30
Elite Enchantment. For 10...20 seconds, all attacks and spells used against you miss and fail. While under this enchantment, you take double damage from all sources of damage. (Attrib: Mysticism)
Aura of Influenece
Energy Cost: 10 Casting Time: 1 Recharge Time: 60
Elite Skill. For 10...30 seconds, your skills recharge 50% faster than normal. Aura of Influence ends if you suffering from 1...3 hexes. (Attrib: Wind Prayers)
Zealot's Sacrifice
Energy Cost: 15 Casting Time: 1 Recharge Time: 45
Elite Enchantment. For 10...20 seconds, Conditions and Hexes suffered from target other ally are tranferred to you instead. For every Condition or Hex that is transferred, you gain 10...45 health and 1...3 energy. (Attrib: Mysticism)
Last edited by MorpheusDV; Dec 10, 2006 at 03:44 AM // 03:44..
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Dec 10, 2006, 02:46 PM // 14:46
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#444
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Frost Gate Guardian
Join Date: Jun 2006
Location: Holland
Guild: FeS
Profession: E/Me
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Sunburn
Energy Cost 10 Casting Time 1 Recharge Time 20
Target foe is set of fire for 4"9 Seconds en Causes blindness
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Dec 10, 2006, 02:51 PM // 14:51
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#445
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: none
Profession: W/E
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Quote:
Originally Posted by Super_Nerd0
must....resist.....temptation.....to........kill
anyways, heres mine
Illusion of Death
Mesmer Illusion Elite Hex Spell
Energy:25 Cast Time:7 seconds Recharge:1 minute
Target enemy is dead for 10-40 seconds. They come back with half health.
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clever idea, but way over powered. you could echo that and with 16 llusion and mantra of persistence keep two players dead how long? over a minute with 1 cast probably. thats 1/2 a team in RA or TA
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Dec 10, 2006, 03:06 PM // 15:06
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#446
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Pre-Searing Cadet
Join Date: Nov 2006
Profession: Mo/
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Monk - Domain of Light {E}(Divine Favour)
Maintained Enchantment
While you maintain this enchantment, if you cast a monk spell on an ally who's health is below 50%, all allies in the area gain a mirror effect of this spell. However, this spells effectiveness is reduced to 20...40% of normal.
Assassin - Backstab (Critical Strikes)
Lead Attack
If you are behind the target, this attack deals +10...50 damage and inflicts a Deep Wound for 7...20 seconds. If you were not behind the target, this attack misses and you are knocked down for 3 seconds. If this attack hits, there is a 50% chance of loosing all your current energy.
Ritualist - The Spirit Within {E} (Communing)
Enchantment, 15E, No Recharge
For 30.... 180 seconds, target ally spirit empowers them, increasing all damage and healing done by 25%. However, if target ally is killed while under the efffects of this enchantment, the remainder of the enchantment is transferred to all foes in the area.
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Dec 10, 2006, 03:16 PM // 15:16
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#447
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Wilds Pathfinder
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
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Remember when creating skills that % chances are not to fun play with or against.
Don't make skills that enforce luck > skill.
Eg. in
"Avatar of Abaddon
Energy Cost: 25 Casting Time: 2 Recharge Time: 10
Elite Form. For 15...63 seconds, you attack 25% faster, your attacks deal shadow damage and have a 3% chance to knock down target foe. This Skill is disabled for 120 seconds (Attrib: Mysticism)"
Last edited by Deleet; Dec 10, 2006 at 04:18 PM // 16:18..
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Dec 10, 2006, 04:17 PM // 16:17
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#448
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Wilds Pathfinder
Join Date: May 2005
Location: Pittsburgh
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Parched Ground
(Nature or Binding Ritual)
Create a level X Parching spirit. Whenver a person in the spirit's area does not move X feet in 3...1 seconds, that person is set on fire for 1...3 seconds. This spirit dies after X...X seconds. [Wilderness Survival or Channelling]
It's rough, but I think it could work. I'd like it so that at high levels, snares that slow a lot would trigger it (but not a lower levels). Many knockdowns and long-cast-times would trigger it. Distances could be measured in usual 'adjacent/nearby/shout rage...' styles.
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Dec 10, 2006, 04:19 PM // 16:19
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#449
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Wilds Pathfinder
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
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mqstout,
That's actually a really good idea, it will definitely learn people to kite :P
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Dec 10, 2006, 04:29 PM // 16:29
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#450
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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[skill]"I Will Avenge You!"[/skill]
testing
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Dec 10, 2006, 04:34 PM // 16:34
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#451
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Lost Dynasty [SEEK]
Profession: W/Mo
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Dwayna's Light[E]
E: 25
C: 3
R: 10
For 5...15 seconds target ally cannot recieve damage and gains +5...10 Health regeneration. For every 2 points of Health degenration that overrides the regen you gain 1 pip of Energy regeneration.
This skill is disabled for 60 seconds.
Att: Divine Favor
Grenth's Call [E]
E: 25
C:5
R: 20
Resurrect target ally with full health and full energy. The foe who killed target ally takes 50...150 Shadow Damage
Att: Soul Reaping
The Most Ridiculously Overpowered Skill in the Game [E]
E: 25 + all
C: 10
R: Must recharge like Rez Signet
Kill target foe. When target foe is resurrected you die. Target foe recieves no DP and you recieve double DP.
Att: All
Last edited by Cataclysm; Dec 10, 2006 at 05:09 PM // 17:09..
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Dec 10, 2006, 05:52 PM // 17:52
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#452
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Pre-Searing Cadet
Join Date: Dec 2006
Profession: R/W
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Ranger spirit:
Spirit of infection Cost 5 cast time 2 Recharge 20
For 50-160 seconds all creatures in this spirits radius that are bleeding are now poisoned and have -10 health degeneration. When this spirit dies all creatures in radius take 100 damage.
Pet attack:
Eye feast
Cost:10
cast time: 1
recharge: 10
If this attack hits target creature is blind for 120 seconds and bleeding for 120 seconds. After useing this skill your pet is poisoned.
Lightspeed arrow elite:
Cast time: 1/4 Energy: 15 Recharge: 20
If this attack hits your foe is bleeding, poisoned, dazed, blind and crippled for 120 seconds. If this attack misses ypu take 120 damage
Last edited by ZORTENATOR; Dec 10, 2006 at 05:56 PM // 17:56..
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Dec 10, 2006, 07:58 PM // 19:58
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#453
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Ascalonian Squire
Join Date: Jun 2006
Location: Lutgardis Conservatory
Guild: Mantle of the Dragons
Profession: E/P
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ok i've got a skill for ya'll. elementalist skills. Dragon Form: spell. for 20...60 seconds you transform into a dragon like human shape which doubles your range for fire magics(and physical attacks) and adds +5...20 damage for your fire damage physical attacks
Pheonix Form: spell. for 20...60 seconds you transform into a pheonix like human figure which doubles your range for air magics(and physical attacks) and adds +5...20 damage for your air damage physical attacks
Kirin Form: spell. for 20...60 seconds you transform into a kirin like human figure which doubles your range for earth magics(and physical attacks) and adds +5...20 damage for your earth damage physical attacks
Turtle Form: spell. for 20...60 seconds you transform into a turtle like human figure which doubles your range for water magics(and physical attacks) and adds +5...20 damage for your water damage physical attacks.
all would cost 50 energy, trust me though it would be worth it becuase your basic attacks from a wand or a staff can do the same amount of damage as a fully powered imolate spell. and no i don't think its to much becuase you could put some weird thing on it like could be used the same way a rez sig is used, only once until you kill an enemy boss. so ya what do ya think.
Last edited by thatdudeman; Dec 10, 2006 at 08:23 PM // 20:23..
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Dec 10, 2006, 07:59 PM // 19:59
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#454
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Ascalonian Squire
Join Date: Jun 2006
Location: Lutgardis Conservatory
Guild: Mantle of the Dragons
Profession: E/P
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actaully it would be an enchantment really.
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Dec 10, 2006, 09:27 PM // 21:27
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#455
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Wilds Pathfinder
Join Date: May 2005
Location: Pittsburgh
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Quote:
Originally Posted by thatdudeman
all would cost 50 energy
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I'm not sure how I feel about a spell that you can effectively only cast if you're elementalist primary with points in energy storage.
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Dec 10, 2006, 10:05 PM // 22:05
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#456
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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Quote:
Originally Posted by thatdudeman
ok i've got a skill for ya'll. elementalist skills. Dragon Form: spell. for 20...60 seconds you transform into a dragon like human shape which doubles your range for fire magics(and physical attacks) and adds +5...20 damage for your fire damage physical attacks
Pheonix Form: spell. for 20...60 seconds you transform into a pheonix like human figure which doubles your range for air magics(and physical attacks) and adds +5...20 damage for your air damage physical attacks
Kirin Form: spell. for 20...60 seconds you transform into a kirin like human figure which doubles your range for earth magics(and physical attacks) and adds +5...20 damage for your earth damage physical attacks
Turtle Form: spell. for 20...60 seconds you transform into a turtle like human figure which doubles your range for water magics(and physical attacks) and adds +5...20 damage for your water damage physical attacks.
all would cost 50 energy, trust me though it would be worth it becuase your basic attacks from a wand or a staff can do the same amount of damage as a fully powered imolate spell. and no i don't think its to much becuase you could put some weird thing on it like could be used the same way a rez sig is used, only once until you kill an enemy boss. so ya what do ya think.
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These would have to be elite, otherwise they would be easily overpowered. If these weren't elite you could simply use Elemental attunement or Glyph of energy to reduce the cost to something reasonable.
Also doubling range of spells would allow you to destroy groups with your upgraded spells(add glyph of elemental power before using one of these skills and you've got even more strength) before they could reach you. If they did reach you, you'd still be able to wand them to death.
Also don't forget the effects of echo if you decide to stick recharge times in this. As these are simply ele versions of avatars they would hefty recharge times to avoid being chained.
But that's just my two cents(and I'm not an ele)
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Dec 10, 2006, 11:19 PM // 23:19
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#457
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Banned
Join Date: Nov 2006
Location: American District 1
Guild: NDR|||We are recruiting|||PM me
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Signet of Intoxication
all classes
energy cost-0
charge time-5
recharge time-150
target foe becomes intoxicated for 20 seconds(condition)
foe's screen turns green and wavy
if foe is communicating by typing, words get slurred
i.e. "attack the monk!!!" becomes "ctatka het kmon!!!"
if foe is using TS or vent, the system becomes filled with noises of vomiting
when this skill ends, you take 50 damage and are knocked down for 2 seconds
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Dec 10, 2006, 11:24 PM // 23:24
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#458
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Banned
Join Date: Nov 2006
Location: American District 1
Guild: NDR|||We are recruiting|||PM me
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Neuter
warrior skill - strength
energy cost-15
charge time-2
recharge time-300
thrust ur weapon at target male foe between his upper legs and deal +30-94 damage
foe starts cursing uncontrollably and holding his privates and is knocked down for 5-15 seconds
when foe gets up, you take 50 damage and foe rushes at you and deals critical hits for his next 10 attacks out of pure rage
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Dec 10, 2006, 11:29 PM // 23:29
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#459
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Banned
Join Date: Nov 2006
Location: American District 1
Guild: NDR|||We are recruiting|||PM me
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Slash
warrior-swordsmanship
energy cost-1 adrenaline
charge time-n/a
recharge time-n/a
deal +1-10 damage
warning- extreme spamming skill!!!
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Dec 10, 2006, 11:42 PM // 23:42
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#460
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Banned
Join Date: Nov 2006
Location: American District 1
Guild: NDR|||We are recruiting|||PM me
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Extreme Impervious Unstoppable Running Skill That Will Replace All Other Running Skills Combined If This Skill Will Ever Be Made
ELITE STANCE
ranger-expertise
energy cost-25
charge time-1/4
recharge time-30
for 12-30 seconds, you run (armor number, usually 350 for rangers)% faster and have a 0-80% chance to block all attacks and skills
you cannot be knocked down
all degen turns into regen
impervious to conditions
have the ability to hop ledges and cliffs
can only take damage up to 5% of your max health
any foe who targets you has a 10-40% chance to become crippled
when this skill ends, you gain 500-1200 health
all of the above applies to everyone within earshot also
there is one way to defeat this: wild blow!!! but i dont think eny1 will ever make it to the user of this skill!!! it had to have a weakness lol
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