Feb 12, 2007, 02:28 AM // 02:28
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#501
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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Grenth's Promise [Elite], Assassin, Critical Strikes
Energy: 5, Activation, 1/4, Recharge: instant
Target foe and all adjacent foes are hexed with Grenth's Promise. You deal 10...70% more damage to target. If one foe dies by your hand (meaning the assassin who casted it has to kill one of them), all adjacent foes are struck for 30...200 cold damage and poisoned for 2...9 seconds, and you sacrifice 80%....30% health.
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Feb 12, 2007, 06:12 AM // 06:12
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#502
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Krytan Explorer
Join Date: Oct 2006
Profession: R/W
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Mind Blank [Elite], Mesmer, Domination
10 Energy, Activation: 2 Secs, Recharge 20 secs
For the next 5 seconds, the next spell target foe casts is interrupted. All spells of the same attribute as the interrupted spell takes 3...8 seconds longer to recharge.
Indulgence [Elite], Mesmer, Illusion
10 Energy, Activation: 2 Secs, Recharge 25 secs
For the next 5...9 seconds, target foe's spells cost twice the amount of energy to cast.
Treacherous Aid [Elite], Mesmer, Inspiration
5 Energy, Activation: 2 Secs, Recharge: 15 secs
For the next 5 Seconds, target foe casts the next spell 150% faster, and you gain 70...140% of the energy cost of the spell.
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Feb 12, 2007, 07:28 AM // 07:28
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#503
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Frost Gate Guardian
Join Date: Oct 2006
Profession: N/D
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Quote:
Originally Posted by Priest Of Sin
Grenth's Promise [Elite], Assassin, Critical Strikes
Energy: 5, Activation, 1/4, Recharge: instant
Target foe and all adjacent foes are hexed with Grenth's Promise. You deal 10...70% more damage to target. If one foe dies by your hand (meaning the assassin who casted it has to kill one of them), all adjacent foes are struck for 30...200 cold damage and poisoned for 2...9 seconds, and you sacrifice 80%....30% health.
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Holy... Crap...
Overpowered much?
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Feb 12, 2007, 10:02 AM // 10:02
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#504
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Banned
Join Date: Jul 2006
Location: hell
Guild: Woot
Profession: P/W
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Dawn's Curse
-Necro
-10 Energy
-10 Recharge
Hex Spell.Target Foe is hexed with Dawn's Curse for 3-19 seconds.While under this hex,target foe loses 1 condition whenever applied and lose 25-112 health.Then this hex ends.
Lunatic Cry(Elite)
-Mesmer
-10 Energy
-25 Recharge
Spell.Interupt target for's current action and you gain 4-15 energy.
"Till Death We Part!"(elite)
-Warrior
-10 energy
-15 Recharge
Shout.For 6-19 seconds,All allies within earshot deals 10% damage more to foes who are under enchantments
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Feb 12, 2007, 01:48 PM // 13:48
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#505
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Frost Gate Guardian
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Soul Sharing
Energy: 15 - Activation: 1 second - Recharge: 20 seconds - Upkeep: -1
While maintaining this enchantment, 15..21..25% of the energy you gain from Soul Reaping is transfered to target other ally. (Attribute: Soul Reaping)
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Philanthropic Bond [Elite]
Energy: 15 - Activation: 1 second - Recharge: 20 seconds - Upkeep: -1
While maintaining this enchantment 15..21..25% of any energy you gain is transfered to target other ally. (Attribute: Soul Reaping)
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The second skill in particular is meant to make necromancer batteries more versatile. This bond could be put on an N/Me combination along with skills such as Shame, Power Drain, Channeling, Inspired Enchantment, Leech Signet and Energy Tap for offensive power, and Ether Signet, Hex Eater Signet, Revealed Hex and Spirit of Failure for defensively oriented necromancers.
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Feb 12, 2007, 02:52 PM // 14:52
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#506
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Krytan Explorer
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Is it just me or most people just posting their overpowered skills with excuse being elite skills.
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Feb 12, 2007, 07:03 PM // 19:03
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#507
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Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
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Quote:
Originally Posted by nugzta
Is it just me or most people just posting their overpowered skills with excuse being elite skills.
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yep
speaking of which...
"Your lame!"
Paragon
Shout
Atrribute:none
5 energy
10 recharge
Target spirit and all spirits within earshot(of the spirit) die for 60 seconds the caster of target spirit cannot create spirits.
hahahah die spammers!!
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Feb 13, 2007, 08:45 AM // 08:45
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#508
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Banned
Join Date: Jul 2006
Location: hell
Guild: Woot
Profession: P/W
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why spirits?Make it summon creatres
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Feb 13, 2007, 09:36 AM // 09:36
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#509
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Frost Gate Guardian
Join Date: Jan 2007
Guild: Lievs Death Squad [LDS]
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I haven't got any actual skill suggestion but I do have suggestion to do with skills.
First off, I really, really like the sound of the suggestion on page 1, where you can have skill available to your primary and secondary profession. I don't think you would need an awful lot of them, just two or three per combination. (There are a fair amount of combinations out there, any more would cause all the programers to move to the mountains.) Second, there could be certain moves that are more potent/only usable against certain professions. Like a move that focuses on breaking through a warriors armour (I'm talking about the description here, not an actual armour bypass. It would be more of a +damage.) or something like that... I dunno, it just popped into my head...
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Feb 13, 2007, 10:12 AM // 10:12
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#510
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Ascalonian Squire
Join Date: Feb 2007
Profession: W/R
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Quote:
Originally Posted by Cs Coldize
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%
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I really like OP's skill suggestions, they're intriguing yet balanced.
I'm going to throw in a skill to get lost in this gigantic thread:
Flashback - Elite Mesmer Spell(Illusion Magic)
Energy Cost: 10 Casting Time: 5 Recharge Time: 45
If target foe is dazed, foe unwillingly shadow steps away from you and is dazed for 2..10 seconds.
This is a simple but powerful skill inspired by Mallyx. It should teleport the creature to the edge of your compass.
Last edited by Sol Solus; Feb 13, 2007 at 04:06 PM // 16:06..
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Feb 13, 2007, 03:43 PM // 15:43
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#511
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Since elementalists need a good self-heal...
Elemental scribe
Energy cost: 5 or 10, Casting time: 1, Recharge: 12
You gain 1...2 health for every point of energy you currently have.
Linked to Energy storage
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Feb 13, 2007, 03:45 PM // 15:45
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#512
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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Francos sexyness
No Attribute
Shout: Ooooooooooh!
For 10 seconds, all females become attracted to Franco Power, when this shout ends, you wake up and stop dreaming.
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Feb 13, 2007, 04:44 PM // 16:44
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#513
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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Blades Of Grenth, Assassin, Dagger Mastery
Cost: 10, Recharge: 60
Stance. For 2...40...50...60 seconds, your attacks deal cold damage, and whenever you make a critical hit, your foe suffers from poison for 2...4 seconds. (not overpowered, because it relies on critical hits to do what apply poison does anyway)
Shadow Frenzy
Assassin, stance, linked to critical strikes
Cost: 5 energy, Recharge: 10 seconds.
Stance. For 2...10 seconds, you attack 33% faster. When this stance ends, all your skills are disabled for 10...2 seconds. (not overpowered, because it disables skills)
Mind Burst [Elite]
Mesmer, spell, linked to domination magic.
Cost: 15 energy, 1/4 cast time, 25 second recharge
Spell. Target foe loses 5...20 energy. For each point of energy remaining, target foe loses 1...3 health. (only very powerful versus elementalists. It is mainly an energy denial skill)
Order Of War [Elite]
Necromancer, Enchantment Spell, linked to Soul Reaping.
Sacrifice 13% max health. For 5 seconds, all allies in the area are enchanted with Order Of War. Whenever target ally deals damage, that ally deals +8...12 damage, and inflicts cripple and weakness. When Order Of War ends, all allies lose 10% max health. (not overpowered, because all allies lose health as well.)
Shared Sacrifice
Monk, hex, linked to smiting
10 energy, 2 second cast time, 30 second recharge
Hex spell. For 10...30 seconds, whenever target foe sacrifices health, all allies in the area also sacrifice that ammount of health, and you sacrifice 2% maximum health. (imagine the agony that a team would be in if their infuser had this cast on him.)
Exterminate [Elite]
Ranger Spirit, linked to Wilderness Survival.
5 second cast time, 25 energy, 60 second recharge.
Nature Ritual. Create a level 2...12 spirit. For the next 20...160 seconds, whenever a creature dies, all adjacent creatures suffer from disease and weakness for 20 seconds. When Exterminate dies, all spirits in the area also die. This spirit dies after 160 seconds. (spirit spammers be damned)
"For Ascalon!" [Elite]
Warrior, Shout, linked to tactics
5 energy cost, 20 second recharge.
Shout. For the next 2...20 seconds, all allies in the area attack 25% faster and gain +11...30 armor. (I'd love to have an attack-speed boosting shout)
Pain Fetish [Elite]
Assassin, enchantment spell, linked to critical strikes.
1/4 cast time, 15 energy cost, 10 second recharge.
Enchantment Spell. For the next 3...15 seconds, you gain +4...+6 energy regeneration, but suffer -6...-4 health degeneration. When Pain Fetish ends, you are crippled and weakened for 20...8 seconds. (at the cost of life, you can spam attacks endlessly. Is it worth it?)
"For Elona!"
Shout. Paragon based, Leadership linked.
5 energy, 1 second cast time, 20 second recharge.
Shout. For the next 5...15 seconds, all allies in the area gain +10..30 armor. This shout negates all speed boosts. (not elite because it is a "watch yourself" that takes away speed boosts.)
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Feb 13, 2007, 05:31 PM // 17:31
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#514
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Ascalonian Squire
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Sandman's Arrow (E)
Markmanship 10e~10r
If this arrow hits, it deals +5...17 damage and target foe is blinded for 3...7 seconds. This attack deals earth damage.
Well of Undead
Death Magic 15e~2ct~15r
Exploit nearest corpse to create a Well of Undead at it's location. For 8...18 seconds, undead servants in that area gain 1...8 health regeneration.
Reversal of Condition
Protection Prayers 5e~1/4ct~3r
For 8 seconds, the next time target ally would take damage, that ally gains 10...42 health and loses one condition instead.
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Feb 13, 2007, 05:39 PM // 17:39
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#515
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Frost Gate Guardian
Join Date: Oct 2006
Profession: N/D
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Paragon Shout:
"Shut Up!"
Cast cost 3 adren 20 energy Recharge 10 seconds
For (3..10) seconds any creature in the area cannot use a shout, chant or echo.
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Feb 13, 2007, 05:44 PM // 17:44
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#516
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Ascalonian Squire
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Sorry double post
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Feb 24, 2007, 04:37 PM // 16:37
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#517
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Krytan Explorer
Join Date: Feb 2007
Location: Stephenville, TX
Profession: D/W
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Had this one in a dream jsut before I woke up this morning...
Hostile Harvest - Dervish Elite Signet - recharge 60
Throw a seed. If this attack hits, it does x(some kinda minimal damage). If it misses, the seed sprouts into a sentient plant (level based on attribute in Earth Prayers) and joins the fight.
The idea here is to use this when you're up against something with a really good dodge or block skill. You don't want this to hit. It has several practical applications for the people in your party too. If extends the range in types of damage to cover enemy weaknesses, offers a ranged attack to a melee class, benefit's the number of allies effected by a paragon shout/chant, offers a possible exploitable corpse to a necro...the list goes on.
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Feb 24, 2007, 06:27 PM // 18:27
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#518
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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I post a lot of suggestions on other forums, but maybe I'll post some here as well.
These are all mesmer spells, because I love me mesmer to pieces. All I want to see nowadays are fun spells introduced that open up build versatility and creativity.
*Inspiring Encore* (Inspiration)
10e/1 second cast/25 recharge
Elite Enchantment - Inspiring Encore mimics the effect of the last spell used. If that spell was a hex you gain 1...5 energy and Inspiring Encore ends.
*Pain of Persistence* (domination)
15e/3/4 second cast/15 recharge
Elite Hex Spell - Interrupt target foe's skill. Target is hexed with Pain of Persistence and if target foe attempts to use that skill again within the next 10...30 seconds they suffer 50...100 points of damage and Pain of Persistence ends.
*Wastrel's Nightmare* (domination)
10e/2 second cast/15 recharge
Elite Hex Spell - For the next 15 seconds, every 5...3 seconds target foe suffers 1...50 damage if they are not attacking.
*Illusionary Step* (illusion)
10e/10 recharge
Elite Stance - Caster gains 75% chance to block for 1...3 seconds and each time an attacker fails to hit them steals 1...3 energy.
*Cacophonic Mantra* (fast casting)
25e/2 second cast/30 recharge
Elite Shout - All foes within earshot suffer a 50% reduction in casting speed for 5...10 seconds.
*Chronomancer* (unlinked)
5e/30 recharge
Elite Stance - For 15 seconds you suffer no aftercast when casting mesmer spells.
BTW, I'm a graphic artist in advertising, so if anyone wants super cute icons to replace those smilies I can easily make some stylish icons. It'll be a blast.
They'd be considered the sole property of Anet as I'd be making them for fun for the game.
Last edited by Redfeather1975; Feb 24, 2007 at 06:38 PM // 18:38..
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Feb 24, 2007, 09:27 PM // 21:27
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#519
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Ascalonian Squire
Join Date: Feb 2007
Profession: W/Mo
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Spinal Snap [Strength] - For every two strength points, Spinal Snap lasts 1 second longer. Enemy is immobile, and attacks 50% slower.
For those pesky enemies that go after your healers and start running around everywhere!
Suicide Signet - Create a huge explosion around yourself killing everything within range. Wow... your an idiot...
LOL
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Feb 25, 2007, 10:11 AM // 10:11
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#520
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Frost Gate Guardian
Join Date: Mar 2006
Location: The Netherlands
Guild: Needs a GvG guild..
Profession: R/Mo
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I want to die
(Only W/Mo with Frenzy and Mending: 1 adrenaline, 5 recharge)
You take 150...380 damage for each foe in the area
That Warrior wants to die
(Only cast on a W/Mo with Frenzy and Mending: 5 energy, 10 recharge, domination magic)
Your target takes 0-1 damage for each point of health he has
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