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Old May 10, 2008, 09:36 PM // 21:36   #581
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beer

E:10 C:1minute (journey to fridge) R:5-10 mins

Activate and after multiple consumptions you enter EHM ( Extremely Hard Mode )
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Old May 10, 2008, 09:37 PM // 21:37   #582
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Relentless Strike
5en 10r
Melee Attack. If this attack hits, target foe is knocked down and suffers deep wound for 5...20 seconds. (100% of failure with critical strikes 4 or below)

assassins can has a PvP too
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Old May 10, 2008, 10:23 PM // 22:23   #583
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Dream of Mirrors(elite) 10e,12r : For 7..14..15seconds target foe is hexed with Dream of Mirrors , whenever target foe attacks , that attack fails and that foe suffers the damage he would have inflicted (max 10..70..82 damage). Lose 6..3..2 energy every time that foe attacks or dream of mirrors ends.Illusion attribute. A nice way to completely shutdown a melee attacker
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Old May 10, 2008, 10:34 PM // 22:34   #584
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Quote:
Originally Posted by kostolomac
Dream of Mirrors(elite) 10e,12r : For 7..14..15seconds target foe is hexed with Dream of Mirrors , whenever target foe attacks , that attack fails and that foe suffers the damage he would have inflicted (max 10..70..82 damage). Lose 6..3..2 energy every time that foe attacks or dream of mirrors ends.Illusion attribute. A nice way to completely shutdown a melee attacker
Now that's a skill I'd definitely use when under pressure from melee attackers.
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Old May 10, 2008, 11:16 PM // 23:16   #585
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Here's an idea I had. Since air eles are lacking in the AoE department, I figure I'd share some AoE ideas for Air Magic.

Thunderstorm (Elite Spell)
E: 25, C: 2 seconds, R: 30

Summon Thunderstorm at target foes location. For 5 seconds foes adjacent to that location are struck with 20...35...50 lightning damage each second, and an additional 20...35...50 lightning damage if casting spells. When Thunderstorm ends, anyone still remaining where the spell was cast are knocked down for 3 seconds. This spell has 25% armor penetration and causes exhaustion.

Tornado (Spell)
E: 25, C: 3 seconds, R: 30

Create a Tornado at target foes location. For 10 seconds foes adjacent to that location are struck with 10...25...30 cold damage each second and knocked down if attacking. This spell has half the normal range and causes exhaustion.

I thought those were pretty good ideas. But Thunderstorm would probably have to be nerfed a little bit, because it does a lot of dmg, plus it has 25% armor penetration. But those are just a few ideas I had.
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Old May 10, 2008, 11:23 PM // 23:23   #586
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Wyvern Slash {E}
6 adrenaline

if this attack hits, your attack deals +5...21 damage, and you inflict bleeding and deep wound for 1...12 seconds. (50% failure if sword attribute is 12 or lower)

what's this, sword warriors can spike too? NOWAI!

Blunted Shot {E}
25e, 1/2s cast, 20r
If this attack hits and target foe is using a skill, target foe is interrupted and suffers from daze for 1...7 seconds. If target foe is moving, that foe is knocked down for 3 seconds. This attack has half casting range. (50% failure with marksmanship 9 or lower)

Last edited by moriz; May 10, 2008 at 11:30 PM // 23:30..
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Old May 11, 2008, 05:18 PM // 17:18   #587
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i made this a long time ago...don't remember why and for what occasion Asuran_boo1.jpg
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Old May 11, 2008, 05:38 PM // 17:38   #588
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Alot of these are overpowered, particularly the spells (djinn avatars, mesmer hexes)

Anyways mine are all dervish:

Balthazar's Sweep (Scythe Mastery)

5 En, N/A, 10 Second Recharge
-Melee Attack. Attack target foe and all adjacent foes. You loose 1 enchantment for each enemy you hit. If an enchantment was removed in this way, this skill recharges instantly.

I find this one to be very balanced and useful.

Mystic's Stance (Mysticism)

5 En, N/A, 20 Second Recharge
-Stance. For 5...15 seconds your spells cast 0...1 second faster (minimum 1/2 second) and your enchantments expire 5 seconds faster (minimum 1 second).

I have no idea about this one, I think i was on crack when I started making it in my mind

{Elite} Mystic's Wrath (Mysticism)

10 En, 1 Second Cast, 15 Second Recharge
-Elite Enchantment. For each enchantment on you, you deal +1...10 (maximum 40) damage with attacks for 10 seconds.

seems fair to me, its a more unique version of Avie of Lyssa that relies on the main derv aspect, enchants. However, it is affected by enchants monks put on you, so there's a cap, and a short duration

{Elite} Soul Assault (Scythe Mastery)

5 En, N/A, 15 Sec Recharge
-Elite Scythe Attack. If this attack hits, steal 5...18...24 health and 1...7...10 energy from each foe hit.

Could be nerfed to reduce energy and health steal slightly, and/or increase energy cost to 10

Wind Scythe (Wind Prayers)

5 En, 1 Second Cast, 5 Second Recharge
-Spell. Target foe and up to 2 foes adjacent to your target are struck for 20...40...50 cold damage. This spell has half the normal range.

just a little utility option that would be useful and balanced, there are similar skills in the ele att lines. Lol and I swear to god I didn't get the name out of naruto

Last edited by shoyon456; May 11, 2008 at 05:42 PM // 17:42..
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Old May 11, 2008, 06:00 PM // 18:00   #589
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Knocklock.
Elite Hammer ttack skill.
5 energy, 1 cast, 3 recharge.
Attack foe and all adjacent foes, all foes hit are knocked down and you gain 5 energy for every attack that misses.

ERTH SHAKAR GTFO!
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Old May 22, 2008, 06:17 PM // 18:17   #590
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Rune of Forgetfulness Domination - signet
cast: 1s
recharge: 20 s

For 5...15 seconds, random skill on enemy target is unavailable.
(Similar to the spell-stealing skills [arcane larceny] and [arcane thievery].)


Forced Hand Domination (PvE only)
cost: 5e
cast: 1/2s
recharge: 10s

random skill on enemy target is "used" (regardless of whether it has an appropriate target or not, with the subsequent energy/adrenaline loss) and must recharge
(Basically, it deprives an enemy of 1 skill as they must wait for it to recharge.)
I realize this skill would be difficult to implement, as there are some skills that have little or no recharge. The idea of it, though, in keeping with the Mesmer line, was to force an opponent to have to use a skill whether they wanted to or not, and so use up energy and so on (hopefully) uselessly.


Panic Attack {Elite Hex} Illusion
cost: 10e
cast: 1s
recharge: 20s

Enemy target loses all energy and all adrenalin. They cannot attack, nor cast spells that target a foe, for 2...7 seconds. Panic Attack ends if the hexed target takes damage.
(Kind of combines [sympathetic visage] with [pacifism].)

Last edited by sixofone; Jun 04, 2008 at 03:42 PM // 15:42..
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Old May 23, 2008, 07:52 PM // 19:52   #591
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Uniqueness
Hex Spell. For 5..17 seconds, whenever target foe uses a skill, that skill is disabled on all other foes in that foe's area for 5..10 seconds.
Cost: 10 Cast: 2 Recharge: 20
Domination Magic

Maddening Mirror
Spell. If target foe is using a skill, that skill is interrupted and disabled for 1..3 seconds on that foe and all foes in the area multiplied by the number of that foe's allies that had that skill.
Cost: 10 Cast: 1/4 Recharge: 15
Domination Magic

Mirror of Eclipse
Elite Spell. All of target foe's skills are disabled for 1 second. Each of those skills is disabled on all other foes in the area for 1..3 additional seconds for each copy of that skill held by a foe within range. (Maximum: 5..17 seconds)
Cost: 10 Cast: 1 Recharge: 20
Domination Magic

Perfect for repeated PvE enemies and gimmicky PvP builds, while not particularly devastating to others.
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Old May 23, 2008, 08:07 PM // 20:07   #592
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Monk, Blessing of Vulnerability:

Divine favor:
10 energy, 2 second cast, 20 second recharge.
For 30 seconds, all party members take 45...40...30% more damage but healed for 30...50...60% more when healed.

Kind of like [skill]Healer's Boon[/skill] on yourself and [skill]Frenzy[/skill] on everyone else

Last edited by Taisayacho; May 23, 2008 at 08:18 PM // 20:18..
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Old Jun 25, 2008, 08:09 AM // 08:09   #593
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Quote:
Originally Posted by Taisayacho
Monk, Blessing of Vulnerability:

Divine favor:
10 energy, 2 second cast, 20 second recharge.
For 30 seconds, all party members take 45...40...30% more damage but healed for 30...50...60% more when healed.

Kind of like [skill]Healer's Boon[/skill] on yourself and [skill]Frenzy[/skill] on everyone else
You know how much fun that would be to run that skill on something other than a healing monk? Use this as a W/Mo and watch your party drop. I'd love to see that.

Since I think the elite Rit Channeling skills are horrible (except for caretakers...) Here's mine:

Thunderstorm (Elite Channeling)
10E 3C 45R

Create a level 1...9 spirit. Every 7 seconds, this spirit strikes one foe in the area for 26...53...62 lightning damage. If this spirit is destroyed by an enemy attack, all foes in the area take 26...64...73 lightning damage. This spirit dies after 35 seconds.

The opposite of preservation obviously. Would be nice with a lightning strike animation.
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Old Jun 25, 2008, 06:12 PM // 18:12   #594
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Shared infusion (healing prayers)

Elite enchantment spell. For 5...12 seconds, target other ally is heal for 30...52 health each 2 seconds and you suffer that 15...26 damage each 2 seconds.

5e - 3/4 cast - 8 recharge.

------------------------------------

Energy sacrifice (energy storage)

Elite enchantment spell. For 3...9 seconds, your spells cost no energy but you take 30...7 damage of the energy cost of the spell you cast.

5e - 1/4 cast - 20 recharge.

------------------------------------

Zealot's bane (smiting prayers)

Elite enchantment spell. For 60 seconds, whenever you use a skill that target an ally, all foes adjacents to that target are struck for 15...67 holy damage, suffer from burning for 1...4 seconds and you are knockdown.

15e - 1/4 cast - 30 recharge.

------------------------------------

Mind's fear (curses magic)

Elite hex spell. For 4...17 seconds, each time target foe hits with an attack, that foe attacks 5% slower and is attributs are lowered by 1.

10e - 1 cast - 10 recharge

------------------------------------

Energizer (inspiration magic)

Elite hex spell. For 1...5 seconds, spell cost is increased by 1 energy each time that foe cast a spell.

5e - 1 cast - 15 recharge

------------------------------------

Environment (wilderness survival)

Elite spirit. Create a level 1...10 Season's change spirit. Each 4 seconds, the environment effect change from -2 energy degeneration to -5 health degeneration to +2 energy regeneration to +5 health regeneration. This spirit dies after 30...90 seconds.

10e - 3 cast - 30 recharge
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Old Jun 25, 2008, 07:46 PM // 19:46   #595
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I want this kekeke repost from another thread :P

For Rangers (can be a cross-profession skills as well, if you are attuned to nature)

Players need at least 9 on Beast Mastery for skill to work (a suggested attribute points requirement) to be able to summon NEAR BY animal to your aid. Second requirements for this is that there has to be animals nearby.

Call to the Wild 10-30 Energy 0 Casting Time 0 Recharge time
Shout. Nearby friendly animals come to your aid. Bond is lost if your health drops below 50% Costing 10 Energy if Friendly Animals is within earshot, 20 if animals is nearby 30 if its in the area

no casting or recharge time as its maintain by your health, if you are deem by the animals as not worth of the Alpha status they will leave, ie: health drop to below 50%

For elementalist
Conjure Rainbow (water magic) a signet, no recharge time, cast time 2, no cast time if you used another water magic skill prior and cast this skill within 5 seconds
A chain skill to boost monks protection skill by 2 attribute for 10 second

Conjure Rain Cloud ( (water magic) a signet, no recharge time, cast time 2, no cast time if you used another water magic skill prior and cast this skill within 5 seconds
Reduce chances of hit by 50% Cos opponents can't see friendlies hidden by rain cloud. end effect, any friendly in the area are cure of burning effects.

Conjure Rain, (water magic) a signet, no recharge time, cast time 2, no cast time if you used another water magic skill prior and cast this skill within 5 seconds
effect: cleanse of all poisons, burning effect and has +1-5 energy gain on all friendlies in the area.

Vaporised - vaporised a firendlies and conjure them near your location. effect deconstruct molecule and reconstruck friendly near you. cast instant, must have water magic 5 and above or skill fail. for water magic 9 and above, this skill can be use on foes, vaporised them, keep in a bottle for 5 seconds. end effect enemy return to original location where they were vaporised.

Conjure Fog (Water Magic) conjure fog, 10 energy 1 cast time, 0 recharge. its usable when ever your character had just use a water magic. reduce enemy movement by 10-50% and visibility by 10-50% depending on your attribute.

tidal wave (water magic) swept all enemy in the area 10 steps back from where they are standing when skill is cast.

Wet Fingers (water magic) enchantment spell. boost air magic skill involving lightning by 2 attribute points.

For mesmer

Field of dreams (illusion magic) makes enemy become very happy effect: stop fighting for 5 seconds thinking they are in a sweet dream, effect when skill ends: gets teleported to a randomly selected enemy melee class.
(require good animations)

Smell the grass (illusion magic) makes enemy extremely relax, and forgets all that is happening around them, effect: forgets to fight for 3 -15 seconds, but gain +5 health and energy over the duration of the effect. (must have very good animation)

Maggots - illusion magic, enemies starts jumping up and down trying to get rid of maggots on them, which off course isn't there for 5 - 10 seconds. only works if there are a necromancer in your party and also a corpse nearby. (requires good animation)

For Necromancer (this actually strike me as some kind of a alchemy type.)
"Poison water" next time target foe is heal they become poison.

Last edited by pumpkin pie; Jun 25, 2008 at 08:11 PM // 20:11..
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Old Jun 25, 2008, 08:07 PM // 20:07   #596
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Quote:
Originally Posted by sixofone
Panic Attack {Elite Hex} Illusion
cost: 10e
cast: 1s
recharge: 20s

Enemy target loses all energy and all adrenalin. They cannot attack, nor cast spells that target a foe, for 2...7 seconds. Panic Attack ends if the hexed target takes damage.
(Kind of combines [sympathetic visage] with [pacifism].)
Man, this one isn't even fair. Makes any caster (namely eles and monks) useless for minutes with losing *all* energy. It'd need something like where they regain 100%...80% of energy lost on end of hex. I'd have the current version on every single bar I ever made for any hero
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Old Jun 25, 2008, 08:38 PM // 20:38   #597
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Clumsy dream (illusion magic)

Elite hex spell. For 6 seconds, the next time target for attacks, that foe is interupted and takes 40...72 damage. If this hex triggers, the hex is reapplied.

15e - 2 cast - 15 recharge

----------------------------------

Unforgiving slash (swordsmanship)

Elite sword attack. If this attack hits, you deal +20...80 damage and you are knockdown. If this attack is block, your attack skills are disable for 5...2 seconds.

10a - 1/2 cast - N/A

----------------------------------

Melandru's aura (earth prayers)

Elite enchantment spell. All adjacent foes suffering from a condition are struck for 48...130 earth damage. When this enchantment ends, all adjacent foes suffers from Bleeding, crippled and weakness for 10 seconds.

10e - 3/4 cast - 12 recharge

----------------------------------

Weapon of pain (communing)

Elite weapon spell. For 5...21 seconds, target ally have a weapon of pain. Each second, this weapon spell deals 1...30 damage to a random foes in the area.

5e - 1 cast - 10 recharge

----------------------------------

Unique was Ping Ko (spawning power)

Elite item spell. Hold the ashes of Ping ko for up to 0...4 seconds. While you drop his ashes, all foes in the area loose there weapon spell. (50% chance of failure with 7 spawning power or less).

10e - 1 cast - 15 recharge
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Old Jun 26, 2008, 12:21 AM // 00:21   #598
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Ice Age (Wilderness Survival)

Nature Ritual. Create a level 1...8 spirit. For creatures within its range, all fire damage applies 1 second of cracked armor for each 10 units of fire damage suffered. Creatures within its range cannot suffer from the burning condition. This spirit dies after 30...126 seconds.

10e - 5 cast - 60 recharge

I hate monsters that carry searing flames
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Old Jul 19, 2008, 07:42 PM // 19:42   #599
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Glacial Shower. Spell. Create a Glacial Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for[color=green] 6...77...99[/color] cold damage and become Crippled for 7 seconds. When this spell ends, all foes that were affected by this spell during it's process start Bleeding for 4 seconds. This spell causes Exhaustion.
[Attribute: Water Magic]
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Old Jul 23, 2008, 05:14 AM // 05:14   #600
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I have a few (some of which I think are real winners).


"Move Zig!"
Elite Paragon Shout (Command)
5 energy, no cast time, 30 second recharge
Target other ally has +66% movement speed and +0...5 health regeneration for 2...14 seconds.

Useful for kiting and not too much else (but there are other uses).

"Enter Night"
Necromancer Hex (Curses)
10 energy, 1 second cast time, 20 second recharge
Target and adjacent foes are inflicted with the same random condition for 2...20 seconds (Causes blindness 15...2 seconds to party).

"Signet of Unprecidented Wealth"
Dwarven skill (Deldrimor title track)
0 Energy, 1/4 second cast, 5 second recharge 100 gold
Throw 100 gold (in chunks of 5 gold) at foes within earshot of target foe(random target for each chunk). Each gold does 0...10 damage. 0...10% chance your gold will fall as a drop.

"No charge for Awesomeness"
Elite Warrior shout (Tactics)
5 Energy, 0 cast time, 30 second recharge
Target Ally's next 1...3 skills cost no energy, but you lose 10...2 health for each point of energy saved.

"Hard Work"
Mesmer Hex (Domination)
5 energy 1 second cast time 15 second recharge.
For 45...9 seconds, this hex does nothing. End efect: Causes exhaustion.

"I'm Listening"
Elite Paragon Echo (Leadership)
4 Adrenaline, No Cast Time, 20 second recharge.
For 1...13 seconds, shouts and chants cast on you yield a 0...36% greater benefit (ie health gain, run speed, etc.). Reapplies whenever a shout or Chant ends on you.

"Master of puppets"
Elite Necromancer Hex (Soul Reaping)
25 energy, 2 second cast time, 45 second recharge.
For 0...12 seconds, All of target foe's skills are disabled. Ends if you use a skill.

"Spawning Season"
Elite Ranger Spirit (Wilderness Survival)
20 energy, 3 second cast time, 60 second recharge.
Create a level 1...13 spirit (10...130 seconds). While in range, all binding rituals, resurrection skills, and summoning skills cast and recharge 10...49% faster.

"To Infinity and Beyond"
Elite Elementalist Stance (Air Magic)
10 Energy, 2 second cast time, 60 second cooldown.
5...31 seconds. Your maximum health is increased by 10...24 for each creature within earshot.
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