Mar 11, 2009, 02:43 AM // 02:43
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#661
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Krytan Explorer
Join Date: Aug 2006
Location: Deep in the Shire
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Harvesting Corpses
Death Magic
All your teammates die. For each dead teammate create 1...3...6 undead servants.
So, at 16 death, one dead teammate equals 6 servants.
yayayaya I love undead armies
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Mar 11, 2009, 04:21 AM // 04:21
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#662
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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Draw Hexes
Protection Prayers
10e/.25c/2r
Transfer all hexes from target other ally to yourself. Duration of hexes are reduced by 10...35%.
I never understood why this skill didn't exist, haha.
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Mar 12, 2009, 10:59 PM // 22:59
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#663
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Ascalonian Squire
Join Date: Mar 2009
Location: Ascalon City
Guild: None
Profession: W/R
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Faithful Ward - Ranger Spell (Beast Mastery)
Energy Cost: 15 Casting Time: 3/4 Recharge Time: 30
Pet Enchantment (15 seconds). Every time you take damage, your pet's next attack deals +5...10...15% damage.
Something like that.
And, on the other hand, a full line of adrenal scythe attacks.
Last edited by Wartard; Mar 12, 2009 at 11:04 PM // 23:04..
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Mar 13, 2009, 12:10 AM // 00:10
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#664
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Frost Gate Guardian
Join Date: Aug 2007
Location: The Great State of Denial
Profession: W/Mo
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Monk Skill: Signet of Divine Grace. Erases Death penalty. This Signet only Recharges when you gain a Morale Boost
Elite Version: Greater Signet of Divine Grace. Erases Party-wide Death Penalty. This signet only recharges when you gain a Morale Boost
Dervish: Signet of Holy Grace. Erases Death penalty. This Signet only Recharges when you gain a Morale Boost
Elite Version: Greater Signet of Holy Grace. Erases Party-wide Death Penalty. This signet only recharges when you gain a Morale Boost
We could really use those in the Elite Areas and Dungeons...
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Mar 13, 2009, 04:49 PM // 16:49
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#665
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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'''Signet of Liquification'''
E:n/a C:2s R:2s
Skill. Exploit nearest boss corpse. If the boss can be liquified, Signet of Liquefication will turn into 5 tonics that will disguise you with its appearance plus 1 additional tonic for each level the boss had above yours. Not all bosses can be liquified.
* A panel like the capture signet will appear, showing the names of all bosses in range that can be liquified, if no boss can be liquified, the skill fails to activate.
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Mar 22, 2009, 09:46 AM // 09:46
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#666
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Frost Gate Guardian
Join Date: Jan 2009
Location: New Zealand
Guild: Knights of Echovald (KoE)
Profession: Rt/
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Ritualist elite item spell (restoration):
Vengeful Was Zaoda
Energy cost: 10
Activation time: 0.75 seconds
Recharge time: 60 seconds
For 4...64 seconds you hold Zaoda's ashes. Each time you are hit, the damage is halved but you lose 2 energy each time this happens. Drop effect: you are healed for all accumulated damage.
This skill combined with balthazar's spirit+essence bond or a mantra from the mesmer profession would help out a lot, this would also make it easier for a ritualist to become a great runner.
The recharge time is long enough so that it isn't spammable for the extremely generous health effect once the ashes are dropped, but requires 16 restoration magic to be fully maintained, or 12 restoration + spells which reduce the recharge time by 25% and/or 33%. Skills like dwarven stability (with a high rank in it) combined with serpents quickness would make it maintainable if you weren't a rit but wanted to use it, also a good energy skill from the elementalist combined with glyph of swiftness would also make this possible for other professions to use.
Ritualist weapon spell (communing):
Wary Was Anaquada
Energy cost: 10
Activation time: 0.25 seconds
Recharge time: 25 seconds
Weapon Spell. (2...32 seconds) Incoming damage is reduced to 10% of target ally's maximum health.
This would be a great alternative to the monks protective spirit spell, the upside is it would last longer - up to 32 seconds, the downside is it has a 25 second recharge, and with it being a weapon spell, you wouldn't be able to use other weapon spells that could be more useful (unless you used protective spirit when Wary Was Anaquada runs out and use a different weapon spell in the meantime).
Last edited by Xion Air; Mar 22, 2009 at 10:23 AM // 10:23..
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Mar 22, 2009, 10:30 AM // 10:30
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#667
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Furnace Stoker
Join Date: Jul 2006
Profession: N/A
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I think [Pacifism] should be changed into a weapon spell removal skill, move it to no attribute and give it a 5e cost 3/4 cast and 12 sec recharge.
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Mar 22, 2009, 11:16 AM // 11:16
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#668
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Jungle Guide
Join Date: Apr 2008
Location: Serbia
Profession: Me/
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Temporary insanity:
Domination:hex spell, 15e, 2sec cast, 30 recharge:
Hexed target attacks the closest target without using skills for 3...15..19 seconds. This hex ends if the target receives damage. Only one target in earshot can be affected by this hex.
Last edited by kostolomac; Mar 22, 2009 at 11:19 AM // 11:19..
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Mar 23, 2009, 07:58 PM // 19:58
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#669
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Wilds Pathfinder
Join Date: Dec 2008
Guild: Lord of purple
Profession: E/
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Well I stopped reading all the posts after like page 5, so hopefully these dont copy anyone elses.
1. Miss! (Warrior Unlinked)
Cost-5e, Cast Time-Shout, Recharge-10s
The next attack used against you misses and stikes the nearest other player
2. Lightning Storm (Air Magic)
Cost 25e, Cast Time-5s, Recharge-60s
For 9 seconds foes adjacent to target foes location are struck for 5...82...105 lightning damage every three seconds. This skill has 25% armor penetration and causes exhaustion
3. Get Over Here! (Tactics)
Cost-10e, Cast Time-Shout, Recharge-20s
Target foe is teleported to your location and both of you are crippled for 2..4..6 seconds
4. Dont Fear the Reaper (Smite Prayers) Elite
Cost-10e, Cast Time-1/2s, Recharge-15s
For 4...8...10 seconds if target ally recieves damage that would be fatal, that damage is halved and the nearest foe takes that damage.
5. Take one for the Team (Warrior-unlinked)
Cost-5e, Cast Time-1/4s, Recharge-15s
The next time target other ally would take damage, you recieve that damage instead
6. Doppelganger (Spawning Power) Elite
Cost-15e, Cast Time-3s, Recharge-60s
Create a level 12...18...24 doppelganger that is alive for 15..22..30 seconds at your current location. All spells, attacks and skills that target you are redirected to your doppelganger.
(Essentially if someone tries to hit you, whatever effect that would have is transferred to your doppelganger)
7. Form Ranks! (Leadership)
Cost-10e, Cast Time-shout, Recharge-20s
For 6 seconds every ally within earshot gains 2..5..8 armor for every other ally within earshot
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Mar 23, 2009, 08:31 PM // 20:31
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#670
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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KAMIKAZE No attribute skill
Run up to enemy and you to both die at instant contact
Druid's pain
For 3,6,9 seconds you lose -1 energy for every successful hit and gain 3 health while the opponent is inflicted with a different set of conditions.
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Mar 23, 2009, 09:21 PM // 21:21
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#671
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Desert Nomad
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signet of ghostly might
1c, 15r
after 10 seconds, target guild lord dies.
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Mar 24, 2009, 02:33 AM // 02:33
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#672
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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Fathom Star Elite Enchantment skill - All professions
Energy: 15 Cast:3s Recharge: 30s
For every damage dealt to you from an enemy, enemies surrounding that enemy will be struck with 33...66...99 damage for 3...6...9... seconds
takes 50% off your energy and makes you 33% slower in attacks.
Last edited by Junato; Mar 24, 2009 at 11:32 AM // 11:32..
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Mar 24, 2009, 07:11 AM // 07:11
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#673
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Wilds Pathfinder
Join Date: Jan 2007
Guild: The Grim Squeakers [REAP]
Profession: N/
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Strength of Undeath(Death Magic)
Energy: 15 Cast:1s Recharge: 30s
Spell: All your undead minions except target minion die. For 20 seconds that minion gains +1...12 health regeneration and deals +5...20 damage with attacks. If that minion was elite it also moves and attacks 20% faster for 20 seconds.
I've wanted this ever since the (thankfully) quickly revised change to Order of Undeath. While I'm glad OoU was reverted I've often wished there was a skill that could essentially do the same thing. This spell would do exactly that and also give the Flesh Golem a powerful syngergy that would finally let the big minion come into it's own.
Ghostly Form [Elite](Communing)
Energy: 10 Cast: 2s Recharge: 20s
Spell: For 5...15 seconds all spirits within earshot take half damage from all sources and all attacks and spells targeting them have a 5...30% chance to fail.
make your spirits durable! what's not to like?
Last edited by Shadowmere; Mar 24, 2009 at 07:13 AM // 07:13..
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Mar 24, 2009, 11:35 AM // 11:35
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#674
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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Salvage Remains - All professions
Energy 5, Cast 3, Recharge 10
Salvage a boss' corpse to find an additional item.
I would really like to have this skill when I am killing bosses!!
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Mar 24, 2009, 02:39 PM // 14:39
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#675
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Lion's Arch Merchant
Join Date: Feb 2008
Location: Somewhere between GW and GW2
Guild: Shaved Wookies [HoT]
Profession: N/
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Shock Trap
10/2/10
Wilderness Survival
Trap. When Shock Trap is triggered for 5 seconds, all nearby foes are struck for 10..20..25 lightning damage, have cracked armor and are blind for 5..15..18 seconds.
Mandragor Thrust
5e/ 8r
Deadly Arts
Elite Dual Attack. Must follow a lead-attack. If it hits, strike for +15..25..35 damage and struck foe suffers two random conditions (blind, daze, cripple, bleeding, poison, deep wound, or cracked armor) for 1..7..9 seconds.
Last edited by kazi_saki; Mar 24, 2009 at 03:03 PM // 15:03..
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Mar 24, 2009, 02:49 PM // 14:49
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#676
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Frost Gate Guardian
Join Date: Jan 2009
Profession: W/E
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Super Nova (lolwut?)
15 Energy - 2 Seconds casting time - 30 Seconds recharge
Enchantment Spell. For 10 seconds,all your undead servants are enchanted with Super nova.When this enchantment ends,all your undead servants are destroyed and do 45...67...110 damage to all nearby foes.
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Mar 25, 2009, 12:00 AM // 00:00
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#677
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Wilds Pathfinder
Join Date: Aug 2006
Location: On Welfare
Guild: Jelly of the Month [Club]
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New Skill "Emit Boon"
"Emit Boon"
15e, 25 sec recharge
Skill. For 30 seconds your enchantments last 100%longer and cannot be removed. While under the effects of this skill you do not gain experience from enemy deaths.
I was just bored and was thinking of a partner skill of dwarven stability.
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Mar 25, 2009, 12:14 AM // 00:14
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#678
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Banned
Join Date: Mar 2009
Profession: Rt/
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perma sf wasn't good when it first game out why do you think that adding a skill that allows you to do perma sf is a good addition to the game?
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Mar 25, 2009, 03:59 AM // 03:59
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#679
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Frost Gate Guardian
Join Date: Feb 2009
Location: The Great White North
Guild: Scions Of Carver [SCAR]
Profession: W/
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Avalanche: Water Magic (Elementalist Elite Skill)
Costs: 25 energy. Recharge: 45 seconds. Casting Time: 5 seconds.
A large avalanche strikes the enemy and all nearby enemies. All enemies are knocked down for 1...5 seconds and causes 5...165 cold damage. Also all enemies suffer from dazed for 1..5. This skill disables all other Water Magic skills for 10...5.
Forgotten Soldier's Revenge: Strength (Warrior Elite Stance)
Costs: 5 energy. Recharge: 60 seconds. Casting Time: 0
You become berserk and attack 25...50 faster and deal 34%...51% more damage for 30...45 seconds You and all allies within range gain 50...150 extra armor. The chance of your attacks being critical is now 25% more. Your attacks also cause weakness and cracked armor for 2...15 seconds. After leaving this stance all nearby allies are ressurected however you die.
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Mar 27, 2009, 05:19 AM // 05:19
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#680
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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Quote:
Originally Posted by brawler
Avalanche: Water Magic (Elementalist Elite Skill)
Costs: 25 energy. Recharge: 45 seconds. Casting Time: 5 seconds.
A large avalanche strikes the enemy and all nearby enemies. All enemies are knocked down for 1...5 seconds and causes 5...165 cold damage. Also all enemies suffer from dazed for 1..5. This skill disables all other Water Magic skills for 10...5.
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What's the point of daze if they're on the ground? Barring Balanced Stance or something...
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