Dec 05, 2006, 07:24 AM // 07:24
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#161
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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I came up with these in like 5 mins lol so yea...
Aura of Regeneration: 10e 2c 30r [healing prayers]
for 10-60 seconds, nearby (or adjacent?) allies have 1-2 health regeneration.
Concentration: Stance 10e 2c 20r [expertise]
for 5-25 seconds your next 1-4 attack skills strike for 250% damage, but take 100% longer to use. These attacks can not be "blocked" or "evaded"
Glyph of Vigor: Glyph 5e 1c 15r [no attribute]
For 15 seconds, your next spell costs 200% energy but recharges 200% faster.
Revenge: ritualist spirit 25e 5c 60r [communing]
Create a spirit of Revenge for [not sure how many] seconds, Foes within its range take 15% of the damage back and this spirit looses 10+50% of the damage returned.
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Dec 07, 2006, 08:23 AM // 08:23
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#162
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Necromancer
Ghostly Vengance : 15energy 2sec 20sec - For 60 seconds if target ally dies a lvl 1..9 spirit of vengance is summoned at his corpse. The spirit deals 5..25 shadow damage with attacks and lasts 10..60seconds.
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Dec 10, 2006, 03:20 AM // 03:20
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#163
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Elementalist
Rip Thunder : 25e 2sec 10sec - Target foe suffers 10..80 lightning damage, all nearby foes cannot be affected by shouts or chants for 0..16 seconds.
Air magic
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Dec 10, 2006, 10:11 AM // 10:11
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#164
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Walking Wiki
Join Date: Nov 2006
Location: Isle of Medication
Guild: Visitors from Aranna [VFA]
Profession: Me/E
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Mesmer
Cacophony (15 energy, 3 second cast, 15 second recharge) - Elite hex spell. For 5...15 seconds, whenever target foe uses a shout, chant or echo that skill is interrupted and that foe is knocked down. (Domination magic)
Mantra of Arias (10 energy, instant activation, 20 second recharge) - Elite stance. For 30...78 seconds, whenever a shout, chant or echo is applied to you, you gain 2 energy. (Inspiration magic)
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Jan 21, 2008, 10:06 PM // 22:06
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#165
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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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Animate Revenant Minion
E: 15 C:3s R:30s
Spell. Spell. Exploit nearest corpse to animate a level 0...10...12 Revenant Minion. Anytime a Revenant Minion dies, if there is an exploitable corpse near to it, you lose 10 Energy and sacrifice 1% Health and that corpse will be automatically exploited to create another Revenant Minion one level higher than the last one, for a maximum of level 8..18..20 (maximum 20). Revenant minions with level 20 or more leave exploitable corpses. You can have only 1..3..3 (maximum 3) Revenant Minions at a time. (Death Magic)
.Revenant Minions would look like Shambling Horrors.
.If there are no corpses, the health and energy are not lost, and no new minion is animated.
.Great synergy with Verata's Sacrifice and creature destroying skills.
.Maximums are there to prevent bypassing them with consumables and such.
.Possible Shinning Blade Prophecies PvE skill.
Last edited by MithranArkanere; Jan 21, 2008 at 10:13 PM // 22:13..
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Jan 22, 2008, 07:02 AM // 07:02
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#166
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Krytan Explorer
Join Date: Oct 2007
Location: Tualatin OR
Guild: N/A
Profession: A/W
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Turncoat - Asuran Elite. 20e, 5c, 30r
For 10...20 seconds, target foe treats you as an ally, and treats its former allies as it's enemies. Target foe may still be attacked. Turncoat ends if target foe has taken 300 damage.
Tremor - Earth Elite. 20e, 1c, 20r
Target foe and all adjacent foes are crippled for 5...15...17 seconds and are dealt 10...100...120 Earth Damage
Last edited by thedeadlyassassin; Jan 22, 2008 at 07:05 AM // 07:05..
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Jan 22, 2008, 07:43 AM // 07:43
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#167
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Desert Nomad
Join Date: Dec 2007
Location: somewhere over the rainbow....
Profession: A/
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Assassin - Sinister Strike - Elite Lead Attack - Strike Target foe for +17 damage and inflict cracked armor for 5 seconds
sins need a cracked armor skill :P
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Jan 22, 2008, 08:03 AM // 08:03
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#168
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Banned
Join Date: Oct 2007
Location: Canada
Guild: PM ME Top 100 xp
Profession: Rt/D
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Paragon:
Signet of Vigorous Decay
Signet
Has to be completely spammable.
For 5 seconds, target foe moves, attacks, and uses skills up to 80% slower; suffers 1...-24 Health degeneration; and loses 3...81 Health each second. Cannot be interrupted.
edit: this would be good for gayming
Last edited by ThisSuddenInjury; Jan 22, 2008 at 08:12 AM // 08:12..
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Jan 22, 2008, 08:05 AM // 08:05
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#169
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Ascalonian Squire
Join Date: Feb 2007
Guild: TFGT
Profession: P/W
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Warrior:
Fiery Strike [e] 4a 2r (Tactics)
While wielding fire damage dealing weapon, you strike target foe with enflamed rage, burning him for 1..2..3 seconds.
Monk:
Sacred Purify [e] 5e 1c 20r (Divine Favor)
You remove up to one hex from whole party. For each hex removed, allies are healed for 10..30..60 health points.
Elementalist:
Ignition [e] 5e 1c 10r (Fire Magic)
You set on fire foes for 3 seconds near targeted one, targeted foe is struck for 5..10..20 damage for each foe set on fire.
Ranger:
Flood [e] 15e 6c 30r (Wilderness Survival) (elite spirit)
You create lvl 1..6 spirit, all water magic hexes and spells last 50% longer and deal 25% more damage in the area, but movement speed is reduced by 15%.
Mesmer:
Tricky Confusion [e] 10e 1/4c 20r (Fast Casting)
You interrupt target foe action, turning off all of his non signet skills for 1..2..4 seconds and dealing 5..10..15 damage for each skill turned off.
Necromancer:
Animate Batling 25e 3c 30r (Death Magic)
Creates a lvl 1..16 Batling. Each of it attack hexes foe with Batling Siphoning giving 1..3 health degeneration. You can have only one batling at once.
Assasin:
Binding [e] 5e 1c 30r (Dark Arts) (Hex) (Touch Skill)
You hex target foe with Binding, while under this hex foe casts spells 25% longer, moves 25% slower and cannot use shouts.
I will edit post adding para,rit and derv ones
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Jan 22, 2008, 08:21 AM // 08:21
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#170
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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I want an elite [skill=text]Blood of the Master[/skill].
Necromanic Intervention elite spell E5 A0.5 R8
For 5 seconds all animated undead you control are healed for 10...28(34) health each second and have 5 base damage reduction; if any of those would take a lethal amount of damage, they steal 10% of your health instead.
Edited by Celestial Beaver: In Sardelac Sanitarium we tolerate a certain level of "thread necromancy". As this thread is not "out of date", we ask that users refrain from heckling those who choose to bump it. Sardelac Forum Guidelines
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Jan 22, 2008, 04:36 PM // 16:36
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#171
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Desert Nomad
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Warrior:
Dance of Thousand Blades [E] Stance - 15E, RT 30 - Sword Mastery
For the next 10-20 Seconds you have a 25% chance to miss with attacks, but an increased attack speed of 15-50%. Also your attacks will hit all adjacent foes around you double.
Flying Eagle Bomber [E] Skill - 4A, CT 1, - Axe Mastery
All your Axe attacks will be disabled for 10-5 Seconds, when using this Skill. The Warrior will throw away his Axe in a boomerang kind of wise, which will hit up to the next 1-4 foes in your near for +15-30 damage. When one foe blocks the attack, the attack row will automatically stop and that foe will suffer for 10-20 seconds on cracked armor.
Muscles like Steel [E] Shout - 8A, - Strength
For the next 5 to 15 seconds the Warrior receives Muscles out of Steel.
While under this Shout the Warrior receives a Damage Reduction vs. physical Hits of 15-33% and will deal +5-10 additional Damage to foes
Adrenaline Flash [E] Skill - All Adrenaline, RT 25 - Tactics
When using Adrenaline Flash, the Warrior will receive a movement speed increase of 15-33% for the next 10 seconds. You will lose all adrenaline, but you will receive also for those 10 seconds a Life Regeneration of +1 to+2 per Adrenaline Skill in your bar. For every Adrenaline Point build up, while under the effect of this Skill you increase also your chances to block enemy attacks by 1-3% per adrenaline point.
Brutality of the Berserker [E] Stance - 8A, CT 2 -Strength
Your next 1-5 Attack will become really deadly. Those Attacks will deal deep wounds for 5-15 seconds to all adjacent foes to you, because you swing your weapon, like a crazy Berserker. You will deal 30-50% more damage, but you can't block any attacks and you'll receive double damage from all sources meanwhile.
**********************
Monk:
Sacred Barrier [E] Enchant - 10E, CT 1, RT 20 - Favor of the Gods
While being enchanted with this, your armor will receive the Holy Attribute. A sacred aura will start shining around your armor protecting you vs. evil mights.
Damage from Undeads and Demons will be reduced for the next 10-25 seconds for 5-15%, also Dark Damage will be reduced. While the sacred aura is around you, demons and undeads will receive 33-100% damage, they deal to you self, while they stand in the area of your sacred barrier.
Blades of Justice [E] Spell - 10E, CT 5, RT 60 - Smite Magic
You will summon up to 1-3 ensouled holy Claymore Swords lvl 5-20, which will surround you for the next 20-45 seconds and will deal to foes up to 20-40 holy damage.
Mark of Banishment [E] Hex/Enchant-Fusion - 5E, RT 30 - Protection Prayers
This mark will banish all summoned undead or ghostly creatures in your near.
For every banished undead or ghost, you andall your nearby Allies will receive +1-5 Armor vs. physical damage for the next 5-10 seconds and the creator and all his adjacent foes will suffer on a hex for the next 5-10 seconds decreasing their armor by 1-5 per banished undead/ghost. (max 40 Armor buff/decrease)
Eternal Vitality [E] Enchant - 10E, CT: 1/4s, RT 5 - Healing Prayers
For the next 1-10 seconds, target ally will receive per half second up to 10-20% of its maximum HP as Heal. Each heal while this Enchant is working uses the favor of the Gods-Bonus and when the target suffers on a condition or a hex, then the favor bonus wil get double. When this Enchant ends, targeted ally will lose 1 hex and 1 condition.
Eternal Mana [E] Enchant - 5E, RT 20 - Favor of the Gods
For the next 5-15 Seconds you will lose 1 Energy point, whenever you heal someone. When this happens, all your allies in earshot will receive +1-3 Energy for that 1 Energy you sacrificed.
***********************
Elementalist:
Tornado [E] Air Spell - 10E, CT: 3, RT 30 - Air Magic
For the next 10 Seconds you'll create a huge Tornado - the finger of the gods at your targeted point, which will deal 15-35 air Damage per seconds to all foes at near and will knock down foes in the AoE every 3 seconds. This Spell has 25% Armor Penetration and causes Exhaustion. Every in the near of the Tornado will get slowed down by 66% and get slowly sucked in into the area of the Tornado
Tsunami [E] Water Magic- 15E, CT: 5, RT 60 - Water Magic
In the next 20 seconds will happen nothing. When 20 seconds after the cast are over, then will crush a huge tidal wave of a Tsunami all foes on screen and they will suffer 40-120 Water Damage, get knocked down for 3 seconds and suffer for the next 3 seconds on a Life Degeneration of -4 to -8
Gravitation Storm [E] Earth Spell - 10E, CT 3, RT 30 - Earth Magic
While standing in the area of the Gravitation Storm, foes will suffer 20-40 damage per second and foes will suffer on Weakness for the duration of the spell and get slowed down by 90%, but receive + 40 Armor vs. physical Hits
Soul of a Wyvern [E] Fire Spell - 25E, CT 3, RT 120 - Fire Magic
You will summon 1 Saltspray Dragon lvl 10-20 for the next 60 seconds which will come with the Skills:
Ride the Lightning,
Whirlwind
Breath of Fire
Liquid Flame
Fireball
Glowing Gaze
Mark of Rodgort
Fire Attunement
Aura of etheric Regeneration [E] Enchant - 5E, CT 1/4s, RT 5 - Energy Storage
For the next 60 seconds you will receive +1 additional Life Regeneration when you use spells (stacks to max +5) and you receive 200-400% of the Energy Cost as HP Heal plus a 1-3 Energy Points Heal. When this Enchant ends you will lose 1 hex.
*****************
Ranger:
Rain of Barrage Arrows [E]Bow Attack - 15E, CT 3, RT 30 - Bow Mastery
5 seconds happens nothing, then for the next 15 Seconds will suffer all foes in the targeted area 15-25 piercing Damage, while the Arrows are raining down per second. Foes hitten by those Arrows will suffer on blinding and bleeding for the next 10 seconds. Those Arrows can't be blocked normally, only when you wear a Shield and protect you with the Skill "Shields Up", then the damage can be blocked.
Eye of the Falcon [E] Preparation - 10E, CT: 2 RT 15 - Expertise
The next 1-5 Arrow Attacks will cost 1-5 Energy lesser, have an increased critical rate of + 15-25%, can't be blocked and will fly with double speed.
Bear Trap [E] Trap - 5E, CT: 2s, RT 30 - Survival
You will lay out a Bear Trap. Gets this Trap activated will suffer all nearby foes on 5-41 piercing damage. All foes which suffer on cracked armor, will suffer now also on bleeding and deep wound and crippling for the next 10-20 seconds. This Trap ends after 90 seconds and this skill is easily interruptable
Natural Growth [E] Nature Spirit - 10E, CT: 3, RT 60 - Beast Mastery
A level 1-14 Spirit will be summoned for a duration of 30-90 seconds. While standing in the area of effect (earshot) of this Nature Spirit, it will increase the max Level of Animals by +1-5. Thus increasign their Max Health. Also their Defense and Attack Power will increase by 10-20% as long they are under the effect of the Spirit.
*******************
Mesmer:
Dominating Thoughts [E] Mantra - 10E, CT: 1, RT 30 - Domination Magic
For the duration of 5-20 seconds will be your Domination Attribute increased by +1 to +2 and Hexes of this Attribute will last + 20% longer additionally
Mirror of Riddles [E] Enchant Spell - 5E, CT: 1, RT 60 - Illusion Magic
You will get enchanted with the Mirror of Riddles, which will create up to 1- 5 Clones of you, which will do the absolutely same actions, like the original (only the original casts/attacks really). those clones will become also targets for the duration of this enchant of 10-30 seconds. Gets a clone attacked, it will explode in a big dust cloud, that will damage all adjacent foes for 30-50 damage and blinds foes for the next 3-5 seconds
Ether Banquett [E] Skill - 10E, CT: 1 RT 12 - Inspiration Magic
The next nearby 2-3 foes will loose 3 Energy Points. You and up to 3 adjacent allies will receive per every losed point of a foe 17-41 points Healing.
Are there no allies in your near, then you wil receive all the heals self.
(3x 3x41 health = 369 HP heal, if no allies are adjacent to you and u have 3 enemies in your near)
Mantra of Mental Might [E] Mantra - 10E, CT: 1, RT 30 - Fast Casting
For the duration of 5-20 seconds your spells will reload 10-20% faster. Whenever a spells reloads, the next used spell will have +25-50% more Power.
**********************
Necromancer:
Animate Zombie Devourer [E] Spell - 25E, CT: 3, RT 30 - Death Magic
You will summon a Level 15-25 Zombie Devourer, which will leave a Corpse, when dieing.
The Zombie Devourer will attack foes with its ranged siege attack that hits all foes in area, the attacks are as slow and strong, as the ones of the Flesh Golem, with the difference, that they will do piercing damage.
Fearful Spirit [E] hex Spell - 15E, CT: x, RT xx - Curses
Just a clone elite of Spiteful Spirit or make a SS version skil, that will kills Energy Points, whenever someone attacks or uses a Skill ^^ ya, thats even better ^^
River of Endless Souls [E] Enchant - 5E, CT: 1, RT 5 - Soul Reaping
For the duration of 5-20 seconds you will receive additional + 10-20% of Energy from Soul Reaping, when someone dies. When casting this Enchant on one of your Minions, then will the Minion die and you will receive for the next 5 seconds a Life Regeneration of +3-7. The died minion will then automatically be replaced by a lvl 1-14 Vampiric Horror
Mana Siphon [E] Hex Spell - 15E, CT: 3, RT 5 - Blood Magic
For the next 12-22 seconds, the hexed foe will suffer on -1 to -3 Energy Degeneration and you will gain +1-3 Energy Regeneration. (max +6)
**********************
Assassin
Ritualist
Dervish
Paragon
will follow later
Last edited by Phoenix Tears; Jan 22, 2008 at 09:42 PM // 21:42..
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Jan 22, 2008, 09:13 PM // 21:13
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#172
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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Jan 22, 2008, 10:19 PM // 22:19
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#173
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Krytan Explorer
Join Date: May 2006
Location: South America
Guild: Naked Stalkers of America[Nude]
Profession: W/
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[E]Inexorable Incarnation
Elite Nature Ritual
For ... seconds all creatures in the area are considered fleshy, prone to bleed, poison, disease and leaving exploitable corpses when they die. Spirits and summoned creatures are not affect by this ritual. (atributte Wilderness Survival).
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Jan 22, 2008, 11:23 PM // 23:23
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#174
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Forge Runner
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Warrior Skill
10 Energy
15 Second recharge time
Templar's Strike
Sword Attack. Strike target for for +10...21 damage. If target foe was enchanted or hexed, you are healed for 5...70 health.
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Jan 22, 2008, 11:41 PM // 23:41
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#175
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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Paragon
"Yippee Kay Yay Motherf....!"
10 E, 2 Cast, 30 R
You suffer Cracked Armor for 18 seconds. For 4...18 seconds, you and all party members within earshot attack and move 25% faster. (Att. Leadership)
Sorry, I just have always wanted a skill with a Die Hard reference.
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Feb 20, 2008, 03:13 PM // 15:13
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#178
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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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Mess
E:10 C:3 R:45
Binding Ritual. Create a level 1...7...8 Spirit. Whenever this Spirit's attack hits a foe that is moving, attacking or activating skills, that foe shadow step to a random location and loses 5...17...20 Health. This Spirit dies after 30...54...60 seconds. (Communing)
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Feb 21, 2008, 04:33 AM // 04:33
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#179
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Ascalonian Squire
Join Date: Sep 2007
Guild: shinra empire
Profession: D/
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charm of malandru:tame target animal or creature, this creature is givin the stats of a pet of your current lvl.
ex: you are a lvl 20 and u capture a bladed aatx, its atomaticly give the stats of a lvl 20 pet, if u are lvl 15 it becoms lvl 15
this would be an elit skill and the creature would be yours to keep but would act as if a re-skined pet giving no advantages.(think of it like a pet with elite armor, its still a pet just looks cooler )
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Feb 21, 2008, 04:45 AM // 04:45
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#180
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Jungle Guide
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I just want to see an elemental golem summon for each elementalist attribute. The elemental would be slightly lower in level than the equivalent flesh golem, but would do damage matching its element, (lightning, cold, earth, fire), wouldn't require a corpse, but would cause exhaustion.
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