Jan 09, 2007, 08:43 AM // 08:43
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#1
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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New Skill of The Day
Hello,
I'll be starting a series of skill ideas that I come up with, starting today. As you all know, each new GW campaign will feature over 300 new skills. Since the development time of each campaign is one year, they'll need to come up with about one skill a day. So I thought I could give them a hand on that. I understand that a lot of us are disappointed about many new Faction and Nightfall skills lack creativity, so this is what I hope to accomplish. I'll try to keep each of these skills creative. I'll be updating this top post everyday for new skills and bump it if it goes down to 5th page or more.
*** 1/9/2007 ***
Glyph of Empower {E} (Energy Storage)
Cost: 5
Cast: 1
Recharge: 20
Elite Glyph. The next spell you cast will have it's attribute level increased by 1...13...17, but cost twice as much energy and cause double exhaustion.
*** 1/10/2007 ***
Tracking (Beast Mastery)
Cost: 10
Cast: 1
Recharge: 15
Skill. For 2...5 seconds, if your pet is alive, all foes' location are revealed on mini-map for you and all your allies.
My Comment: Tracking has been a skill for many tradition RPG rangers, yet this skill is never implemented in GW. For balance reason?
*** 1/11/2007 ***
Set-off Trap (Beast Mastery)
Cost: 10
Cast: 1
Recharge: 5
Skill. Your pet run to the nearest trap and triggers it. For 5 seconds, your pet cannot take more than 100...20 damage per second from traps.
*** 1/12/2007 ***
Set-off Trap (Beast Mastery)
Cost: 10
Cast: 1
Recharge: 5
Skill. Your pet run to the nearest trap and triggers it. For 5 seconds, your pet cannot take more than 50...10 damage per second from traps.
*** 1/13/2007 ***
Blizzard (Water Magic)
Cost: 15
Cast: 3
Recharge: 15
Hex Spell. For 5 seconds, all foes adjacent to the targeted area is struck 10...30 cold damage per second. Foes that are struck by Blizzard more than 3 times is hexed by Blizzard, slowing their movement speed by 66% for 5 seconds.
*** 1/14/2007 ***
Launcher (Wilderness Survival)
Cost: 15
Cast: 3
Recharge: 20
Trap. When triggered, all nearby foes unwillingly teleport to random nearby location, take 15...60 blunt damage, and knockdown for 1...3 seconds.
*** 1/18/2007 ***
Forgetful (Domination Magic)
Cost: 15
Cast: 1/4
Recharge: 20
Spell. All recharging skills on target foe takes an additional 5...17 seconds to recharge.
*** 1/19/2007 ***
Stasis (Protection Prayer)
Cost: 10
Cast: 1/4
Recharge: 20
Enchantment Spell. Target other ally is cleared of all Hex and Conditions. For 2...7 seconds, target other ally cannot move, attack, or using any skills, and becomes invulnerable to all damage sources.
*** 1/20/2007 ***
Grenth's Touch (Curse)
Cost: 25
Cast: 3/4
Recharge: 40
Elite Hex Spell. For 2...7 seconds, target touched foe cannot be healed to more than 90...50% of its maximum health.
*** 1/21/2007 ***
Lyssa's Grace (Fast Casting)
Cost: 5
Cast: 1
Recharge: 5
Enchantment Spell. For 5...12 seconds, all your spells cast 50% faster. When Lyssa's Grace ends, all your skills are disabled for 2 seconds for each spell casted this way.
*** 1/23/2007 ***
Lion's Roar (Warrior: No Attribute)
Cost: 8 adrenaline
Cast: 0
Recharge: 0
Shout. All foes within earshot are interrupted.
Last edited by lightblade; Jan 23, 2007 at 06:16 PM // 18:16..
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Jan 09, 2007, 08:51 AM // 08:51
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#2
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Krytan Explorer
Join Date: Nov 2006
Location: Sol 3
Profession: R/
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I think you mean "Glyph of Empowerment", and it's kinda overpowered if you ask me.
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Jan 09, 2007, 10:36 AM // 10:36
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#3
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Ascalonian Squire
Join Date: Dec 2006
Guild: Nulled[void]
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I would change it like follows rather as it is overpowered to this
Glyph of Empower {E} (Energy Storage)
Cost: 5
Cast: 2
Recharge: 45
Elite Glyph. For 10 seconds the next spell you cast will have it's attribute level increased by 2...7, but cost twice as much energy and cause 50% more exhaustion.
A possible problem that I forsee with this skill is that most likely all other skills would need to be revised to take into account that you'd possibly get an attribute level of 24 (16 + 7 + 1 for 20% chance of attribute increase), I don't know if figures for that high attribute levels have been catered for.
I think getting any spell's level to 20 and above is still very powerfull but not near that of 33. Couple that with a longer recharge time and it will balance it's strengths out....
Edit: Good idea on the thread as long as it's kept open for discussion on possible skills
/Signed
Last edited by Mairiiv; Jan 09, 2007 at 10:38 AM // 10:38..
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Jan 09, 2007, 10:45 AM // 10:45
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#4
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Legendary Korean
Join Date: Aug 2006
Guild: The Benecia Renovatio [RenO]
Profession: W/
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45 seconds would make it just a "meh" elite - even with +33 att boost.
Sure spiking will be crazy, but people will just start bringing stuff like Prot spirit/shelter.. all that good stuff.
I like it though, it's fun to imagine a +33 obsidian flame. :9
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Jan 09, 2007, 10:47 AM // 10:47
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#5
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Academy Page
Join Date: Feb 2006
Location: EU
Profession: N/Mo
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E-surge @ 33 domination magic = 16 energy loss,160 damage
shatter enchantment above 200dmg, spiritual pain 212dmg...
necro blood spikes..
GG
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Jan 09, 2007, 11:04 AM // 11:04
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#6
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Ascalonian Squire
Join Date: Dec 2006
Guild: Nulled[void]
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Quote:
Originally Posted by RhanoctJocosa
45 seconds would make it just a "meh" elite - even with +33 att boost.
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And what if you Arcane Echo it?
Edit:
Quote:
Originally Posted by CrX
E-surge @ 33 domination magic = 16 energy loss,160 damage
shatter enchantment above 200dmg, spiritual pain 212dmg...
necro blood spikes..
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It's an Elite so you wont be able to use another elite....
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Jan 09, 2007, 12:31 PM // 12:31
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#7
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Ascalonian Squire
Join Date: Jan 2007
Guild: Red Versus Blue
Profession: D/
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If I may be so bold, perhaps a little nerfing would make the glyph more realistic:
Glyph of Empower {E} (Energy Storage)
Cost: --
Cast: 1
Recharge: 60
Elite Glyph. The next Elementalist spell you cast will have its attribute level increased by 1...4.
The game balance caps your skills at an effective 16 for an important reason. Of course, some skills can get around this, but skill limits also force people to be more creative than "220 damage searing flames" as the only skill on their build.
Btw, if I had 33 in a skill, I'd be using the Necro "Life Siphon" to steal 24+HP a second for around a minute, rather than a single blast of SF.
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Jan 09, 2007, 01:36 PM // 13:36
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#8
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Desert Nomad
Join Date: Sep 2005
Location: Denmark
Guild: None
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Let's try and keep this thing on topic, shall we?
-Anarion
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Jan 09, 2007, 02:28 PM // 14:28
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#9
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Ascalonian Squire
Join Date: Feb 2006
Location: USA
Guild: HellHammerHand
Profession: W/E
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/signed on the Glyph of Empowerment (at least the slightly nerfed one).
I'm sure this has been mentioned before, but having played tanks in other games, I've always felt that GW was missing a good taunt. Now, I wouldn't equip an entire skill just for a taunt so here goes:
*** 1/9/2007 ***
Hey You! (Tactics)
Cost: 0
Cast: 1/4
Recharge: 5
Signet. All running foes in earshot target you. You gain 1...4 strikes of adrenaline for each foe this skill attracts.
I chose for this to be a signet considering the Warrior's energy pool and for the recharge to be short so that it could be used when enemies break aggro if they run or when new enemies join the fray.
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Jan 09, 2007, 02:42 PM // 14:42
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#10
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Ascalonian Squire
Join Date: Jan 2007
Guild: Red Versus Blue
Profession: D/
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What about the side effect that this would interrupt every spell being cast on a member of your party other than you? That would quickly become it's primary function, and it would get broken as anything, especially when combined with Spell Breaker or Vow of Silence (which, on an unrelated note, doesn't prevent using shouts for some reason O_O). This should be a shout, not a signet, IMHO.
Now, if this just caused PvE enemies to aggro more on you, and became a PvE only skill, I could see it having some use. We need more PvE skills that affect mob aggro and the like.
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Jan 09, 2007, 04:10 PM // 16:10
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#11
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Ascalonian Squire
Join Date: Feb 2006
Location: USA
Guild: HellHammerHand
Profession: W/E
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I do agree that this should be a shout - the energy cost would prevent it from being spammed in PVP.
I may not be understanding the game mechanics, but I'm not seeing how it could interrupt if it only affects moving foes. Don't all foes (pvp and pve) need to be stationary to cast?
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Jan 10, 2007, 08:44 PM // 20:44
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#12
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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added one new skill
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Jan 10, 2007, 09:43 PM // 21:43
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#13
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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I don't recommend following these skills up with any more, your posted examples are not good skills. If we're going to see more of these, it would be better if you discontinued.
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Jan 10, 2007, 11:49 PM // 23:49
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#14
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Lion's Arch Merchant
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Quote:
Originally Posted by KiyoshiKyokai
If I may be so bold, perhaps a little nerfing would make the glyph more realistic:
Glyph of Empower {E} (Energy Storage)
Cost: --
Cast: 1
Recharge: 60
Elite Glyph. The next Elementalist spell you cast will have its attribute level increased by 1...4.
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And then compare that to Glyph of Elemental Power: not elite, 5 energy, 1 cast, 5 recharge, and boosts next 5 spells by 2 attribute levels.
Yours is a weaker form of a non-elite skill.
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Jan 14, 2007, 09:17 PM // 21:17
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#15
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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added more skills!
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Jan 15, 2007, 03:19 AM // 03:19
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#16
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Ascalonian Squire
Join Date: Jan 2007
Guild: Red Versus Blue
Profession: D/
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Quote:
Originally Posted by Lafayette
And then compare that to Glyph of Elemental Power: not elite, 5 energy, 1 cast, 5 recharge, and boosts next 5 spells by 2 attribute levels.
Yours is a weaker form of a non-elite skill.
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Improving one spell by 6 points (at 16 energy storage) might mean alot more than improving 5 spells by 2 points. Breaking skill limits by more than 2 is an incredibly difficult feat, and deserves to be elite. Besides, you could combine this skill and the one you mentioned, if you wanted, for an even more powerful spell.
Quote:
Originally Posted by S0larius
I may not be understanding the game mechanics, but I'm not seeing how it could interrupt if it only affects moving foes. Don't all foes (pvp and pve) need to be stationary to cast?
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My bad. I didn't see the "running" part. That makes it far less broken. However, "running" is different from "moving" (running means fleeing from combat, and thus increases critical hit rate against you). Is that what you meant? This would probably have to be a PvE only skill.
Anyway, it seems like lightblade isn't interested in our suggestions, since he doesn't change the list at the top of the thread. I think I'll stop wasting my time posting here.
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Jan 15, 2007, 04:41 AM // 04:41
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#17
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Quote:
Originally Posted by lightblade
*** 1/9/2007 ***
Glyph of Empower {E} (Energy Storage)
Cost: 5
Cast: 1
Recharge: 20
Elite Glyph. The next spell you cast will have it's attribute level increased by 1...13...17, but cost twice as much energy and cause double exhaustion.
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WTF! level 29 Heal Party O_o
This is broken for obvious reasons. The attribute increase would be safer at (0...5...6).
Quote:
Originally Posted by lightblade
*** 1/10/2007 ***
Tracking (Beast Mastery)
Cost: 10
Cast: 1
Recharge: 15
Skill. For 2...5 seconds, if your pet is alive, all foes' location are revealed on mini-map for you and all your allies.
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What's wrong with the compass? This skill has been stamped:
USELESS
^belongs in the Otyugh's Cry section. Speaking of which, can we have an ignore list for skills anet?
Quote:
Originally Posted by lightblade
*** 1/11/2007 ***
Set-off Trap (Beast Mastery)
Cost: 10
Cast: 1
Recharge: 5
Skill. Your pet run to the nearest trap and triggers it. For 5 seconds, your pet cannot take more than 100...20 damage per second from traps.
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First, set off trap = wilderness survival, for obvious reasons.
Second, you can send your pet there anyway with a trusty longbow.
Quote:
Originally Posted by lightblade
*** 1/13/2007 ***
Blizzard (Water Magic)
Cost: 15
Cast: 3
Recharge: 15
Hex Spell. For 5 seconds, all foes adjacent to the targeted area is struck 10...30 cold damage per second. Foes that are struck by Blizzard more than 3 times is hexed by Blizzard, slowing their movement speed by 66% for 5 seconds.
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It's hard to count number of hits from a certain spell with a program, maybe have a mechanic like Searing Heat, which will hex them after the duration ends. I like this one.
Quote:
Originally Posted by lightblade
*** 1/14/2007 ***
Launcher (Wilderness Survival)
Cost: 15
Cast: 3
Recharge: 20
Trap. When triggered, all nearby foes unwillingly teleport to random nearby location, take 15...60 blunt damage, and knockdown for 1...3 seconds.
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Wording:
When triggered, foes near the location where this trap was set shadow step to a random nearby location, take (15...60) damage, and are knocked down for (1...3) seconds.
I can see where it would be useful. Seems like a nonelite spike trap to me.
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Jan 15, 2007, 04:58 AM // 04:58
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#18
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Glyph of Empowerment is Broken..... Your not ment to be able to do that much damage with a single spell, which is why we don't have spells ranging into the 200+damage range.
The Blizzard idea is rather inventive. The Launcher idea is pretty undesireable.
Moving other players characters is rather taboo, even if your not in control of where they are moved. Dealing damage to a group of enemies and knocking them down is Elite by itself, adding a controversial manipulation technique to it doesn't make it any better.
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Jan 15, 2007, 05:52 AM // 05:52
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#19
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Glyph of Empowerment just needs to be an Elite version of Glyph of Elemental Power. Just make it a +4 boost for the next 1..5 spells over 15 seconds (doesn't have to be elemental) set under Energy Storage.
The other skills are mostly useless. Any skill that refers to PvE aggro or showing trap locations, or enemy locations, or showing energy is not something I'd ever expect to see in the game.
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Jan 15, 2007, 07:37 AM // 07:37
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#20
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Quote:
Originally Posted by shardfenix
WTF! level 29 Heal Party O_o
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At what cost? 15*2+20=50 energy!! So you're using 50 energy to heal each party member for about 150. I think my energy penalty on the skill perfectly balances out it's power. Also remember, exhaustion and energy usage is applied when spell is cast not after cast. So it'll cost you 50 energy even if you're interrupted...and heal party has 2 second cast! Many people think it's overpowered, I think not. Because it's power comes with great risk. "The greater the risk, the greater the profit"
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