May 06, 2006, 05:43 AM // 05:43
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#41
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Scars Meadows [SmS] Officer (not recruiting)
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and you dont work for anet why>??????????????
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May 07, 2006, 04:43 PM // 16:43
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#42
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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There are alot of good ideas here, I only read through the Elementist skills so far, but they realy arn't ground breaking, the developers would come up with skills like this on their own.
I would like to point out that using signets with Elementist, who has the most energy to use, simply betrays the elementist mechanics. Signets naturally have high recast times and mediocre effectiveness because they don't cost energy, for a class that has the energy to burn, that is just a weakness. But more importantly Elementist almost always include Aura of Restoration to maintain health while casting spells, if your using signets which don't use energy, then you don't get the added health benifit.
With energy management, even expensive Elementist skills can be thrown down with ease, what Elementist needs is better, less removeable energy management, and even more important, Exhaustion management. Energy free skills may be useful for Elementist secondary players, but if Warriors can deal effective lightning attacks without energy, then your betraying the effectiveness of Primary elementist even more.
I'll go through another class of skill maybe another time, but from here I will point out that making a bunch of skills realy isn't an aid to the developers, no better than a skill list for a class concept. The developers are more than capable of coming up with new skills, and unless you have an idea for skills with improved tactical advantages, or something totaly unique which you think would be a good addition to the gameplay, then your realy just pursuing a lost effort.
Oh one more thing, Elementist skills are difficult to use between cross elements, Elementist typically need maximum points in an attribute to effectivly use a spell, and they typically use maximum points in one element and energy storage for effective attacks. Unless conditions like burning become more prevalent among other classes, skills that trigger on it will difficult to use, expecially in pick up situations. Something an Elementist needs is alot more Wards and personal Location DoT spells which last to create more defensive barriers, DoT at target enemy spells are already becoming obsolete and ineffective. Having some lasting Ward or Offensive barriers for Fire magic would be a great improvement.
Last edited by BahamutKaiser; May 07, 2006 at 04:46 PM // 16:46..
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May 07, 2006, 04:51 PM // 16:51
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#43
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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I really really really don't like your mesmer skills...
I'll list them all later... when this tiredness effect wears off of me.
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May 07, 2006, 06:45 PM // 18:45
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#44
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Quote:
Ranger [30 skills]
Beast Mastery:
Borrowed Strength - 10en, 1 cast, 15 recharge
Skill
Your animal companion loses 20% of their health. You are healed for 80+(3X)% of the amount lost.
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Good, give Pet bit more use. Would call it "Bacon" or something.
Quote:
Consumption - 5en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(X/2) spirit. For creatures in its range, creatures with less than 100 health suffer from -2 health degeneration. This spirit dies after 30+(8X) seconds.
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Interesting enought. good (but would up it to 10 or 15 en)
Quote:
Eagle-Eye Strike - 10en, 4 recharge
Pet Attack
Your animal companion attempts an Eagle-Eye Strike that deals 5+(2X) additional damage. This attack can not be 'blocked' or 'evaded'.
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don't seem like to much. maybe lower to 5en for more spaming use.
Quote:
Exhausted Strike - 10en, 8 recharge
Pet Attack
Your animal companion attempts an Exhausted Strike that deals 5+(2X) additional damage. If that foe is suffering from exhaustion, this attack deals an additional 5+(X) damage and can not be 'blocked' or 'evaded'.
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seem good enough. (would also be a nice warrior skill too)
Quote:
Grazing Strike - 10en, 15 recharge
Pet Attack
Your animal companion attempts a Grazing Strike that deals 5+(2X) additional damage. If this attack hits, that foe suffers from Bleeding for 5+(X) seconds.
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Nothing to Wow about, but fair.
Quote:
Hunter's Mark - 10en, 12 recharge
Bow Attack
This attack only deals 5+(X) damage. If this attack strikes, your animal companion will attempt to attack your target.
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would lower the damage, make it as a hex type of thing, where your pet's attack will do increase damage to that target.
Quote:
Scent of Blood - 10en, 30 recharge
Shout
For the next 5+(X) seconds, your pet's attacks can not be 'evaded' by bleeding foes.
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nice name. maybe give it some additonal damage as well.
Quote:
Symbiotic Strike - 10en, 10 recharge
Pet Attack
Your animal companion attempts a Symbiotic Strike that deals 5+(2X) additional damage. If the attack is successful and you have 'Symbiotic Bond' on you, you are healed for 5+(4X) health.
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Suck through your pet. too bad.
Quote:
Tend Wounds - 5en, 8 recharge
Pet Skill
Your animal companion attempts to tend its wounds, losing one condition.
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okie.
Quote:
Bestial Bond {E} - 10en, 3/4th cast, 4 recharge
Elite Skill
Sacrifice 10% of your maximum health to heal your animal companion for 40+(6X). If your animal companion is dead, it is resurrected with 5+(3X)% health and all of your skills are disabled for 6 seconds. Your animal companion will travel with you if you have Bestial Bond equipped.
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seem okie. Not get the Travel with you part.
Quote:
Call of Ferocity {E} - 5en, 25 recharge
Elite Shout
For the next 30 seconds, your animal companion's attacks deal 1+(X/2) more damage and have 10% armor penetration.
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Isn't ther something like that?
Quote:
Call of Resilience {E} - 5en, 25 recharge
Elite Shout
For the next 30 seconds, for each hex or condition your animal companion is suffering from, your animal companion gains +3 health regeneration and +5 AL. If you have 'Symbiotic Bond' on you, you gain +1 health regeneration for each hex or condition your animal companion is suffering from as well.
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Too much use of the Symboiotic Bond. maybe create a new skill type call Bonding.
Quote:
Rabies {E} - 10en, 30 recharge
Elite Shout
For the next 5+(X) seconds, your pet suffers from -4 health degeneration. Whenever your pet deals a critical hit, it inflicts Disease for 3+(X/2) seconds.
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not sure if need to be Elite... but seem good.
Expertise:
Quote:
Keen Eye {E} - 5en, 2 cast, 24 recharge
Preparation
For the next 24 seconds, your arrows can not be 'evaded' and move twice as fast. If your arrows are blocked, they deal 5+(X) damage instead.
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good. not sure if need to up to 10en, but seem fair enough
Quote:
Perfectionist's Stance {E} - 15en, 30 recharge
Elite Stance
For the next 5+(X) seconds, you have +2 attribute levels in Marksmanship, Wilderness Survival, and Beast Mastery while using skills.
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good... maybe make it where this skill will end if you Move.
Marksmanship:
Quote:
Desperation Shot - 10en, 12 recharge
Bow Attack
If this attack hits, you strike for 10+(3X/2) damage. This attack can not be 'blocked' or 'evaded'. After making a Desperation Shot, you are knocked down.
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10 en might be a bit too much, especially with a knowdown.
Quote:
Fatigue Shot - 5en, 4 recharge
Bow Attack
If this attack successfully strikes a foe, that foe takes 1+(X/2) extra damage. If that foe suffers from Exhaustion, that foe takes an additional 5+(2X/3) damage.
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seem good.. but might want to up the recharge time.
Quote:
Frustration Arrow - 25en, 1/2 cast, 15 recharge
Bow Attack
This attack only deals 5+(X) damage. If this attack successfully strikes a foe using a skill, that skill is interrupted. If this attack is 'blocked' or 'evaded', that foe and adjacent foes' actions are interrupted.
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25 en is too much for a interuption arrow. (bet you forgot to look at the Chocking Gas skill)
Quote:
Tracker's Shot - 5en, 4 recharge
Bow Attack
If Tracker's Shot hits, you strike for 3+(2X/3) additional damage. If the target is a 'pet' or 'animated' creature, you strike for an additional 5+(X) damage and this attack can not be 'blocked' or 'evaded'.
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Fun Shot.
Quote:
Trick Shot - 10en, 3 recharge
Bow Attack
You shoot a trick arrow that moves slower than normal. If this attack hits, you strike for 10+(X) more damage. This attack can not be 'blocked' or 'evaded'. If this attack fails to hit, it is disabled for 15 seconds.
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seem okie.... but why call it a trick shot?
Quote:
Exhausting Shot {E} - 15en, 1/2 cast, 15 recharge
Elite Bow Attack
If this attack successfully strikes a foe casting a spell, that spell is interrupted and that foe suffers from Exhaustion.
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too much energy and recharge time to make it that useful for a elite.
Quote:
Zojun's Arrows {E} - 5en, 2 cast, 20 recharge
Preparation
For the next 24 seconds, your arrows move twice as quickly, you deal 3+(X/2) extra damage when striking enchanted foes, and you gain 1 energy whenever you strike a hexed foe.
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seem alright. Good for those Paladins.
Quote:
Wilderness Survival:
Disarm Traps - 15en, 2 cast, 15 recharge
Skill
Traps within 39+(X)' are activated prematurely. This action is easily interrupted.
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Cann't say NO to that.
Quote:
Pitfall - 25en, 2 cast, 30 recharge
Trap
When Pitfall is triggered, adjacent foes take 7+(2X) Earth damage and are knocked down. Pitfall ends after 45 seconds. While activating this skill, you are easily interrupted.
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seem alright.
Quote:
Restless Burial Grounds - 15en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(2X/3) Spirit. For creatures within its range, whenever a creature dies, nearby creatures take 5+(2X) damage. This spirit dies after 30+(8X) seconds.
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sounds like fun.
Quote:
Upwind - 15en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(X/3) Spirit. For creatures within its range, attacks can not be 'evaded'. This spirit dies after 15+(X) seconds.
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Not sure why call it Upwind... maybe something like Spirit of True Strike.. or something.
Quote:
Weary Soil - 10en, 5 cast, 60 recharge
Nature Ritual
Create a level 1+(2X/3) Spirit. For creatures within its range, whenever a creature dies, all creatures of the same type range lose 3 energy. This spirit dies after 30+(8X) seconds.
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3 energy might be too little, especailly in a PvP.
Quote:
Melandru's Bane {E} - 10en, 5 cast, 60 recharge
Elite Nature Ritual
Create a level 1+(2X/3) spirit. For creatures within its range, whenever a creature becomes enchanted, that creature loses 2 energy. This spirit dies after 30+(8X) seconds.
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2 energy is also too weak.
Quote:
Melandru's Veil {E} - 10en, 20 recharge
Elite Stance
For the next 5+(2X/3) seconds, you can not be the target of hexes.
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good hex protection.
Quote:
Shockwave Arrows {E} - 10en, 2 cast, 20 recharge
Elite Preparation
For the next 20 seconds, your arrows explode on contact, dealing 5+(X) lightning damage to adjacent foes. Attacking foes struck by Shockwave Arrows are interrupted.
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seems good, a combo of Ignite arrow and chocking gass.
Quote:
Solstice {E} - 15en, 5 cast, 60 recharge
Elite Nature Ritual
Create a level 1+(2X/3) Spirit. Creatures within its range can not be the target of further enchantments. This spirit dies after 15+(2X) seconds.
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good against bonding/protection monks and paladins.
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Here are some stuff inspired while reading/reviewing your ranger skills.
Mad Beast
(Beastmastery)
Your pet increase its attack by X for duration of T seconds, but in duration will not take any pet skill and will attack all nearby creature (friend or foe)
Ducken Cover
(Experties)
Stance: Increase your AL by X and have 75% chance to dodge all incoming arrows for the next T seconds, but reduce your attack speed by 50%. This skill end if you Move.
Return Fire
(Experties)
Stance: Increase your AL by X against all incomeing range attacks in the duration of T seconds. For every hit by a enemy arrow, your attack incerease by X for 3 seconds.
Higher Ground
(Marksmanship)
Preperation: For duration of T seconds, your shot will gain +X attack and increase in shooting range (act as if you are on a higher ground), but your AL decrease by Y.
Sharper Aim
(Markemanship)
For T seconds, you arrow do +X more attack and Y% armor pentration, but you shoot at 50% slower.
True Shot
(Markemanship)
4s Casting
This shot can not be block or evade, and move 50% faster, dealing X more damage and Y% armor pentration.
Net Arrow
(Wilderness)
Preperation: for T seconds, when evern your arrow hit a target, that target's movment speed is slow down by 5...15% (up to 60%)
Bestial Teamwork
(Beast Mastery)
Your pet will attack, if successful, target will reduce X AL from your next attack (in the next 3 seconds, and must come from You, and not any other source)
Pet Bonding Skill type: might considier creating a new skill type for all the Pet Bonding skills, that way can have more coverage with additional skill that would support it. ("skill that would say "if are bond to a pet, than do XXX"")
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May 08, 2006, 05:17 PM // 17:17
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#45
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Mantra of Competency
Mesmer - Fast Casting
Energy 5
Stance
Reuse 60
For 20...80 seconds your signets take half as long to cast.
This skill makes the most sense as a Fast Casting skill, but I wanted it to be useable for non-mesmer primaries. The reason, I suppose, is because I'm trying out an experimental monk signet build and this would be useful, even if for just 20 seconds.
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May 08, 2006, 09:35 PM // 21:35
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#46
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Krytan Explorer
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Most of these skill ideas are pretty solid. Good job.
I went through the trouble of pulling out some old skill ideas Ive accumulated over time.
Warrior
Strength
Signet of Absorption
Signet. You take 30.. 135 damage in place of target ally.
Activation Time: 2 Recharge Time: 5
Tactics
Push The Lines!
Elite Shout. For 3.. 8 seconds all allies within the area block the next melee or arrow attack. If an attack is blocked this way that ally gains 5 energy.
Adrenaline Cost: 5 hits
Ranger
Expertise
Counter Shot
Stance. For 3.. 18 seconds you will evade the next arrow attack and fire it back to its source at 2 times its original speed.
Energy Cost:5 Recharge Time: 6
Marksmanship
Sniper Shot
Elite Attack. Shoot an arrow with double range. If this hits a moving foe that foe is knocked down.
Energy Cost: 10 Recharge Time: 10
Elementalist
Energy Storage
Fire and Ice Attunement
Enchantment Spell. For 23.. 45 seconds you are attuned to Fire and Water. You gain 15.. 33% of the Energy cost of the skill each time you use Fire or Water magic.
Energy Cost: 10 Activation Time: 2 Recharge Time: 15
(Also Attunements for Fire/Lightning, Fire/Earth, Water/Lighting, Water/Earth, and Lighting/Earth.)
Elemental Might
Enchantment Spell. For 30 seconds you gain +2 energy regen. This enchantment ends if you cast non elemental spells or after you cast 3.. 12 elemental spells.
Energy Cost: 15 Activation Time: 2 Recharge Time: 45
Monk
Divine Favor
Tia Chi
Stance. For 3.. 12 seconds while standing still any melee attack used against you knocks that foe down. Tia Chi ends if you are struck while moving.
Energy Cost: 5 Recharge Time: 20
Protection Prayers
Protective Garments
Enchantment Spell. For 3.. 16 seconds target ally can not be inflected with Daze or Deep Wound.
Energy Cost: 10 Activation Time: 1 Recharge Time: 15
Mesmer
Inspiration
Invigorate Esteem
Enchantment Spell. For 10 seconds all party members next offensive spell cast twice as fast. (50% chance of failure with Inspiration 5 or less)
Energy Cost: 15 Activation Time: 2 Recharge Time: 20
Inspiration
Invigorate Stamina
Enchantment Spell. For 10 seconds all party members next offensive spell recharges twice as fast. (50% chance of failure with Inspiration 5 or less)
Energy Cost: 15 Activation Time: 2 Recharge Time: 30
Necromancer
Curses
Flu
Elite Hex Spell. For 12.. 28 seconds target foe is hexed with Flu. If any hex is removed from that target, this hex is removed in its place and that target suffers from Disease for 3.. 16 seconds.
Energy Cost: 5 Activation Time: 1 Recharge Time: 10
Death Magic
Soul Warden
Spell. Exploit nearest corpse to animate a level 0.. 17 Soul Warden. While Soul Warden is over a corpse that corpse can not be resurrected.
Energy Cost: 25 Activation Time: 2 Recharge Time: 30
An old idea I had for a skill - Trick Shot.
No Attribute
Trick Shot
Attack. Shoot an arrow that cannot be blocked by obstacles
Energy Cost: 5 Activation Time:1 Recharge Time: 2
I can see how your Trick Shot is tricky though.
Last edited by Goonter; May 10, 2006 at 11:23 PM // 23:23..
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May 09, 2006, 04:02 PM // 16:02
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#47
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Krytan Explorer
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Because it seems harder than usually to make skills for marksmanship I thought it out some.
My understanding of Bow attacks is that, outside of ranger spike, they are almost always better used for their utility abilities. Though pressure damage is a possibility, in a group of eight, that pressure damage plays a serious second fiddle to warriors and maybe now assassins.
There are a few other attribute skills in there too, but mostly it’s about useful marksmanship attacks.
Beast Mastery
Distraction
Shout. For 9.. 18 seconds while your pet is attacking targeted foe that foe can not use interrupting skills.
Energy Cost: 15 Recharge Time: 28
Marksmanship
Disarm
Attack. If Disarm hits an attacking foe that target is interrupted and one attack skill is disabled for 3.. 10 seconds.
Energy Cost: 10 Recharge Time: 10
Opportunity Shot
Attack. If Opportunity Shot hits a dazed foe that foe is knocked down otherwise this skill recharges instantly and strikes for +3.. 15damage.
Energy Cost: 5 Recharge Time: 12
Prep Shot
Attack. If Prep Shot hits you strike for +3.. 15 damage and your next bow attack can not be evaded. If using a preparation this attack cost 3 less energy.
Energy Cost: 5 Recharge Time: 10
Will of Melandru
Attack. If Will of Melandru hits you strike for +10 damage and any condition the target is suffering last 18.. 33% longer.
Energy Cost: 10 Recharge Time: 20
Proud Shot
Attack. If Proud Shot hits you deal +10.. 32 damage. If under an enchantment this skill will do 8.. 18 less damage.
Energy Cost: 10 Recharge Time: 6
Sham Shot
Attack. If Sham Shot hits you deal +3.. 15 damage and interrupt enchantment spells. If under an enchantment this skill recharges instantly.
Energy Cost: 5 Recharge Time: 8
Prevention Shot
Attack. If Prevention Shot hits you deal +3.. 15 damage and interrupt hex spells. If under an enchantment this skill cost 3 less energy.
Energy Cost: 10 Recharge Time: 10
Wilderness Survival
First Aid
Skill. Remove touched target ally of 1.. 5 conditions and heal for 30.. 90 health.
Energy Cost: 10 Activation Time: 2 Recharge Time: 20
Immunity
Skill. For 8.. 18 seconds you gain +2 health regen. You lose 1 regen if your poisoned and 1 regen if you are disease.
Energy Cost: 10 Activation Time: 2 Recharge Time: 40
Splurging Right
Nature Ritual. Create a level 1.. 10 Spirit for 30.. 150 seconds. Any spell that cost less than 5 energy causes exhaustion.
Energy Cost: 5 Activation Time: 5 Recharge Time: 60
Im a little disappointed that Mesmers get so many nice looking hex spells and necros, with a curses line, has a number of so-so skills. The best ones are drop and forget so these are a few hexes I could see making people spam: “Curses Nec lfg.” in local chat.
Soul Reaping
Plain Demise
Enchantment Spell. If your next hex spell takes longer than 15 seconds to recharge it cost 1.. 6 less energy and recharges instantly.
Energy Cost: 10 Activation Time: 1 Recharge Time: 20
Curses
Reject Hope
Hex Spell. For 8.. 18 seconds target foe and all nearby foe receives 20% less benefit from healing.
Energy Cost: 15 Activation Time: 1 Recharge Time: 30
Chilling Blood
Hex Spell. For 5.. 35 seconds target foe takes 9.. 24 cold damage every time they stand still for one second.
Energy Cost: 15 Activation Time: 2 Recharge Time: 20
Recurring Hex
Hex Spell. After 5 seconds Recurring Hex ends and deals 9.. 24 damage. For 20 seconds this hex reappears if target foe is enchanted.
Energy Cost: 10 Activation Time: 2 Recharge Time: 20
Reasonable Doubt
Hex Spell. For 4.. 10 seconds the next spell that would target an ally takes 3 times longer to cast and causes 1.. 7 degen while casting.
Energy Cost: 10 Activation Time: 1 Recharge Time: 10
Soul Sap
Hex Spell. For 8... 18 seconds target foe loses 2 energy for each spell they cast or 2 adrenaline when using an attack skill.
Energy Cost: 10 Activation Time: 2 Recharge Time: 30
Sudden Depressition
Spell. Remove 4 hits of adrenline from target foe. Target takes 4.. 18 shadow damage for each hit of adrenline removed.
Energy Cost: 5 Activation Time: 3 Recharge Time: 8
Ok, some of these names really suck. I came up with the effects first and coming up with names proved too challenging for me. Im sure you get the idea behind them though.
Last edited by Goonter; May 10, 2006 at 11:38 PM // 23:38..
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May 09, 2006, 04:36 PM // 16:36
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#48
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Ennui {E}
Illusion of Perfection
I like those 2 skills, annoy the hell out of warriors trying to adren spikes and Ennui is definatly better than Arcane Languor. Would be very nice when combined with Diversion and Wastrels Worry.
Too many to read through entirely, but nice work
Mesmer has way too many direct damage skills though imo
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Aug 11, 2006, 08:07 PM // 20:07
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#49
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Krytan Explorer
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thread nec.
Elementalist
Energy Storage
Meditation
Stance. For 1-10 seconds you gain 2 energy regen. This stance ends if you move.
Cost: 5e Recast: 12s.
Restoration
Spell. You recieve 1.. 6 health for every point of energy you have. (max of 160)
Energy: 10 Cast: 2 Recast: 5
Earth Magic
Jagged Rocks
Enchantment Spell. For 10-30 seconds any moving foe adjacent to you takes 8-20 earth damage per second.
Energy: 15 Cast: 1 Recharge: 30
Fire Magic
Fire Blast
Spell. All foes in the area are hit for 15.. 90 Fire damage.
Energy: 15 Cast: 1 Recast: 1
Slight Burns
Hex Spell. For 6-24 seconds target foe takes 3-12 fire damage every 3 seconds.
Energy: 5 Cast: 2 Recast: 10
Water Magic
Slipper Slope
Hex Spell. For 8-20 seconds, target foe will knock themselves down if they are moving faster than normal. This hex ends if target stands still for 3 seconds.
Energy: 10 Cast: 2 Recast: 10
Mesmer
No attribute
Counter Spell
Spell. If target foe is casting a spell, that spell is interrupted and Counter spell is replaced with the interrupted spell for 20 seconds.
Energy: 10 Cast: ¼ Recast: -
Monk
Divine Favor
Disciplined Flesh
Stance. For 1.. 7 seconds you have +40 armor verse physical damage. This stance ends if you are knocked down.
Energy: 5 Recast: 15
Necromancer
Blood Magic
Blood Sacrifice
Spell. Sacrifice 20% Health. If Target allys health is below 50% he is healed for 100-186% of the amount you lost.
Energy: 10 Cast: 1 Recast: 10
Curses
Crush Hope
Spell. Remove one enchantment. If that enchantment was a monk enchantment it is disabled for an additional 4-20 seconds.
Energy: 10 Cast: 3 Recast: 30
Unyeilding Hex elite
Enchantment Spell. The next hex you cast will only target a single foe and remove target foe of all hexes and this enchantment ends. This foe can not be targeted with any other hexes while that hex is on them. That hex can not be removed.
Energy: 10 Cast: 2 Recast: 20
Death Magic
Order of Suffering
Enchantment Spell. Sacrifice 17% Health. For 5 seconds whenever a animate undead hits a foe they are hexed with Suffering which is -2 Health degen for 5.. 11 seconds
Energy: 15 Cast: 2
Ranger
Marksmanship
Studied Shot
Attack. If Studied Shot hits a foe in a stance it stikes for +13-26 damage. Studied Shot cannot be blocked or evaded. This skill takes an additional 7 seconds to recharge if your shot strays.
Energy: 10 Recast: 1
Assassin
Shadow Arts
Illusion of Self: Enchantment. For the next 8-56 seconds if your health falls below 20% and you will teleport to the place you cast this spell.
Energy: 10 Cast: 2 Recharge: 20
???
Supersede: Hex. For 4-12 seconds the next time targeted foe would target one of their allies with a spell that spell effects one of their foes if nearby instead and Supersede ends.
Energy: 5 Cast: 2 Recast: 20
Or
Supersede: Enchantment. For 4-12 seconds the next time a foe would target one of their allies with a spell that spell effects you instead if you are nearby and Supersede ends.
Energy: 5 Cast: 2 Recast: 20
Last edited by Goonter; Aug 11, 2006 at 09:01 PM // 21:01..
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Aug 11, 2006, 08:24 PM // 20:24
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#50
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Ascalonian Squire
Join Date: Aug 2006
Location: Divinty Coast, Kryta
Guild: We Invented [PvP]
Profession: Mo/Me
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Elementalist
Tornado - Elite Stance. For 2..8[10] seconds, you have a 75% chance to 'block' attacks. Whenever you block a melee attack in this way the attacking foe is knocked down.
Cast time - N/A
Energy Cost - 5
Recharge Time - 35 seconds
Attribute - Air Magic
Monk
Signet Of Hope - Signet. For each dead party member in the area, you gain 1..7[9] energy.
Cast Time - 2 secs
Energy Cost - 0
Recharge time - 15 seconds
Attribute - Divine Favour
all I can think of so far... Finally an ele stance!
Last edited by -Innocence-; Aug 12, 2006 at 11:03 AM // 11:03..
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Aug 11, 2006, 08:33 PM // 20:33
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#51
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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Necromancer, Curses. 15e 2cast, 10 recharge.
Order of Debility.
Maybe elite.
Enchantment.
Sacrifice 17% maximum health, for 5 seconds, whenever a party member hits a foe with physical damage, that foe suffers from weakness for 2..7 seconds, if a foe is struck while casting a spell, that foe looses 1..2 energy and you (the caster of the order) lose 5% max health.
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Aug 11, 2006, 08:58 PM // 20:58
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#52
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Ascalonian Squire
Join Date: Aug 2006
Location: Divinty Coast, Kryta
Guild: We Invented [PvP]
Profession: Mo/Me
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Got some more...
Mesmer
Passing Dream - Spell. Target other ally loses all hexes and you recieve all hexes that ally had and their remaining durations.
Cast Time - 1 second
Energy Cost - 5
Recharge time - 45 seconds
Attribute - None (Mesmer)
Monk
Panaecea - Enchantment Spell. For 8 seconds, The next time target ally recieves a negative condition, that condition is negated and ally gains 10..63[72] health
Cast Time - 3/4 second
Energy Cost - 10
Recharge time - 5 seconds
Attribute - Protection Prayers
Warrior
Fallible Blow - Hammer Attack. If this attack hits target foe takes an additional 15..60[63] damage and is knocked down for 4 seconds. If Fallible Blow fails to hit or is interupted, you are knocked down for 4 seconds. This attack is easily interupted.
Cast Time - N/A
Adrenaline - 4
Recharge time - N/A
Attribute - Hammer Mastery
Last edited by -Innocence-; Aug 12, 2006 at 10:22 AM // 10:22..
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Aug 12, 2006, 01:53 AM // 01:53
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#53
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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As a note, I abandoned this thread because I came to the realization I let myself be led to believe more=better, and most of my skills were just plain bad.
Not necessarily unplayable. Some would definitely see play without being broken, but simply don't fit into the style the attribute line/profession has (such as unconditional mesmer direct damage).
There are a few actual gems that I stand by as they are, and a few which could really fit in with both appropriate flavour and usefulness given a little tweaking, but for the most part, I'm actually a bit embarassed at the overall suggestions.
However, if people want to use this thread, then so be it. Maybe others can learn from my mistakes and produce better than I did.
And, if nothing else, I at least had fun making them, and since the suggestions in this forum are rarely taken that seriously, that's probably all that matters in the end.
Hope you have as much fun too.
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Aug 12, 2006, 03:56 PM // 15:56
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#54
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Wilds Pathfinder
Join Date: Aug 2006
Profession: Me/
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Im only going to review the elementalist and mesmer skills because the other ones are already been commented
Quote:
Air Magic:
Conductive Bolt - 10en, 1 cast, 12 recharge
Spell
Target foe takes 5+(3X) lightning damage. If that foe is suffering from a water magic hex, that foe is knocked down as well.
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makes Gust even more useless, even though i like it, you should either consider on making Gust more powerful (like adding AoE effect), or weakening it (removing dmg, or increase recharge/cast)
Quote:
Downwind - 10en, 2 cast, 25 recharge
Hex Spell
Target foe can not evade attacks for 1+(X/2) seconds.
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good idea, although it sounds like an assassin skill to me, but its still a good idea
Quote:
Flashing Mark - 5en, 2 cast, 20 recharge
Spell
Create a Flashing Mark at your location. After 3 seconds, adjacent foes are blinded for 2+(X/3) seconds. If more than 1 foe is blinded this way, you lose 5 energy.
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Weird! And i dont like the possibility of making blind bots even stronger!
Quote:
Jolt Signet - 0en, 3/4th cast, 25 recharge
Signet
Target foe takes 10+(2X) lightning damage. If that foe is using a skill, they are interrupted and take an additional 5+(X) lightning damage. This skill has 25% armor penetration.
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ahmm... overwhelming spike?
Quote:
Scatter Ash - 5en, 1 cast, 12 recharge
Spell
Target foe is cured of Burning. If a condition was lost this way, that foe and adjacent foes are blinded for 2+(X/2) seconds.
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i dont see this skill fitting for any class in the game, excpt for a mix of fire ele and a prot monk, wich, does not exist yet =/
Quote:
Shocking Grasp - 10en, 3/4th cast, 8 recharge
Skill
Touch target foe. That foe takes 17+(3X) lightning damage. If that foe was attacking, that foe is interrupted and takes an additional 5+(X) lightning damage. This skill has 25% armor penetration.
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really not my favorite, but, it could, maybe, some day, at the 5th expansion, give us the possibility of a good W/E with some lightining touch skills
Quote:
Pulsing Energy {E} - 10en, 2 cast, 8 recharge
Elite Hex Spell
For the next 5 seconds, target foe takes 2+(3X/2) Lightning damage each second. This spell has 25% armor penetration.
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hummm.... very, very, VERY interesting
wow, really interesting
/clap to you my friend
might have to add exhaustation... or not
Quote:
Energy Storage:
Restoration Signet - 0en, 3 cast, 15 recharge
Signet
You are healed for 57+(14X)% of your current energy.
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you know... it doesnt have to be a signet allways
take energy boon for exemple
Quote:
Signet of Reserves {E} - 0en, 2 cast, 20 recharge
Elite Signet
You gain 1+(X/5) energy for each recharging spell.
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same as Restoration signet
Quote:
earth Magic
Ebon Hammer - 15en, 3 cast, 20 recharge
Spell
Target foe and adjacent foes take 10+(4X) earth damage and are knocked down. If more than one foe is damaged this way, you suffer from exhaustion.
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hummm...
reduce cast to 2, energy to 10, and maybe increase recharge to 25 (maybe)
there you go, u got an elite
Quote:
Oak Signet - 0en, 3 cast, 30 recharge
Signet
Call forth a mighty Oak Tree at your location. Nearby foes take 15+(4X) earth damage. After 5 seconds, Oak Tree returns to the earth, knocking down nearby foes.
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????? hahahahaha
really creative, but weird, sorry
and its a signet
Quote:
Poisonous Blossom - 10en, 1 cast, 10 recharge
Spell
A Poisonous Blossom grows at target foe's location. For the next 3 seconds, nearby foes take 4+(2X) damage each second. When Poisonous Blossom ends, nearby foes are poisoned for 5+(X/2) seconds.
Signet of Thorns - 0en, 2 cast, 15 recharge
Signet
Target foe takes 10+(3X) earth damage and is crippled for 1+(X/2) seconds
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sorry, they dont fit for earth ele skills
Quote:
Splinter Spray - 10en, 2 cast, 12 recharge
Spell
Target foe and adjacent foes are struck for 5 hits of 3+(X) Earth damage.
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i kind of like it... except for the name
Quote:
Teinai's Ward - 15en, 1 cast, 25 recharge
Spell
Create Teinai's Ward at your location. For 5+(2X/3) seconds, non-Spirit allies in the area have 8 base damage reduction. This spell causes exhaustion.
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kind of too powerful for a ward, this makes ward against harm even more useless... or even worst, if you combine both you dont take any damage at all
plus, teinai is at master of elements at Cantha =/
Quote:
Mud Shell {E} - 10en, 1 cast, 20 recharge
Elite Enchantment Spell
You gain a Mud Shell. For the next 5+(X) seconds, whenever you take damage, that damage is reduced by 75%. If Mud Shell reduces more than 5+(13X) damage this way, Mud Shell ends.
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humm... cool
Quote:
Fire Magic:
Combustion Signet - 0en, 2 cast, 25 recharge
Signet
Target foe loses 1 enchantment. If one enchantment was lost this way, that foe takes 15+(4X) fire damage and is set on fire for 1+(X/8) seconds.
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signet???
and i dont remember ever seeing a skill to remove enchants for ele =/
Quote:
Conjure Lava - 15en, 3 cast, 20 recharge
Spell
Create a pool of lava at target foe's location. For 5 seconds, nearby foes suffer from Burning and Crippled for 1+(X/3) seconds each second they are standing still.
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hummm... interesting
if you are not adding any aoe damage, you should make it an earth skill
and if u add damage, make it an elite ^^
and increase recharge
Quote:
Conflagration Aura - 10en, 2 cast, 20 recharge
Hex Spell
For the next 1+(X/5) seconds, target foe is set on fire. If that foe was moving when Conflagration Aura's effects would end, Conflagration Aura is renewed for another 1+(X/5) seconds.
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humm... maybe combustion aura
Quote:
Incendiary Bolts - 5en, 3/4th cast, 10 recharge
Spell
Send out two Incendiary Bolts at target foe. If it hits, each Incendiary Bolt deals 8+(2X) fire damage sets that foe on fire for 1+(X/8) seconds. This spell has half the normal range.
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increase energy to 10, cast time to 1, and there you go!
(might have to decrese dmg)
Quote:
Lava Spray - 10en, 2 cast, 12 recharge
Spell
If target foe has no adjacent allies, that foe takes 10+(6X) fire damage. Otherwise, that foe and adjacent foes take 5+(3X) fire damage and are set on fire for 1+(X/8) seconds.
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hummm... kind of interesting
Quote:
Magma Flow - 5en, 1 cast, 8 recharge
Spell
Target foe takes 5+(3X) fire damage and loses one earth magic hex. If an earth magic hex was lost this way, that foe takes an additional 7+(2X) fire damage and suffers from burning and crippled for the next 1+(X/3) seconds.
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i liked the "lose one earth magic hex" thing
might need a little reword though
Quote:
Searing Embrace - 15en, 2 cast, 15 recharge
Enchantment Spell
For the next 5 seconds, foes near target ally take 7+(X) fire damage each second. When Searing Embrace ends, foes adjacent to that ally are set on fire for 1+(X/6) seconds.
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self enchantment please, eles dont have skills that enchants other allies
Quote:
Magma Pool {E} - 15en, 3 cast, 15 recharge
Elite Spell
Summon a pool of magma at target foe's location. For the next 10 seconds, foes in the area are struck for 10+(2X) fire damage each second, decreasing by 3 damage each second. When Magma Pool ends, foes in the area are set on fire for 1+(X/6) seconds.
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hummm... nice...
might need to increase damage or reduce cast time
I would increase damage
very nice skill btw
Quote:
Non-Attribute:
Mind Signet - 0en, 2 cast, 25 recharge
Signet
You gain 5 Energy. If target foe has more energy than you, you gain an additional 5 Energy.
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seen it before... and no, imagine if monks used it
Quote:
Recovery Signet - 0en, 5 cast, 15 recharge
Signet
Lose 5 Exhaustion.
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wow... 5 cast?!?!
2 cast and 30 recharge for beeing a signet, please
Quote:
Water Magic:
Bubble Signet - 0en, 2 cast, 15 recharge
Signet
Send out a slow moving bubble that bursts on contact with target foe, dealing 15+(3X) cold damage to that foe and all nearby foes, knocking down attacking foes.
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!!!! signet?
very weird, make it a spell, rework it, and lets see what happens
a potential skill btw
Quote:
Chilling Touch - 10en, 3/4th cast, 10 recharge
Hex Spell
Target touched foe and all adjacent foes take 5+(2X) cold damage. For the next 2+(X/4) seconds, foes struck by Chilling Touch move 66% slower. If Chilling Touch strikes more than one foe, you lose 5 energy.
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i, personally, didint liked it
but, considering they added very useless skills at factions, this is a good skill
Quote:
Mist Razor - 10en, 1 cast, 10 recharge
Spell
Target foe takes 7+(3X) slashing damage and that foe and adjacent foes take 7+(4X) cold damage
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wow... water ele spike hahaha
Quote:
Numbing - 10en, 1 cast, 10 recharge
Hex Spell
Target foe moves and attacks 25% slower for the next 2+(X/2) seconds.
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nice one... its about time to add some skills like that for water eles
Quote:
Quench - 5en, 3/4th cast, 6 recharge
Enchantment Spell
Target ally is cured of Burning condition. If a condition was removed this way, that ally gains +24 AL for the next 4+(X/2) seconds.
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eles dont have skills that target allies
Mirror of Ice for exemple
Quote:
Soaked Earth - 5en, 1 cast, 8 recharge
Hex Spell
Target foe take 5+(3X) cold damage. If that foe is suffering from an earth magic hex, nearby enemies move 50% slower for 1+(X/2) seconds.
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hummm... ahhmmm... maybe it should be an earth skill
and add some recharge to that please
Quote:
Cold Snap {E} - 5en, 1 cast, 8 recharge
Elite Hex Spell
Target foe and adjacent foes are struck for 7+(3X) and move 66% slower for 2+(X/4) seconds.
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kind of saw it coming, but its still good
Quote:
Permafrost {E} - 10en, 2 cast, 15 recharge
Elite Hex Spell
Target foe moves 90% slower for the next 1+(X/2) seconds.
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Mind Freeze is already useless, u wanna make it even more useless??
Power up Mind Freeze, and you can add this skill for sure
WELL... i gotta travel now
but here are the good mesmer skills u made (or the ones that have a potential to be a new skill):
Insecurity
Mental Burnout
Silence
Amnesia
Mental Block
Illusion of Grandeur (add a "you" and there you go)
Transfer Burden
Essence Drain
Ether Guard
Ennui
sry for not commenting about the mesmers skills
good luck
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