Jan 10, 2006, 04:35 AM // 04:35
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Create-a-spell thread
Here are the rules. Rate the spell of the person above you (comments, suggestions, etc.), then create a spell. Tell what class it's from and what it's type is. I'll start.
Monk Spell
Holy Day {E}
Protection Prayers
Energy Cost: 25
Casting Time: 4 seconds
Recharge Time: 60 seconds
For 25-45 seconds, all nearby allies and foes cannot take damage or be the target of any skills.
I hope I worded that correctly
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Jan 10, 2006, 08:20 AM // 08:20
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#2
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by Wretchman Drake
Here are the rules. Rate the spell of the person above you (comments, suggestions, etc.), then create a spell. Tell what class it's from and what it's type is. I'll start.
Monk Spell
Holy Day {E}
Protection Prayers
Energy Cost: 25
Casting Time: 4 seconds
Recharge Time: 60 seconds
For 25-45 seconds, all nearby allies and foes cannot take damage or be the target of any skills.
I hope I worded that correctly
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A runners dream. Way Too powerful. Its a super version of spell breaker + mist form combined.
My turn
Ele Spell
"Dust Cloud"
Earth Magic
10e/1s/15s
Target foe and adjacent foes are blinded for 3-10 seconds.
Last edited by Kool Pajamas; Jan 10, 2006 at 08:26 AM // 08:26..
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Jan 10, 2006, 08:29 AM // 08:29
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#3
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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For Death!
Warrior Shout (Strength)
Cost 5 Energy
Re-Charge time 45 seconds.
Target loses 20% Health but gains (4-8) adrenaline.
For Glory!
Warrior Shout (Tactics)
Cost 6 Adrenaline
Target loses all adrenaline and gains (5-10) Energy.
Roar! or Tiger's Roar!
ELITE Ranger Shout (Beast Mastery)
10 Energy.
Re-Charge 40 seconds.
All foes in the area are knocked down and lose all adrenaline. 50% Chance of failure with 6 Beast Mastery or less.
Last edited by Seissor; Jan 10, 2006 at 08:52 AM // 08:52..
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Jan 10, 2006, 09:28 AM // 09:28
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#4
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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Silence!
Warrior Skill(Tactics)
Cost 5 Energy
All nearby foes cannot use shouts for 5..10 Seconds
Recharge 15 Seconds
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Jan 10, 2006, 10:44 AM // 10:44
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#5
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Academy Page
Join Date: Jan 2006
Location: Team Arena's District 1
Guild: The United Nations (xUNx)
Profession: Me/N
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I like your's Taffy, it would nerf IWAY & make HoH a friendly place to visit....however with chapter 2 around the corner & the rumours of defendable cities/outposts HoH will probably lose attention, however i still like your skill
Necromancer Skill
Unholy Touch (E)
Att :: Death Magic
Cost :: 15 Energy
Recharge :: 120 seconds
Touch target corpse to summon a level 1/10/20 zombie (for lack of a better word) Zombie is raised with 3/4 max health of touched foe & gains 1/2/4 of touched foes skills, while you maintain this elite hex spell you suffer energy degen of -3/-2/-1 or Unholy Touch ends
i have always wanted a more powerfull undead companion, & i think the summoned creature feeding of your energy instead of its own health is a winning concept.
lemmie know what you think
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Jan 10, 2006, 12:11 PM // 12:11
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#6
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Banned
Join Date: Oct 2005
Location: Singapore
Profession: Mo/Me
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Monk Spell
Rave{E}
Protection Prayers
Energy Cost: 25
Casting Time: 3 seconds
Recharge Time: 45 seconds
Remove all Hexes from all allies,for 3-5 sec(depand on pro level) allies cannot be a target of hexes.
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Jan 10, 2006, 12:41 PM // 12:41
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#7
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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Quote:
Originally Posted by lord pun|shment
I like your's Taffy, it would nerf IWAY & make HoH a friendly place to visit....however with chapter 2 around the corner & the rumours of defendable cities/outposts HoH will probably lose attention, however i still like your skill
Necromancer Skill
Unholy Touch (E)
Att :: Death Magic
Cost :: 15 Energy
Recharge :: 120 seconds
Touch target corpse to summon a level 1/10/20 zombie (for lack of a better word) Zombie is raised with 3/4 max health of touched foe & gains 1/2/4 of touched foes skills, while you maintain this elite hex spell you suffer energy degen of -3/-2/-1 or Unholy Touch ends
i have always wanted a more powerfull undead companion, & i think the summoned creature feeding of your energy instead of its own health is a winning concept.
lemmie know what you think
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Well IWAY teams dont use any shouts... but yeah it would be a nerf to vimway trap teams
About your skill, i dont know about the touch aspect or a maintainable hex idea
But maintainable hexes in general sounds interesting...
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Jan 10, 2006, 12:45 PM // 12:45
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#8
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Academy Page
Join Date: Jan 2006
Location: Team Arena's District 1
Guild: The United Nations (xUNx)
Profession: Me/N
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lmao , i guess i should play more iway then....or NOT....seriously tho my bad didnt read thru b4 i posted lol.
the idea needs work i know, i would just like to see more variety in necromancer summoning skills, perhaps a blood golem, similar setup but feeding on your health instead of energy, either way i'd like to see something with a little more life than the minions, horrors & fiends we have atm
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Jan 10, 2006, 02:16 PM // 14:16
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#9
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Mesmer
Tabula Rasa(E)
Unlinked Signet
Energy Cost: 0
Casting Time: 2
Recharge: Never
When used, Tabula Rasa is removed from your skill bar, and any non-elite skill from your skill list may be added in its place (subject to normal rules - you cannot duplicate a spell already present). Flexibility at the cost of power. In mission it wouldn't recharge; when travelling, zoning would reset the signet; in PvP it would start as a signet each map, allowing you to atempt to gauge what you are facing before deciding on the skill.
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Jan 10, 2006, 03:01 PM // 15:01
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#10
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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Quote:
Originally Posted by tafy69
Well IWAY teams dont use any shouts... but yeah it would be a nerf to vimway trap teams
About your skill, i dont know about the touch aspect or a maintainable hex idea
But maintainable hexes in general sounds interesting...
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IWAY = I Will Avenge You *Shout* (Strength) for every dead ally you gain +3 - +8 HP regen.
It's what makes IWAY teams IWAY teams, and it's their only shout and single most potent skill.
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Jan 10, 2006, 04:49 PM // 16:49
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#11
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: W/
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Quote:
Originally Posted by Epinephrine
Mesmer
Tabula Rasa(E)
Unlinked Signet
Energy Cost: 0
Casting Time: 2
Recharge: Never
When used, Tabula Rasa is removed from your skill bar, and any non-elite skill from your skill list may be added in its place (subject to normal rules - you cannot duplicate a spell already present). Flexibility at the cost of power. In mission it wouldn't recharge; when travelling, zoning would reset the signet; in PvP it would start as a signet each map, allowing you to atempt to gauge what you are facing before deciding on the skill.
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I like this one alot. It really allows you the chance to adjust on the fly.
Ok here's mine.
Elementalist Spell
Fire Attribute
-MOLTEN SKIN-
15 energy
3/4 cast time
60 recharge
30sec. enchantment spell. You gain +10->+25 armor (+15 vs. fire -20 vs. cold). Movement slowed 30%-15%. When struck Molten Skin delivers 5-25 fire damage to adjacent foes. (I'm thinking something that looks like ignite arrows but activated by something striking the molten skin.)
Looking for a fire armor for some defense but tried to keep it in the fire's offensive wheel house.
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Jan 10, 2006, 08:04 PM // 20:04
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#12
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Jungle Guide
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Quote:
Originally Posted by tafy69
Silence!
Warrior Skill(Tactics)
Cost 5 Energy
All nearby foes cannot use shouts for 5..10 Seconds
Recharge 15 Seconds
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I can imagine the assassin having something like this in chapter 2.
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Jan 10, 2006, 08:48 PM // 20:48
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#13
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Ascalonian Squire
Join Date: Jun 2005
Guild: Team Invincible [INV]
Profession: Mo/Me
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I'm loving this skill ideas(Mostly)!
I always thought Water Magic was a bit underpowered:
Elementalist:
Name: Drown [E]
Type: Spell
Attribute: Water
Energy Cost: 25
Recharge Time: 60
Description:
Target and adjacent foes are deluged in a flash flood, have -20 Armor vs. Lightning Damage, and are knocked down for 1-5 seconds. Foes adjacent to target take 15-70 Damage. Target foe's health is reduced by half it's current amount and suffers from energy and health degeneration of 1 for 1-10 seconds.
Elementalist:
Name: Geyser[E]
Type: Spell
Attribute: Water
Energy Cost: 15
Recharge Time: 30
Description:
Target and adjacent foes are blasted by an eruption of water from the ground beneath them. They are knocked down for 1-5 seconds. Foes take 5-40 Fire Damage(Geysers are hot!), 10-45 Water Damage, and 5-10 Regular Damage(They're blasted into the air and fall, would you expect them to be unscathed?)
Elementalist:
Name: Wave of Tranquility
Type: Spell
Attribute: Water
Energy Cost: 10
Recharge Time: 20
Description:
A wave of water splashes upon target and adjacent foes. They take 10-80 damage, but are cleansed of blindness, poison, and disease. Allies adjacent to foe are also cleansed of blindness, poison, and disease.
Elementalist:
Name: Blizzard
Type: Spell
Attribute: Water
Energy Cost: 15
Recharge Time: 30
Description:
A blizzard surrounds target and adjacent foes. For 10 seconds, they take 5-22 damage a second, suffer from cripple, and have a 50% chance to miss meelee and ranged attacks.
*I know these ones are a bit over powered, but I couldnt resist letting the full force of water takes it toll.
And, because Arenanet did a lousy job giving swords a good elite:
Warrior:
Name: Knight's Stance[E]
Type: Stance
Attribute: Swordmanship
Energy Cost: 5
Recharge Time: 30
Description:
For 5-10 Seconds, you parry 75% of attacks made against you, deal +5-20 damage in combat, and gain +2 Health Regeneration each time you get in meelee.
Warrior:
Name: Balthazar's Strike[E]
Type: Sword Attack
Attribute: Swordmanship
Energy Cost: 5
Recharge Time: 15
Description:
You make an attack that deals an additional 10-35 damage, causes bleeding, cripple, and a deep would, and gives you double the regular adrenaline gain.
-Elessar
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Jan 10, 2006, 09:29 PM // 21:29
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#15
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Academy Page
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geyser was the best ... would be an awsome animation also... and for an elite its actully pretty balanced
I also really like the unholy touch idea. instead of summoning zombie though the foes corpse should stand back up(with a cloud a deseise around it or sumthing so u can tell its reanimated) and fight for you.
Necromancer [E]
name: Sick'em
type: shout (yes--> a necro shout)
Att. death magic
energy cost.... recharge
15.................10
your minion with the least hp remaining moves 25%faster and explodes when it dies or reaches your target dealing 10-60 dmg to foe and andjacent foes, all foes affected are interupted and poisoned for 9-27 seconds.
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Jan 10, 2006, 11:44 PM // 23:44
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#16
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I will jack other's idea with this...
Charm Beast [Elite]
Description: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Beast equipped.
Energy Cost: 10.
Casting Time: 10 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.
yes, that mean you can have 2 pet at once.... (saw the idea before in another post)
----------------------------------------------------
And anyone want to incorperate those Conditions into their skill?
http://www.guildwarsguru.com/forum/s...ad.php?t=99285
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Jan 11, 2006, 12:53 AM // 00:53
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#17
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Quote:
Originally Posted by actionjack
I will jack other's idea with this...
Charm Beast [Elite]
Description: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Beast equipped.
Energy Cost: 10.
Casting Time: 10 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.
yes, that mean you can have 2 pet at once.... (saw the idea before in another post)
----------------------------------------------------
And anyone want to incorperate those Conditions into their skill?
http://www.guildwarsguru.com/forum/s...ad.php?t=99285
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Funny I had that idea too.
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Jan 11, 2006, 01:10 AM // 01:10
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#18
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Jungle Guide
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Quote:
Originally Posted by Elessar Telrúnya
I'm loving this skill ideas(Mostly)!
I always thought Water Magic was a bit underpowered:
Elementalist:
Name: Drown [E]
Type: Spell
Attribute: Water
Energy Cost: 25
Recharge Time: 60
Description:
Target and adjacent foes are deluged in a flash flood, have -20 Armor vs. Lightning Damage, and are knocked down for 1-5 seconds. Foes adjacent to target take 15-70 Damage. Target foe's health is reduced by half it's current amount and suffers from energy and health degeneration of 1 for 1-10 seconds.
-Elessar
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Yeowch!!
Drown is like a 3 in one skill. thats pretty insane + overpowered imo.
EDIT: This would be entertaining against groups who ball up tho.
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Jan 11, 2006, 01:45 AM // 01:45
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#19
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Theres A Frog On My [Cape]
Profession: W/
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Ok, here are some of mine.
Ritualist Skill
Balthazar's Squire
Attribute: ???
Cost: 25 Energy
Cast Time: 4 Seconds
Recharge: 60 seconds
Effect: Summon a squire of balthazar for 20 seconds. This spirit has the power of a level 24 character, and may be any class. (Class type is selectyed at random)
Assasin Skill
Seven Stars
Attribute: ???
Cost: 15 Energy
Cast Time: 1 second
Recharge: 20 Seconds
Effect: Throw seven towards opposing foe that inflict between 7-15 damage, depending on the attribute level.
Warrior Skill
Frighten
Attribute: Tactics
Cost: 10 Energy
Cast Time: 1 Second
Recharge: 30 Seconds
Effect: Target foe takes 33% more damage from spells and other attacks for 3-8 seconds.
Elementalist Skill
[I]Hail[I]
Attribute: Water Magic
Cost: 15 Energy
Cast Time: 3 seconds
Recharge: 30 Seconds
Effect: Summon a hail storm on target foe that also hits adjacent foes. Enemies are stuck for 15 damage per second for 4-10 seconds.
Necromancer Skill
Death Wind
Attribute: Death MAgic
Cost: 10 energy
Cast Time: 1 1/2 seconds
Recharge: 20 seconds
Effect: Swing a "Death Reaper" sickle at target foe that strikes for 20-45 damage. Nearby enemies are also struck, with the same amount of damage.
Mesmer Skill
Hallucinations
Attribute: Domination Magic
Cost:10 energy
Cast Time: 1 seconds
Recharge: 40 Seconds
Effect: All nearby foes are blinded and dazed for 5-12 seconds.
Monk Skill
God's Shield
Attribute: None
Cost: 20 energy
Cast Time: 2 seconds
Recharge: 60 seconds
Effect: Target Ally cannot be killed for 10 seconds. Normal damage is recieved by ally, but ally's health cannot go below 1 (death). This also works against degeneration.
How do you like them?
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Jan 11, 2006, 01:56 AM // 01:56
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#20
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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Im diggin this
I got an Idea for a monk Elite. Also,a skill for W/E(E/W) profession only.
Divinity's Wrath(Monk Elite)
Smiting Prayers(Minimum 9 Smiting Prayers to be successfully used)
Cost: 25 pts /Casting time:5 sec/Recharge:60 sec
Pillars of holy light rain down(Firestorm like),striking foes for 25-60 dmg(Triple dmg against undead),causing exaustion.
Warrior's Element(W/E-E/W Elite Skill)
Water Req 5/Axe req 8(Needed)
Cost: 15 / Casting Time: instantaneous / Recharge: 60 sec
Water Ward is cast,making enemies move 33-66% slower,while the caster moves and attacks 25% faster for 45 seconds.Ward stays in play as long as the caster keeps adrenaline and stays within the warding circle or for the duration of the spell.Enemies are also more vulnerable to Lightning attacks and lightning based weapons while in the warding circle.Upon leaving the circle's confines,or the duration of the ward has expired,the caster suffers from exaustion.I'm looking forward to comments,whether of praise or of imbalances(though I see only self made holes to give it vulnerability).
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