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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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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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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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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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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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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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 |


