Axe Mastery:
Blunt Strike {E} - 10en, 2 cast, 10 recharge
Elite Axe Attack
If this attack successfuly hits, you deal 5+(2X/3) additional damage. If this attack hits a foe casting a spell, that spell is interrupted, and that foe suffers from Dazed for 3+(2X/3) seconds.
Just a more powerful skull crack, IMO still useless on your skill bar as it will still be somewhat difficult to land.
Graze - 5A
Axe Attack
If this attack hits, your target suffers from Bleeding for 5+(X) seconds.
I think bleeding was left off of axes condition list for a reason, I think this may make axes a little too powerful. This would cause an overpowered “deep wound - cripple - bleeding” Combo, and axes hit hard enough already.
Swift Strike - 5A
Axe Attack
If this attack hits, you strike for 5+(2X/3) more damage. This attack can not be 'blocked' or 'evaded'.
Seems decent, although it seems like a combo of other skills.
Hammer Mastery:
Bone Cruncher {E} - 8A
Elite Hammer Attack
If this attack hits, you strike for 3+(3X/3) additional damage, your target is knocked down, and suffers from Crippled for 1+(X) seconds.
I like this one.
Concussion Blow {E} - 9A
Elite Hammer Attack
If this attack hits, your target suffers from Dazed for 1+(X) seconds.
May be an over effective monk lockdown.
Swift Blow - 5en, 1 cast, 6 recharge
Hammer Attack
If this attack hits, it deals 25% less damage than normal.
Why?
Strength:
Signet of Survival - 0en, 3 cast, 12 recharge
Signet
For the next 5 seconds, you gain 1+(X/2) health regeneration. While using Signet of Survival, you can not block or evade attacks.
Would love this for spiders.
Strength in Pain {E} - 5en, 20 recharge
Elite Skill
For the next 1+(X) seconds, for each hex and condition you suffer, you deal +3 damage in melee.
Good in concept, but most of the time most conditions and hexes on warriors disable their abilities substantially and you wouldn’t really do a lot no matter what. IMO not worth an elite
Furious Speed {E} - 10en, 20 recharge
Elite Stance
For the next 3+(2X/3) seconds, you move 25% faster and attack 33% faster.
My dream stance mofo, but because of this it may be a little overpowered.
Swordsmanship:
Impale {E} - 10en, 12 recharge
Elite Sword Attack
If this attack hits, you strike for an additional 5+(X) damage and your target suffers from Bleeding and Deep Wound for 5+(X) seconds.
Seems good
Backslash - 5A
Sword Attack
If this attack hits, you strike for 3+(X/2) extra damage. If you strike a foe's backside, you deal an additional 8+(X) damage.
Might balance the sword/axe critical hit difference.
Double-Edged Swing - 6A
Sword Attack
If this attack hits, you strike for an additional 5+(5X/2) damage. You take half of that damage.
Defenitly would consider this, massive damage just to take a little yourself (you shouldn’t be taken much)
Tactics:
Intimidate - 5en, 20 recharge
Skill
Adjacent foes lose 1+(X/5) adrenaline.
Slightly useless? Although possibly good situationally
Focused Strike - 5en, 8 recharge
Melee Attack
If this attack hits, you strike for 5+(X) additional damage. This attack can not be 'blocked' or 'evaded', and you can not be interrupted while performing this attack.
Victorious Strike - 5en, 10 recharge
Melee Attack
If this attack hits, you strike for 3+(X/2) extra damage. If your target is suffering from a condition, that foe takes 3+(X) additional damage.
Seems good
Booming Voice {E} - 10en, 30 recharge
Elite Stance
For the next 5+(X) seconds, whenever you use a 'shout', nearby foes take 5+(X) damage.
Don’t think its worth an elite, as shouts arent commonly spammable.
Necromancer
Blood Magic:
Wandering Shade - 15en, 2 cast, 8 recharge
Spell
Sacrafice 10% health. Wandering Shade flies out slowly and strikes for 12+(7X/2) shadow damage on up to three targets in the area.
Deathly swarm for blood?
Tainted by Blood - 15en, 3 cast, 15 recharge
Hex Spell
Sacrifice 17% of your maximum health. For the next 3+(X/2) seconds, whenever target foe casts a spell, that spell has a 50% chance of failure. If a spell fails this way, Tainted by Blood ends.
Seems like a lot of energy and recharge for the benefit.
Signet of the Leech {E} - 0en, 2 cast, 8 recharge
Signet
Steal 9+(4X) life from target foe.
Me likes alot
Aura of the Leech {E} - 15en, 2 cast, 30 recharge
Elite Enchantment Spell
For the next 5+(X) seconds, whenever you cast a spell, you steal 5+(X) health from adjacent foes.
Seems ok
Curses:
Soul Link - 15en, 2 cast, 30 recharge
Hex Spell
For the next 5+(X) seconds, whenever you take damage, target foe suffers 33% of that damage as well.
Seems alright, and elite could be its reduced by 33%, and the opponent takes the damage.
Signet of Desecration - 0en, 2 cast, 30 recharge
Signet
Target foe loses 1 enchantment and takes 5+(2X) shadow damage. If an enchantment was removed this way, foes adjacent to your target take 5+(2X) shadow damage as well.
One of the best fitting skills here, IMO could be added to the necro skill bar today and not fit right in.
Well of Pain - 15en, 3 cast, 20 recharge
Spell
Exploit nearest corpse to create a Well of Pain at its location. For the next 5+(X) seconds, foes in the area lose 9+(X/2) AL vs physical damage.
Could be great in FoW/UW. Cast this let the barrage rangers open up.
Frailty {E} - 15en, 2 cast, 20 recharge
Elite Hex Spell
Target foe and adjacent foes attack 50% slower, suffer from weakness, and have a 25% chance to miss with attacks for the next 5+(X) seconds
Uber warrior shutdown, something doesn’t seem right though
Well of Barbs {E} - 15en, 2 cast, 20 recharge
Elite Spell
Exploit nearest corpse to create a Well of Barbs at its location. For the next 8+(4X/5) seconds, foes in the area take 1+(X/2) additional damage from physical attacks.
Barbs+pain = UBER fow/uw ownage.
Death Magic:
Agonizing Touch - 15en, 3/4th cast, 10 recharge
Skill
Touch target foe. For the next 3 seconds, that foe loses 5+(2X) life each second.
Why not get instant damage
Vile Signet - 0en, 2 cast, 20 recharge
Signet
Target foe takes 7+(3X) damage, and becomes Diseased for 1+(X/2) seconds.
eh
Vile Abomination {E} - 15en, 3 cast, 10 recharge
Elite Spell
Exploit nearest corpse to animate a level 1+(17X/16) Vile Abomination. Foes struck by its attacks suffer from Disease for 8 seconds. Foes striking Vile Abomination in melee become Poisoned for 8 seconds.
May be much too powerful for solo MM
Grim Totem {E} - 10en, 3 cast, 10 recharge
Elite Spell
Exploit nearest corpse to create a Grim Totem. For the next 5+(X/2) seconds, foes in the area are healed for 33% less by healing. When Grim Totem ends, foes in the area take 5+(7X) damage.
Mabye not worth an elite
Soul Reaping:
Reaper's Signet {E} - 0en, 2 cast, 20 recharge
Elite Signet
You and adjacent allies gain 1+(X/8) energy and 12+(3X) health for each corpse in the area.
Nice PvE skill.
Contempt of the Reaper {E} - 5en, 1 cast, 8 recharge
Elite Spell
Target foe takes 7+(3X) cold damage. If that foe has more than 50% max health, you steal 8+(2X) life and gain 1+(2X/5) energy as well.
This might make blood spikes a little too effective if used correctly, although they may not want to give up the elite. Would be great everywhere else.
Reaper's Promise - 15en, 2 cast, 20 recharge
Hex Spell
For the next 3+(2X/3) seconds, if target foe dies, all of your spells are recharged except for Reaper's Promise.
Seems a little useless, as your skills will most likely be recharged by the time your opponent dies, IMO a ½ second cast time would make it much better.
Well of Lost Souls {E} - 15en, 2 cast, 15 recharge
Elite Spell
Exploit nearest corpse to create a Well of Lost Souls at its location. For the next 8+(4X/5) seconds, foes in the area take 5+(X) Shadow damage each second. Each time a foe is struck by Well of Lost Souls, that foe loses an Enchantment.
I like this one a bunch
200+ Skill Concepts in One Thread
2 pages • Page 2
Monk
Divine Favour
Reverse of degeneration {E}
5e 3/4 cast 4 recharge
Skill. For 5+X/2 seconds, target ally gain 2 arrows of health regeneration for each arrow of health degeneration suffering.
That means you are IMMUNE to ALL kinds of HP degen
Possible Combo:
with Signet of Agony, Chilbain, Malaise... etc. which make ACTIVE HP degen
and run into Lava in CA
Divine Favour
Reverse of degeneration {E}
5e 3/4 cast 4 recharge
Skill. For 5+X/2 seconds, target ally gain 2 arrows of health regeneration for each arrow of health degeneration suffering.
That means you are IMMUNE to ALL kinds of HP degen
Possible Combo:
with Signet of Agony, Chilbain, Malaise... etc. which make ACTIVE HP degen
and run into Lava in CA

Ive looked at the warrior skills mainly.
^This one seems could use a buff.
flurry>Swift blow
^This could do with a nerf.
^Cannot be interrupted. Is this then immune to the effects of lightning Javelin, Counter Blow and the Mesmer Skill Clumsiness?
Overall nice work
Quote:
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Originally Posted by Mercury Angel
Swift Blow - 5en, 1 cast, 6 recharge
Hammer Attack If this attack hits, it deals 25% less damage than normal. |
flurry>Swift blow
Quote:
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Originally Posted by Mercury Angel
Impale {E} - 10en, 12 recharge
Elite Sword Attack If this attack hits, you strike for an additional 5+(X) damage and your target suffers from Bleeding and Deep Wound for 5+(X) seconds. |
Quote:
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Originally Posted by Mercury Angel
Focused Strike - 5en, 8 recharge
Melee Attack If this attack hits, you strike for 5+(X) additional damage. This attack can not be 'blocked' or 'evaded', and you can not be interrupted while performing this attack. |
Overall nice work

R
Quote:
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Originally Posted by Mercury Angel
Swordsmanship:
Impale {E} - 10en, 12 recharge Elite Sword Attack If this attack hits, you strike for an additional 5+(X) damage and your target suffers from Bleeding and Deep Wound for 5+(X) seconds. Backslash - 5A Sword Attack If this attack hits, you strike for 3+(X/2) extra damage. If you strike a foe's backside, you deal an additional 8+(X) damage. Double-Edged Swing - 6A Sword Attack If this attack hits, you strike for an additional 5+(5X/2) damage. You take half of that damage. |
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Quote:
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Originally Posted by Carinae Dragonblood
We can post our own suggestions?
Vexed! {E} - 15e, 1s cast, 20s recharge Elite Hex Spell {Soul Reaping} No Inherent Effect. Vexed expires in X seconds, and cannot be removed. |

Quote:
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Originally Posted by xcutioner
If you are suggesting that this hex could be used to bury other hexes so they cannot be removed, then I love it!
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Always a pleasure to check out someone's hard work and creativity. A few comments on a couple of classes:
Good job once again.
Quote:
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Originally Posted by Mercury Angel
===
Mesmer [20 skills] Domination: Mental Burnout - 15en, 1/4th cast, 25 recharge Spell If target foe is casting a spell, that spell is interrupted and that foe suffers from exhaustion. I'm liking this one a lot... especially due to Arcane Languor' rather demanding stats. I'd make this skill 25E though, which still makes it useable in the right build. Silence - 15en, 2 cast, 5 recharge Hex Spell For the next 5+(X) seconds, target foe and adjacent foes can not use 'Shouts'. Rename this to 'STFU' and we have a deal. Mental Block {E} - 5en, 2 cast, 7 recharge Elite Hex Spell For 5 seconds, the next time target foe uses a skill, that skill takes an additional 5+(2X/3) seconds to recharge. A new Faction elite Psychic Distraction kind of covers this in interrupt form (which is a better version with your control). Illusion: Illusions of Grandeur - 10en, 2 cast, 20 recharge Hex Spell For the next 5+(2X/3) seconds, target foe has 70+(13X) additional maximum health. When Illusions of Grandeur ends, that foe takes 5+(5X) damage. Too cool! Thumbs up here for this skill. Putting X at a value of 15, Pile massive degen and Phantom Pain's latent Deep Wound spike early on to make them think they are doing well, then a massive -400 HP gone once the spell ends. My favorite by far. Illusory Ailment - 5en, 1 cast, 7 recharge Hex Spell Target foe is hexed for 5+(X) seconds. When Illusory Ailment ends, you gain 1+(X/5) energy. An energy gainer outside of Ethereal Burden in the Illusion line... nice. Transfer Burden - 15en, 1 cast, 20 recharge Hex Spell If target ally is suffering from a movement reduction hex, it is removed, and adjacent foes move 50% slower for the next 5+(X) seconds. Illusion Might be unused like the combo IoH+Plague Signet is now, which accomplishes the same effect for Conditions. Maybe a 10E cost due to the conditions. Inspiration: Ether Parity {E} - 5en, 1 cast, 20 recharge Elite Spell If target foe has more energy than you, you gain half the difference and that foe loses an equal amount up to your maximum. (Maximum of 5+(2X/3) transferred). I argued elsewhere that this is what Lyssa's Balance SHOULD have been. It's pretty awful as it is now (they lose one enchant if they have more than you), but this is what I envisioned it to be when I saw the title without the desript. A great elite that is NOT overpowered if you understand how Grenth's Balance works. Fast Casting: Fatigue - 10en, 1/4th cast, 20 recharge Hex Spell If target foe is casting a spell, that spell is interrupted, and that foe is hexed by Fatigue for 5+(2X/3) seconds. While hexed by Fatigue, that foe's spells take 33% longer to cast. Fatigue ends when that foe successfully casts a spell. If this existed, I'd already have a build for it. Ennui {E} - 10en, 2 cast, 15 recharge Elite Hex Spell For the next 10-(X/3) seconds Ennui has no effect. When Ennui ends, that foe suffers from Exhaustion. Ennui ends prematurely with no effect if that foe uses a skill. skill bar for 3+(X) seconds. Yet another nice elite that I wish we had. === Necromancer [25 skills] Blood Magic: Blood Trance - 10en, 1 cast, 15 recharge Enchantment Spell For the next 5+(X/2) seconds, your Blood Magic spells cost 2 less while bleeding and you suffer an additional -2 health degeneration. If you use a skill other than a Blood Magic skill, Blood Trance ends. Hmmm... potential but I'm not feeling the last sentence. Eliminate it, make this an elite, and give the player a 3E discount perhaps instead of two. Feeding {E} - 10en, 2 cast, 15 recharge Elite Enchantment Spell For the next 5+(X) seconds, whenever you a successfully strike a foe suffering from a condition with an attack, you gain 1 energy and 5+(X) health. It definitely feels like a Necro skill... the energy bonus makes it worth picking up. Vampiric Spirit and Discord already have some of these properties. Curses: Latent Disease - 5en, 1 cast, 6 recharge Hex Spell For the next 1+(X) seconds, target foe suffers from -1 health degeneration. Each time that foe is healed, that foe suffers an additional -1 health degeneration until Latent Disease ends. Nice potential combo with the underused Maligned Intervention (-20% healing benefit Hex). The more he helps, the more it hurts. Death Magic: Vile Signet - 0en, 2 cast, 20 recharge Signet Target foe takes 7+(3X) damage, and becomes Diseased for 1+(X/2) seconds. Heh, you may as well toss the skill Rotting Flesh in the garbage if they made this skill. I'd like it, but it is MUCH stronger than the current non-elite disease spreader. No energy cost vs. 15E, 2s cast vs. 3s cast, not a spell so Mesmers have a difficult time interrupting, nice initial damage vs. no extra damge at all.... those are some significant differences there. I prefer yours over Disease though. Soul Reaping: Reaper's Signet {E} - 0en, 2 cast, 20 recharge Elite Signet You and adjacent allies gain 1+(X/8) energy and 12+(3X) health for each corpse in the area. Excellent skill, it makes Necros a lot stronger the deeper into the game it is. Not too good early on though. |
Quote:
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Originally Posted by arredondo
Always a pleasure to check out someone's hard work and creativity. A few comments on a couple of classes:
Good job once again. |
Giving it a bump, because I tossed on a decent amount of new skills, pushing it to over 200 concepts. Hurray o_O.


