Skills They Should Make
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[tArD] :: Guild Wars :: PvP and PvE
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Skills They Should Make
hey i figured it would be fun to make up skills that would be insanely cool to use in GW, let's use format Profession: Attribute: Name/Crappy Name Substitute: Skill Description: Why
I've got 3 so far:
Mesmer: Domination: an elite Backfire-like skill: for X seconds, target foe is hexed with this skill, when it ends, they take X damage for each spell they cast while under its effect: nobody EVER casts more than one spell during backfire's duration after they take 140 dmg and go "oh crap" - this would be sweet with shatter delusion for some insane spike dmg
Assassin: Unlinked: Shadow Step: Shadow step to target foe: Because they don't have a shadow step without any other stupid bonuses and stuff
Monk: Smiting Prayers: an elite, non-utterly worthless smiting enchantment skill that you can actually use to heal, but its still pretty offensively based: for X seconds, if target ally kills a foe, that ally gains X health: because smiting is worthless except for 55s, and this might actually make it so a monk can go smiting and still be a useful healer
just thought of this one:
Mesmer: Illusion: AOE degen: All foes adjacent to target ally suffer -5 degen for X second: because IW on a 55 mesmer is so dang slow..., combine with tainted flesh and you have some very nice AOE degen
I've got 3 so far:
Mesmer: Domination: an elite Backfire-like skill: for X seconds, target foe is hexed with this skill, when it ends, they take X damage for each spell they cast while under its effect: nobody EVER casts more than one spell during backfire's duration after they take 140 dmg and go "oh crap" - this would be sweet with shatter delusion for some insane spike dmg
Assassin: Unlinked: Shadow Step: Shadow step to target foe: Because they don't have a shadow step without any other stupid bonuses and stuff
Monk: Smiting Prayers: an elite, non-utterly worthless smiting enchantment skill that you can actually use to heal, but its still pretty offensively based: for X seconds, if target ally kills a foe, that ally gains X health: because smiting is worthless except for 55s, and this might actually make it so a monk can go smiting and still be a useful healer
just thought of this one:
Mesmer: Illusion: AOE degen: All foes adjacent to target ally suffer -5 degen for X second: because IW on a 55 mesmer is so dang slow..., combine with tainted flesh and you have some very nice AOE degen
Last edited by on Sun 4 Feb - 16:33; edited 1 time in total
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
Necromancer:
Blood Magic: hex spell, Anthem of Hell:(e) for x seconds, whenever target foe use a shout, echo, or chant, he and every none spirit creature adjacent to him take X dmg, for every creature allied to you(the caster), your party gain X health and X energy and attack 25% faster.
good skill to shut down paragons
RT :
Elemental Sword:(e)
weapon spell
target ally have an elemental sword for X seconds, whenever target ally attacks, he does +10...35 dmg and cause daze, blind and weakness for X seconds, whenever target ally is hit with an attack while under this spell, target ally lose 1 conditions 1 hex and gain 5....22 health
pretty nice skill to use on a tank or a dev, since they usually takes heavy dmg in pvp as people want to kill them fast. And the health gain, hex, condition lose is useful since the tank, dev usually get hexed and conditioned alot.
Blood Magic: hex spell, Anthem of Hell:(e) for x seconds, whenever target foe use a shout, echo, or chant, he and every none spirit creature adjacent to him take X dmg, for every creature allied to you(the caster), your party gain X health and X energy and attack 25% faster.
good skill to shut down paragons
RT :
Elemental Sword:(e)
weapon spell
target ally have an elemental sword for X seconds, whenever target ally attacks, he does +10...35 dmg and cause daze, blind and weakness for X seconds, whenever target ally is hit with an attack while under this spell, target ally lose 1 conditions 1 hex and gain 5....22 health
pretty nice skill to use on a tank or a dev, since they usually takes heavy dmg in pvp as people want to kill them fast. And the health gain, hex, condition lose is useful since the tank, dev usually get hexed and conditioned alot.
Last edited by on Sun 4 Feb - 16:28; edited 1 time in total
Guest- Guest
Re: Skills They Should Make
0_o how about everything affected by the shout takes dmg? that sounds pretty cool already, don't even need the attack speed and stuff
Last edited by on Sun 4 Feb - 16:34; edited 1 time in total
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
oh and how could i forget, the one everybody wants:
All Professions: Unlinked: Touchy Pwn: if (target==touchy){target.setLife(0); System.out.println("You got pwnt touchy n00bzorz!")}
All Professions: Unlinked: Touchy Pwn: if (target==touchy){target.setLife(0); System.out.println("You got pwnt touchy n00bzorz!")}
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
rofl why does it seem like all your skills are like 5 rolled into one
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
Necromancer:
Renewed Poison:(e)
Hex spell
Blood magic
Target foe and all foes adjacent to that foe suffer from poison and disease for X seconds and moves 30% slower, each time these foes suffer for a condition, this hex is renewed for 5.....20 sec. This skill cannot be interrupted
Good skill with the 'rotting flesh' to spread massive degen on the enemy and keep them degened.
Renewed Poison:(e)
Hex spell
Blood magic
Target foe and all foes adjacent to that foe suffer from poison and disease for X seconds and moves 30% slower, each time these foes suffer for a condition, this hex is renewed for 5.....20 sec. This skill cannot be interrupted
Good skill with the 'rotting flesh' to spread massive degen on the enemy and keep them degened.
Guest- Guest
Re: Skills They Should Make
hmmm, i like the basic idea the slow keeps them together so the disease transfers more easily, but...why have a condition dependent on a hex? it seems kinda redundant, i would just have it slow and maybe some hexing degen for 2-3 and then combining it with disease would make a great combo
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
no i mean the skill is a hex, and also long as the foe suffers from a condition before the hex ends, the conditions are renewed
Guest- Guest
Re: Skills They Should Make
ah, i gotcha, so... basically:
Target foe and all adjacent foes move 33% slower for X seconds and suffer from Poison and Disease. If a new condition is applied to a hexed foe, all current conditions on that foe are reapplied.
i think its a bit too powerful tho, think about extend conditions, this does the same thing but much more widespread and with added bonuses
Target foe and all adjacent foes move 33% slower for X seconds and suffer from Poison and Disease. If a new condition is applied to a hexed foe, all current conditions on that foe are reapplied.
i think its a bit too powerful tho, think about extend conditions, this does the same thing but much more widespread and with added bonuses
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
yea but that's why i said 'the conditions gets reapplied only after another condition came into play' and usually it is hard to get everyone who got hexed with Renewed Poison with a condition quickly. Hex removal is common in GVG too.
Like you said, this hex is powerful, so ideally i would make this energy cost 25 and RC probably 10-15 sec and casting time would be 1-2 secs.
Like you said, this hex is powerful, so ideally i would make this energy cost 25 and RC probably 10-15 sec and casting time would be 1-2 secs.
Guest- Guest
Re: Skills They Should Make
Unnattributed
1337 pwnage
Kill all enemies. For n00bs who can't play
Errr anyway
Monk
Divine Favor
Healer's Zeal [e]
5e 1s 20r
Maintained Enchantment. While you maintain this enchantment your monk spells targeting other allies do not give the divine favor bonus. For each monk spell cast targeting other allies you gain 1...3...4 Energy. When this enchantment ends you loose 5 energy and are healed for twice your divine favor bonus.
Sigh... monks need some good e-management skills lol
1337 pwnage
Kill all enemies. For n00bs who can't play
Errr anyway
Monk
Divine Favor
Healer's Zeal [e]
5e 1s 20r
Maintained Enchantment. While you maintain this enchantment your monk spells targeting other allies do not give the divine favor bonus. For each monk spell cast targeting other allies you gain 1...3...4 Energy. When this enchantment ends you loose 5 energy and are healed for twice your divine favor bonus.
Sigh... monks need some good e-management skills lol
IceNutz- Admin
-
Number of posts : 362
Age : 36
Location : US
IGN : Doctor Sine
Registration date : 2006-08-27
Re: Skills They Should Make
Ranger
Wilderness survival
???? damn i can't think of a name
20e 5s 60r
Create a level 1...8...11 spirit. Non-spirit creatures within range have a 20% chance of being knocked down when they hit with an attack. This spirit dies after 30...126...158 seconds.
Wilderness survival
???? damn i can't think of a name
20e 5s 60r
Create a level 1...8...11 spirit. Non-spirit creatures within range have a 20% chance of being knocked down when they hit with an attack. This spirit dies after 30...126...158 seconds.
IceNutz- Admin
-
Number of posts : 362
Age : 36
Location : US
IGN : Doctor Sine
Registration date : 2006-08-27
Re: Skills They Should Make
Ranger:
Wilderness Survival:
Widespread Trap:
Energy:10 Cast:2 RC 20(e)
Lay1....3 widespread traps at your location, once the traps are activitied, each of the 1...3 traps you laid inflict 20....90 damage to all adjacent foes(surrending each of the 3 traps) and cause deep wound and weakness for 3.....17 seconds. This trap is easily interrupted.
________________________________________________________________
wilderenss survival:
Natural Spirit:
Darkwish:
Energy:5 Cast:3 RC: 35
For as long as this spirit is alive, all none spirit creatures in the area suffering from a deep wound, bleeding or weakness also have -1...5 health degeneration and became poisoned and dazed and when they take damage, they take 50% more damge than normal.(Enchantment damage preventions are ignored) This spirit dies after 50...200 seconds.
Wilderness Survival:
Widespread Trap:
Energy:10 Cast:2 RC 20(e)
Lay1....3 widespread traps at your location, once the traps are activitied, each of the 1...3 traps you laid inflict 20....90 damage to all adjacent foes(surrending each of the 3 traps) and cause deep wound and weakness for 3.....17 seconds. This trap is easily interrupted.
________________________________________________________________
wilderenss survival:
Natural Spirit:
Darkwish:
Energy:5 Cast:3 RC: 35
For as long as this spirit is alive, all none spirit creatures in the area suffering from a deep wound, bleeding or weakness also have -1...5 health degeneration and became poisoned and dazed and when they take damage, they take 50% more damge than normal.(Enchantment damage preventions are ignored) This spirit dies after 50...200 seconds.
Guest- Guest
Re: Skills They Should Make
shadow'sfury wrote:
wilderenss survival:
Natural Spirit:
Darkwish:
Energy:5 Cast:3 RC: 35
For as long as this spirit is alive, all none spirit creatures in the area suffering from a deep wound, bleeding or weakness also have -1...5 health degeneration and became poisoned and dazed and when they take damage, they take 50% more damge than normal.(Enchantment damage preventions are ignored) This spirit dies after 50...200 seconds.
why not add, "Furthermore, if that foe becomes the target of an enchantment, that foe suffers from burning, disease and cripple. When this spirit dies, all foes on the whole fricking map are completely and utterly obliterated if they haven't been already," while you're at it.
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
i said "ALL NONE SPIRIT CREATURES" that includes your team lol. And that's why i made its RC 35 sec and the cast 3 sec so this skill could be stopped..... and all it take is one Linebacker to get the whole team infected with this skill's effect. Or even a enervating charge would set the effect off. It is a double-edged sword, one miscalculation may lead to one's team's demise. So even if anet make this skill.....it probably will take the gamers sometime to figure out a foolproof plan using this skill.
But if you really think i overdid it here, then take the 50% dmg thing off lol.
But if you really think i overdid it here, then take the 50% dmg thing off lol.
Guest- Guest
Re: Skills They Should Make
Necromancer
Death
Suicide Bomb
Energy: 25, exhaustion is maxed. recharge:0, Cast:1/4 sec
Skill: Lose 100% health. Target Adjacent foes are dead, Foes in the area lose 90% health, have bleeding, deep wound, and weakness, Foes in Shout range lose 50% health, and have 10% chance of inflicting deep wound, and bleeding. Foes within shout range where this skill was used for 5 seconds suffer- 10% each second- lose 300 health from shrapnel
this skill would own.
Death
Suicide Bomb
Energy: 25, exhaustion is maxed. recharge:0, Cast:1/4 sec
Skill: Lose 100% health. Target Adjacent foes are dead, Foes in the area lose 90% health, have bleeding, deep wound, and weakness, Foes in Shout range lose 50% health, and have 10% chance of inflicting deep wound, and bleeding. Foes within shout range where this skill was used for 5 seconds suffer- 10% each second- lose 300 health from shrapnel
this skill would own.
Re: Skills They Should Make
lol james, how about:
Necromancer:
Blood magic:
We Die Bomb:
All enemies are dead. This skill cannot be diabled, interrupted recharges instantly. Always work, the enemy can't do a thing to this skill.
^
THAT would own lol
Necromancer:
Blood magic:
We Die Bomb:
All enemies are dead. This skill cannot be diabled, interrupted recharges instantly. Always work, the enemy can't do a thing to this skill.
^
THAT would own lol
Guest- Guest
Re: Skills They Should Make
Necromancer
Death Magic
Well of Foul Stench
Exploit nearest corpse and a corpse nearby to corspe to create a Well of Foul Stench. For 10...26...31 seconds non-spirit foes in that area have a 5...15...18% chance of being interrupted when casting a spell.
Death Magic
Well of Foul Stench
Exploit nearest corpse and a corpse nearby to corspe to create a Well of Foul Stench. For 10...26...31 seconds non-spirit foes in that area have a 5...15...18% chance of being interrupted when casting a spell.
IceNutz- Admin
-
Number of posts : 362
Age : 36
Location : US
IGN : Doctor Sine
Registration date : 2006-08-27
Re: Skills They Should Make
Ranger
Expertise
Stamina [e]
15e 2s 12r
Elite Preparation. For 24 seconds all of your ranger stances recharge 50% faster and last 30...126% longer.
Expertise
Stamina [e]
15e 2s 12r
Elite Preparation. For 24 seconds all of your ranger stances recharge 50% faster and last 30...126% longer.
IceNutz- Admin
-
Number of posts : 362
Age : 36
Location : US
IGN : Doctor Sine
Registration date : 2006-08-27
Re: Skills They Should Make
Ritualist
Spawning Power
Spiritual Longevity
10e 1s 30r
Enchantment Spell. For 30 seconds spirits summoned by your binding or nature rituals last 5...50% longer.
Spawning Power
Spiritual Longevity
10e 1s 30r
Enchantment Spell. For 30 seconds spirits summoned by your binding or nature rituals last 5...50% longer.
IceNutz- Admin
-
Number of posts : 362
Age : 36
Location : US
IGN : Doctor Sine
Registration date : 2006-08-27
Re: Skills They Should Make
shadow'sfury wrote:But if you really think i overdid it here, then take the 50% dmg thing off lol.
um, yeah, yeah you did, this should be about 4 different spirits
fudgewaffle- tArD
-
Number of posts : 86
Age : 35
Location : The Closet Under The Stairs, 4 Privet Drive, Little Winging, Surrey
IGN : Combat
Registration date : 2006-11-22
Re: Skills They Should Make
Mesmer
Domination magic
Unwakenable Dream
15 energy 2 cast 20 rc
When an enemy is hexed with this spell, he attacks and casts 50% slower and suffers from -2...4 health degen. When this skill ends, (removed won't count) all foe in the area loses 2...5 energy and take 15 damage for each point of energy they lost.
Domination magic
Unwakenable Dream
15 energy 2 cast 20 rc
When an enemy is hexed with this spell, he attacks and casts 50% slower and suffers from -2...4 health degen. When this skill ends, (removed won't count) all foe in the area loses 2...5 energy and take 15 damage for each point of energy they lost.
Guest- Guest
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