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Skills They Should Make

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Skills They Should Make Empty Skills They Should Make

Post by fudgewaffle Sun 4 Feb - 13:09

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


Last edited by on Sun 4 Feb - 16:33; edited 1 time in total

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Post by Guest Sun 4 Feb - 16:21

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.


Last edited by on Sun 4 Feb - 16:28; edited 1 time in total

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Post by fudgewaffle Sun 4 Feb - 16:24

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

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Post by fudgewaffle Sun 4 Feb - 16:28

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!")}

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Post by Guest Sun 4 Feb - 16:30

hehe =0

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Post by fudgewaffle Sun 4 Feb - 16:30

rofl why does it seem like all your skills are like 5 rolled into one Smile

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Post by Guest Sun 4 Feb - 16:35

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.

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Post by Guest Sun 4 Feb - 16:36

lol

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Post by fudgewaffle Sun 4 Feb - 16:40

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

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Post by Guest Sun 4 Feb - 16:46

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

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Post by fudgewaffle Sun 4 Feb - 18:38

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

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Post by Guest Mon 5 Feb - 0:36

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.

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Post by IceNutz Tue 6 Feb - 12:15

Unnattributed

1337 pwnage

Kill all enemies. For n00bs who can't play Razz

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
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Post by IceNutz Tue 6 Feb - 12:34

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.
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Post by Krispera Tue 6 Feb - 16:44

A skill called " Krisp anger " it kills everyone instant. No cooldown Smile
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Post by Guest Tue 6 Feb - 20:34

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.

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Post by fudgewaffle Tue 6 Feb - 22:33

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.

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Post by Guest Tue 6 Feb - 23:03

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.

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Post by skye Tue 6 Feb - 23:26

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.
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Post by Guest Tue 6 Feb - 23:50

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

lol! lol!

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Post by IceNutz Wed 7 Feb - 8:18

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.
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Post by IceNutz Wed 7 Feb - 10:42

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.
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Post by IceNutz Wed 7 Feb - 10:44

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.
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Post by fudgewaffle Wed 7 Feb - 12:06

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

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Post by Guest Wed 7 Feb - 20:40

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.

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