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Guild Wars 2 'Design a Skill' Contest - Submission ThreadFollow

#102 Nov 18 2010 at 2:22 PM Rating: Decent
Well if we are talking concepts as well, I'd say Oil would be a great environmental condition.

When a character is in/covered in oil, fire damage has a chance to light them on fire and the fire lasts longer. On the flip side, the character is more resistant to freezing/cold, so depending on what you are facing or using, it could be a handy weapon or shield. There are plenty of skills that could cause it, like earth magic, or a ranger arrow.
#103 Nov 18 2010 at 2:23 PM Rating: Decent
Elemental Guardian (warrior ability)
15sec stance
While in stance adds 10% elemental shield, shielding allies behind warrior 15m.

Additional synergy bonus
When activated on elemental or magical ability additional 10% defense are added.

-Explanation
(Elementalist) if used on a Wall of Fire or Wall of Cold etc. - protection for that element is added
(Necromancer) if used on a Well of Life - protection vs negative energy is added
(Warrior) if second warrior uses skill 5% over all potection is added
(Ranger) if used while ranger is using nature spell, such as Troll Unguent - protection vs nature magic is added

This adds the necessity of planning movement and skills used to optimize the tank and her/his role in the groups defense, without overpowring the tanks skills and if used right could also add a fun pvp teamplay element.

Edited, Nov 18th 2010 6:56pm by Tenzordk

Edited, Nov 18th 2010 6:57pm by Tenzordk
#104 Nov 18 2010 at 2:31 PM Rating: Decent
Elementalist Enchantment Skill

Skill Name: Attune Weapon (Cannot Self Target)
Description: Attunes Targets Weapon according to your current
elemental attunement for 5 secs; renew effect when target
successfully hits. Targets weapon gains elemental visual
effect.

Fire Attunement: If attunement is fire, adds x amount of
fire damage and causes burning condition for 5 secs

Air Attunement: If attunement is air, inflicts blindness
condition for 5 secs and inflicts cracked armor for 10 secs

Earth Attunement: If attunement is earth, causes knockdown on
target foe for 2 secs and inflicts weakness condition for 10
secs
Water Attunement: If attunement is water, causes target to
move and attack 25% slower for 10 secs. causes x amount of
damage every time target moves for 10 secs

This skill is used to add additional aide to both melee as
well as ranged weapon users. Each elemental attunement offers
its own benefits depending on the teams needs or desires,
great for certain in game areas where certain enemies are
weak against certain elements.

Cast Time: 2 Secs; Diasables non-enchantment skills for 5 secs
Recharge: 180 secs

Edited, Nov 18th 2010 3:34pm by sessame21
#105 Nov 18 2010 at 2:36 PM Rating: Decent
Frag Out!
Warrior Melee Weapon Skill

Description
Warrior's thrown melee weapon will whirl towards target nearby foe.

If standing still or moving forward: Weapon travels in a straight line, dealing X damage to target foe. It then sticks in the ground where the foe stood, where it remains until collected by the Warrior. This function cripples the foe and leaves the Warrior unarmed until they collect the weapon, switch to a new weapon set, or die. (This weapon set slot remains locked to the unarmed weapon until weapon retrieval.)

If strafing: Weapon travels in a circle outward from the Warrior, dealing Y damage to all foes in its path. It then returns back to the Warrior.

If jumping: Weapon travels straight downward below the Warrior. If a foe is beneath the warrior, it hits the foe's head, dealing Z damage and interrupts the foe's action. The Warrior collects the weapon when he hits the ground.



Edited, Nov 18th 2010 3:49pm by spined3
#106 Nov 18 2010 at 2:36 PM Rating: Decent
I wanted to make something original but...yeah.

Fur(r)y Slash

Race: Charr, (or anything else using paws or claws.)
Knocks down your target and repeatedly slash your target with paws/claws

Effect: Knocksdown the target in place (or far ahead) for an amount of knockdown time while doing damage with every slash (maybe x damage every second) for the duration of the knockdown.

(Even though I'm willing to pay the sending costs, you can send the poster to someone else (or let me decide my favourite skill post from whichever american entry =p) since I'm in Europe.)
#107 Nov 18 2010 at 2:43 PM Rating: Decent
Race: Sylvari

Profession: Elementalist

Skill Name: Branchipulate

Skill Description: The skill 'Branchipulate' is a very useful skill in forests. The Sylvari elementalist casts a green spell and pushes it right into the ground. The ground colors a little green. The green area expands and expands until it finds a couple of trees around the enemy. The spell makes the trees become alive. The trees will then attack the opponent by hitting the opponent with its branches. This is a very powerful skill so the elementalist must wait two minutes before he can use 'Branchipulate' again.

Edited, Nov 18th 2010 3:45pm by MystDisc
#108 Nov 18 2010 at 3:05 PM Rating: Decent
Class: Necromancer

Skill Name: Leech Minion

Elite Spell. Your target undead servant is replaced by a level X... Y Leech Minion that merges with nearest enemy. That enemy suffers from -A... -Z Health degeneration witch Leech Minion and your other undead servants take as Health regeneration. If that enemy dies, Leech Minion also dies.
(You can have only one Leech Minion at a time).

Cost: 20
Activation: 3
Recharge: 45

Edited, Nov 18th 2010 4:10pm by johndoe0
#109 Nov 18 2010 at 3:24 PM Rating: Decent
Class: Warrior
Name: Deflector
Style: Stance
Description: Character using a shield prepares for attack. If attack was ranged, character will block the attack. If the attack was melee, Character raises shield and dashes forward, stunning melee attacker.
#110 Nov 18 2010 at 3:25 PM Rating: Decent
Necromancer skill

Endemic Recovery

All allies within range transfer all conditions to their nearest foe for 5...12 seconds. After the time period is up, the conditions return to the allies for an additional 2...6 seconds.


Purpose: I wanted to focus on a support skill. More specifically a support skill designed to have multiple purposes even without traits. The skill can be used defensively and offensively in the basic form. Though traits could increase the amount of time the foes suffer from conditions, heal allies for every condition that is removed, or even deal damage to the foes when the conditions return to the senders. It was originally going to be a Warrior skill called "This is it!" but the transfer of conditions just screamed necromancer to me.

In PvP the recharge would need to be balanced in order to help prevent chaining, or the skill itself could create a build where conditions are useless against the team.

Edited, Nov 18th 2010 4:27pm by feathermoore
#111 Nov 18 2010 at 3:49 PM Rating: Decent
I think a skill series would be awesome. Unfortunately I can only submit one so i decided this would be best. YES!

Skill: Ravaging Charge
Skill description: Selecting this skill enrages the player, sending them into a frenzy where you charge at the opponent. If you hit you deal damage and knock down the enemy. Here is where the combo comes into play, if you press the skill again right as you hit the enemy, you drop kick them in the face (or spear them), causing even more damage and stunning them for X amount of time.
If you miss the enemy, you can press the skill again and all enemies focus on you for X amount of time.



#112 Nov 18 2010 at 3:59 PM Rating: Decent
Since it seems a lot of skills really are geared towards team work I thought it was best to make a skill that involved the team.

The skill would be a necromancers skill that can be used when any other class that can break open the ground.

The other class skills:

(Elementalist) Shatter Earth; the elementalist slams their staff into the ground which creates a directional (cone) tear causing knockdown. Some weapons cannot be used to break open the ground (like wands).
(Ranger) Rumble; attune with the environment, the ranger calls to the trees to use their roots to pull open the ground (TAOE) tear and causing knockdown.
(Warrior) Mjolnir; With the aid of lightning the warrior raises his hammer into the sky and forcefully slams it into the earth creating an (aoe) tear in the Earth and causing knockdown.

The Necromancer skill: Evoke

The necromancer will have to time their skill with their team mate, and chant to evoke the dead to rise and attack the fallen. If he/she takes too long to evoke the dead they will be stuck in the ground when it closes and will eventually die (again).
When the ground breaks open and the necromancer successfully evokes the dead you will see dead bodies climbing out of the ground, at first sight the area fills with a rolling black fog creating an aoe poison degen, then dead and decaying hands come out of the ground grasping at any thing that they can grab on to. Even if they can't grab a hold of something they will still try to climb out of the ground, the undead (human or animal) will attack the fallen (human or animal) and start devouring their life(which can be reaped by the party members).

Just the image of the fog dissipating and the screaming corpses getting stuck in the ground would be so funny.
#113 Nov 18 2010 at 4:03 PM Rating: Decent
Wrought Iron Bear Trap

Class: Ranger
Skill type: Utility


Flavor: The Ranger lays an iron jawed trap at his feet. The trap is chained to a stake in the ground. When an enemy comes within range the jagged teeth of the trap latch onto them. It is possible for an enemy to tear free, but the pain will be excruciating.

Mechanics: The trap deals instant damage, and chains the enemy to the spot where the trap was laid for several seconds (~5). The player is free to move within the radius of the chain without consequence. Moving beyond the maximum range of the chain, tearing free of the trap in the process, will cause the player to be afflicted with bleed and cripple conditions. The player would halt briefly at the edge of the radius and only be afflicted by the conditions if they continued to pull against the chain for a brief time (~.5-1 second). This lets the enemy player know how far the maximum safe range extends. Rolling or using a movement ability to leave the circle would apply the conditions immediately without pausing at the edge of the circle.

Edited, Nov 18th 2010 5:03pm by nurt

Edited, Nov 18th 2010 5:04pm by nurt
#114 Nov 18 2010 at 4:03 PM Rating: Decent
Elementalist Glyph

Skill Name: Limelight
Skill Effect: Raise Maximum Energy by 3 for each adjacent foe or ally (at time of initial casting) for 10...15...18 seconds. End effect: gain 1..2..4 energy for each adjacent foe or ally (at time of expiration).
#115 Nov 18 2010 at 4:09 PM Rating: Decent
Ranger utility skill

Skill Name: Enthusiastic Greeting

When activated, this skill recalls your pet, sending it running back to you. When it reaches you, it gives you an Enthusiastic Greeting, knocking you 30 feet through the air towards your target.

This skill is aimed at rangers who are wielding melee weapons.
#116 Nov 18 2010 at 4:09 PM Rating: Decent
Class: Necromancer

Blood of the Vampire

Energy Cost: 10
Cast Time: 2
Recharge Time: 60

Attribute: Blood Magic
Type: Elite Form Skill

Description: The caster drinks the blood of a powerful ancient vampire transforming the caster into a powerful vampire Necromancer for a period of time. For 65 secs the caster's armor is set to 80, health regeneration is +6, energy regeneration is +2. The caster's skills are replaced with ancient vampire skills and all effects on the caster end. All attacks steal +5 health from foes. When Blood of the Vampire ends, it is disabled for 120 seconds.

If we are allowed to post more skills later, then I will post all of the ancient Vampire skills.
#117 Nov 18 2010 at 4:30 PM Rating: Decent
Necromancer skill

Skill name: Sudden panic

Skill effect: Spell cause's targeted enemy to use a random skill in hes skill bar. Elite and self healing skills cannot be triggered.
If any allies are within earshot there will be a 50% chance that the skill will be used against your allies and another 50% chance that the skill will be used against your enemies. If the randomly triggered skill is a support skill there will be the same percent chance for it to benefit your allies or enemies, as if it was an attack skill.

Cooldown: I will let the gods (Arenanet) decide. (:

I have alot of illusionistic ideas in store for the Mesmer.

#118 Nov 18 2010 at 4:39 PM Rating: Decent
Rytlok Rocks!
errr I mean

Ranger skill shot
"Extinction seed"

two modes of fire: target based, or ground area based.

If fired at a target, it deals an unimpressive amount of damage, and they are hexed(debuffed) with "extinction seed" for let's say 5 seconds. If they are "downed" within 5 seconds the seed blooms, all nearby foes are poisoned for x seconds, and also disables the downed characters skills (and or) doesn't allow them to rally for let's say 2 or 3 seconds.

if targeted at the ground, it functions like a remote detonation (or bloom in this case [there's room for a bloom/boom pun in this somewhere.]) It will not trigger based off of movement of creatures that are already in it's area when spawned, only if something new enters, or if something old leaves than enters again. Once again it blooms poisoning all nearby targets. (does not disable downed characters in this mode)

Skill synergies: Water based attacks or effects, near the seed will charge it, allowing for longer durations or something.

follow up:

ranger utility skill
"Call for Cloudburst"

You launch an arrow up to the sky, after a short delay a small shower of rain falls in the area around you (thinking shout distance) allies in this area are have a small amount of health restored and a condition removed. (or possibly small amount of energy regain). This also synergizes. with the first spell triggering the wetness buff.
#119 Nov 18 2010 at 5:36 PM Rating: Decent
Profession: Warrior

Epic Skill: Cranial Conclusion

Weapons: Two handed melee blunt/edge or shield.

Description: An accurate strike to an opponent's head causing random effects to their performance.

Durations: Varied by effect.

Recast:20min

Random Effects:
creates problems with vision(-accuracy 30 sec)
concentration(-casting time 30sec)
memory loss(disables a passive ability 30sec)
loss of sensation in the body(-damage/or slow attacks 15 sec)
blurred vision(-ranged accuracy 30 sec)
trouble with routine and everyday activities(crafting/harvesting issues 1hr)
clumsiness (-evasion 30sec)
physical coordination(reverse targeting 10sec)
distinguishing between colors(WHAT?! I AM ATTACKING THE RED MONSTER!! 10min)
associating objects with their use(why am i attacking with a frying pan? 30sec)
controlling your body movements(reverse keyboard-mouse movement controls 30sec)
dizziness(stun 5sec)
shivers(no effect but i can't stop shaking 10sec)

#120 Nov 18 2010 at 5:45 PM Rating: Decent

Necromancer Elite skill

Flesh Giant
You draw up bones and flesh from the ground, wrapping them around your body to form a massive fleshy suit of armor. You receive increased armor and HP, and your skill bar is replaced with new skills. This skill is replaced with "Transmute Flesh"
Passive: Every enemy you kill while in this form extends its duration.
Impale: Piercing attack that causes bleeding.
Grasping entrails: Target foe is poisoned and slowed.
Feast of flesh: Renew your fleshy armor by consuming the flesh of a nearby minion or enemy. You gain hit points.
Bile breath: Aoe. Nearby enemies suffer from disease.
Transmute Flesh: You release your fleshy armor. The flesh slithers off of you forming a number of minions based on your current HP.
>90%: 6 minions
>75%: 4 minions
>50%: 3 minions
>25%: 2 minions
>0%: 1 minion

Edited, Nov 18th 2010 6:51pm by Ratheros
#121 Nov 18 2010 at 7:13 PM Rating: Decent
"By Balthazars Beard!"

Warrior shout
This shout causes all non-bearded foes within earshot to gain the debuff "Beardless-child" and gives all bearded allies the buff "Blessed be thy Beard".

"Beardless-child" causes foes to become demoralized and deal less damage for a short period of time.

"Blessed be thy Beard" causes allies to become motivated and gain increased movement speed for a short period of time.
#122 Nov 18 2010 at 7:16 PM Rating: Decent
Rytlok's Rage[E]
Warrior skill
Skill
Energy: 5-10 and or 6 adrenaline RC: 15-30
You are no longer exhausted or crippled(either one and you attack 33% faster
Possible effects: Exhaustion, cripple, or bleeding+deep wound for x seconds. If player is a Charr you do 1...5....10 extra damage. When Rytlok's rage ends you suffer from exhaustion and or crippled for x seconds

#123 Nov 18 2010 at 7:18 PM Rating: Decent
I noticed that the "Design a Skill" was not plural, so I hope the multiple skills I enter are acceptable. If not, please let me know so I can remove all but one, thanks!

Entwining Aura

Class: Necromancer
Skill Description: This is an area of effect attack that will create an aura or fog immediately around the user. The skill will remain active for a number of seconds as vines or shadowy branch-like, rigid ropes reach from the aura and pull enemies within a certain vicinity into the foggy aura causing these enemies to become damaged over time and perhaps poisoned. Note: That the enemies pulled in would most likely not be stunned. (This is dependent on the Havoc engine's ability to do this, of course. I'd assume it can.)

Painted Resurrection

Class: Any character/class that chooses to be healing-orientated.
Skill Description:
(Note: I am unclear of what happens if a downed character is not helped back up. So, this skill may be invalid if my assumption that 'death' is conventional in the sense that someone can be resurrected.)
Anyways, a character will resurrect a dead character. Though, in this resurrection, the healer character will perhaps perform an animation where he or she will plant an explosive or magical trail that will follow the resurrected character. This character will be revived with 100% health until a number of seconds pass and he or she will explode, causing any enemy around him or her to be damaged but also decreasing that person's health by a certain percentage.

-Added skill submission(s) [11/22]

"I am a hero's descendant"

Class: Warrior
Skill Description: A ghostly, translucent shell will surround the player's warrior giving him or her a temporary ability to not be knocked down or be effected by Damage over time attacks such as poison. When this skill is activated, the warrior character will shout something like, "I am the descendant of the great [player name from the original Guild Wars]!" This would be a great way, in my opinion, to connect a player's Guild Wars account to his or her Guild Wars 2 account.

Edited, Nov 22nd 2010 8:14pm by Windmillology
#124 Nov 18 2010 at 7:28 PM Rating: Decent
This skill could possibly come in a set of 6 kind of thing... >.>

skill type: Ranger preparation/elite skill

skill name and effect:

Dwayna's deception-For 10...30...35 seconds your arrows heal target for 5... 15... 25. inflicts energy drain condition 9... 17... 20 seconds.

Balthazar's flame- For 10...30...35 seconds your arrows deal +5... 17... 20 holy damage. If they miss a fire wall is created for 5... 10 seconds.

Melandru's rose- For 10...30...35 seconds your pet inflicts bleeding. Your next arrow inflicts deep wound.

Kormir's sorrow- For 10...30...35 seconds your arrows inflict blindness.

Grenth's malice- For 10...30...35 seconds your arrows inflict cripple. your next arrow inflicts fear.

Lyssa's muse- For 10...30...35 seconds each successful hit give you + 1... 2...5 energy



I know your only supposed to make one up but like as soon as I thought of one I had to do the others and it sorta pays homage to the dervish elite skills... <3 dervishes. But yeah I think the one I would take with me into battle would be Dwayna's deception because it being such a risky skill.
#125 Nov 18 2010 at 8:13 PM Rating: Decent
Skill Name: Illusion of Weakness
Skill Effect: Makes the enemies health appear depleted to the enemy and it's allies for 6 seconds. ((Shows 1 health to enemies allies and the enemy himself, no matter how much damage he is taking, or how much damage hes not))
Cast Time: 3 Seconds
Recharge Time: 120 Seconds

Skill Name: Illusion of Power
Skill Effect: Makes the enemies energy bar appear stay still for 12 seconds. ((Appears to be using no energy when the enemy really is ))
Cast Time: 2 Seconds
Recharge Time: 180 Seconds
#126 Nov 18 2010 at 8:28 PM Rating: Decent
Elite Necromancer Skill
Skill Name: Grasping Revenge
Skill Effect: If any one your allies dies in combat you may call apon them from the grave and let them grasp targeted enemy and hold them.
Cast Time: 5 seconds
Duration:3 seconds(or what ever Areanet wants).
Skill Recharge:30 seconds
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