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

#127 Nov 18 2010 at 8:37 PM Rating: Decent
Profession: Necromancer

Skill name: Prelude to Death

Skill Description: Enchantment Spell. For 5...30 seconds the next time you would enter death shroud, the effectiviness of your skills in the death shroud state would be increased by 25%.
#128 Nov 18 2010 at 9:13 PM Rating: Decent
elite spirit of distortion.
Foes within its range will have their controls inverted and click to move disabled.(left turns to right, forward becomes backwards)
#129 Nov 18 2010 at 9:16 PM Rating: Decent
Necromancer

Animate Enchantress - Using a corpse you summon an Enchantress that randomly enchants other animated minions with death nova every X amount of seconds.



Edited, Nov 19th 2010 12:12am by Sao87
#130 Nov 18 2010 at 9:57 PM Rating: Decent
For an Elementalist (probably an elite, but depends on the numbers used):
Quicksand
For # seconds foes in the area of effect have their movement speed reuced by #% (something small). Each time a foe within the area of effect attacks or uses a skill their movement speed is reduced by an additional #% up to a total maximum of 90%. When this spell ends all foes in the area of effect with their movement speed reduced by #% (thinking 50 or 60, but could be higher or lower depending on whether it counts other buffs and debuffs or just the effects of this spell) or more are struck by # earth damage and moving foes are knocked down.

To go with the visible effects of GW2 the ground could basically turn muddy, and players would slowly sink into it as their movement speed was decreased, maybe up to the knees by the time they reach 90% or something. When the spell ends the ground could re-solidify (causing the damage, and the knockdown for those moving) and crack and break around the feet of those effected.

Synergies could exist in the form of things like, should an ally knock down a foe in the area of effect of the spell it treats them as though they had attacked or used a skill and slows and sinks them further.

This is probably not the cleanest way of writing this so I may clean it up later, but for now here it is.

Edited, Nov 18th 2010 11:00pm by bdeimen

Edited, Nov 18th 2010 11:04pm by bdeimen
#131 Nov 18 2010 at 10:06 PM Rating: Decent
I see a lot of posts that show a skill for each class. Is the entry supposed to be one skill or one for each of the announced classes? The contest rules seem to say one skill, but I wanted to be sure.
#132 Nov 18 2010 at 10:15 PM Rating: Decent
bdeimen wrote:
I see a lot of posts that show a skill for each class. Is the entry supposed to be one skill or one for each of the announced classes? The contest rules seem to say one skill, but I wanted to be sure.


The full rules found here (pages 1 & 2) clearly state that you can only submit one skill, and that it should be from one of the four already released professions: Elementalist, Warrior, Ranger, or Necromancer.

Edited, Nov 18th 2010 11:19pm by MalchiorDevenholm
#133 Nov 18 2010 at 11:33 PM Rating: Decent
Class:
Necromancer

Skill Tree:
Soul Reaping

Skill Name:
"Life Insurance" or "Shroud of Certainty"(PvE only)

Skill Effect:
"All allies within ear shot are enchanted. For 10..19 seconds, while enchanted, allies steal 10..70 health each time they take damage from an attacker. If an ally dies while enchanted a level 11..60..90 Sinew Golem is summoned from their corpse. Upon dying a Sinew Golem's death triggers a Death Nova that deals 50..200 damage and heals you for 5 health for each second it was alive."

Casting Time:
1/4 of a second
#134 Nov 18 2010 at 11:34 PM Rating: Decent
Class:
Necromancer

Skill Tree:
Soul Reaping

Skill Name:
"Life Insurance" or "Shroud of Certainty"(PvE only)

Skill Effect:
"All allies within earshot are enchanted. For 10..19 seconds, while enchanted, allies steal 10..70 health each time they take damage from an attacker. If an ally dies while enchanted a level 11..60..90 Sinew Golem is summoned from their corpse. Upon dying a Sinew Golem's death triggers a Death Nova that deals 50..200 damage and heals you for 5 health for each second it was alive."

Casting Time:
1/4 of a second
#135 Nov 18 2010 at 11:42 PM Rating: Decent
Elementalist Fire Atunement Area Spell

Skill Name: Lava Blast
Skill Effect: Creates an orb of molten lava that is lobbed at the target which hits for X damage, sets target on fire for X seconds, and splatters onto the ground. The lava splatter then cools to stone causing the target and anyone adjacent to the target to be immobilized for X seconds.
Cast Time: 3 Seconds
Recharge Time: 25 Seconds

As for animation, the caster could basically conjure a small fissure in front of them which they would then summon lava from by swirling their hands in a sphere-like motion. The fissure would close when the lava orb is at full size and then the elementalist casting it would throw the orb at its target. When the lava orb contacts its target, it not only splatters and sets the target on fire, but immediately begins to cool (turns from a glowing red-orange to an onyx color), and by the time it hits the ground, the lava would turn to stone and the target would be encased in stone for a short period of time. When that period of immobility ends, the target can then move again and the stone shatters and crumbles around them.

Edited, Nov 19th 2010 10:45am by xCoDeHx
#136 Nov 18 2010 at 11:59 PM Rating: Decent
I don't think Hex spells are confirmed for the Necro as of yet, but here's a fun one I might like to see. (Damage and energy cost values are based on Guild Wars 1 and would obviously be scaled to GW2 equivalents

Creeping Failure -
15 energy cost 2 second cast time 10 second recharge time

Hex Spell - Target foe takes 8-30 cold damage and is hexed with creeping failure for 6 seconds. After 2 seconds hexed foe takes 8-30 damage and is interrupted. After 4 seconds foe takes 8-30 damage and is weakened for 1-8 seconds. When creeping failure ends, hexed foe takes 8-30 damage.

Notes - Creeping failure will deal its last wave of damage if removed or if it expires naturally. In this way, Items and or skills that shorten hex duration may avoid the 3rd damage wave and the weakness but will always suffer from the last wave of damage. This is of importance against bosses who recover from hexes in half the time.


If you like this skill here are some GW1 skill ideas I wrote up some time ago before Utopia was canceled. (obviously the above is my contest submission, the rest are just for your amusement.)

MESMER SKILLS

Domination

Desperation 10e - 1c - 30r
Hex Spell - for 10 sec target foe looses 1 energy per second and takes 1-12 damage per point energy lost this way. You suffer -1 energy regeneration for 10 seconds and all your spells are disabled for 12-6 seconds. This spell has half the normal range.

Notes - Potentially more damaging than energy burn but can be removed because it’s a hex.
- this skill only disables spells making it even more appealing to characters using attack skills and or signets.


Confusion 10e - 2c - 25r
Hex Spell - Near by foes are hexed with confusion for 1-10 sec. All foes hexed with confusion take 1 sec longer to activate skills.

Notes - less powerfull than daze to casters with long cast times, but more powerful against melle and fast cast characters.
- combos well with area interrupts like cry of frustration and maelstrom

Fast Casting

Redirect Focus - 10e - ¼c - 30r
Stance - For 1-12 sec you move 10-30% faster and your fast casting attribute is set to 0.

Notes- Allows mesmers with high fastcast to step up to flag run in a pinch.

Lyssa’s speed - 15e - 0c - 60r
Stance - For 1-12 seconds you cast spells 100% faster. You do not gain any additional casting bonus from the fast cast attribute while under the effects of this stance.

Notes - Great for spike teams allowing for a few rapid spells even for mesmers with light investment in the fast cast attribute. 3 in fast cast is enough to execute a quick res or meteor shower.

Illusion

Psychic Daggers - 15e - 1c - 30r
Weapon enchant - casters weapon is replaced with Phantom daggers for 5-18 sec. These daggers deal 1-12 chaos damage and cause target to loose one energy on hit.

Notes - this skill will gain double strike bonus with high level of dagger mastery.
- enchanting mods will not increase the duration of this skill since the casters weapon is replaced. However, Blessed Aura will.


Phantom Touch - 5e - 1/4c - 6r
Hex Spell - Target touched foe is hexed for 1-12 seconds with phantom touch. Phantom touch causes target to lose 10% maximum health while under its effects.

Notes - Phantom touch is a weaker hex form of deep wound. But yes, the 2 can stack.


Phantoms - 25e - 2c - 60r
Spell - summon 1-3 level 1-12 phantoms. These phantoms strike for no damage but hex foes with phantom touch for 1-12 seconds. Phantom touch causes target to lose 10% maximum health while under its effects.

Notes - Phantom touch is a weaker hex form of deep wound. But yes, the 2 can stack.
- phantoms are great for covering hexes



Inspiration

Signet of Power - 0e - 3c - 45r
Elite Signet - for 1-10 sec the next spell you cast casts twice. That spell takes twice as long to recharge.
(this skill has 50% chance to fail with inspiration magic 4 or less)

Notes - The effect of this skill is the same as 2 caster casting the same spell at the same time. If it’s a damage spell then damage is applied 2 times. If it’s a hex spell then the hex is only applied once but any additional effects may be applied twice. Likewise, enchantments may only be applied once but healing can be applied twice.
- Even though hexes and enchantments can only be applied once still both hit. So for example, a hex spell will still trigger soul barbs twice.
- spells like reoccurring insecurity that reaply on hexes only reapply once because the 2 spells will hit at the same time.
- Casters under the effects of skills like Spitful spirit will take damage twice as sig of power causes the spell to cast twice a the same time.
- If caster is interrupted using spell after casting sig of power than both skills are interrupted.
- due to this skills short duration at low inspiration magic levels it requires a decent investment into inspiration magic.

Inspiring Victory - 5e - 1c - 15r
Spell - If target foe is hexed with 2 or more hexes you gain 15-60 health and 1-5 energy

Notes - pretty straight forward self heal that can pay for itself at higher levels.

Lyssa’s Embrace - 5e - 1c - 10r
Elite Spell - If target is hexed with 2 or more hexes you gain 15-60 health and 1-5 energy.

Notes - Similar to Inspiring Victory but can target self and allies as well.

Necromancer Skills

Blood

Clotted Blood - 5e - 1c - 15r
Enchantment spell - You are cured of bleeding and deep wound. For 5-15 seconds you can not suffer from Bleeding or deep wound and are crippled.

Notes - Offers a great protection against 2 conditions at the expense of becoming crippled. Plague touch or plague sending maximize this skills usefulness.

Sacrifice to Grenth - 10e - 0c - 20r
Stance - You loose all but 10 health. All nearby foes take 20-60 damage. All foes who take damage in this way are knocked down. You gain 1-3 energy regeneration for 4-10 seconds.

Notes - Skills that prevent damage or reduce it to 0 will negate the knockdown effect of this skill. This skill will always reduce your health to 10 regardless of any protections. However, any skills that trigger after health loss, such as illusion of weakness or faithful intervention, will still trigger. Great as a panic button skill or a way to regen energy when out of danger.


Blood Drinker Weapon - 5e - 1c - 12r

Elite Weapon Spell - For 6-12 seconds, if you are wielding a bone Weapon, your attacks steal 1-3 health.

Notes - This skill is somewhat specific in the weapons it can enchant. The caster must be wielding a bone weapon in order to trigger this spell. A bone weapon is simply any weapon skin that is made up of bone or ivory. Due to the duration meeting the recharge time of this spell at higher levels, the caster can keep up life stealing almost indefinitely, without the degen of vamp weapon mods.


Curses

No Pain No Gain - 5e - 3/4c - 4r
Hex Spell - For 6 seconds, the next time target foe attacks you gain life equal to that amount up to 8-60 and No Pain No Gain ends.

Notes - Different from Reversal of Fortune in that the Health gain is for the caster regardless of who the hexed is attacking.

Burden - 10e - 2c - 12r
Hex Spell - Target foe suffers energy degeneration -1 for 4-18 sec. If Burden is removed prematurely then target takes 12-80 damage.

Notes - Like some mesmer hexes the effected has some choice in wheather to take the damage or the degen. Great as a cover hex.


Torture - 10e - 1c - 2r
Elite Spell - Target foe is weakened for 3-10 seconds. If target foe is already weakened then that target is also crippled. If target foe is already crippled and weakend than that takes foe takes 10-30 damage for each condition they are suffering up to 120.

Notes - Like searing flames, this spell may be repeatedly cast for stacking effects. This skill becomes even more useful in condition heavy groups.


Death

Hurts so Good - 0e - 1c - 8r
Elite signet - For 1-12 sec you suffer from one random condition.

Notes - I've often had a lot of fun pairing martyr and plague sending. (not the most versitile or efficient build but a lot of fun) The problem is, you really are dependent on your foes condition dealing capabilities. This is every plagye senders dream


Exploding Skull - 15e - 2c - 8r
Elite Spell - Throw an exploding skull at target. Target foe and all adjacent foes are stuck for 24-101 Fire damage. If this hits any foes suffering from cripple that foe is also knocked down.

Notes - Just a basic area effect damage attack.


Envenom Weapon - 10e - 1c - 10r
Weapon Spell - If you are wielding a bone Weapon, For up to 15 seconds you hold an envenomed weapon. Your next 1-5 attacks cause Poison for 1-3 seconds.

Notes - This skill is somewhat specific in the weapons it can enchant. The caster must be wielding a bone weapon in order to trigger this spell. A bone weapon is simply any weapon skin that is made up of bone or ivory. Because poison duration scales with the number of hits, this skill really cant be exploited with fragility.

Exploit Weakness - 10a - 0c - 0r
Attack skill - Must be wielding a bone weapon. If this attack hits it deals +1-8 damage for each condition target foe is suffering. This skill always results in a critical hit.

Notes - This skill is somewhat specific in the weapons it can enchant. The caster must be wielding a bone weapon in order to trigger this spell. A bone weapon is simply any weapon skin that is made up of bone or ivory. Combos especially well with conditioning dagger or Virulence builds. (FYI, Virulence continues to be my favorite skill across all campaigns.) Since this skill uses adrenalin it is not very spamable.


Soul Reaping

Soul Rip - 10e - 3c - 15r
Spell - Target foe takes 5-40 shadow damage and is weakened for 1-10 seconds.

Notes - Not a ton of damage for such a slow cast speed but it is armor ignoring and aplies a short weakness.


Shadow Warrior - 15e - 1c - 45r
Enchantment spell - For 1-12 seconds your attacks deal shadow damage.

Notes - Could work well with with Barrage, or for the more risky, a scythe. Also great just to finish off high armor foes and bosses.

Creeping Failure - 15e - 2c - 10r
Hex Spell - Target foe takes 8-30 cold damage and is hexed with creeping failure for 6 seconds. After 2 seconds hexed foe takes 8-30 damage and is interrupted. After 4 seconds foe takes 8-30 damage and is weakened for 1-8 seconds. When creeping failure ends, hexed foe takes 8-30 damage.

Notes - Creeping failure will deal its last wave of damage if removed or if it expires naturally. In this way, Items and or skills that shorten hex duration may avoid the 3rd damage wave and the weakness but will always sufer from the last wave of damage. This is of importance against bosses who recover from hexes in half the time.



Elementalist Skills -

Air

Lightning Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8-20 lightning elemental for 30 sec. Lightning elemental's attacks deal Lightning damage. This elemental takes 0 damage from Lightning. When Lightning elemental dies all adjacent foes take 20-60 damage this damage has 20% armor piercing.

Notes - Lightning damage is reduced to 0, but as this damage still hits, any additional effects that would take place still do. For example, grasping was kuurong will cause no damage but will still cause knockdown.


Static Discharge - 10e - 1/2c - 15r
Hex Spell - All adjacent foes are hexed with Static discharge for 2-12 seconds. The next time each foe is hit for lightning damage that foe is also knocked down and static discharge ends.


Static Shield - 10e - 1c - 20r
Enchantment Spell - For 3-15 seconds each time you are hit in melee that attacker takes 24 lightning damage.


Earth

Earth Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8-20 Earth Elemental for 30sec. Earth elemental's attacks deal earth damage. This elemental takes 0 damage from Earth. When earth elemental dies all adjacent foes are knocked down.

Notes - Earth damage is reduced to 0, but as this damage still hits, any additional effects that would take place still do.


Stone Cold - 10 - 1c - 15r
Spell - Target foe takes 15-60 damage. If that foe is under the effects of a water magic hex then that foe is also knocked down.



Stone Pillar - 10e - 2c - 8r
Spell - After 3 seconds, at target foes location, a Stone Pillar shoots up from the earth and deals 20-90 earth damage to all adjacent foes.

Notes - Works similar to spirit rift.


Energy Storage

Food for the Flame - 15e - 1c - 15r
Stance - Loose all energy. Food for the Flame lasts one second for each point of energy lost in this way. While in this stance, each second all adjacent foes are set on fire for 1-3 seconds.


Fire

Fire Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8-20 Fire elemental for 30 sec. Fire elemental's attacks deal fire damage. This elemental takes 0 damage from fire. When Fire elemental dies all adjacent foes are set on fire for 4 sec.

Notes - Fire damage is reduced to 0, but as this damage still hits, any additional effects that would take place still do.


Molten Form - 10e - 1c - 10r
Enchantment spell - For 10 seconds you next time you deal earth damage you also cause burning for 1-3 seconds.

Notes - Clearly combos well for eles using both fire and earth magic. But can be usefull to any characters with earth weapons.


Heat - 10e - 1/2c - 15r
Hex spell - For 8 seconds target touched foe takes 5-24 fire damage each second.

Notes - Great to cover mark of rodgort along with elemental flame for a good chain of burning while you run.



Water

Ice Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8 - 20 Ice Elemental for 30sec. Ice elementals attacks deal cold damge. This elemental takes 0 damage from water. When Ice elemental dies all adjacent foes are slowed for 10sec.


Drown - 15e - 1/2c - 30r
Spell - Target touched foe is dazed for 1-8 seconds. This skill has a 50% chance to fail with Water magic 4 or less.

Notes - Very usefull for melee characters. Water is all about slowing things down.


WARRIOR


Strength

Determination - 5e - 0c - 5r
Attack Skill - You are cured of weakness when this skill is activated. You strike for
+3-12 damage for each condition you are suffering (up to 40). When this attack ends you are weakend for 5 seconds.


Sword

Skewer - 4a - 0c - 0r
Sword Attack - strike for +1-12 damage. If this hit criticals then target foe is also interrupted.


Tactics

Fresh Meat - 10e - 0c - 30r
Elite Shout - For 5-12 seconds. You gain +10 moral boost and foes suffer -10 moral loss. Moral Gain from this skill does not recharge signets.

Notes - Used at the right time, this skill could turn the tables in PvP. And just for fun, warriors wearing red Wyvern armor get to re-enact a classic, yet terrifying, moment of gaming.


Fei To


Edited, Nov 19th 2010 1:00am by FeiTo
#137 Nov 19 2010 at 12:33 AM Rating: Decent
Profession: Necromancer
Type: Skill
Conditions: Death Shroud only

Skill Name: "I scratch your back..."

Rescue your fallen allies them from their shallow graves with 25...50% health and -1 health degeneration for 10 seconds.

For 10 seconds, you gain +1...3 health regeneration for each rallied or resurrected ally.




Edited, Nov 19th 2010 1:36am by Vordel
#138 Nov 19 2010 at 1:51 AM Rating: Decent
Class: Elementalist [img=]
Skill Name: Calamitous Impacts

Skill Description: Spell. Within a 10 foot radius of the target's initial location, [3..6..8] fireball projectiles drop from the sky: exploding on impact with the ground and striking foes adjacent to the blast for [40...60...90] fire damage.

How it works: When the skill is activated, anything within the wide radius of the target's initial location can potentially be struck by a falling fireball, which has a smaller AOE radius. This skill is used like a gamble in the sense that the player has the ability to strike at multiple things within that area, but has no control over where the falling fireballs will make contact.


Logistics:
-Only one fireball falls at a time, and should be timed so that its 3/4 a second between each fireball being summoned from the sky.
-High energy usage
-Longer recharge
-High damage for fireballs


Edited, Nov 19th 2010 2:59am by Ridetsu
#139 Nov 19 2010 at 2:12 AM Rating: Decent
The guys from ArenaNet are always saying that they want GW2 to be more like M:TG than D&D. I say, "Walk that talk".

Class related: Warrior

Weapon: Warhorn

Skill name: V for Vigilant

Skill Description (GW2 style): Place a banner that buffs allies and removes stealth from your enemies. 60 second recharge. [If Picked-up-banner skills count as a part of this skill they are below. If not, they are spoiler tagged so it shouldn't be too hard to skip past them.]

Skill Description (GW1 style): Stealth is negated within this banner's AoE and your allies have +(5...15...25) armor against physical damage. 60 second recharge

Picked-up-banner skills: [#1] "Show yourself!" (Shout) 7 seconds. Stealth is negated for all foes in earshot. These foes are knocked down if they were moving. 30 second recharge

[#2] "Stand ready!" (Shout) 15 seconds. Allies within earshot have +(1...6...10) armor against physical damage. They gain an additional +(5...15...25) armor if they are not moving. 20 second recharge


Inspiration: In Magic: The Gathering, there are many great mechanics that create endless possibilities for deck creation but my all time favorites are (Land)walk and Vigilant. One punishes your opponent for trying to fight you with your same color (landwalk), while the other lets your monsters attack and still be available to block your opponents attacks as well. That idea combined with the literal definition of being Vigilant (keenly watchful to detect danger; wary: a vigilant sentry) make the Warhorn a perfect weapon to use the skill and also makes Stealth the perfect ability to target with this skill. Of course, we don't know much about Stealth so I had to assume that you would be invisible and able to move while in Stealth.
#140 Nov 19 2010 at 3:15 AM Rating: Decent
Class: Elementalist

Suggested names: Combine, Elemental combine, Merge of Elements

Description: Merge two elements of your choice to create a combined attack.
Example effects:
  • Fire + Ice: Wave of water, causes knock-down.
  • Fire + Earth: Trail of fire on the ground, spreads irrationally in different directions.
  • Fire + Air: Fire tornado, massive AoE damage.
  • Ice + Earth: Instant freezing of the ground, locking opponents feet to the ground.
  • Ice + Air: Hale storm, massive AoE damage.
  • Earth + Air: Sand storm, AoE damage and cause blindness.

  • I leave how the element choice is made to your imagination, since I heard that the attribute system might not be used.
    #141 Nov 19 2010 at 4:17 AM Rating: Decent
    Asura Racial Skill: "Allow me to Demonstrate"

    Skill Description: The Asura makes a quick demonstration of elaborate experimental science, enlightening his or her "lesser minded" companions (Sylvari, Norn, Human, Charr.) and giving insight into the mind of a true genius.

    Skill effect: Grants an Intelligence boost to all party members within range. Fellow Asura are unaffected by this skill, aside from knowing they belong to the technologically superior race.

    "Brain, not brawn, will change the world." - Zojja

    Edited, Nov 19th 2010 5:57am by Hoyl

    Edited, Nov 19th 2010 6:04am by Hoyl
    #142 Nov 19 2010 at 6:27 AM Rating: Decent
    This was supposed to be some sort of assassin skill, but since none is announced yet, it could also work with an arrow attack for a ranger or axe for a warrior

    Flashing blade
    You throw a blade at the enemy dealing minor damage to your foe.

    1) If the target is hit from the side or the back, you poison and cripple the enemy.

    2) If the target is facing your direction while activating this abillity, the enemy gets blinded for a short duration
    and the standard damage of this spell is doubled.


    As I said you could also say it is some sort of arrow or axe.
    #143 Nov 19 2010 at 7:12 AM Rating: Decent
    Skill One
    Elementalist : Earth Attunement

    Skill Name: Tunneling (or groundhog)
    Category: Skill that is usable in Down State
    Weapon: none or any, since its for use during down state.

    For to run away from attacker to a safe distance using a tunnel created right beneath and run thru your enemy.

    You will turn up in a reasonable distance that does not "inbalance" the game" from the attacker(s), while the ground collapse underneath your attacker, attacker will falls/get suck into the collapsing earth tunnels. if they do not get away, they will suffer 10 - 15 dmg (reasonable amount of dmg)per second, not more than "reasonable" amount of seconds, or until they get out of the collapse site.


    --~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~

    Skill Two

    Elementalist : Earth Attunement
    Weapons: Staff
    Skill Name: Rock Wave

    Making use of loose rocks and dirt from whence your character stand, by tapping the ground with the elementalist staff (hence only available for when using staff)to start a rocks and debris wave that go towards the enemy and chases them if they try to run, once the rocks and dirt and debris reach the enemy/attacker, they rises and flies, all at once, towards the enemy/attacker. When hit by rock wave, enemy are stun and blinded for a reasonable amount of time.

    --~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~--~

    Skill Three
    Elementalist : Earth Attunement
    Skill Name: Its raining Rocks. Hallelujah!
    Weapons: when using off hand focus and a wand.

    The character mobilize a big rock, using the elementalist magic, crushing, creating a sharp rock rain, then sending these sharp rocks flying at your attacker/enemy. When hit by these sharp rock rain, enemy will suffer 10-15 dmg (reasonable amount of dmg)per second for 5 second (or reasonable amount of time) and will start to bleed for (reasonable amount of time).

    If enemy are hit by sharp rock rain when they have less then 20% health, they will immediately be send into a down state, and will be covered with rocks.

    Pie :)~
    #144 Nov 19 2010 at 7:48 AM Rating: Decent
    Warrior:
    "I'm not finished with you yet"
    Interrupts dodging foes near of you and causes twice energy lost.
    If cast while dodging only affects foes front of you but it will knock them down.
    If cast while jumping affect further away but reduces the effect.
    #145 Nov 19 2010 at 8:00 AM Rating: Decent
    Necromanceer Elite Self Enchant Spell:

    Name of spell: Soul Cry (Elite Necromancer Spell)

    (Elite Enchantment) For 30 seconds you shall summon "1-2"(random) lost souls, level varies from "15...28" (depends on Attributes) dealing physical lightning damage to targeted foe.
    during the 30 seconds from summon you shall have "-1" Health and Energy degeneration for each lost soul that has been summoned. (this cannot be eradicated unless all summoned souls have been banished by your foes)and all nearby foes have their souls been drained slowly (health degeneration "-1")
    All nearby Allies have a (+2 Health Generation) for first 18 secs of summon.


    Info: The more the Attribute level the higher the chance of summoning a higher level soul. They will appear from random object's shadow. (eg. trees shadow, or the summoner's shadow)
    Cost:20
    Cast time: 2.25sec
    Recharge: 40sec


    happy hunting young adventurers! .(^_ ^ ,) hehehe


    Edited, Nov 19th 2010 9:02am by LoreSith

    Edited, Nov 19th 2010 9:03am by LoreSith

    Edited, Nov 25th 2010 2:05am by LoreSith
    #146 Nov 19 2010 at 12:29 PM Rating: Decent
    Elementalists being able to manipulate all materials in our world have found a way to bend light in a way that it slows time down or speeds it up.

    An area of effect spell where time slows down or speeds up.

    Usage:
    The spell can be targeted with the cursor to where the player sees fit. Once casted, it can be cancelled by the user whenever. Otherwise it would cancel after
    X seconds.

    Effect:
    The spell slows down time in an area, slowing projectiles that travel into it, slowing movement, slowing regeneration/degeneration and attack/cast speed etc. Dispelling the spell will return time to normal instantly, releasing all the projectiles to their full speed again thus in a sense it lets you stack projectiles or environmental weapons for concentrated attacks. It is also working as a defensive spell slowing down enemy spikes.

    The opposite version of this spell is to cast a bubble which speeds time up. With this, you can cancel the time-slowing bubble by casting it on the same area. When time is speed up, damage over time spells do their damage faster, regen happens faster, movement happens faster, basically everything happens faster.

    Examples:
    Damage over time spells also deal damage slower inside the bubble, so while knowing you are going to die to degeneration, you can cast the bubble around yourself and wait for healing to arrive. Cast it infront of a catapult and you can load the catapult again while the previous projectile is still "hanging" in mid-air, thus creating a barrage of simultaneously hitting projectiles. Enemy is getting a morale boost? No problem, just cast the time-slowing bubble on the flag-stand to give your team more time to capture it again. Enemy meteor shower is going to land on a bad spot? Again, cast the bubble infront of the meteors and save the day!

    Casting the speed-up bubble on your allied rangers allows them to shoot faster. You can also have caster with low energy go into the bubble to regen faster. Or cast it on an enemy with DOTs on to finish him off quicker. You really need a morale boost? No problem just cast the time-speeding bubble on the flag-stand to get the morale boost faster.

    This spell has multiple uses and can be combined with your teammates for some nice combos. It can also be used with environmental weapons and all spells in the game. Also had an idea of a warrior tackling the time bubble, moving it to another location with it's contents. Now I'm not saying this spell would be balanced in any way, just my 2 cents anyways.
    #147 Nov 19 2010 at 12:54 PM Rating: Decent
    Elementalist:

    Sublimation:
    Scepter skill

    Targeted area of ground begins to sublime, creating a mist lasting for 10 seconds, whose effect depends on current attunement:

    Air: The thick smoke blinds enemies within the area and deals [small amount of damage] each time they land an attack.
    Fire: Enemies are scalded, taking [medium amount of damage] each second while within the area.
    Water: The cooling mist heals allies within the area for [medium amount of hp] each second.
    Earth: Choking fumes cause the skills of enemies within the area to be easily interrupted and slows their movement.


    Switching attunements during the spell's duration will cause the mist to change its effect immediately. Projectiles passing through the mist will inherit the current effect of the mist:

    Air: Blinds for 3 seconds.
    Fire: Deals +[medium bonus damage].
    Water: Heals allies near the target for [small amount of hp].
    Earth: Interrupts.



    Thanks for the cool contest! :D
    #148 Nov 19 2010 at 1:01 PM Rating: Decent
    Grenth's Cloak

    Class: Necromancer
    Skill Effect: Target ally - Reduces the damage took and turns it into life stolen for so many sec.
    Animation: When casted(a large shadowy,glowy eyes) grent rises on targeted ally, reaches as if grasping the player than fades away

    Edited, Nov 19th 2010 2:12pm by scorpionjay
    #149 Nov 19 2010 at 1:37 PM Rating: Decent
    Profession: Ranger

    Skill: Salvage

    Description: Skin an animal/monster (hide) or salvage raw materials (scales, bones, etc) or meat from its body.
    #150 Nov 19 2010 at 1:47 PM Rating: Decent
    Class: Mesmer
    Name: Steal Profession
    Type: Elite Form
    Description: Elite Form Skill(ala Norn bear/wolf/raven form)
    Stealing your target profession. Instantly turning into avatar of that profession, replacing your skill bar with a
    pre-made (balanced) build for all professions available in the game (except mesmer). Every avatar should have specific appearance (male/female); specific weapon that replace your current weapons.

    Example: Warrior- Your mesmer turn to <use your imagination ;)> auto-equip 2hand sword, replace its role from mesmer to an actual warrior.
    Gives all mesmers the opportunity to change its profession from time to time, for fun, or to suit the situation.
    The builds may have be changed by the player, by choosing the weapon they want to use when in the elite form (meaning: Useing all available possibilities for warrior and the skills attached to the weapons. This will give a variety and more versatility)



    Edited, Nov 22nd 2010 7:42am by mazut
    #151 Nov 19 2010 at 2:06 PM Rating: Decent
    Class: Mesmer
    Name: Spreading Chaos
    Type: Enchant Spell
    Description: Enchant spell that gives a buff(10 sec), that add random condition with next attack skill used. Also cast the same enchant on the same foe. This buff jumps around on all players involved in the fight, but every time someone got buffed he/she become immune against this buff for 30 sec. That way the buff (most of the time) will cross all players or most of them before coming back to the original spreader. Cannot be self-cast
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