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  1. #1291
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    Guided Daggers's Avatar
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    Gandara
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    Salvation of Tyria [SoT]
    Posts

    876
    Never played Bonus Mission Pack, though. I have a problem with them too, in a coordinated team though, where this is discussed and agreed upon in advance, skills like these could prove very useful.

    Imagine a mob vs 3 players, of which 1 necro with Sacrifice Other and Arcane Echo. I'd be an instantkill (well hopefully, because the Necro would probably run out of energy otherwise) of the whole mob. A bit like those self-sacrificers in JQ.

  2. #1292
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    Heart of Ice (Water Magic)
    10e 1c 30r
    Elite Enchantment Spell. For 5...25 seconds, you gain +60 armor against cold damage and your Water Magic spells take 5...50% less time to cast.

    Bad Flu (Water Magic)
    10e 1c 20r
    Elite Hex Spell. For 3...13 seconds, target foe moves 70% slower, and whenever that foe takes cold damage, that foe takes an additional 5...30 cold damage.

    Fragile Mind (Illusion Magic)
    5e 2c 15r
    Elite Hex Spell. For 3...10 seconds, hex spells you cast on target foe last 10...75% longer.

    Demotivate (Illusion Magic)
    10e 1/4c 20r
    Elite Hex Spell. For 5...20 seconds, whenever target foe uses a shout or a chant, the affected foes lose 10...55 health and 1 energy.

    Primal Fear (Domination Magic)
    10e 2c 15r
    Elite Hex Spell. For 2...12 seconds, whenever target and nearby foes are suffering from more than 3 hexes, those foes' actions are easily interrupted.

    Arcane Hunger (Domination Magic)
    15e 2c 12r
    Elite Hex Spell. For 8 seconds, whenever target foe casts a spell, all nearby foes take 10...70 damage.

    Midnight Sun (Domination Magic)
    5e 1c 12r
    Elite Spell. All foes within earshot have 1...2 random skills disabled for 1...9 seconds.

    Chaos Wrath (Domination Magic)
    5e 1/4c 12r
    Elite Spell. Any hexed foe in the area of target foe is interrupted. If a skill is interrupted, that foe takes 15...85 damage.

    Intense Sneeze (Domination Magic)
    5e 3c 15r
    Elite Hex Spell. For 8 seconds, the next time target foe uses a skill, that skill and 1...3 other skills are disabled for 2...20 seconds.

    Multitask (Expertise)
    10e 20r
    Elite Stance. For 1...5 seconds, your skills activate 40...85% faster.

    Passion (Leadership)
    10e 2c 20r
    Elite Skill. For 10 seconds, target other ally's skills gain 1...5 attribute and activate 10...50% faster.

    "Free Your Mind!" (Leadership)
    5e 15r
    Elite Shout. For 2...10 seconds, all enemy spells targeting target ally take 50...150% more time to cast.

    Dark Defenses (Curses)
    10e 1c 15r
    Elite Hex Spell. For 10 seconds, whenever target foe blocks, that foe and all nearby foes take 10...80 damage.

    Shadow Assault (Shadow Arts)
    10e 1/4c 20r
    Elite Enchantment Spell. Shadow Step to target foe. For 5 seconds, the next time you use a dual attack, your target take 20...75 damage, then you shadow step back to your original location and gain 0...8 energy.

    Way Of The Shadows (Shadow Arts)
    5e 1c 30r
    Elite Enchantment Spell. For 45 seconds, whenever you shadow step to a foe, that foe takes 25...90 damage and is blinded for 1...5 seconds.

    Calm Breeze (Wind Prayers)
    10e 30r
    Elite Flash Enchantment. For 5 seconds, allies adjacent to you gain 1...5 health regeneration. This enchantment reapplies itself whenever you use a scythe attack skill.

  3. #1293
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    sorudo's Avatar
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    far shiverpeak
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    the legendary alterans
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    dominating force

    spell-for 20.......60 seconds every undead and spirit enemy is unbound, when an undead creature or spirit is summoned within the time it will be bound to the caster and dominating force will end.

    slavers collar

    skill- for 10.....30 seconds target hostile undead or spirit target is bound to the caster, if slavers collar ends or the target is unbound it will die and the caster receives 10....14 energy.
    it's alive but cannot be living, it's dead but lives a mortal life.

    sorudo.9054

  4. #1294
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    CHIPS's Avatar
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    Tarnished Coast
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    The Order of Dii (Commander)
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    DF is seriously lacking details. How big is the effect? When it ends what happens? From the sound of it, minions are 100% useless if a mob carry this single skill.
    Last edited by CHIPS; 20-02-2012 at 03:16.

  5. #1295
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    maybe if i make it an elite spell and it has a C2 with a R60, range is better kept around nearby.
    it's alive but cannot be living, it's dead but lives a mortal life.

    sorudo.9054

  6. #1296
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    Ice Coffin (Water Magic)
    10e 1c 20r
    Elite Hex Spell. For 10 seconds, target foe moves 33...66% slower and takes 1...10 damage each second for each water magic hex on that foe.

    Dragon Roar (Fire Magic)
    10e c 20r
    Elite Spell. All foes within earshot take 10...80 fire damage and are set on fire for 1...4 seconds. Foes already burning are knocked down.

    Dragon Talons (Dagger Mastery)
    5e c 4r
    Elite Dual Attack. If this attack hits, you strike for +10...60 fire damage. If you land a critical hit, that foe is set on fire for 1...6 seconds.

    True Sight (Expertise)
    5e 2c 10r
    Elite Skill. For 3...15 seconds, your attacks cannot miss or be blocked, and they gain 5...30% armor penetration.

    Corruption Shot (Marksmanship)
    10e 4r
    Elite Bow Attack. If this attack hit, you strike for +1...9 damage for each condition on your target (Maximum 70) If that foe has more than 8...4 conditions, this attack cannot be blocked.

    Energy Link (Inspiration Magic)
    5e 1c 12r
    Elite Hex Spell. For 1...12 seconds, target foe suffers from 4 Energy degeneration, and you gain 4 Energy regeneration.

    Hungry Leeches (Blood Magic)
    5e c 4r
    Elite Hex Spell. For 5 seconds, target foe suffers from +2...10 health degeneration. When this hex ends, target foe is diseased for 1...8 seconds.

  7. #1297
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    I know it's pretty meaningless at this point to continue imagining new skills for a game that will be abandonned pretty soon, but I can't help myself!


    Despair (Death Magic)
    5e 3/4c 5r
    Elite Spell. Target foe takes 15...55 damage, and an additional 5...15 damage for each corpse within earshot.

    Shallow Graves (Death Magic)
    5e 2c 20r
    Elite Enchantment Spell. For 15 seconds, your next 1...4 spells that target a corpse activate 10...70% faster and gain +2 attributes.

    Corpse Eater (Death Magic)
    5e 2c 10r
    Elite Enchantment Spell. Exploit target corpse. For 10 seconds, your next 1...3 spells that target a corpse activate at your location without a corpse and recharge 10...45% faster.

    Restless Parasite (Curses)
    10e 1c 10r
    Elite Hex Spell. For 5...15 seconds, target foe takes 10...65 damage every second it's standing still.

    Doorway to the Mists (Spawning Power)
    10e 3/4c 30r
    Elite Enchantment Spell. For 30 seconds, your binding rituals recharge 10...50% faster, and you can control up to 1...3 spirits of the same kind in the same area.

    Infatuation (Domination Magic)
    10e 1c 12r
    Elite Hex Spell. For 10 seconds, the next skill used by target foe costs 2...15 more energy and takes 2...15 additional seconds to recharge.

    Exhausting Stride (Fast Casting)
    5e 1c 20r
    Elite Hex Spell. For 2...16 second, every second target foe is moving, that foe loses 1...2 energy and suffers from 1 point of exhaustion.

    Ballad of Zeal (Motivation)
    10e 2c 20r
    Elite Chant. For 10 seconds, the next time each ally within earshot takes damage, that damage is reduced by 5...50% and that ally gains 1...2 Energy.

    "Attack!" (Command)
    5e 20r
    Elite Shout. For 5 seconds, all allies within earshot deal +3...20 more damage with attacks. This shout ends on an ally whenever that ally uses a skill.

    "Run!" (Command)
    10e 20r
    Elite Shout. Allies within earshot run 50% faster for 1...8 seconds. This shout ends on each ally whenever that ally uses a skill or attacks.

    Discipline (Mysticism)
    5e 20r
    Elite Flash Enchantment. For 15 seconds, your adrenal skills take 10...65% less adrenaline to activate.

    Faith (Mysticism)
    5e 20r
    Elite Flash Enchantment. For 5...15 seconds, you take 1...5 less damage for each enchantment on you.

    Duty (Leadership)
    5e 2c 20r
    Elite Skill. For 10 seconds, skills you use that target other allies recharge 10...70% faster.

    Ether Return (Energy Storage)
    5e 1c 20r
    Elite Enchantment Spell. For 10 seconds, you lose 1 Energy whenever you cast a spell. When this enchantment ends, you gain 1...3 energy and 10...30 health for every spell you cast while this enchantment was in effect.

    Desperation (Strength)
    10e 45r
    Elite Skill. For 20 seconds, whenever you are under 30% health, you attack and move 20...33% faster, deal 1...10 damage with attacks, and the effect of conditions and hexes on you are ignored.

  8. #1298
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    Since they are still modifying skills, new ideas can still be useful! (sort of...)


    Blood Lust (Blood Magic)
    5e 1c 20r
    Elite Enchantment Spell. For 20 seconds, you suffer from 6 health degeneration, but your attacks steal 5...45 health.

    Grasping Dead (Death Magic)
    15e 2c 20r
    Elite Spell. Exploit closest corpse. Create a patch of Grasping Dead at that location. For 10 seconds, foes in that area take 3...20 slashing damage each second and are slowed by 30% for 2 seconds. For each additional corpse in the area, foes take 5 more damage each second.

    Gooey Mess (Death Magic)
    10e 1c 20r
    Elite Enchantment Spell. For 10...25 seconds, foes move 30...70% slower whenever they are near one of your undead servants.

    Animosity (Domination Magic)
    5e 3/4c 7r
    Elite Hex Spell. For 8 seconds, target foe takes 10...65 damage and loses 1...3 Energy whenever it is affected by a shout or chant.

    Dominion (Domination Magic)
    5e 1/4c 20r
    Elite Hex Spell. For 1...4 seconds, target foe cannot attack or cast spells. If that foe was attacking or casting a spell, this hex lasts 2...7 seconds instead.

    Mesmerize (Domination Magic)
    10e 1/4c 15r
    Elite Spell. Target foe is interrupted. For each mesmer hex on that foe, that foe takes 5...30 damage and has one skill disabled for 2...8 seconds.

    Hex Blossom (Illusion Magic)
    5e 3/4c 12r
    Elite Hex Spell. For 8 seconds, the next time a hex on target foe ends, that hex is reapplied for 60...125% of its original duration.

    Lonely Soul (Illusion Magic)
    5e 3/4c 15r
    Elite Hex Spell. For 15 seconds, target foe casts spells 5...50% slower, suffers from 1...6 health degeneration and 1 energy degeneration whenever it is within earshot from one of its allies.

    Restructuration (Illusion Magic)
    10e 1c 30r
    Elite Hex Spell. All hexes, conditions and enchantments on target foe are renewed for 35...110% of their original duration. For 10 seconds, that foe suffers from 1 health degeneration for each effect renewed this way.

    Hidden Gift (Inspiration Magic)
    5e 1/4c 3r
    Elite Hex Spell. For 6...16 seconds, whenever target foe uses a skill, you are healed for 5...45 health and you gain 1 energy.

    Elective Mind (Inspiration Magic)
    10e 1c 30r
    Elite Enchantment Spell. For 15 seconds, you lose the oldest hex on you whenever you are the target of a new hex spell. You lose 2 energy whenever you lose a hex this way. This effect can only happen if you are suffering from more than 5...2 hex spells.

    Quick Thinking (Fast Casting)
    5e 2c 30r
    Elite Enchantment Spell. For 15 seconds, enemy skills and attacks targeting you have 4...40% chance to fail or miss.

    Incantation (Fast Casting)
    10e 1c 15r
    Elite Enchantment Spell. For 10 seconds, the range of your spells is increased by 3...25%, and their attribute is increased by 1...2.

    Venom (Beast Mastery)
    5e 2c 45r
    Elite Preparation. For 5...40 seconds, your attacks deal 5...40 more damage against poisoned foes.

    Anger Point (Strength)
    5a 20r
    Elite Skill. For 1...9 seconds, whenever you take damage, you gain 1...2 strikes of adrenaline.

    Blinding Rage (Strength)
    5e 15r
    Elite Stance. For 10 seconds, you attack 50% faster. This stance ends whenever you use a skill.

    Defiance (Tactics)
    3a 6r
    Elite Skill. For 2...11 seconds, the next time you suffer from a hex or condition, that hex or condition is negated and you gain 10...100 health and 4 adrenaline.

    Instigation (Tactics)
    5e 20r
    Elite Skill. If target foe is at full health, you gain 1...8 strikes of adrenaline.

    Shock Pulse (Air Magic)
    5e 3/4c 15r
    Elite Enchantment Spell. For 10 seconds, whenever you cast a spell, up to 2...5 foes in your area take 25...75 lightning damage.

    Volatile Flames (Fire Magic)
    10e 1c 20r
    Elite Enchantment Spell. For 10...30 seconds, whenever you cast a fire magic spell, all foes near your target take 10...45 fire damage and are set on fire for 2 seconds.

    Fiery Geyser (Fire Magic)
    10e 2c 30r
    Elite Spell. Create a Fiery Geyser at your location. Every 2 seconds for 10...26 seconds, one random foe in the area take 25...75 fire damage.

    Flash Flood (Water Magic)
    5e c 3r
    Elite Spell. All foes within earshot take 10...65 cold damage.

    Lord of Winter
    (Water Magic)
    10e 1c 30r
    Elite Enchantment Spell. For 20 seconds, your water magic hex spells last 5...50% longer, cost 1...3 less energy and get an additional 20% slow movement speed.

    Cold Snap (Water Magic)
    10e 2c 30r
    Elite Spell. Create a Cold Snap at target foe's location. For 10 seconds, foes in the area take 5...30 damage each second. When this spell ends, all foes in the area have their movement speed reduced by 66% for 4 seconds.

    Ether Dynamo (Energy Storage)
    5e 3/4c 30r
    Elite Enchantment Spell. For 10...30 seconds, whenever you cast an elemental spell, you lose 2...1 energy and nearby allies gain 1...2 energy.

    Weather Forecast (Elementalist Unlinked)
    10e 1c 20r
    Elite Enchantment Spell. For 20 seconds, your elemental spells cast twice as fast and gain +2 attribute.

    Elemental Rampage (Elementalist unlinked)
    5e 3/4c 30r
    Elite Hex Spell. Hex target foe for 8 seconds. If that foe is struck by cold, earth, fire and lightning damage before this hex ends, all nearby foes are knocked down and take 95 damage. If more than 4 foes were affected, this hex is reapplied on each foe.

    Impunity (Wilderness Survival)
    10e 20r
    Elite Skill. For 5...20 seconds, whenever you are suffering from a condition, damage you take is reduced by 10...35.

    Aggressive Prayer (Healing Prayers)
    10e 3/4c 15r
    Elite Enchantment Spell. For 5 seconds, every time target ally deals damage, that ally gains 20...60% of the damage dealt as health.

    Shadow Wings (Shadow Arts)
    5e 1/4c 20r
    Elite Enchantment Spell. Shadow Step to target foe. All foes near your target are blinded for 1...6 seconds. For 10 seconds, you run 10...40% faster.

    Vanish (Shadow Arts)
    5e 1/4c 30r
    Elite Enchantment Spell. You lose all stance and enchantments. For 2...8 seconds, you cannot take or deal damage, and you run 10...40% faster.

    Shadow Grip (Shadow Arts)
    5e 1/4c 12r
    Elite Hex Spell. Shadow step to target foe. For 10 seconds, that foe has -5...35 armor against your attacks, but you can't cast spells on that foe.

    Shadow Jump (Shadow Arts)
    5e 1/4c 45r
    Elite Hex Spell. Shadow Step to target foe. For 20 seconds, if your target dies, this skill is recharged and you gain 10...75 health and 1...9 energy.

    Whirlwind Slash (Critical Strikes)
    5e 3/4c 20r
    Elite Enchantment Spell. For 3...15 seconds, whenever you land a critical hit, all adjacent foes take 10...55 damage.

    Condition Assault (Deadly Arts)
    5e 1/2c 1r
    Elite Off-Hand Attack. Must follow an off-hand attack. If this attack hits, target foe suffers from a random condition for 6...14 seconds. If target foe is already suffering from 8...5 conditions, this attack strikes for 50...150 additional damage, but is disabled for an additional 10 seconds.

    Back from the Mists (Restoration Magic)
    10e 4c 30r
    Elite Enchantment Spell. Target other ally is resurrected with 50% health and 50% energy. For 20 seconds, that ally gains +50...450 maximum health and +5...20 maximum energy.

    "Mind Over Matter!" (Motivation)
    10e 25r
    Elite Shout. For 10 seconds, whenever allies within earshot suffer from a new hex or condition, that ally is healed for 5...55 health and
    gains 1 energy.

    Righteous Fury (Mysticism)
    5e 30r
    Elite Stance. For 10...20 seconds, you gain 1...7 energy every time you spend adrenaline.

    Brawn over Brain (Strength)
    5e 30r
    Elite Skill. For 10...20 seconds, you gain 1...3 strikes of adrenaline every time you spend energy.

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