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Warrior
Brutal Slash (Swordsmanship)
4 adrenaline / 0c / 0r
Sword Attack. If target foe is suffering from a deep wound you strike for +10-26 damage and gain 1-2 strikes of adrenaline.
Elementalist
Leaping Spark (Lightning Magic)
5e/1c/3r
Spell. Target foe takes 5-62 lightning damage. If any foes are adjacent to target foe then leaping spark strikes the nearest for 18-2 less damage. Leaping Spark continues to jump to the closest foe that hasn’t already been struck until it deals 0 damage or there are no foes within range to jump to.
Ignite (Fire Magic)
5e/1c/10r
Hex Spell. For 5-21 seconds target foe is hexed with Ignite. Next time target foe is struck by fire damage then target foe and all nearby foes take 1-49 damage and are set on fire for 1-3 seconds.
Hail Storm (Water Magic)
25e/3c/30r
Elite Spell. Create a Hail Storm at target foe’s location. For 10 seconds all foes in the area suffer 1-16 cold damage and 1-16 blunt damage per second and move 33% slower.
Diamond Shards (Earth Magic)
10e/1c/5r
Spell. Send a fast moving projectile at target foe that strikes for 20-95 earth damage. If it hits an enchanted foe then all foes in the area also take 20-95 earth damage.
Mesmer
Single-mindedness (Domination Magic)
5e/1c/5r
Spell. Target foe takes 5-32 damage. If target foe was using a skill then that foe takes an additional 2-9 damage for each skill of the same attribute equipped.
Illusionary Banana Skin (Illusion Magic)
15e/1c/10r
Spell. If target foe is moving then that foe is knocked down and takes 10-37 damage. (50% failure with Illusion Magic 4 or less)
Go, Evil Bunny Ninjas! Go!
Obsidian Glyph - 5-2-30
Glyph. For 15 seconds, if your next spell strikes an enchanted foe, it deals armor ignoring damage.
It would be strong in PvE, when monsters aren't quite smart enough to seek out & disable this key skill. In PvP, the clunky 2 second cast would mitigate it's strength (Though it would still be strong, admittedly).Glyph of Attunement - 5-1-10
Glyph. For your next 4 elemental spells, if you are not enchanted, you gain 1 energy plus 30% of that spell's cost after each successful cast.
Reducing Elementalist reliance on clunky enchants.Glyph of Greater Attunement - 5-1-5
Elite Glyph. For your next 5 elemental spells, if you are not enchanted, you gain 100% of that spell's cost in energy after each successful cast.
See last comment.Glyph of Stars - 5-1-10
Elite Glyph. For 1...30 seconds, your next 4 elemental spells use your highest elementalist attribute.
Rationale? Anet wanted to make it easier to go with two elements.
maze illusion - illusion magic
20e 3c 20r
for 5..10 seconds walls appear at random places in the arena. some of these walls are fake and can be passed through and other are solid walls and cannot be passed. this spell causes exhaustion
this is my attempt to find a new way of doing illusion mage. this would be a PvP only skill.
amnesia - illusion magic
10e 2c 10r
elite hex spell for 10..15 seconds target foe cannot be the target of healing spells
invisible flesh - illusion magic
20e 2c 15r
for 10..20 seconds all phisical attacks miss and you cannot be the target of any spells but take double damage from holy magic. when this spell ends you loose all but 2..10 energy
well the dervs and the sins have their own so why can't mesmers
Last edited by mmorpg man; 01-05-2007 at 23:01.
Attribute levels are given from 0..15.
Enchanter's Sweep - Scythe Mastery
5/0/5
Melee Attack. Lose 1 Enchantment. If Enchanter's Sweep hits, you strike for +10..22 damage and deal an additional +10..22 damage if you lost an Enchantment in this way.
Energetic Sweep - Scythe Mastery
5/0/5
Melee Attack. Lose 1 Enchantment. If an Enchantment is lost this way, you gain 1..5 Energy. This attack strikes for +5..15 damage if it hits.
Double Scythe - Scythe Mastery
5/0/6
Scythe Attack. Attack with your scythe twice. If more than 0..3 foes were hit, you lose all Enchantments.
Harvest's End - Scythe Mastery
5/0/10
Elite Scythe Attack. If Harvest's End hits, you strike for +5..30 damage. For each struck foe that had less Health than you, target and adjacent foes take 1..31 earth damage. Harvest's End instantly recharges if it kills a foe.
Last edited by Seef II; 02-05-2007 at 04:39.
Armor of Judgement - 10e/0.75c/5r
Elite Enchantment Spell. For 12 seconds, target ally has +3...24 armor and +2...5 health regeneration. When this enchantment ends, all foes nearby target ally take 15...53 holy damage and an additional 2 holy damage for each rank in Divine Favor you have. All of your Protection Prayers skills are disabled for 10 seconds. (Attrib: Smiting Prayers)
Divine Flame - 5e/1c/6r
Spell. This spell may target an ally or a foe. If it targets an ally, that ally is healed for 12...42 health. If it targets a foe, that foe takes 15...53 holy damage and an additional 2 holy damage for each rank in Divine Favor you have. (Attrib: Smiting Prayers)
Ascendance - 15e/1c/20r
Enchantment Spell. For 5...11 seconds, all party members have +40 armor and 33% damage return against attacks and spells made by foes below 25...50% health.(Attrib: Smiting Prayers)
Unstoppable Run
Profession: Warrior
Attribute: Strength
Type: Elite Stance
Cost: 5 Energy
Recharge: 30 Seconds
For 1...8 seconds, you move 33% faster and ignore effects that reduce your movement.
Notes:
1. This skill will not remove the Crippled condition or any hexes that make you move slower. It will simply allow you to move at 133% your normal movement rate despite being Crippled, being under the effect of movement-slowing skills (eg. Dolyak Signet, Muddy Terrain), being under the effect of movement-slowing Environmental effects, having movement-reducing hexes, or carrying a bundle.
2. That said, this skill is meant to counter Imagined Burden and the like, letting the using Warrior close their targets quickly despite such impediments.
3. So as not to advantage runners too much, this is an Elite skill with a 30 second recharge.
Well, 40 bonus armor halves whatever damage you were taking from armor affected sources. So on average, this is going to be something like a more generalized Aegis, works on spells too. It doesn't work on armor ignoring stuff, doesn't prevent enemy Warriors from gaining Adrenaline, doesn't stop them from applying conditions...
And it only works if they are below 50% health (if you spec 15 in Smiting Prayers)
So I think it would be a mistake to add a skill like this, but be conservative with it's power due to the conditional nature. It would be better to add in a skill that might need a nerf and see how it works, then nerf it if needed.
More:
Jinxed Weapon - 10e/2c/35r
Weapon Spell. For 5...15 seconds, target foe has a Jinxed Weapon. That foe suffers from a random condition (Cripple 25%, Weakness 20%, Blindness 10%, Bleeding 10%, Disease 10%, Poison 10%, Deep Wound 10%, Dazed 5%) whenever that foe uses a skill. (Attrib: Communing)
Weapon of Burden - 10e/2c/25r
Weapon Spell. For 5...15 seconds, target foe has a Weapon of Burden. That foe moves and attacks 15% slower and an additional 15% slower if that foe is suffering from Weakness.
Yes - Weapon spell removal! :O
Protective Weapon - 10e/0.25/12r
Weapon Spell. For 5...15 seconds, target ally has a Protective Weapon. That ally cannot take more than 10% max health in damage from the next 1...8 sources. (Attrib: Communing)
Last edited by Shadowleaf; 03-05-2007 at 04:01.