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ok, here come my elites:
Warrior: Gate of madness (elite stance) tactics linked
while this stance is active each sucessfull hit inflicts a condition on the target in this order: cripple->blind->dazed->weakness->bleed->deep wound.
Example: if the target already have dazed, next hit will inflict weakness, if dazed is removed next hit will inflict dazed.
cost, duration and recharge same of gladiator defense.
assasins: seven steps snake (off hand attack) critical hits.
must follow and offhand attack, (much like repeating strike) begining with dmg 10, the damage done to a single target is doubled with every hit, 7 hits max, so 10-20-40-80-160-320-640 dmg, even if the target if being healed the last blow is a sure killing blow cause not many ppl have more than 600 health of course this dmg ignores armor.
Counters, u lose all enchts and stances at the beggining to avoid fast hitting, if any of ur atacks fails, u must start the combo from the beggining you are knocked down and lose half the damage from the hit, example u are about to do the 7th hit to a player, suddenly some1 blinds you, you fail, are knocked down and lose 320 health.
cost 5 nrg per hit.
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Very neat idea. What if we had something similar to the Mesmer Signet of Illusions, only as an enchantment spell?
Energetic Attunement (unlinked)
15/1/60
Elite Enchantment Spell. For 30 seconds, your next two spells are linked to your Energy Storage attribute instead of their normal attribute.
This attack seems ridiculously overpowered! I mean geez, all you need to do is daze an opponent and thy won't be able to defend themselves. And why does it ignore armor? No physical attacks AFAIK ignore armor.
Also the counters seem a little confusing. To me, if I were gonna make a skill like this, I'd probably suggest:
Seven Steps Snake (attrib: Critical Strikes)
5/0/60
Elite Stance. Lose all remaining energy and all enchantments, and all non-attack skills are disabled for 30 seconds. Your next seven dagger attack skills cost no energy deal +(5..20) damage. If you succeed in landing all seven attack skills, target foe is knocked down and becomes dazed and poisoned for 2...10 seconds. This stance ends if you hit more than one opponent, or if any of your attacks fail to hit, or you use a skill that is not a dagger attack.
No time limit on the stance, but you have the disadvantage of being locked out from healing yourself got 30 seconds, and you can only heal yourself once your blackout is over.
One more:
Glimmering Blades (attrib: Shadow Arts)
5/1/20
Elite Stance. For 6...24 seconds, while you are attacking, all enemy spells cast against you fail. When this stance ends, all adjacent foes become blinded for 1...3 seconds for every hostile spell that failed against you.
Alot better than his idea, but I think the Ritualist "Spirit's Strenght" elite beats that easily, as it has less restrictions and a more constant effect.
Anyway, these are pretty much 1 idea recycled for each element, much like the "Mind xxxx" skills.
Scorch (Fire Magic)
15 energy
1 cast
10 recharge
Elite Spell. Send out slow-moving waves of fire at target foe's location. Any foe standing in its way takes 10-53 fire damage each second and is set on fire for 3-6 seconds.
Rolling Boulder (Earth Magic)
15 energy
1 cast
10 recharge
Elite Spell. Send out a slow-moving rock at target foe's location. Any foe standing in its way takes 10-53 earth damage each second and attacking foes are interrupted.
Tornado (Air Magic)
15 energy
1 cast
10 recharge
Elite Spell. Send out a slow-moving Tornado at target foe's location. Any foe standing in its way takes 10-53 damage each second and move 50% slower for 3-6 seconds.
Tidal Wave (Water Magic)
15 energy
1 cast
10 recharge
Elite Spell. Send out a slow-moving Tidal Wave at target foe's location. Any foe standing in its way takes 10-53 damage each second and casting foes are interrupted.
necromancer :
soul charm
- death elite
- cost 25 energy
- recharge 60 sec
Bring a dead non-allied creature back to life and bind it to you as a minion. Creatures charmed in this manner lose continually their live-points, just like minions and are controlled by the pc again just like minions are. Their original skills remane intact.
Creatures that can be bound to you with soul charm are non-boss pve foes and pvp ennemy-considered players/heros/animal-companions.
Only one creature can be charmed in this manner at a time.
Soul charm ends if the dead creature looses the life points you granted it or if it gets resurrected by his companions.
right a little bit unrealistic but it would be hellish fun to play, it would give a new meaning to the need of carying rez signets and frozen soil would also become a necessity
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Eagle-eye Shot 10/-/8
Elite Bow Attack. Shoot an arrow that moves 3 times faster. If this attack hits, you deal +10...18 damage. This attack always results in a critical hit. (Marksmanship)
Powder-tipped Arrows 10/2/12
Elite Preparation. For 24 seconds, your arrows deal earth damage and your target and all foes adjacent to that target are Blinded for 3...13 seconds. (Wilderness Survival)
Pitfall Trap 10/2/20
Elite Trap. When Pitfall Trap is triggered, all nearby foes take 10...56 blunt damage, become Dazed for 3...8 seconds and are knocked down. Pitfall Trap ends after 90 seconds. While activating this skill you are easily interrupted. (Wilderness Survival)
~jvxmtg
~ I officially quit Guild Wars and will not buy any Anet product in the future starting today, June 19, 2007. I've given all my items and cash to Erasculio and I'm sure he'll be rich with some of them. :wink: ~
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Bloody Throat
Curses
Elite Hex
10/2/45
Target foe's next 1..3 Shouts and Chant requires an extra 1 second to activate.
Eavesdrop
No Attribute (Mesmer)
Elite Hex
10/1/30
For 10 seconds, target foe's next Shout or Chant also affects any of your allies within earshot.
In my opinion, this is a very bad skill. Vocal Minority owns it totally: it stops Shouts and Chants completely, it takes 1 second to cast, it recharges in 20 seconds AND its not even Elite. Bloody Throat would need a serious buff to be a serious skill idea, and Elite skill mind you.
Soar Throat (Curses)
10 energy
1 cast
30 recharge
Elite Hex. For 5-15 seconds, target foe's Shouts and Chants require an additional 2 seconds to activate. Each time they use Shouts or Chants, target foe looses 3-7 energy.
~jvxmtg
~ I officially quit Guild Wars and will not buy any Anet product in the future starting today, June 19, 2007. I've given all my items and cash to Erasculio and I'm sure he'll be rich with some of them. :wink: ~
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This might be too tricky to execute, as Shouts, Chants, and Echoes all activate instantly. I'm not sure how they'd alter game mechanics to adjust for this.
What about:
Putrid Voice (attrib: Curses)
5/1/20
Elite Hex spell. For 6...24 seconds, all foes affected by target foe's Shouts, Chants, or Echoes suffer from posion for 1..10 seconds.
Anyway. Since LB sig sucks so hard, what about some better rewards for Lightbringer rank?
Lightbringer's Nova (unlinked)
25/1/45
Elite PvE-only Spell. All demonic servants of Abaddon in the area where this spell was cast take 100 holy damage and suffer from blindness and weakness for 6 seconds for each rank of Lightbringer you have attained.
Lightbringer's Aura (unlinked)
10/-1/2/20
Elite PvE-only Enchantment spell. While you maintain this enchantment, each attack by a demonic servant of Abaddon gives you 1 energy for every rank of Lightbringer you have attained.
Lightbringer's Haste (unlinked)
10/-1/2/20
Elite PvE-only Enchantment Spell. While you maintain this enchantment, you Attack 4% faster for each rank of Lightbringer you have attained.
Lightbringer's Touch (unlinked)
10/0/30
Elite PvE-only Spell. Target touched ally gains 40 armor and +6 health regeneration for 6 seconds for every rank of Lightbringer you have attained.
Aah well. Everyone can make mistakes do they?
I agree it would be tricky, but the devs can easily overthrow the "five" () gods in term of power in this game, so nothing is impossible for them !
Here are 2 ideas I had in mind for quite some time now. They are twin skills, but would be used quite differently.
Reflecting Armor (Illusion Magic)
15 energy
2 casting
35 recharge
Elite Enchantment Spell. For 5-15 seconds, hexes that target you are transferred to target foe instead. You loose 15-5 Energy every time a hex is transferred this way or Reflecting Armor ends.
Mirror Cloak (Illusion Magic)
15 energy
2 casting
35 recharge
Elite Hex Spell. For 5-15 seconds, enchantments that target target foe are transferred to you instead. You loose 15-5 Energy every time you gain an enchantment this way or Mirror Cloak ends.