User:NeonCrusader

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Here, I'll be putting a few suggestions for future skills. If you have anything to say about any of them (or if you want to suggest a skill), just put something up on my talk page. I'm trying to keep game balance in mind while doing these, but I tend to get overexcited. Oh well.

Warrior[edit]

Strength[edit]

  • "Move Aside!" 5 Adrenaline, 5r {E}. Shout. If you are moving faster than normal, nearby foes are knocked down. (50% chance of failure with 4 Strength or less)
Some input. Nice little snare. Warrior speed buffs are common, of course, so this would be a pretty useful skill. Or is a ranged KD from a Warrior too much?
Some input. I think the effect should be "nearby foes" not "target foe" it would make slightly more sense mechanically from the flavor of being pushed out of the way.
Actually, I think you're right. Changed it. Also, in that case, I guess it would warrant an Elite tag...
  • "You Lose!" 6 Adrenaline. Shout. If target foe is below 50% Health, that foe suffers from Deep Wound for 5...19 seconds.
Some input. Guess it would be a good skill.
  • Curb Stomp 6 Adrenaline, .75c. Skill. Deal 20...40 damage to target touched foe. If target touched foe is knocked down, deal an additional 30...60 damage and inflict Deep Wound for 5...15 seconds.
Some input. Elite worthy, perhaps? Seems like a nice skill, and kinda funny if they have the right animation >_>

Axe Mastery[edit]

  • Hacking Blow 6 Adrenaline. Axe Attack. Strike for +10...30 damage. If target foe is suffering from a Deep Wound, target foe suffers from Cracked Armor for 5...20 seconds.
Some input. Should this be specced into Axe? iunno. Not too much of an expert on Warriors.

Hammer Mastery[edit]

  • Stomach Blow 7 Adrenaline. Hammer Attack. Lose all Adrenaline. For 1 second, target foe cannot perform any actions, and is then knocked down.
Some input. Lack of ideas for the Hammer deparment >_>

Swordsmanship[edit]

  • Body Rip 8 Adrenaline. If target foe is suffering from a Deep Wound, this attack hits twice and deals +10...22 damage.
Some input. *Impales you with sword* *Rips sword out of your right side*

Tactics[edit]

  • "This is Ascalon!" 8 Adrenaline, 1/4c, 5r {E}. Target touched foe is knocked down for 4 seconds, and suffers from Blind for 7...15 seconds.
Some input. Sorry, I couldn't help it XD XD
  • Signet of Liberation 1c, 30r. All effects that would slow down any of your actions are removed from you. For 5...15 seconds, those effects are reversed. (IMS and IAS caps apply)
Some input. Nice way to deal with DAS, DMS, and Rust. i.e., if you have Faintheartedness on you (50% DAS) and Flail (33% DMS), and use this skill, you'll attack 33% faster and move 33% faster for the time alloted. Could be broken. Imagine a 1 second Resurrection Signet...

Ranger[edit]

Expertise[edit]

Marksmanship[edit]

  • Aimed Shot 10e, 2c, 6r. Bow Attack. Fire an arrow that moves five times faster, cannot be blocked, and deals +20...35 damage.
Some input. Maybe the 2c isn't a good idea, but in my opinion, Rangers need a few damage options.

Wilderness Survival[edit]

Beast Mastery[edit]

Monk[edit]

Divine Favor[edit]

  • Paradise 15e, 1c, 20r {E}. Elite Enchantment Spell. Target ally loses all hexes and conditions, and for each hex or condition removed, the next time that ally would take damage, that damage is negated.
Some input. Too conditional, methinks.

Protection Prayers[edit]

  • Shield of Purification 10e, 1c, 5r. For 15 seconds, target ally has +40 AL and conditions expire 25...50% faster.
Some input It would seem to be a good skill.

Healing Prayers[edit]

  • Soul of Healing 10e, 1c, 5r {E}. Elite Enchantment Spell. Target ally gains +4...7 Health Regeneration and for 5 seconds, every second that ally gains an additional +1 Health Regeneration. When this enchantment ends, ally gains 30...150 health.
Some input It does seem a bit passive, but healing needs something in it so that it's not completely outshadowed by Prot; most builds are either hybrids are All-Prot >_>

Smiting Prayers[edit]

  • Mark of Reversal 10e, .25c, 15r {E}. Elite Enchantment Spell. All of your skills except Smiting skills are disabled for 8...5 seconds. For 5 seconds, whenever target ally would take damage, the damage is negated and the source of that damage takes the damage instead (maximum 5...63).
Some input. Smiting is a good utility attribute, and this could be a great skill for smiting.

Mesmer[edit]

Fast Casting[edit]

  • Jester's Celerity 10e, 30r {E}. Stance. For 15...25 seconds, all of your skills activate 50% faster.
Some input. Even quicker interrupts, and even quicker Diversion. O_O

Illusion Magic[edit]

  • Illusion of Safety 5e, 1c, 15r. Hex Spell. For 15 seconds, target foe gains +7...4 Health Regeneration and +60...30 AL. When this hex ends, that foe loses 10...20 health and 1 AL for every second that this spell was active.
Some input. Fun hex, imo. If they remove it early, they lose out on Health Regen and Armor. If they remove it too late, they take damage and lose armor. A monk with ~250-300 HP and 35 AL is pretty much dead, too >_>

Inspiration Magic[edit]

  • Inspired Plot 10e, 1/4c, 10r. Spell. For 20 seconds, this skill is replaced with the skill that target foe is currently using.
Some input. Actually, I see almost no use for this. Just thought it would be an interesting concept.

Domination Magic[edit]

  • Hypnotize 10e, 3c, 25r {E}. Hex Spell. For 5...13 seconds, target foe's skill bar and movement controls are mixed up. This spell has half the normal range.
Some input. It doesn't physically mix up the skills; the skills stay in the same spot, but if you try to use one skill, another one is used instead. Of course, if the opponent is smart enough, they could eventually figure out the new bar, but you'd have to be really quick minded to do this under 13 seconds.
  • Enchantment Lock 10e, 1/4c, 20r. Hex Spell. For 10...20 seconds, target foe cannot undo maintained enchantments, and any recharging enchantments take an additional 5...10 seconds to recharge.
Some input. Holy Veil will die to this skill. I have nothing against it, but it would be funny to see monks taking hexes from all over and not being able to remove them.
  • Hex Lock Mirror 10e, 1/2c, 25r. Hex Spell. For 10...15 seconds, target foe and all foes in the area's hexes take twice as long to cast and recharge.
Some input. Anti-hex. Nothing else to say here.
  • Selfishness 10e, 2c, 15r. Spell. Target foe stops maintaining all maintained enchantments and loses 0...2 Energy per Enchantment.
Some input. Stops Bonders, I guess... Not much else, except maybe the Holy Wrath Mesmers.
  • Chagrin 10e, 3c, 20r {E}. Hex Spell. If 3...1 or more of target foe's allies are dead, that foe moves, attacks, and uses skills 33...50% slower and that foe's current action is interrupted.
Some input. Would help on spike teams, I'd assume.

Elementalist[edit]

Energy Storage[edit]

Fire Magic[edit]

  • Flame Strike 15e, 2c, 25r {E} Elite spell. Target foe and all foes in the area are struck for 5-150 fire damage and set on fire for 2...8 seconds. This spell has 25% armor penetration.

Air Magic[edit]

  • Summon the Thunder 25e, 5c, 45r. {E} Elite spell. For 10 seconds, target foe and all foes in the area are struck for 25...120 lightning damage every two seconds and interrupted. Foes with more than 60AL take an additional 15..50 lightning damage. This spell causes exhaustion.

Water Magic[edit]

  • Glacial Invocation 15e, 2c, 30r. Hex Spell. For 2...5 seconds, target foe is frozen in ice and cannot move, attack or cast spells. Glacial Invocation ends if that foe takes more than 10...35 points of damage.
Some input This one seems interesting. However, it feels really restricted at this point; maybe lower the recharge? Considering that you only have to take 35 damage at most to get rid of the hex...

Earth Magic[edit]

  • Rock Wall 15e, 2c, 30r. Ward. Form a wall of rock in your area that lasts for 10...20 seconds. This wall has 200...500 Health and 60...80 Armor and cannot be healed. When this ends, you lose 1 Energy per 20 points of damage taken by the wall.
Some input. Why not? Body blocks melee, stops projectiles... Of course, you'd be screwed over by AoE, but that would just warrant smarter use of the skill.

Necromancer[edit]

Soul Reaping[edit]

  • Harvest Souls 10e, 2c, 30r {E}. Elite spell. All foes in the area lose 15...80 health and you gain 1...3 health regeneration and 2...5 energy for each foe affected.

Curses[edit]

Blood Magic[edit]

Death Magic[edit]

  • Slay 25e, 4c, 300r {E}. Elite Spell. Lose all beneficial status effects. Target foe dies. This spell has have the normal range and is easily interrupted. 100% failure with Death Magic 14 or less.
Some Input. I always thought it odd, being a D&D veteran, that GW had no instant-kill spells. So here's one. I tried to balance it as best I could without removing its functionality, including giving it a 5 minute recharge (insanely high for GW).
Some input. Completely broken, imo. Glyph of Concentration plus this skill is an instant win in ANY type of combat.
Alright, I'll change the functionality.
  • Petrification 15e, 3c, 35r{E}. Elite Spell. Nearest dead foe within the area cannot be resurrected for 15...25 seconds.
Some Input. Would seem to be a nice way to lock someone to the ground for a few extra seconds. Probably overpowered with these parameters.

Assassin[edit]

Critical Strikes[edit]

  • Hidden Blades 10e, 2c, 20r. Enchantment Spell. For 5 seconds, all of your attack skills deal an additional 10...20 damage. If you fail to hit with a Lead Attack, Off-Hand Attack, or Dual Attack due to blocking, a Hex, or a Condition, the attack still counts as successful.
A bit of explanation. Basically, a nice little damage boost to spikes, and it basically ensures that they pull through. The last sentence is a bit ambiguous, so here's just an example scenario: You are enchanted with Hidden Blades, and you hit an enemy monk with Black Mantis Thrust. The monk activates Guardian and blocks Jungle Strike; the attack does 10...20 damage and is blocked, but the "X" tick-mark still appears on the monk's HP bar, so you can proceed to hit with Trampling Ox. (Which, tbh, would also be blocked...)
  • Lethalize Daggers 10e, 2c, 20r. Enchantment Spell. For 20 seconds, your next attack skill has a 33% chance to deal a Deep Wound for 5...15 seconds, plus an additional 5% per rank in Critical Strikes.
Some input. Sure, why not? At 13 Critical Strikes, you're almost guaranteed to inflict a DW, so...

Dagger Mastery[edit]

  • Grand Dragon Assault 10e, 12r. Dual Attack. Must follow an Off-hand Attack. If you are above 50% Health, you deal +15...25 damage. If you are above 75% Health, you deal an additional +5...20 damage and inflict Burning for 3...5 seconds.
Some input. Burning on an Assassin, etc. And as a heads up, you end up dealing +20...45 damage if you are above 75% Health.
  • Monkey Strike 5e, .5c, 10r. Off-Hand Attack. Must follow a Lead Attack. If this skill hits, you deal +10...25 damage. If you fail to hit with this, it recharges instantly and you gain 5 Energy.
Some input. Actually, it seems like a nice way to push Lead Attack use; basically, if you get the lead attack off, you're guaranteed to land this attack, because of the instant recharge and Energy gain if it misses; heck, if you fail too many times, you'll actually be gaining Energy (albeit very slowly).
  • Snapping Turtle Strike 5e, 1c, 8r {E}. Dual Attack. Must follow an Off-hand Attack. If this skill hits, you deal +15...38 damage and if target foe is Crippled, deal a Deep Wound for 9...20 seconds. If you miss, you Shadow Step to a random location within earshot.
Some input. Could see this on the BMT --> JS bar. This one may be a bit overpowered because of the "retreat" effect, but it could still work.

Deadly Arts[edit]

  • Dark Toxin 5e, 1c, 15r. Hex Spell. For 5 seconds, target foe suffers from -3...5 Health Degeneration. If target foe is Poisoned, target foe also takes 10...20 damage per second.
Some input. Just thought it would be interesting... Of course, Enduring Toxin would need a buff if this skill were to come around. May be a bit crazy with... well basically anything, considering all of the options to inflict Poison.
  • Widow's Web 5e, .75c, 20r. Hex Spell. For 5...12 seconds, target foe moves 50% slower. This hex ends when you hit target foe with a Lead Attack. When this hex ends, target foe takes 20...60 damage and is Poisoned.
Some input. Possibly overpowered? I dunno, I'm not that good of a judge when it comes to that. More Lead Attack usage, please.

Shadow Arts[edit]

  • Flash Powder Defense 10e, .25c, 20r. Spell. All adjacent foes are Dazed for 5...13 seconds. You shadow step to a random nearby location.
Some input. Smoke Powder is better still, but on the off-chance that you want to leave a Monk dazed before retreating, this could be useful.
  • Reconaissance 5e, 10r. Stance. You move 25% faster for 5...10 seconds and have double radar vision.
Some input. Another one of those "stupid but fun" concepts >_>
  • Shadow Blend 10e, 30r. Stance. For 0...15 seconds, your movement is not affected by the height of objects.
Some input. No, it doesn't mean that you can walk through walls (that would be more of a Mesmer thing, actually >_>). Basically, for you, the area acts as if everything is flat terrain. You can walk up walls (well, not really, you sorta just appear at the top of the platform, if there is one. Otherwise, you can't go through the wall), walk off of elevated areas (if you can land in a valid area), and basically, you get free mobility. Stupid? Maybe. Fun in RA? Hellz yeah.
  • Shadow Leap 10e, .25c, 20r {E}. Spell. Shadow Step to target foe. This spell has double the normal range. (50% chance of failure with 4 Shadow Arts or less)
Some input. Double range Shadow Step would be... interesting...

Ritualist[edit]

Spawning Power[edit]

  • Weapon of Fortification 10e, .25c, 15r {E}. Weapon Spell. For 5...12 seconds, target ally gains +5...9 Health Regeneration and +80 AL. This ends if that ally uses a skill or hits with an attack.
Some input. Look familiar? FN Weapon Spell, basically.
  • Immortality 15e, 5c, 60r {E}. Binding Ritual. Summon a level 3...15 Spirit that lasts for 30 seconds. All party members in its range automatically resurrect with 75% Health and 50% Energy when they die. When this spirit dies, all allies that were resurrected because of it die.
Some input. Just an idea >_>

Communing[edit]

Channeling Magic[edit]

Restoration Magic[edit]

Dervish[edit]

Mysticism[edit]

Scythe Mastery[edit]

  • Reap the Whirlwind 10e, 20r Stance. For 4...10 seconds, you attack 33% faster and you deal 15...45 damage per second to nearby foes while moving.
Some input. Seems kind of underpowered due to the new Pious Assault; removing the disabled time and increasing the recharge seems to be a good way to fix it, imo
I made this last night before the Pious Assault change. Fix'd.

Earth Prayers[edit]

Wind Prayers[edit]

Paragon[edit]

Leadership[edit]

  • "Onward!" 10e, 25r Shout. All allies within earshot move and attack 25% faster for 1...3 seconds for each affected ally.

Spear Mastery[edit]

Command[edit]

Motivation[edit]