More Skills They Should Make

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More Skills They Should Make

Post by fudgewaffle on Sun 23 Sep - 12:28

So this is basically a redo of my old thread 'Skills They Should Make' with all the retarded skills and discussion removed. This way we can add more and more, because, let's face it, making new skills is fun.

The format is as follows: Profession: Attribute: Name/Descriptive Title: What it does: Why it's 1337: original creator

Mesmer: Domination: "56k Backfire": For X seconds, target foe is hexed with 56k Backfire. When this hex ends, target foe taxes X damage for every spell cast while under its effect.: Backfire is useless against any monk with an IQ over 80, this skill is similar, but could actually be used on slightly more intelligent monks.:Combat P.S. In case you're wondering about the name, think about crappy internet that does nothing, and then everything happens at once.

Assassin: Unlinked: "Shadow Step": You shadow step to target foe.: Why? Because all I want is a fast recharging shadow step that doesn't take 30 seconds to recharge.:Combat

Monk: Smiting Prayers: "Holy Victory": For X seconds, if target ally kills a foe, that ally gains X health: Makes Smiting Prayers slightly more useful for healing.:Combat

Mesmer: Illusion: AOE Degen: All foes adjacent to target ally suffer -5 degen for X seconds: Gives mesmer's a more viable farming option when combined with Tainted Flesh for -9 AOE degen.:Combat: ****Just noticed they actually made this an Asuran Skill. They totally got the idea from here.****

Necromancer: Curses: "Anthem of Hell": For X seconds, whenever target foe uses a shout, echo or chant, each foe affected by that chant takes X damage.: Anti-paragon fun.:Michael, severely edited by Combat

Necromancer: "Renewed Poison": Target foe and all adjacent foes suffer from poison and disease for X seconds and move 30% slower, each time these foes suffer for a condition, this hex is renewed for X seconds.: Synergizes well with Rotting Flesh.:Michael

Monk: Divine Favor: "Healer's Zeal": While you maintain this enchantment your monk spells targeting other allies do not give the divine favor bonus. For each monk spell cast on other allies you gain X energy. When this enchantment ends you lose 5 energy and are healed for twice your divine favor bonus.: "Monks need good e-management skills lol": Ice

Ranger: "???? damn i can't think of a name": Create a level X spirit of ???? damn i can't think of a name: Non-spirit creatures within range have a 20% chance of being knocked down when hit with an attack.:Ice

Ranger: Wilderness Survival: "Darkwish": For as long as this spirit is alive, all non-spirit creatures in the area suffering from a deep wound, bleeding or weakness also have -1...5 health degeneration and became poisoned and dazed and when they take damage, they take 50% more damage than normal.(Enchantment damage preventions are ignored) This spirit dies after 50...200 seconds. Furthermore, if that foe becomes the target of an enchantment, that foe suffers from burning, disease and cripple. When this spirit dies, all foes on the whole fricking map are completely and utterly obliterated if they haven't been already.: Duhr, it's like amazing dude:Michael, yet lovingly edited by Combat

Necromancer: Death Magic: "Suicide Bomb": Die. All Adjacent foes die as well and foes in the area lose 90% health and foes in shout range lose 50% health.:"this skill would own.":Skye, edited by Combat a teensy weensy bit

Necromancer: Death Magic: "Well of Foul Stench": Exploit nearest corpse to create a Well of Foul Stench. For X seconds, non-spirit creatures in the well have an X% chance of being interrupted.:Ice

Ranger: Expertise: "Stamina": For 24 seconds all of your ranger stances recharge 50% faster and last X% longer.:Ice

Ritualist: Spawning Power: "Spiritual Longevity": Enchantment Spell. For 30 seconds spirits summoned by your binding rituals last X% longer.: Ice

Mesmer: FC: Energy Burst: Deal 0-2 damage for each point of energy you currently have (maximum 130): Have 1337 e-management and be rewarded.:Combat

Mesmer: Domination: "Arcane Amplification": For 5 seconds, the next time target foe is the target of a spell, that foes takes X damage.: Use it to amplify damage or to screw over someone being healed with <X health.:Combat


Last edited by on Sun 23 Sep - 13:12; edited 1 time in total

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Re: More Skills They Should Make

Post by fudgewaffle on Sun 23 Sep - 12:40

And now for the real reason I remade this: I want to make more!

Assassin: Critical Strikes: "Something Master": For X seconds, while wielding daggers you have an additional X% chance to land a critical hit while not using an attack skill.: Very useful in assassin builds that require good timing between attack skills to interrupt or remove enchantments because it gives decent damage in between attack skills.

Assassin: "Concentrated Fury": For X seconds, your attack skills can achieve a double strike.: Encourages lead and offhand attacks to be used more often because this skill is useless with dual attacks.

Assassin: "Final Strikes": Dual Attack. Must follow a dual attack. If this attack hits you deal +X damage, if target foe was below 50% health you deal an additional +X damage. This attack counts as a lead attack.: Rather unique chain abbreviation that hasn't been done before but makes finishing foes off difficult if you don't get it the first try.

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Re: More Skills They Should Make

Post by skye on Mon 24 Sep - 0:02

i thought there already was a skill called shadow step lol.

wow combat u got alot of time on ur hands. u beat gwen yet?

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Re: More Skills They Should Make

Post by fudgewaffle on Mon 15 Oct - 17:19

Assassin: "Flying Tiger Strike": Spell: Shadow step to target foe. This spell counts as a lead attack.: Kind of like shadow prison>black something strike combos, but allows you more flexibility in choosing the offhand attack, which makes some of the less-used ones viable.

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Re: More Skills They Should Make

Post by Guillaume De Sonoma on Mon 15 Oct - 20:50

ups ur bad

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Re: More Skills They Should Make

Post by skye on Tue 16 Oct - 21:55

huh?

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