I was thinking about the GW classes and how some are missing pve skills that would allow them to "complete" their role. These skills are imbalanced or too difficult to code by nature and so have been left out of the game. But here's a chance to reinvent them. You get one pve skill for each class and it must fit with their lore/whole image.
Here's mine (I think monks and dervishes are pretty much complete in their concept):
Warrior: "You there!" Shout: For 5 seconds targeted enemy only attacks you. Energy: 5, Recharge: 10
Elementalist: Elemental Ritual- Spell: Summon an elemental from the same element as your weapon's attribute. It's lvl is the same as your attribute in that branch of magic +6. (e.g., lvl 22 with 16 fire magic). Each elemental last for 20 seconds and has 500 health. The earth elemental has stoning and ebon hawk. The fire elemental has phoenix and inferno. The water elemental has ice spikes and glowing ice. The air elemental has shock and lightning touch. Activation: 5, Energy: 15, Recharge 90
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Entangling Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90
Assassin: Stealth- Form: When this skill is activate you assume a shadowy form. You become invisible to all enemies but move 50% slower and cannot uncover fogged areas on the map. You lose all your skills but gain three new ones.:
Ambush: From stealth you attack a foe, it has a 40% chance to hit (modified by enemy lvl) and fails on boss monsters. If this attack hits you deal damage equal to 90% of their life. Breaks stealth.
Shock powder: From stealth you assault a foe, knocking them down for 4 seconds. Breaks stealth.
Appear: Removes the stealth form from you and returns your original skills:
Energy: 10, Activation: 1, Recharge: 120
Paragon: Aura of Command- skill: For the next 20 seconds your shouts last 5 seconds longer and are 20% more effective.
Energy: 5, Recharge: 45
Ritualist: Primal Fear- spell: Targeted enemy is haunted by terrible images of the dead and flees in fear for 5 seconds. They do not agro other mobs but travel away from the caster in a random direction at 80% of their normal speed. They are unable to act while this effect is occuring.
Energy: 25, Activation: 3, Recharge: 20
That's my lot, have you got any ideas?
Mazey
THE pve skill for each class
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Quote:
Originally Posted by mazey vorstagg
Ranger: Entangling Trap- Trap: When Entangling Trap is triggered, 2 nearby foes are trapped in a net for 10 seconds. They are immune to damage but cannot act. Smoke Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Activation: 3, Energy: 15, Recharge: 60
what is the meaning of that? 

The Warrior skill won't be a good consideration with a near minute recharge. I'd also rather see something that debuffs the enemy rather than something that encourages tanking.
Quote: Originally Posted by N1ghtstalker
Quote: Originally Posted by N1ghtstalker
what is the meaning of that?
He may've just meant to copy the part after "Smoke Trap".
He may've just meant to copy the part after "Smoke Trap".Quote:
Originally Posted by mazey vorstagg
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
I don't really like the idea of other people killing people in pve. Even if there is no Death penalty.
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
I don't really like the idea of other people killing people in pve. Even if there is no Death penalty.
V
Quote:
Originally Posted by mazey vorstagg
Necromancer: Soul Sacrifice- Spell: Target ally is killed (can be you), but incurs no death penalty. From their corpse a lvl 25 Avatar of Grenth is summoned. The avatar steals 10 health per attack and has the following skills: Deathly swarm, life siphon and insidious parasite. The Avatar can only remain in this world for 30 seconds.
Activation: 1/4, Energy: 10, Recharge: 60
GREIFERS ABUSE MI RITE?
Seriously, why would you have a skill to kill other party members?
Activation: 1/4, Energy: 10, Recharge: 60
GREIFERS ABUSE MI RITE?
Seriously, why would you have a skill to kill other party members?
oops, fixed a few mistakes that you guys picked up on really fast :s. I was sure I'd read it carefully.
And yes, they are all overpowered. I wasn't going for balance, but more an imaginary pve skill. for each class to complete their concept. Like how the assassin is called an assassin, but can't assassinate anything in the true sense of the word.
There's no way they could be fixed for game use, that's why I put it here instead of sardilac. It's not a suggestion, more of a game.
Perhaps, that should kill yourself only... Playing with H/H all the time is fuddling my MMO sense
And yes, they are all overpowered. I wasn't going for balance, but more an imaginary pve skill. for each class to complete their concept. Like how the assassin is called an assassin, but can't assassinate anything in the true sense of the word.
There's no way they could be fixed for game use, that's why I put it here instead of sardilac. It's not a suggestion, more of a game.
Perhaps, that should kill yourself only... Playing with H/H all the time is fuddling my MMO sense
Very interesting I have a version of my, Critique if u want, pardon my spelling although :P. I'm just doing this for fun now that i started playing again. Here's some of my ideas, btw i'm not real creative for names on skills
Elementalist: Ice Over - hex: target foe and all adjacent foes are frozen in place for (2-8) seconds, while frozen foe has an (+60-30) additional armor to elemental damage. Any fire damage to foes will remove Ice over. Actv: 2 Energy 15 Recharge 30
Mesmer: Hypnotize Hex: for (5-20) seconds target enemy because confused between enemy and for and will attack nearst target. Act: 2; Energy: 15 Recharge: 45
Assassin: Assassin's Contract - Hex: target foe and you are hexed with Assassin's Contract, Caster has -5 hp degen till hexed foe is vanquised but has +60 armor and deals +(10-20) physical damage to hexed foe. Caster hexed with assassins contract cannot receive health or enchanment from allies till target hexed foe is vanquished. If hex ends prematurely to contract Caster loses all energy Act:1 Energy:5 Recharge: 45
Warrior: "I am legend"-shout: lose all enchantments, shouts, and refrains, for ten seconds you have +(3-4) health regen for each condtion and hex cast on you and have an additional (20-40) armor level; you cannot be the target any monk enchantments. adrn 10 Recharge 20
Ritualist: Wailing lord- for 30 seconds a lvl (10-15) Wailing lord protects you any hex or dmg you recieve will be transfered to wailing lord. Wailing lord follows you around and attacks anything that targets you for (10-20) dmg. Actv: 3 Energy: 20 Recharge: 50
Ranger: We are one- elite Form: you must have a pet, for (20-70) seconds you and your pet become one, you have +(100-150) hp, +30 armor, and move 33% faster, your bar is is replaced with venomous fangs, roar of one (knocks adjacent foes down), feast, the swipe of two, and separate. skill is disabled for 120 seconds
Necro: Sacrifice-elite spell: lose all but 1hp of your health and all energy (will fail if soul reaping<8), all elite form enemies in the area are ended prematurely. actv. 3 energy 25 recharge 60
Elementalist: Ice Over - hex: target foe and all adjacent foes are frozen in place for (2-8) seconds, while frozen foe has an (+60-30) additional armor to elemental damage. Any fire damage to foes will remove Ice over. Actv: 2 Energy 15 Recharge 30
Mesmer: Hypnotize Hex: for (5-20) seconds target enemy because confused between enemy and for and will attack nearst target. Act: 2; Energy: 15 Recharge: 45
Assassin: Assassin's Contract - Hex: target foe and you are hexed with Assassin's Contract, Caster has -5 hp degen till hexed foe is vanquised but has +60 armor and deals +(10-20) physical damage to hexed foe. Caster hexed with assassins contract cannot receive health or enchanment from allies till target hexed foe is vanquished. If hex ends prematurely to contract Caster loses all energy Act:1 Energy:5 Recharge: 45
Warrior: "I am legend"-shout: lose all enchantments, shouts, and refrains, for ten seconds you have +(3-4) health regen for each condtion and hex cast on you and have an additional (20-40) armor level; you cannot be the target any monk enchantments. adrn 10 Recharge 20
Ritualist: Wailing lord- for 30 seconds a lvl (10-15) Wailing lord protects you any hex or dmg you recieve will be transfered to wailing lord. Wailing lord follows you around and attacks anything that targets you for (10-20) dmg. Actv: 3 Energy: 20 Recharge: 50
Ranger: We are one- elite Form: you must have a pet, for (20-70) seconds you and your pet become one, you have +(100-150) hp, +30 armor, and move 33% faster, your bar is is replaced with venomous fangs, roar of one (knocks adjacent foes down), feast, the swipe of two, and separate. skill is disabled for 120 seconds
Necro: Sacrifice-elite spell: lose all but 1hp of your health and all energy (will fail if soul reaping<8), all elite form enemies in the area are ended prematurely. actv. 3 energy 25 recharge 60
Quote:
Originally Posted by mazey vorstagg
Mesmer: Mesmerize- Spell: Target foe has a 80% chance to be mind controlled. The mesmer's bar is replaced by that monsters and their view shifts to that monster. The mind control last for 60 seconds but has a chance to break on damage, it will end if the monster dies. . During the spell the caster's body is sucked into the ether and kept safe from harm.
Activation: 3, Energy: 10, Recharge: 90 That would be making mesmer more and more like Magic the Gathering's blue. That sounds like a fun skill, but it won't do much if there's a lot of foes or if you don't target a boss.
Activation: 3, Energy: 10, Recharge: 90 That would be making mesmer more and more like Magic the Gathering's blue. That sounds like a fun skill, but it won't do much if there's a lot of foes or if you don't target a boss.
Quote:
Originally Posted by Captain Jager
Ranger: We are one- elite Form: you must have a pet, for (20-70) seconds you and your pet become one, you have +(100-150) hp, +30 armor, and move 33% faster, your bar is is replaced with venomous fangs, roar of one (knocks adjacent foes down), feast, the swipe of two, and separate. skill is disabled for 120 seconds wanna make a new ursan? :P
otherwise most skills are a good idea, BUT, overpowered.
Ranger: We are one- elite Form: you must have a pet, for (20-70) seconds you and your pet become one, you have +(100-150) hp, +30 armor, and move 33% faster, your bar is is replaced with venomous fangs, roar of one (knocks adjacent foes down), feast, the swipe of two, and separate. skill is disabled for 120 seconds wanna make a new ursan? :P
otherwise most skills are a good idea, BUT, overpowered.
Over powered indeed.., and the warrior one just sounds to dumb compared to the rest, if you make everything else over powered you can at least do the same for warrior here for example
Warrior: Barbing Riposte - Stance: for 2...10 seconds you have a 20...75% to block incoming attacks, when an attack is blocked all nearby foes begin bleeding and are crippled for 2...20 seconds. Barbing Riposte is canceled if you use and adrenaline skill.
Warrior: Barbing Riposte - Stance: for 2...10 seconds you have a 20...75% to block incoming attacks, when an attack is blocked all nearby foes begin bleeding and are crippled for 2...20 seconds. Barbing Riposte is canceled if you use and adrenaline skill.
T
