User:Ravious/PvESkillsSuggestions

Kineticiscm
10e/2c/15r [Mesmer] Hex Spell. For 10 seconds, whenever you drain or steal Energy from target foe, that foe and all foes in the area take 4...10 damage.

Design Notes:
 * This was totally from Mysterial in my guild. He should be crowned genius of all skill designers.
 * His thoughts: Energy Burn becomes old Energy Surge. Energy Surge becomes "OMGWTFHAX!" Sympathetic Visage becomes a kind of Spiteful Spirit. The list goes on. All while the Mesmer player themselves still gets to play Mesmer-y.

Harsh Reality
5e/1c/30r [Mesmer] Skill. Target foe loses all conditions and hexes. For each point of degeneration that was on target foe, that foe loses 4 life per second for 10...20 seconds.

OR (depending on how hard coding is for the above)

Skill. Target foe loses all hexes. For each Mesmer Hex lost in this way, that foe loses 8 life per second for 10...20 seconds.

Design Notes:
 * One of a Mesmer's key lines of skills involve degeneration. The problem is (and I am sure it is pretty hard coded in the base system) that any creature may only have a maximum of 10 pips of regeneration or degeneration. That is only 20 health lost per second.  When you are comparing that to basically any other damage output from another profession, it is pitiful. Especially in Hard Mode.
 * Here is an example of how this skill would work: Target foe has poison (4 pips), Parasitic Bond (1 pip), Conjure Phantasm (5 pips), and Conjure Nightmare (8 pips) on it, for a total of 18 pips of degen.  Now that is capped at 10 pips of degen, or 20 health lost per second.  Mesmer uses Harsh Reality and the slate is wiped clean, except now the foe is losing 18x4 or 72 life per second.

"When Will You Rage!"
10e/60r [Warrior] Shout. Lose all Adrenaline. If 20...12 Adrenaline is lost in this way each other ally in earshout range has all skills not named "When Will You Rage!" recharged. Each other ally in earshout range receives Adrenaline in the amount that was lost in this way.

Design Notes:
 * What I really wanted for this skill was something that allowed other party members to be able to temporarily use their skills with either Adrenaline or Energy. I could not figure out an elegant way to do this, and I am sure the implementation would be a nightmare.
 * Example of skill usage: Bob the Farmer uses "When Will You Rage!" and loses 30 Adrenaline. Each other ally has all skills recharged, except Wamo Blammo also has "When Will You Rage!" recharging, and it does not recharge.  Then each other ally receives 30 Adrenaline.

Blood Rage
3a/30r [Warrior] Skill. You lose 12...8 Health per second for 10 seconds, and gain 1 Adrenaline per second for 10...14 seconds.

Design Notes:
 * I always felt that a skill to boost Adrenaline without attacking was kind of missing in GW. I understand the situation because it would horribly unbalance a Warrior in PvP.  But, this is PvE...so I think this skill is justified.

Summon Grenth's Hound
15e/3c/60r [Necromancer] Spell. All ally minions are destroyed. For each minion destroyed in this way you control Grenth's Hound for 20...30 seconds. When duration lapses, Grenth's Hound is destroyed and all of your skills are disabled for 15...5 seconds. You may control only one Grenth's Hound.

Design Notes:
 * First, we need a minion PvE skill. I know A.Net tried hard not to shoehorn build types with PvE skills, but having one minion spell and one other spell would have been alright.
 * Grenth's Hound would be a level 30 minion that attacks similarly to a Dragon Lich with a Scythe. It has normal minion health decay in addition to its time limit.  It's model would be a massive Hellhound.
 * I always wanted a tiered system for minions. Especially now that there is a limit to the amount of minions a Necro can control.

Grand Conjunction
25e/5c/60r. Forthcoming.