Feedback:User/Xo1o/Compilation of skill ideas

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There is a huge "Suggest a skill" thread over on the gw2guru forums. I'd like to post my skill suggestions from this thread here, because I found out that's necessary in order to actually give arenanet the chance to use them without potential issues.



Class: ELEMENTALIST[edit]

1) "Tesla Orb" (Air)

Launch a slow-traveling energy orb that emits lightning discharges, periodically damaging targets in its area of effect. The orb has a life bar and each time it is damaged the orb grows in size and changes its color from initial blue to more red the more it gets attacked (you can feed the orb with your own spells! you can heal the orb!). If the orb's life reaches 0 it dissipates without further effect.

Press same button: Detonate the Orb. The orb explodes in a burst of light, blinding all enemies around it and knocking them back x yards and dealing y damage. Values x and y depend on the orb's size/color when detonating.


2) "Liquid nitrogen" (Water)

Channels a beam of liquid nitrogen at your foe. Initial contact will have a slowing effect. After 3 seconds of channeling your foe becomes encased in a block of ice and cannot move nor use any skills for 5 seconds and is immune to everything.

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You may choose to use this spell either as a quick single target snare, because the slowing effect is applied instantly, or you can charge it up and have a 5sec crowd control at the cost of doing nothing (but moving) for 3sec.


3) "Melandru's Spawn" (Earth)

Summon a floating spawn of the Earth Goddess Melandru that obstructs vision and deflects projectiles when you take shelter behind it.

Sacrifice: Shatters the spawn, dealing x damage in a radius. Inside the radius dust will settle over 3 seconds and make all melee attacks miss.

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The idea is to allow the player to deploy an obstacle that allows for tactical movement and advancement even in open areas where there is no possibility to break line of sight against ranged attacks. Once foes are in melee range however, the obstacle is less useful and can then be sacrificed for some aoe damage and a 3 second melee invulnerability if the player(s) stay(s) inside the radius where the dust is settling.


4) "Flashover" (Fire)

Combust your foe with a bright fireblast that stuns for 2 seconds and causes burning damage over x seconds. More damage is dealt the longer the condition lasts.

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A single target instant that stuns and does decent burning damage over time. The cooldown should be set so that it is shorter than the duration of the burning condition, resulting in an interesting choice between control and damage. Another aspect is that the damage over time effect makes the player want to cast the spell asap when first engaging in battle while the stun effect makes him or her want to wait for a good opportunity, again counteracting boring flowchart playstyle. (EDIT: If the burning condition is designed as being a rather short-term dot, then the spell might work better with bleeding in Earth attunement?)


5) TRAIT idea:

If your target is afflicted by Chill, Burn, Bleed or Blind, the primary spells of attunements other than where the condition came from get additional effects.

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The idea is to encourage attunement 'dancing' and make the primary spells of each attunement a bit more interesting by giving them some neat additional effects like maybe regen, small damage boosts, blind etc. I know the blind trigger is kinda difficult (because it might be on your target for only a second), plus the conditions mentioned are not all exclusive to only one attunement, but still, I like combos and would love to see something like this in the game someday.

P.S.: There is of course also some cross-profession synergy going on, since conditions put on targets by other players would trigger the bonus effects as well.


Thanks for reading