User:Impaled/Suggestions

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Just a placeholder till I get feedbacking.

Contents

[edit] Assassin

[edit] Deadly Arts

Mark of Insecurity Mark of Insecurity -- 5 Energy1 Activation time10 Recharge time -- Elite Hex Spell. (3...13...15 seconds.) Causes -1...3...3 Health degeneration. Enchantments and stances expire 30...70...80% faster on target foe.

[edit] Shadow Arts

Hidden Caltrops Hidden Caltrops -- 5 Energy1 Activation time12 Recharge time -- Elite Hex Spell. (1...7...8 seconds.) Causes 50% slower movement. End effect: inflicts Crippled condition (1...10...12 seconds).

Shadowy Burden Shadowy Burden -- 10 Energy¼ Activation time10 Recharge time -- Hex Spell. (3...9...10 seconds.) Causes 33% slower movement. Ends and inflicts Cracked Armor (3...10...12 seconds) the next time target foe takes physical damage.

[edit] Mesmer

[edit] Illusion Magic

Ineptitude Ineptitude -- 10 Energy1 Activation time15 Recharge time -- Elite Hex Spell. (4 seconds.) Interrupts target foe's next attack. Interruption effect: deals 20...92...110 damage and causes blindness (1...4...5 seconds).

Recurring Insecurity Recurring Insecurity -- 10 Energy1 Activation time15 Recharge time -- Elite Hex Spell. (10 seconds.) Deals 2...8...10 damage each second. Renewal: if target foe has another hex or an enchantment when Recurring Insecurity would end.


[edit] Monk

[edit] Divine Favor

Smiter's Boon Smiter's Boon -- 10 Energy¼ Activation time15 Recharge time -- Enchantment Spell. (15 seconds.) Your Smiting Prayers have double the Divine Favor bonus.

[edit] Healing Prayers

Healing Hands Healing Hands -- 5 Energy¼ Activation time15 Recharge time -- Elite Enchantment Spell. (10 seconds.) Heals target ally for 5...29...35 whenever you cast a monk spell.

[edit] Protection Prayers

Life Sheath Life Sheath -- 5 Energy¼ Activation time2 Recharge time -- Elite Enchantment Spell. (8 seconds.) The next time target ally would take damage, that ally gains that amount of Health instead (maximum 20...84...100) and loses 0...2...2 conditions.

Shield Guardian Shield Guardian -- 10 Energy¼ Activation time10 Recharge time -- Enchantment Spell. (1...4...5 seconds.) Target and adjacent allies have 100% chance to block. Block effect: this ally is healed for 15...67...80 and this spell ends.

[edit] Smiting Prayers

Balthazar's Aura Balthazar's Aura -- 10 Energy2 Activation time20 Recharge time -- Enchantment Spell. (8 seconds.) Deals 5...17...20 holy damage each second to foes adjacent to target ally.

Balthazar's Pendulum Balthazar's Pendulum -- 5 Energy¼ Activation time3 Recharge time -- Elite Enchantment Spell. (8 seconds.) The next time target ally would take damage, the attacker takes that damage instead (maximum 10...74...90) and 1 condition is transferred to that foe.

Shield of Judgment Shield of Judgment -- 10 Energy1 Activation time15 Recharge time -- Elite Enchantment Spell. (1...4...5 seconds.) When target ally is hit with an attack, the attacker is knocked down and takes 5...41...50 holy damage.

Strength of Honor Strength of Honor -- 10 Energy2 Activation time15 Recharge time (maintained) -- Enchantment Spell. Target ally's weapon deals holy damage, and this ally deals +3...13...15 damage with holy melee attacks.


[edit] Necromancer

[edit] Blood Magic

Barbed Signet Barbed Signet -- 10% Sacrifice0 Energy2 Activation time5 Recharge time -- Signet. Steals 10...42...50 health. Inflicts bleeding on target foe and yourself (3...13...15 seconds).

Blood Bond Blood Bond -- 5% Sacrifice5 Energy1 Activation time8 Recharge time -- Enchantment Spell. (5 seconds.) Each second, target other ally gains 3...17...20 health and you lose 3...13...15 health.

Blood of the Aggressor Blood of the Aggressor -- 10% Sacrifice5 Energy¾ Activation time6 Recharge time -- Spell. Steals 5...25...30 health. If target foe is attacking, you steal +5...25...30 health and this foe suffers from weakness (3...10...12 seconds).

Dark Fury Dark Fury -- 10% Sacrifice10 Energy1 Activation time10 Recharge time -- Enchantment Spell. (1...7...8 seconds). Party members in earshot gain 1 extra strike of adrenaline from physical attacks.

Life Siphon Life Siphon -- 7% Sacrifice5 Energy1 Activation time6 Recharge time -- Hex Spell. (3...13...15 seconds.). Causes -1...3...3 health degeneration which you gain as health regeneration.

Life Transfer Life Transfer -- 10% Sacrifice5 Energy1 Activation time15 Recharge time -- Hex Spell. (3...9...10 seconds.) Also hexes foes adjacent to target. Causes -1...7...8 health degeneration which you gain as health regeneration.

Oppressive Gaze Oppressive Gaze -- 15 Energy2 Activation time15 Recharge time -- Spell. Also affects foes near target. Deals 10...34...40 damage. Steals 5...25...30 health each second (2 seconds) from foes who had more health than you.

Order of Pain Order of Pain -- 15% Sacrifice10 Energy1 Activation time7 Recharge time -- Enchantment Spell. (4...7...8 seconds.) Party members in earshot deal +3...13...16 damage with physical damage attacks. No effect on allies enchanted with Order of the Vampire.

Order of the Vampire Order of the Vampire -- 15% Sacrifice5 Energy1 Activation time7 Recharge time -- Enchantment Spell. (4...7...8 seconds.) Party members in earshot steal 3...13...16 health with physical damage attacks.

Signet of Agony Signet of Agony -- 10% Sacrifice0 Energy¾ Activation time15 Recharge time -- Signet. Foes near you take 10...42...50 damage and begin Bleeding (1...7...8 seconds). You begin Bleeding (15 seconds).

Ulcerous Lungs Ulcerous Lungs -- 10% Sacrifice10 Energy2 Activation time10 Recharge time -- Move to Blood Magic. -- Hex Spell. (5...13...15 seconds.) Also hexes foes near target. Causes -0...2...2 health degeneration on bleeding foes. Inflicts bleeding whenever these foes use a shout, chant (3...13...15 seconds) or spell (1...4...5 seconds).

Unholy Feast Unholy Feast -- 15 Energy¾ Activation time20 Recharge time -- Spell. Steals 10...54...65 Health from 1...3...4 foes in the area around you. Recharges 50% faster if you were below 50% Health.

[edit] Curses

Atrophy Atrophy -- 10 Energy1 Activation time15 Recharge time -- Hex Spell (2...5...6 seconds.) Reduces target foe's primary attribute by 1...6...7 and other attributes by 0...2...2.

Chilblains Chilblains -- 15 Energy2 Activation time10 Recharge time -- Spell. Target and all foes in the area lose 1 enchantment; deals 10...46...55 cold damage to foes who lost an enchantment.

Defile Flesh Defile Flesh -- Duration reduced to 5...21...25 seconds.

Faintheartedness Faintheartedness -- Duration reduced to 3...17...20 seconds.

Lingering Curse Lingering Curse -- Duration reduced to 6...20...24 seconds.

Malaise Malaise -- 10 Energy2 Activation time7 Recharge time -- Hex Spell. (3...13...16 seconds.) Causes -1 health degeneration and -0...2...2 energy degeneration.

Price of Failure Price of Failure -- 10 Energy2 Activation time12 Recharge time -- Hex Spell (1...10...12 seconds.) 33% chance to miss. Target foe takes 12...33...38 damage whenever it fails to hit.

Suffering Suffering -- Duration reduced to 6...20...24 seconds.

Wither Wither -- 10 Energy1 Activation time10 Recharge time -- Elite Hex Spell. (3...13...16 seconds.) Causes -1...3...4 health degeneration and -0...2...3 energy degeneration.

[edit] Death Magic

Death Nova Death Nova -- 10 Energy2 Activation time8 Recharge time -- Enchantment Spell. (30 seconds.) Enchants target and nearby allies. Deals 26...85...100 damage and inflicts poison (5...13...15 seconds) on adjacent foes when these allies die.

Envenom Enchantments Envenom Enchantments -- 5 Energy1 Activation time15 Recharge time -- Move to Death Magic. -- Spell. Removes one enchantment. Inflicts poison (3...7...8 seconds) on target foe if an enchantment was removed. For each remaining enchantment, 1 adjacent foe is also poisoned.

Malign Intervention Malign Intervention -- 15 Energy1 Activation time10 Recharge time -- Hex Spell. (5...17...20 seconds.) Target foe receives 20% less from healing. If this foe dies while suffering from this hex, its corpse is exploited and a level 1...14...17 bone horror is summoned under your control.

[edit] Soul Reaping

Wail of Doom Wail of Doom -- 20% Sacrifice5 Energy¼ Activation time12 Recharge time -- Elite Hex Spell. (1...3...4 seconds.) Target foe's attributes are 0.

[edit] Paragon

[edit] Command

"Never Give Up!" "Never Give Up!" -- 10 Energy0 Activation time20 Recharge time -- Shout. (3...9...10 seconds.) Allies in earshot gain +2 energy regeneration. Expires twice as fast on allies above 75% energy.

"Never Surrender!" "Never Surrender!" -- 5 Energy0 Activation time20 Recharge time -- Shout. (10 seconds.) Allies in earshot gain +1...4...5 health regeneration. Expires twice as fast on allies above 75% health.

[edit] Leadership

Cautery Signet Cautery Signet -- 0 Energy2 Activation time12 Recharge time -- Elite Signet. Allies in earshot lose 1...3...3 conditions. Foes near an ally that lost a condition begin burning (1...3...3 seconds).


[edit] Ritualist

[edit] Channeling Magic

Agony Agony -- 10 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...10...12 spirit (15 second lifespan). Damages foes in earshot for 3...13...15 each second. This spirit loses 3...9...10 health for each damaged foe.

Bloodsong Bloodsong -- 5 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...7...8 spirit (15...27...30 second lifespan). Its attacks steal 5...21...25 Health.

Clamor of Souls Clamor of Souls -- 10 Energy1 Activation time10 Recharge time -- Elite Spell (4 seconds). Deals 5...27...33 lightning damage to target and nearby foes each second. You gain 5 energy if you are within earshot of a spirit.

Renewing Surge Renewing Surge -- 5 Energy2 Activation time6 Recharge time -- Spell. Deals 15...51...60 lightning damage. If you are carrying an item, you and two nearby allies gain +3 energy regeneration (1...3...3 seconds).

Spirit Burn Spirit Burn -- 5 Energy1 Activation time8 Recharge time -- Spell. Deals 5...41...50 lightning damage. If you are within earshot of a spirit, target and adjacent foes begin burning (1...3...3 seconds).

Spirit Rift Spirit Rift -- 10 Energy2 Activation time6 Recharge time -- Spell. Affects foes near target's initial location. Deals 25...101...120 lightning damage after 3 seconds.

[edit] Communing

Disenchantment Disenchantment -- 15 Energy2 Activation time15 Recharge time -- Binding Ritual. Creates a level 1...7...8 spirit (3...10...12 second lifespan). Every 3 seconds each foe in earshot loses 1 enchantment. This spirit loses 30 health for each enchantment removed.

Displacement Displacement -- 10 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...8...10 spirit (10 second lifespan). Allies in earshot have 50% chance to block. Block effect: this spirit takes 50 damage.

Dissonance Dissonance -- 10 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...7...8 spirit (1...8...10 second lifespan). Foes in earshot cast spells 50% slower.

Pain Pain -- 5 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...7...8 spirit (15...27...30 second lifespan). Its attacks deal 5...25...30 damage.

Shelter Shelter -- 15 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...8...10 spirit (10 second lifespan). Damage taken by allies in earshot is limited to 10% of their maximum health. This spirit takes 100...60...50% of the absorbed damage.

Soothing Soothing -- 10 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...7...8 spirit (1...8...10 second lifespan). Foes in earshot gain adrenaline 50% slower.

Sundering Weapon Sundering Weapon -- 5 Energy1 Activation time10 Recharge time -- Weapon Spell. (3...7...8 seconds.) Target ally's attacks inflict Cracked Armor condition (1...8...10 seconds) and have 10% armor penetration.

Union Union -- 15 Energy3 Activation time25 Recharge time -- Binding Ritual. Creates a level 1...8...10 spirit (15 second lifespan). 10...18...20% of damage taken by allies within range is redirected to this spirit.

Vital Weapon Vital Weapon -- 5 Energy1 Activation time8 Recharge time -- Weapon Spell. (5...13...15 seconds). Target ally has +20...100...120 maximum health. While this ally is below 50% health, it gains 20% more health from healing.

Weapon of Quickening Weapon of Quickening -- 10 Energy¾ Activation time15 Recharge time -- Elite Weapon Spell. (1...7...8 seconds). Target ally's spells and rituals activate 25% faster and recharge 33% faster.

[edit] Restoration Magic

Mending Grip Mending Grip -- 5 Energy1 Activation time6 Recharge time -- Spell. Heals for 5...41...50 and removes 1 condition. +10...34...40 healing and +1 condition removed if target ally has a weapon spell.

Rejuvenation Rejuvenation -- 10 Energy2 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...10...12 spirit (15 second lifespan). Heals allies in earshot for 3...13...15 each second. This spirit loses 3...9...10 health for each healed ally.

[edit] Spawning Power

Consume Soul Consume Soul -- 5 Energy1 Activation time8 Recharge time -- Elite Spell. Steals 5...49...60 Health from target foe. If you are near a spirit, that foe loses 1...3...4 Energy. For each point of Energy lost, you gain 2 Energy.

Doom Doom -- 10 Energy1 Activation time10 Recharge time -- Spell. Deals 10...50...60 lightning damage. You deal +5...17...20 lightning damage for each spirit you control (maximum 3 spirits).

Empowerment Empowerment -- 10 Energy3 Activation time20 Recharge time -- Binding Ritual. Creates a level 1...8...10 spirit (3...13...15 second lifespan). Non-spirit allies within range gain +1 energy regeneration.

Rupture Soul Rupture Soul -- 10 Energy¾ Activation time12 Recharge time -- Spell. Destroys the nearest allied spirit. Deals 30...102...120 lightning damage and causes blindness (2...8...9 seconds) to target and nearby foes.

Spiritleech Aura Spiritleech Aura -- 10 Energy¼ Activation time15 Recharge time -- Move to Spawning Power. -- Enchantment Spell. (5...17...20 seconds.) You steal 10...26...30 health and 1...2...2 energy from one spirit in earshot whenever you cast a spell.

Weapon of Renewal Weapon of Renewal -- 5 Energy1 Activation time15 Recharge time -- Weapon Spell. (1...7...8 seconds.) Target ally gains 25% more adrenaline from attacks and has +2 energy regeneration while attacking.

[edit] Warrior

[edit] Swordsmanship

Warrior's Endurance Warrior's Endurance -- 10 Energy0 Activation time20 Recharge time -- Elite Skill. (15 seconds.) Your next 1...4...5 successful attacks give you 10...26...30 health and 3 energy.

[edit] Swordsmanship

Hamstring Hamstring -- 5 Energy0 Activation time10 Recharge time -- Sword Attack. If target foe is bleeding, deals +3...13...15 damage and cripples this foe (1...5...6 seconds).

[edit] Tactics

Auspicious Parry Auspicious Parry -- 1 Adrenaline0 Activation time2 Recharge time -- Elite Stance. (1...3...4 seconds.) Blocks one attack against you or an ally adjacent to you. Block effect: you gain 1...3...4 strikes of adrenaline.

Charge! Charge! -- 5 Energy0 Activation time20 Recharge time -- Shout. (1...8...10 seconds.) Allies in earshot move 33% faster and gain 33% more adrenaline.

Fear Me! Fear Me! -- 6 Adrenaline0 Activation time4 Recharge time -- Shout. (1...4...5 seconds.) Nearby foes move 15% slower and lose 1 energy each second.

Gladiator's Defense Gladiator's Defense -- 5 Energy0 Activation time15 Recharge time -- Elite Stance. (2...8...10 seconds.) You gain double adrenaline from attacks. Your melee attack skills cripple foes who are near your allies (1...4...5 seconds).

"None Shall Pass!" "None Shall Pass!" -- 10 Energy0 Activation time20 Recharge time -- Shout. Up to 1...3...4 nearby moving foes are knocked down.

Protector's Defense Protector's Defense -- 5 Energy0 Activation time15 Recharge time -- Skill. (1...5...6 seconds.) Attacks towards allies adjacent to you are redirected to you.

"Retreat!" "Retreat!" -- 5 Energy0 Activation time15 Recharge time -- Shout. (1...7...8 seconds.) Allies in earshot who are near a foe move 25% faster. Ends on allies who attack or use a skill.

Soldier's Speed Soldier's Speed -- 5 Energy0 Activation time12 Recharge time -- Elite Stance. (3...9...10 seconds.) You move 25% faster while affected by a shout or chant, otherwise you move 15% faster.

Soldier's Stance Soldier's Stance -- 5 Energy0 Activation time8 Recharge time -- Elite Stance. (1...8...10 seconds.) You attack 25% faster. Every time you succesfully use a shout or chant you gain 1 strike of adrenaline and 2 energy.

Shields Up! Shields Up! -- 5 Energy0 Activation time15 Recharge time -- Shout. (1...5...6 seconds.) Allies in earshot have +15 armor. Also gives 100% chance to block while activating skills. Ends after 1 block.

Victory is Mine! Victory is Mine! -- 5 Energy0 Activation time15 Recharge time -- Elite Shout. (1 second per condition on target foe, maximum 3.) You gain 10...50...60 Health and 1...5...6 Energy each second.

Watch Yourself! Watch Yourself! -- 4 Adrenaline0 Activation time4 Recharge time -- Shout. (6 seconds.) Allies in earshot have +1...24...30 armor. Ends after 1...4...5 incoming hits.

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