User:Aliceandsven/Custom Skills

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I am aware that most of this crap is overpowered.

Warrior Warrior

Ranger Ranger

Monk Monk

Tactics
"Vengeance is Ours!"
Expertise
Catch
Zho's Paradox
Marksmanship
Blessed Arrow
Blood Drinking Arrow
Cursed Arrow
Siphoning Shot
Divine Favor
Smiter's Secret Stash of Unnerfed Boon
Smiting Prayers
Consecrate Earth

Necromancer Necromancer

Mesmer Mesmer

Elementalist Elementalist

Death Magic
Mannequin of Flesh
Animate Flesh Mender
Animate Banshee
Illusion Magic
Reflect
Domination Magic
Aphasia
Dysphasia
Air Magic
Raikodachi
Earth Magic
Obsidian Spikes
Energy Storage
Rush of Power
Fire Magic
Fire Blossom
Flare Form
Water Magic
Ice Javelins

Assassin Assassin

Ritualist Ritualist

Paragon Paragon

Dervish Dervish

Critical Strikes
Eye Gouge
Throat Strike
Sternum Blow
Dagger Mastery1
Cursed Talon Strike
Swift Talon Strike
Talons of the Hawk
Twisting Talon Strike
Deadly Arts
Iron Cord
Channeling Magic
Soul Crusher Vortex
Communing
Avarice
No Attribute
Phantom Form
Spear Mastery
Spear Wall
No Attribute
Vulgarity
Mysticism
Avatar of Abaddon
Avatar of Dhuum
Avatar of Kormir
Scythe Mastery
Blue Moon Strike

Any Other

Battle with Menzies
Menzies' Skills
"You Are Not Prepared!"
Bastion of the Fallen God
Darkfire Forging
Quaking Strike
Titan's Stare
Chronomancer
Dimensional Magic 2
Attraction Field
Eye of Balthazar
Plane Shift
Portal
Radiation
Volatility
Temporal Magic 2 3
Restore Power
Restore Vitality
Revert
Horology 2 4
Auxiliary Drive
Monster Only
"You's Trollin!"
Black Lightning
Synapse Surge
Ninjas
Other
Cranberry & Raspberry Juice

1 Off-Hand thrown attacks disable your Dual Attacks. Dual Thrown attacks disable your ability to attack at all. If a thrown attack fails, a dagger will be left on the ground and your attacks will still be disabled until you "retrieve" it. In the case of Dual attacks, it will drop at the location where the second projectile failed to strike.

2 This is a fan-created attribute and not necessarily what Arena Net had planned.

3 Some Temporal spells will cause Chronosickness, increasing that Chronomancer's activation of Temporal Magic by 75% for its duration. Further duration of Chronosickness will be added to any current duration affecting you.

4 For every rank of Horology, Chronosickness will expire 2% faster. At 12 Horology or higher, you will revert the effects of one interrupt per spell you cast.