User:Gerroh/Madness Arena

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MADNESS

Sick of boring old pvp? Want to see something really crazy? Sure, we all do, except for people who think GW is srs bsns. Anyone is free to contribute skill suggestions, even though this is probably just a hypothetical thing to laugh which will never happen. But if you're going to do so, ask for my permission first with the details of what you'd like to add.
I've had this idea for awhile, that Anet would, 1 week prior to the release of GW2, make all of the skills in GW absolutely ridiculously powerful, and change it back at the end of the week. Of course, this would upset a lot of people(GW is srs). Understandable. So instead I thought they should just toss together a "Madness Arena", something that could be a permanent addition to pvp. They could even add one in GW2, as well! So let's get down to the basics.


Fundamentals[edit]

  • First off, it'd have to be on an already existing map, to minimize workload in implementing this. I would recommend maybe the currently unused hero battles maps, or perhaps just use the part Gate of Madness map where you fight Shiro and the Lich. Actually, that particular little spot would work perfect, with res shrines where the statues of the gods are.
  • Every match would be infinite lives, 3 sec res countdown whenever you die.
  • Both pvp and pve chars can enter via NPC in GToB, and they can enter regardless of level.
  • Matches would not reward any Balthazar faction, it would entirely just be for fun. Actually, maybe like 5 Balth faction per kill.
  • Teams of 12(Or maybe more!) would be completely randomly composed, just like Random Arenas, Fort Aspenwood, and Jade Quarry.
  • Matches would be kill count format, and end after say... four minutes of mindless destruction. A little bit of balth faction for winning, or possibly a random candy/alcohol/party item for winning. Possibly six different teams, since there are 6 different shrines on the proposed map location.
  • Players can only use elites of their primary profession, number of elites allowed per bar is up for debate! Also up for debate: Secondary professions allowed or no? Perhaps tertiary professions?




Skills[edit]

(Lower limits at 0 attr. Upper limits at 15 attr)
(Shown skills are examples, ideally all skills would have a "madness" version)
Assassin
(All Assassin shadowsteps would have infinite cast range)

  • Dash 5e, 0c, 8r: For 1 second, you move 9001% faster.
  • Scorpion Wire 5e, 1c, 10r: Target foe shadowsteps to you and is knocked down, infinite cast range.
  • Repeating Strike 5e, 1/4c, 15r: Must follow an offhand attack. Offhand attack. If this attack hits, target foe is struck for +5..20 damage and this skill recharges immediately. Unblockable.



Elementalist

  • Aftershock 5e, 3/4c, 10r: All adjacent foes take 10...100 earth damage. Knocked down foes take an additional 10...50 earth damage. Foes knocked down by "Shock" take an additional 10...100 earth damage. Foes from California suffer an additional 10...50 earth damage.
  • Blinding Flash 20e, 1c, 10r: Everyone is blinded for 1...8 seconds. When you cast this spell you take a screenshot with the brightness set way too high.
  • Chilling Winds 10e, 1c, 5r: Target foe is struck for 5...50 cold damage. The next water magic hex used on that foe lasts pretty much forever(100...1000% longer). If target foe is male, that foe's character scale shrinks.
  • Energy Blast 5e, 3c, 20r: Lose all energy, for each point of energy lost this way, target foe is pushed back 1..3 feet. That foe is knocked down for 3 seconds.
  • Flare 1e, 1/4c, 0r: Send out a slow(75% normal spell projectile speed) moving flare that strikes target foe for 5...40 damage if it hits. This spell has no aftercast delay.
  • Gale 5e, 1c, 10r: Target foe and all adjacent foes are knocked down. Any foes enchanted with "Mist Form" die. Any foes enchanted with "Armor of Mist" lose that enchantment.
  • Glyph of Elemental Power 25e, 2c, 20r: All of your elemental attributes are doubled for 20 seconds, or your next 10 spells.
  • Grasping Earth 20e, 1c, 30r: If Target foe is knocked down, that foe remains knocked down for awhile(1...10 extra seconds).
  • Ice Prison/Teinai's Prison 10e, 2c, 40r: Target foe moves 99% slower for 1...20 seconds. That foe cannot lose health while under this hex.
  • Inferno 25e, 1c, 10r: Create an inferno at your location. For 1...30 seconds, all creatures in spirit range of this location take 0...15 fire damage and are set on fire for 0...5 seconds.
  • Invoke Lightning 10e, 2c, 10r: Target foe is struck for 10...120 lightning damage, Invoke Lightning then repeats on another foe in spirit range. The same foe may not be struck by invoke lightning more than once.
  • Lava Font 10, 1c, 20r: For 1...20 seconds you are enchanted with Lava Font. While enchanted with Lava Font you deal 10...30 damage to nearby foes each second and all game text turns orange and glowing.
  • Maelstrom 50e, 5c, 60r: You lose all energy. Create a maelstrom on the map for 1...15 seconds. Every second, all creatures are struck for 1...30 damage and interrupted.
  • Magnetic Aura 20e, 1c, 20r: For 1...5 seconds, all Warriors, Dervishes, and Paragons on the map move 10...300% faster when moving towards you and 1...90% slower when moving away from you.
  • Master of Magic 10e, 1c, 20r: Your elemental attributes are increased by 1...90 for your next spell.
  • Meteor Shower 5e, 1/4c, 0r: Create a meteor shower at target foe's location. Every 3 seconds for 3...99 seconds foes adjacent to this location are struck for 10...200 fire damage and knocked down. You suffer from exhaustion.
  • Mind Freeze 25e, 2c, 20r: Target foe is struck for 1...90 cold damage and moves 99% slower for 4...60 seconds. You suffer from double exhaustion.
  • Mist Form 10e, 1c, 10r: For 10...30 seconds, you are enchanted with Mist Form. While enchanted with Mist Form, you take no damage from attacks, deal no damage with attacks, and are immune to conditions. Any time you are knocked down, you shadowstep in a random direction out of earshot. If you are hit with "Gale", you die. If you are enchanted with "Windborne Speed", you gain an additional 200% movement speed.
  • Shockwave 10e, 1c, 10r: All nearby foes are struck for 10...100 earth damage, foes in the area are struck for 10...100 earth damage, all foes in spirit range are struck for 10...100 damage.
  • Slippery Ground 10e, 1c, 20r: Target foe is knocked down for 1...5 seconds, while knocked down that foe can move as though they weren't knocked down.(Target would remain in knocked down animation)
  • Teinai's Heat 15e, 2c, 1r: Create a Teinai's heat at target foe's location. Every second for 1...10 seconds, foes in the area of this location are struck for 50ish fire damage. Foes struck by Teinai's heat are reduced to their underwear for 1...5 seconds.



Necromancer
(With 3 sec res, minion spells would not require corpses, and there would be no maximum minion cap)

  • Animate Flesh Golem 25e, 5c, 60r: You die, your corpse is exploited and a level 5...60 Flesh Golem is raised from your corpse. This Flesh Golem is hostile to all and cannot be controlled.
  • Animate Shambling Horror 20e, 2c, 30r: Animate a level 1...17 shambling horror. Whenever a shambling horror with a level higher than 1 dies, two more shambling horrors of one level lower replace it.
  • Animate Bone Minions 5e, 1/4c, 0r: Animated three level 1...5 bone minions.
  • Death Nova 10e, 1c, 5r: Everything in radar range is enchanted with Death Nova. Whenever a creature enchanted with death nova dies, all nearby foes of that creature take 10...120 damage and are poisoned for 20 seconds. Whenever a creature enchanted with death nova dies, all other creatures of the same creature type take 50 damage.



Paragon
(In the case of stacking music-changing chants, the newest chant would take priority)

  • "Brace Yourself!" 10e, 0c, 30r: Next time target other ally is knocked down by a foe, that foe and all foes in earshot take 30...600 damage.
  • "Can't Touch This!" 5e, 0c, 10r: For 3...8 seconds, you move 10% faster than the fastest moving foe in earshot.
  • "Go for the Eyes!" 6a, 0c, 0r: For 8 seconds, all creatures in earshot land only critical hits.
  • "Incoming!" 5e, 0c, 10r: Up to 1...6 allies in earshot wielding a martial weapon instantly shadowstep to a random foe in radar range.
  • "They're on Fire!" 10e, 0c, 10r: All foes in earshot are set on fire for 1...10 seconds. All allies in earshot take 5...50% less damage from foes on fire.
  • "We Shall Return!" 15e, 0c, 5r: All fallen allies in earshot are instantly resurrected with 5...100% health and 5...50% energy. Those allies then randomly shadowstep to a random foe in earshot.
  • Anthem of Disruption 8a, 1c, 5r: All foes in earshot suffer from irritating music for 1...20 seconds or until they are interrupted. This music cannot be turned down in the options menu.
  • Anthem of Envy 6a, 1c, 5r: All foes in earshot suffer from boring music for 1...10 seconds, and all allies in earshot experience epic battle music for 1...10 seconds. This music cannot be turned down in the options menu.



Ranger

  • Barrage 5e, 0c, 3r: Fire out a barrage of 5...30 arrows that strike every foe in earshot of your target, divided evenly among targets. These arrows strike for +1...30 damage, and have a 5% chance to miss.
  • Favorable Winds 5e, 5c, 60r: Create a level 1...10 spirit that dies after 30...90 seconds. Players in range of this spirit have doubled range while wielding a bow, and their arrows fly twice as fast.
  • Read the Wind 5e, 2c, 10r: For 20 seconds, your arrows move 50...300% faster and have 50...300% longer range.