User:Kheraz Zarahi/Skill Concepts

From Guild Wars Wiki
Jump to navigationJump to search
Note: This page details skill concepts that I would like to see implemented in the game. The concepts are split into new skill ideas and revisions of existing skills. Do not take any skill description found on this page as a resource for what is currently in-game. Feedback is much appreciated.


New Skill Ideas[edit]

Any-tango-icon-20.png Copypasta (PvE-only)[edit]

10 Tango-energy.png 2 Tango-activation-darker.png 20 Tango-recharge-darker.png
"Enchantment Spell. If you cast a spell in the next 20 seconds, Copypasta is replaced by that spell for 10...18...20 seconds. This enchantment ends if you use a non-spell skill." (Title: Asura Title Track)
This skill is essentially a duplicate of the unlinked Mesmer skill, Arcane Echo. Differences here exist in the fact that this would open up possibilities to use various secondary professions in order to take advantage of skills therein while still having the utility function of skill duplication.

Ritualist-tango-icon-20.png Ultimate Sacrifice (PvE-only)[edit]

25 Tango-energy.png 6 Tango-activation-darker.png 60 Tango-recharge-darker.png 100%Tango-sacrifice.png
"Elite Enchantment Spell. You sacrifice 100% health and target touched foe loses 100...580...700 health. All allies are healed for 50...90...100% of this amount and gain +40 armor and +10 health regeneration for 15 seconds. If any of your allies are already under the effects of this enchantment, nothing happens. While using this skill, you are easily interrupted. This skill is disabled for 120 seconds." (Attribute: Friend of the Kurzicks/Luxons Title Track)
I've always figured that Ritualists should have some kind of insta-suicide skill for the lulz. I think that the way I have it set up, it should be usable, yet not so ridiculously overpowered that you could single-handedly make Shiro or Abaddon explode. The casting time essentially ties up a player's secondary profession (I'm thinking Glyph of Sacrifice or Glyph of Essence is almost required in order to make this skill effective).

Dervish-tango-icon-20.png Shield of Piety[edit]

5 Tango-energy.png ¼ Tango-activation-darker.png 30 Tango-recharge-darker.png
"Enchantment Spell. All adjacent foes take 5...41...50 holy damage. For 1...12...15 seconds, you have a 75% chance to block attacks. This enchantment reapplies itself any time another enchantment ends on you." (Attribute: Mysticism)
Dervishes are the only melee class that lack a viable multi-attack blocking skill (Mirage Cloak does not count). This makes no sense to me. What I have in mind for this skill should open up more synergy with enchantment-stripping skills (Irresistible Sweep, Twin Moon Sweep) and enchantments with short durations.

Dervish-tango-icon-20.png Flagellant's Sweep[edit]

5 Tango-energy.png 4 Tango-recharge-darker.png
"Scythe Attack. If this attack hits, you deal +10...18...20 damage and target foe suffers from Bleeding for 5...17...20 seconds." (Attribute: Scythe Mastery)
You would think that a weapon such as a scythe would very easily inflict bleeding upon whomever is unfortunate enough to be on the receiving end of the blade, yet there is only one scythe attack skill (Wounding Strike) that does so - and it's elite!

Necromancer-tango-icon-20.png Armor of Undeath[edit]

5 Tango-energy.png 1 Tango-activation-darker.png 30 Tango-recharge-darker.png 5%Tango-sacrifice.png
"Enchantment Spell. For 5...25...30 seconds, you gain +5 armor for every 2 undead servants you control. You sacrifice 2% more health for each undead servant you control." (Attribute: Death Magic)
Necromancers often find themselves in a puzzling situation when running a minion master build. They need to position themselves in the midline in order for the minions to aggro in a timely manner. However, Necromancers have a maximum armor rating of 70 (via either Tormentor's or Blessed insignia, and usually have an armor rating of 60, making them squishy targets. This skill should help alleviate some of the vulnerability associated with lower armor.

Elementalist-tango-icon-20.png Hail Storm[edit]

25 Tango-energy.png 5 Tango-activation-darker.png 30 Tango-recharge-darker.png File:Tango-exhaustion.png
"Spell. Create a Hail Storm at target foe's location. For 9 seconds, foes adjacent to this location are stuck for 7...91...112 cold damage every 3 seconds. Foes struck by this spell that are suffering from a Water Magic hex are knocked down. This spell causes Exhaustion." (Attribute: Water Magic)
Elementalists should have a good "nuke" tied to Water. That's all there really is to this skill.

Mesmer-tango-icon-20.png Harvest Nightmares[edit]

10 Tango-energy.png 3 Tango-activation-darker.png 30 Tango-recharge-darker.png
"Spell. For each Mesmer hex on target foe, you gain 1...48...60 Health and 0...6...7 energy" (Attribute: Inspiration Magic)
Because Mesmers have only one decent self-heal. Why not take advantage of piling a shitload of hexes on your target?

Skill Revisions[edit]

Onslaught.jpg Onslaught[edit]

10 Tango-energy.png 1 Tango-activation-darker.png 20 Tango-recharge-darker.png
"Elite Enchantment Spell. For 5...17...20 seconds, you attack 33% faster and your attack skills cost 0...20...25% less energy." (Attribute: Wind Prayers)
Since its inception, this skill has been begging for something more. At first, the enchantment lowered the energy cost of attack skills. Currently, it serves as a low-end, yet elite, IAS/IMS (25%). What I've tried to do with this is combine the positive aspects of both incarnations and buff what I feel should be buffed to make this skill viable. I also feel that this would open up some more possibilities for the gimped Wind Prayers line.

Vow of Strength.jpg Vow of Strength[edit]

5 Tango-energy.png ¼ Tango-activation-darker.png 10 Tango-recharge-darker.png
"Elite Enchantment Spell. For 20 seconds, your attack skills deal 1...12...15% more damage for each enchantment on you (maximum 10...42...50%). Critical hits are not affected by this enchantment." (Attribute: Earth Prayers)
This skill has gone from the uberamazing end of the spectrum to the utterly useless end. As per the latest update, this skill currently has a constant 50% damage bonus, except it only takes effect on foes who are not suffering from any conditions - completely useless in both PvP and PvE. I think that a damage bonus that scales with the number of enchantments you currently have on you fits better with the concept of the class. Also, by keeping critical hits unaffected, abuse should be mitigated (A/D abuse would be all too prevalent). In addition to this, this enchantment would effectively make all attacks critical hits, which could prove to be fun.

Mystic Regeneration.jpg Mystic Regeneration[edit]

10 Tango-energy.png ¼ Tango-activation-darker.png 5 Tango-recharge-darker.png
"Enchantment Spell. For 20 seconds, you have +0...3...4 Health regeneration for each enchantment on you (maximum of 8)." (Attribute: Mysticism)
I, for one, am sick of seeing idiotic builds that use Dervish as the secondary profession solely for this skill (E/D builds come to mind). It's not so much a concern about abuse that drives me nuts, but the fact that people think this skill is uberleet. In reality, without other Earth Prayers and Mysticism enchantments to increase survivability (Armor of Sanctity, Shield of Force, Mystic Vigor), this skill is lame. Regeneration alone is not critical to survival unless you run a gimmick build.

Chilling Victory.jpg Chilling Victory (PvP)[edit]

10 Tango-energy.png 10 Tango-recharge-darker.png
"Scythe Attack. If it hits, this attack strikes for +5...17...20 damage. If you targeted a foe who had less Health than you, that foe and all adjacent foes are struck for 15...51...60 cold damage." (Attribute: Wind Prayers)
This attack skill needs to be made into a melee attack. The PvP variant, to which I am referring, is linked to Wind Prayers. It makes little sense to have a scythe attack linked to an attribute other than Scythe Mastery.

Troll Unguent.jpg Troll Unguent[edit]

10 Tango-energy.png 2 Tango-activation-darker.png 10 Tango-recharge-darker.png
"Skill. For 13 seconds, you gain +3...9...10 health regeneration." (Attribute: Wilderness Survival)
Primary profession heals need a buff across the board, but this one stands out particularly. This skill, as it currently is (3-second casting time), ranks as #1 on the list of healing skills that are useless because you're dead before you finish casting it. All I suggest doing to improve this skill tremendously is to drop the cast time to 2 seconds. The energy cost has been increased to 10, as a sort of trade-off. With points in Expertise, this shouldn't be a problem.

Order of Apostasy.jpg Order of Apostasy[edit]

15 Tango-energy.png 2 Tango-activation-darker.png 20 Tango-recharge-darker.png 17%Tango-sacrifice.png
"Elite Enchantment Spell. For 5 seconds, whenever a party member hits a foe with physical damage, that foe loses one enchantment. For each Monk enchantment removed, you lose 25...17...15% maximum Health." (Attribute: Blood Magic)
This spell currently costs too much to be effective. Since the release of Nightfall, enchantments have been heavily ingrained into the meta game. This spell should serve as a counter to a meta that has all too few viable counters. This spell should also be moved to Blood Magic with the rest of the orders spells (excluding Order of Undeath, which is logically linked to Death Magic). I've added a 17% sacrifice cost as well in keeping with the theme of the orders subset.

Warrior's Cunning.jpg Warrior's Cunning[edit]

10 Tango-energy.png 30 Tango-recharge-darker.png
"Skill. For 0...8...10 seconds, you attack 25% faster and your attack skills cannot be blocked." (Attribute: Strength)
This skill has been the #1 worthless non-elite Warrior skill since the dawn of time. It needs to be buffed considerably from its current 60-second recharge state. A buff to this skill would also serve to counter the all-too-prevalent "blockway" meta.