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suggestion new Ultimates

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Posted by: aaakm.4290

aaakm.4290

Warrior: War horse:

The warrior mounts a fast horse for 10(maybe 7) sec trembling anyone who dares cross his path.

Cool down: 180 sec

Notes:
1- 50% move speed (improved swiftness) .
2- you deal your attack damage to who ever you tremble and knock them down.
3- you gain protection(33% less damage dealt to you).


Engineer: launch!:

The engineer use his boots overloading them to make them explode doing a massive 2500 range leap leaving a trail behind him that gives allies swiftness.

Cool down: 240 sec

Notes:
1- he doesn’t leap the whole 2500 range you can chose where to land.
2- the trail lasts for 7 sec.


Guardian: sacrifice:

you mark up to 2 friendly targets to give them a shield that will reduce the damage they take, but you will receive the damage instead of them.

Cool down: 180 sec

Notes:
1- the shield lasts for up to 10 sec.
2- the damage reduction is 50%.


Ranger: Sixth sense:

The Ranger will never let his prey escape.

Passive: any enemy has less than 20% of his max health will be seen.
Active: you mark an enemy for your allies so they can see him.

Cool down: 140 sec

Notes:
1- the passive will only work for the Ranger.
2- the active lasts 5 sec.
3- the marked and the enemy below 20% health will be seen even if they hide behind a wall (marked with red color).
4- if the marked duration ends this unit can’t be marked again for 30 sec.


Mesmer: Betrayal:

The Mesmer confuses his so he will deal damage even to allies and his allies will deal damage to him.

Cool down: 180 sec

Notes:
1- duration 9 sec.
2- allies can’t apply conditions to the confused unit and he can’t as well.


Necromancer: doom’s mouth:

A huge moth appears under your target to suck him into the underworld.

Cool down: 240 sec

Notes:
1- you can release the trapped target at any time.
2- max duration 5 sec on allies and 8 sec on enemies.
3- you will heal for 1.5% of the targets max health per second.


Thief: Death Trap:

The thief plants a trap that will teleport him and the target trapped in to a secret arena they will fight in there and the winner claims a buff.

Cool down: 200 sec

Notes:
1- the trap only works on enemies.
2- max duration is 10 sec.
3- when the trap is activated the thief must be at max 900 units away from his trap other wise the trap wont work but it will not be lost.
4- the buff for the winner is : might/fury/protection for 11 sec.


Elementalist: Earthquake:

The Elementalist stomps the ground with a magical force launching all enemies in a 1200 radius away.

Cool down: 180

Notes:
1- the total disable duration for the launched enemies is 2.5 sec.

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Posted by: coolmanx.5726

coolmanx.5726

Uhhh most of these seem extremely situational and both Mesmer and Necro not really making any sense (plus it looks like you can target allies with them as well, which is trolly and not going to happen in this game). Good job on the effort though.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

these… are definitely not happening. even the ones that sound like proper skills are way too OP.

also ele already has earthquake. it’s an AoE knockdown on dagger #4.

LegendaryMythril/Zihark Darshell

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Posted by: Aveneo.2068

Aveneo.2068

Asura – Summon Power Suit Mark-2
Streamlined and much more durable than the prone-to-malfunction Power Suit Mark-1, this engineering marvel (supposedly engineered by Zojja and Taimi, but patent got lost) can be called in through the sheer genius of instant translocation. Certified Golem pilots only.

Cooldown: 240
Duration: Indefinitely (until dismissed or destroyed)

Attachments:

Valiant Aislinn – Aveneo Lightbringer – Shalene Amuriel – Dread Cathulu
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more

Highly Over Powered Explorers [HOPE] – Desolation EU

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Posted by: lorndarken.3702

lorndarken.3702

i do like the idea of an elite that pulls enemies towards a location and keeps them there for a good 5 seconds , it would do wonders if it ignored stability break free and immunity , but something like that would be considered "op " because it would be abused out in wvw and pvp

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Posted by: Frightlight.3796

Frightlight.3796

Engineer- Minigun kit
Equips a Gatling gun granting stability and protection and vigor for 15 sec

  1. Lead storm – 10 hits pierces 2sec cast inflicts vulnerablity
  2. High explosive rounds-5 shots 2 sec channel high damage each explosion inflicts burning and dazes targets
  3. Toxic cartridges- 5 shots 2 sec channel low damage inflicts poison,chill,bleeding,confusion to enemies hit

idk something

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Posted by: kyubi.3620

kyubi.3620

This tread smells trolling miles away… but heres one idea i tought

Enginer – Sniper kit – kit 1 minute cooldown starts after unequiping (no limit duration)

Take aim: Take aim at a target and shoot it for good damage at 2500 range (weaker damage at short range)

Camouflage: Camouflage for 60 second, moving or attacking break stealth 30 second cooldown cannot capture point while stealthed

Explosive round: deals aoe damage 8 second cooldown

rifle butt: stun the target at melee range 30 second cooldown

Critical shot: Always do a critical hit, heavy damage takes 5 second to charge – 2500 range 25 second cooldown

This is the only ultimate in the game save for flesh golem that last forever

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3

(edited by kyubi.3620)

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Posted by: The Spiral King.2483

The Spiral King.2483

What is an “ultimate” and why do all these skills have such a long cooldown? I want elites with cooldowns no longer than a minute. This three to four minute bullkitten is ridiculous.

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Posted by: kyubi.3620

kyubi.3620

Some of those guys played league of failure for to long dont hate on them.

And yea elite should at best be 2 minute

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3