[For Fun]: Design an Elite Skill

[For Fun]: Design an Elite Skill

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Posted by: Vexander.9850

Vexander.9850

So, this topic is largely for fun, but as this is the Suggestion Forum, I hope to keep it in a serious line. Essentially, design an Elite Skill for your favorite class or classes. Some Rules or guidelines to help:

1) Stick to existing Mechanics - This one is straight forward, but can open up some interesting options if you decide to mix and match. Look at existing class mechanics for skills and work with them to come up with an idea. For example, maybe you want to make a Guardian Skill that works similar to the Poison Mechanics for Thieves.
2) Keep skills Reasonable - No one wants to see, I.W.I.N. buttons in effect. An Elite is supposed to be a way to turn the tide of battle or an amazing compliment to a character. So, don’t make up an Engineering skill that drops a Nuke that does crit damage with a base of 15,000 damage in 9,000 yards or something.
3) Keep them Lore Friendly - More of a Bonus Points guideline, try to keep Elite Skills relevant to the lore. As an idea, a Thief Skill based around the Jade Wind which petrifies enemies in an area of effect for a period of time, playing off the Assassin profession from which Thieves are based on coming from Cantha.

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Posted by: Vexander.9850

Vexander.9850

To get the ball rolling I’ll start us off!

Tome of Lord Odran
A tome containing teachings of the famous Wizard Lord, Odran, which only the greatest Elementalists can decipher.

Summons and Equips a Tome of Lord Odran onto the Elementalist, granting them access to a set of five Arcane Spells, enhanced by the Elementalist’s attunement.
Cast Time: 5 Seconds
Recharge Time: 3 Minutes

Skill 1 – Arcane Missile: Launches an Arcane Missile at the enemy, damaging enemies in the vicinity of its impact.
Fire - Causes Burning (3 Seconds)
Water - Causes Chill (3 Seconds)
Air - Causes Vulnerability (3 Seconds)
Earth - Causes Bleeding (3 Seconds)
Skill 2 – Arcane Explosion: Causes an explosion of arcane energy at the target location.
Fire - Places a Fire Field on the ground at place of explosion. (Lasts 5 Seconds)
Water - Places an Ice Field on the ground at the place of explosion. (Lasts 5 Seconds)
Air - Places a Lightning Field on the ground at the place of explosion. (Lasts 5 Seconds)
Earth - Churns the ground, applying Cripple to Enemies in the area of effect. (Lasts 5 Seconds)
Skill 3 – Arcane Empowerment: Grants you and nearby allies 3 stacks of Might, and 9 seconds of Protection and Retaliation.
Fire - Grants 9 seconds of Fury to you and nearby allies.
Water - Grants 9 seconds of Regeneration to you and nearby allies.
Air - Grants 9 seconds of Swiftness to you and nearby allies.
Earth – Grants 9 seconds of Stability to you and nearby allies.
Skill 4 – Arcane Focus: Charge an Enemy or Ally with Arcane energy. If an ally, grants regeneration to nearby friendly units. If an enemy, deals damage to nearby enemies.
Fire - Target ally gains 5 stacks of Might/Target enemy is afflicted with 5 stacks of Burning and 9 seconds of Blind.
Water - Target ally gains 9 seconds of Aegis/Target enemy is afflicted with 5 stacks of Chilled and Poison.
Air - Target ally gains 9 seconds of Swiftness/Target enemy is afflicted with 5 stacks of Vulnerability and Confusion.
Earth - Target ally gains 9 seconds of Stability/Target enemy is afflicted with 9 seconds of Immobilize and 5 stacks of Bleeding.
Skill 5 – Summon Arcane Elemental: Call forth a low-health Arcane Elemental to fight beside the caster for 15 seconds. Each strike by the Elemental deals 1 stack of Torment. If killed by an enemy before 15 seconds ends, applies Arcane Focus. If duration concludes, causes an Arcane Explosion at its location.
Fire - Creates a Flame Axe with 5 Charges at location of Elemental’s end.
Water - Creates a Frost Bow with 5 Charges at location of Elemental’s end.
Air - Creates a Lightning Hammer with 5 Charges at Location of Elemental’s end.
Earth - Creates an Earth Shield with 5 Charges at location of Elemental’s end.

OOC Explanation: An Elite Skill that functions similar to a Guardian’s Tome of Courage or Wrath, but being permanent until unequipped similar to an Engineer’s Flamethrower or Grenade Kit. The main purpose behind this elite skill is to offer Elementalists who want to play with an Arcane build a chance to do so, without actually sacrificing the purpose/utility of Attunements in the process.

They’ll also have to be smart with that last skill, because if they equip a conjured weapon by accident, they’d have to wait for the Elite Skill to cool down to get the Tome back. The cooldown on the Elite Skill wouldn’t begin until the book is unequipped. When sheathed it’d show up on the caster’s side like a Focus would.

I didn’t add any damage numbers or anything as I’m not someone who does a whole lot of number crunching, and I expect the Developers would be able to balance it out.

Anyways, that’s an example down! Show off your ideas for Elite Skills, folks!

(edited by Vexander.9850)

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Posted by: Stand The Wall.6987

Stand The Wall.6987

I really love this idea, and I hope it gets a lot of posts. In anticipation of this, I shall reserve the #1 spot.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Zacchary.6183

Zacchary.6183

Warrior Elite

“BLARGHFHQERP!” – Shout.
Place nearby enemies in Defeated State.
Heal: 50k.
Radius: 10k
Cooldown: 10s

:D

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Posted by: Vexander.9850

Vexander.9850

Warrior Elite

“BLARGHFHQERP!” – Shout.
Place nearby enemies in Defeated State.
Heal: 50k.
Radius: 10k
Cooldown: 10s

:D

Come on, try to be serious and have fun making an Elite Skill that could actually be -added- =)

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Posted by: Asmodeius.2751

Asmodeius.2751

Thief
“shadow council”
Thief calls in up to 5 thieves that appear out of no where right behind the target. 1 target per such thief in the radius( let’s say 30 yards) of the actual character – so if there only 3 enemies that means only 3 thieves come out, each behind 1 of the targets. strike a combination of 3 hits (assign reasonable damage) + petrify for 2 seconds. 3 min CD.

Guardian
Righteous fire
buff that gives a cosmetic look of burning to the Guardian, that increases attack speed by 5%, crit by 5% and burns (choose damage amount) enemies in a radius of 15 yards,- also gives visible aura alike cosmetic look of burning through out the buff’s duration on the ground. lasts 40 seconds, cool down 3 minutes.

Warrior
Destroyer’s strike
instantly kills enemy with 10% HP without the right for downed state. Cosmetic look – stalls the enemy with a sword’s handle and slices vertically through the enemy – actually splitting body in half. If used on enemy with more than 10% hp just stalls it and does horizontal slash for minor damage.

Necro
Demon within
order one of the pets to enter the enemy body and do damage over time for 30 seconds, pet than dies unless enemy is killed. The enemy while under the effect should get a corrupted cosmetic look. give duration of 30 sec, 1% hp per sec lost. 5 min CD

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Posted by: Asmodeius.2751

Asmodeius.2751

Elementalist
the 5th element
calls in 4 elementals of earth, storm, fire and water, in a rectangular manner all 4 of them start to channel the beam into the enemy, enemy is stalled for the duration. elementalist walks up to the enemy and beam of light shoots down from sky. the damage done is only from the sky beam. works similar to warrior’s strike, except does flat out 15% of total life of the enemy.

Ranger
the beast
fuses with his current pet making a completely new humanoid/beast baddie, gives 5 new attack skills for the duration of the effect – they depend on pet the ranger merges with. lasts 40 sec. 3 min cool down. of course increased damage and/or surviability – again depends on the pet

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Posted by: Asmodeius.2751

Asmodeius.2751

Illusionist
world behind the mirror
illusionist pulls enemy into a different world full of his illusions, each illusion is doing 1% of enemy’s total life as damage per second. they sit in the world for 30 seconds. cooldown 5 mins, while in that world they are not present in the battle.

Engineer
Exoskeleton
Engineer jumps into an exoskeleton suit for 40 seconds, that is loaded with automated rifle as one hand and double gun as another, damage taken reduced by 33%, gets 5 new abilities, and of course has too look like he is wearing this medieval exoskeleton. movement speed slowed by 20%, cool down 2 mins.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Guardian
[Empathic Bond>Savior or Martyr]
Active – 120 second recharge, duration 10 seconds, does not stack.
You take 10% of the damage of all party members. Damage received this way is converted into healing each second (up to 5% of healing power per boon on you).
Savior or Martyr – 4 second recharge, duration 2 seconds, does not stack, does not trigger cooldown.
You take 30% of the selected party members damage.
Necromancer
[Well of the Profane]
60 second recharge, duration 5 seconds, damage 6x 700. 360 radius. Smoke field.
Enemies in this well cannot receive any new boons or remove any conditions.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Epic.3950

Epic.3950

warrior elite:
banner of demise – banner
decreases armor of enemies within the radius by 20% and finishes all downed foes upon impact in an AOE similar to warbanner and inflicts periodic weakness
inherits properties of other banners mechanics with the number 2 being rip a boon off enemies in a 400 radius on a 15 second CD
CD of banner – 120 seconds
this is a foil to warbanner and would be very interesting in doing multiple things that simply cannot be accomplished at this point in time.

elementalist
signet of the elementalist – signet
passive grants corresponding bonuses for whichever attunement currently in
fire: 260 power
lightning: 20% crit damage
water: 260 healing
earth: 260 toughness

active surrounds you with an aura of the corresponding element (same as the 4 auras in ele weapons)
CD 60 seconds

guardian
purge the heretic – shout/consecration

engulfs themself in blazing light (negative to the necro deathshroud) and reduces condition duration of all movement imparing conditions by 100% as well as blinds, and reduces all damage conditions by 30%. affects all allies within proximity(DOES NOT REMOVE CONDITIONS)
duration 10 seconds
CD 90-120

necromancer
well of doom – well
places a well that siphons the life force of downed enemies and chills others
(priorities downed targets)
reduces the healing received by downed enemies by 70% (doesnt stack with poison) and ticks for 10% of their life each second for 7 seconds.
all other targets ticks for same base damage as well of suffering.
CD 90 seconds.

engineer
doomsday device – kit

1- grav bomb: pulls all enemies within radius into the center then stuns them for 1 second with a powerful explosion.
blast finisher
CD 60 seconds
2-tormenting grenade: dark alchemy curses the ground at target location as well as the trail of the grenade applying 1 torment each second
dark field 5 seconds
60 seconds
3-incinerate: catch fire leaving a trail of molten lava behind you and continuously blast flames around you in an AOE
fire field 10 seconds
60 seconds
4-scrubbing elixer 101241×10e7: removes all conditions in an aoe at target location while applying poison to foes as they enter it and continues to remove a condition per second.
light field 5 seconds
cd 90 seconds
5 – the fixer: grants stability for 20 seconds and repairs all turrets in an AOE while spraying regenerating mists for allies.
cd 90 seconds

all cooldowns share a global so only one of these may be chosen at once and the kit will be automatically dequipped once one is used.

thats all for now might be back later for some more

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Posted by: Vexander.9850

Vexander.9850

Mesmer

Doppleganger
Cast Time - 1 Second
Recharge - 60 Seconds
The Mesmer assumes the precise appearance, stats, and traits as their target for twenty seconds or until cancelled (Press 0 to Cancel). In the case of players, copy’s their weapon and utility skills to the Mesmer’s skill bar. In the case of NPCs, copies their attack skills and if applicable, racial skills.

So if you use it on a Son of Svanir you’d get Call Owl and Call Wyrm on your utility bar. Can be used on allies or enemies as well.

(edited by Vexander.9850)

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Posted by: Vexander.9850

Vexander.9850

Necromancer

Hands of Death
Cast Time - 5 Seconds
Recharge - 3 Minutes

The Necromancer suffuses his hands with the power of his art, turning them into a versatile weapon. While the Hands of Death remain in effect (indefinite until one Presses 0), the Necromancer can assign skills to hot keys 1-5 from any weapon they have mastered. In addition to this, the Necromancer has a 15% chance to inflict Torment onto enemies they strike with their skills (this effect cannot occur more than once every 10 seconds).

So in effect you could have the Axe skill 1, the Dagger skill 2, the Staff skill 3, the Focus Skill 4, the Horn skill 5, etc…

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Posted by: Orpheal.8263

Orpheal.8263

My Ideas:

Thief:

1) Thieving Magpie
Steals an Item from a foe and shadow steps with quick movement to the foe, being for some seconds invulnerable to incoming damage. (without letting the Steal Mechanic recharge internally, once the item has been used) Turns you into Stealth for 10 seconds after the Stealing, cures 2 Conditions/breaks stuns and if the foe had boons, all the boons from the foe will be yours now and the foe loses them.)

2) Dance of Deathly Blades
The Thief will perform a quick and graceful Blade Dance with that he leaps forward.
The player can change the direction of that attack as many times as he wants within a certain timeframe that this skill is channeling, allowing it the thief to be very mobile. The attack hits all foes in his line of sight multiple times per seconds.
Each consecutive successful hit will grant the Thief a second of Protection and Stability. Foes on the other hand will suffer for each consecutive hit taken on Torment and Vulnerability, with Vulnerability hitting first to cover the torment.
—————-

Warrior

1) Tremendous Fury
For 7 seconds, the Warrior will have permanently maximum Adrenaline, will gain Fury, Might and Swiftness. Those 7 seconds will renew, if the Warrior can kill within these 7 seconds at least 2 foes. Foes hit by all of the warrior attacks will suffer on knockbacks everytime. Attacks on knocked downed enemies will turn into launches.

2) Honor and Bravery
An Elite Skill of supportive kind. It raises Vitality and Toughness for the Warrior significantly for some time and each time you deal a critical hit, nearby allies get healed and cured by 1 condition. Each time you get hit, you gain a stack of Might and Retaliation.
—————-

Ranger

1) Beast Master Signet
Passive: Allows to have two Pets at the same time at the cost, that each pet has 20% lesser health, than normal. Pets also grow bigger and have increase Power, Precision and Crit Damage
Active: The two pets perform a random Pet Combo Attack based on the used Pets, after that attack will one pet take a break and the remaining pet will temporarely lose its Power, Precision and Crit Damage Boost, until the Signet recharges, but in that time gains the pet the lost 20% health back as a heal. The Ranger receives half of that as heal too.

2) Fan of Bouncing Arrows
The Ranger will shoot a fan of 10 Arrows, which will bounce from enemies, walls, basically everything up to 2 times, dealing that way multiple hits to multiple targets.
Each hit will deal a stacking duration of cripple, weakness and bleeding randomly.
—————-

Necromancer

1) Demonic Flesh
Temporarely increases your maximum Health, lets you gain Regeneration and Stability.
While Demonic Flesh is active, enemies that hit you will suffer on stacks of torment each time and if they hit you critically, there will be a chance, that you perform an AoE fear that will have a duration of 5 seconds.

2) Summon Flesh Reaver Nephilim > Necrosis
You will summon a Flesh Reaver Nephilim
A vampiric Minion, whose attacks will heal its Master and itself, which becomes stronger when foes die in its near by gaining for a short while Might Stacks, Fury and Protection. Once summoned, the Skill changes to Necrosis, the special Attack of your Summon, that deals a strong DoT on an AoE Ground Target, which immobilizes foes and lets them suffer damage based on the amount of negative conditions on them.
—————-

Guardian

1) Shield of Purity > Force Field
Summons a a Shield of Purity, that can create on your command a Force Field, that absorbs projectiles and that no one can enter.
Everytime it absorbs an projectile Attack, everyone in the Force Field will be healed and cured by 1 condition. The Shield is so long active working, until a certain amount of attacks have been either absorbed, or he Guardian commanded 3 times the activation of the Force Field first.
In its active form, the Shield performs his own Skill – Shield Boomerang, that will hit foes on a very long range twice. for flying to the foe and when returning to the Guardian. so very similar mechanic to the Elementalists Phoenix basically.

2) Signet of Virtues
Passive: Grants all nearby Allies all of the passive Virtue Effects of the Guardian.
Active: Each Virtue that you activate within the next 10 seconds will result in an circular AoE Light Wave, that will damage based on the amount of boons on them.
So more boons are on a foe, so bigger the damage of the light wave and so strogner the knock back.
—————

Last classes will follow later

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Da Sonic.6521

Da Sonic.6521

Necromancer:
Pandemic (Cooldown Forty Five Seconds [4.5.s is “kitten”…], Cast Time 1s)
Corruption. Apply Poison (10s), Bleeding (3 stacks, 10s), and Weakness (15s) to target foe, then spread all conditions on target foe to up to 5 nearby enemies.
Self application of Cripple (10s).

Reaper’s Mark (Cooldown 60s, Cast Time 1/4s)
Apply Poison (30s) and Chill (10s) to an enemy. If this enemy dies within the next 30 seconds, you gain 50% Life Force.

Signet of Necromancy (Cooldown 90s)
Passive: Gain Vigor (5s) from nearby deaths. (Internal Cooldown 5s).
Active: Stunbreak, convert all conditions you are suffering from into boons.

Genesis Theory [GT] (HoD)

(edited by Da Sonic.6521)

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Posted by: ArtemusHunter.9521

ArtemusHunter.9521

Necromancer:

Verata’s Sacrifice
(Aura) For 10 seconds, you lose x-amount of health and all summoned minions within X-distance regen health by x-amount/amount of summoned minions. Your Minion summon skills cooldown faster while under Aura(similar to how chill changes the CD now).

That’s all I got.

IGN: Floyd Hunter
TheRavingNecromancer.tumblr.com

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Posted by: PurebladeProductions.4875

PurebladeProductions.4875

Long post incoming!

Guardian:
0) Focused Cleansing – 120s recharge (96s)
Meditation. Cure all conditions from up to five nearby allies, heal yourself for each
condition removed.
Healing: 150 (0.1)
Maximum Targets: 5
Breaks stun
Radius: 600

The maximum healing possible with this skill at base Healing Power is 10,960 (including Monk’s Focus), though this requires all 5 allies to have had all 12 conditions on them at the time which is unlikely to happen.
An elite meditation that rewards you greatly for helping your allies in a pinch.

0) Radiance Signet – 1s activation – 100s recharge (80s)
Signet Passive: Lengthens outgoing burns by 1 second.
Signet Active: Grant quickness and might to up to five nearby allies.
Quickness: 8s
5Might: 8s
Radius: 600

Perfect Inscriptions increases the passive effect by 1 second.
A powerful elite signet for which you actually consider whether you want to sacrifice the passive or not, especially when traited.
—————

Engineer:
0) Shield Turret – 0.5s activation – 100s recharge (75s)
Turret. Build a high-health shield turret that creates a bubble that shields allies from
projectiles.
Pulse: 5s
Duration: 5s
Combo Field: Light
Radius: 180

> Reinforce – 40s recharge
Overcharge your shield turret to reinforce its shield, bouncing enemies away that come in contact with the shield.
Knockback: 130
Duration: 5s
Combo Field: Light
Radius: 180

Rifled Turret Barrels increases radii to 270.
10% more health than the Thumper Turret.
An elite turret meant specifically for defense, deals no damage whatsoever.
—————

Ranger:
0) Gas Trap – 0.5s activation – 60s recharge
Trap. Set a trap that weakens foes with a harmful gas.
Weakness(3s)
3Vulnerability(3s)
Pulse: 1 second
Duration: 5 seconds
Trap Radius: 120
Damage Radius: 180
Combo Field: Poison
Unblockable

Conditions last 4.5 seconds when traited with Trap Potency.
An elite trap that is less focused on condition damage, and more on weakening foes for a long period of time.
—————

Elementalist:
0) Arcane Storm – 90s recharge (72s)
Arcane. Swirl arcane energy around you, critically damaging nearby enemies.
Damage(x4):
Duration: 2 seconds
Combo Finisher: Whirl
Radius: 180

Deals great damage if all four hits land.
A simple elite arcane spell that allows the Elementalist to use a Whirl finisher with any weapon equipped.

0) Elemental Strength – 150s recharge (120s)
Cantrip. Strengthen yourself with the powers of the four elements, increasing your attributes for a period of time.
Elemental Strength(15s): “Various attributes are more potent.”
Power: 300
Healing Power: 300
Precision: 300
Toughness: 300
Breaks Stun

Great trait synergy with Spell Slinger and Soothing Disruption due to the attribute increases.
A powerful elite cantrip with a long cooldown, even when traited.
—————

Mesmer:
0) Mantra of Chaos – 2.75s activation – kitten recharge (36s)
Mantra. Meditate, charging a spell that inflicts conditions on foes.
Number of Casts: 2

> Power Disturb – 5s recharge
Cause chaos by inflicting conditions on your foe.
2Bleeding(10s)
Burning(1s)
Poison(2s)
Range: 1200

An elite mantra specifically for condition builds, though also useful to some degree for damage builds if traited with Empowering Mantras.
—————

Necromancer:
0) Horrific Curse – 1s activation – 100s recharge (80s)
Minion. Cast a horrific wave of death around you, cursing foes with Jagged Horrors. The fewer foes are cursed, the larger the amount of Jagged Horrors per foe.
1 – 2 Targets: 4 jagged horrors per foe.
3 – 4 Targets: 2 jagged horrors per foe.
5 – 8 Targets: 1 jagged horror per foe.
Radius: 600
Combo Finisher: Blast

Jagged Horrors immediately chase after the foes they were casted upon.
Roots the player while casting the spell.
A very powerful elite minion skill. Might be a little bit overpowered.
—————

Pureblade – Maelstrom Warriors [MW] – Gandara (EU)
8/9 Professions, Asura Guardian main.

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Posted by: lerak.5286

lerak.5286

Guardian
0) Tome of the Tactician -1s activation – 120s recharge – 20s duration
1) Symbol of Faith (Same as Mace)
2) Symbol of Protection (Same as Hammer)
3) Symbol of Wrath (Same as Greatsword)
4) Symbol of Swiftness (Same as Staff)
5) Line of Warding (Same as Staff)
For the duration of the skill, all symbols recharge instantly and are ground targeted. (Lost on downed)

Human race specific
0) Blessing of <Chosen Patron God> 1s activation – 120s recharge
Dwayna: Nearby allies gain 20s regeneration
Grenth: Nearby foes (r600) gain 5s chill and 5 stacks of vulnerability for 15s.
Melandru: Nearby allies gain 5s of vigor and immobilizes ( r1200) foes for 1s.
Kormir: Clean nearby allies of 2 conditions and blinds (r600) nearby foes for 5s.
Balthazar: Nearby allies gain 5s of fury and 5 stacks of might for 15s.
Lyssa: Nearby foes (r600) are stunned for 2s.

Universal Elite
0) “Bring it down!” – 90s recharge
Shout – Target creature loses all stacks of defiant.

Universal Elite
0) Call of the <Faction> 3s activation – 180s recharge
Vigil: Summon 2 Vigil Crusaders for 30s.
Priory: Summon 2 Whisper’s Agents for 30s.
Order: Summon 2 Priory Explorers for 30s.

Gabriel Angelheart – Far Shiverpeaks

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Posted by: Gulesave.5073

Gulesave.5073

Guardian
Signet of Arrest
Passive: Replace Virtue of Justice’s burning with cripple and vulnerability.
Active: Your next attack petrifies the target and inflicts 15 stacks of vulnerability.

The purpose is to give guardians an option to focus more on dealing physical damage, instead of the standard condition build.

I should be writing.

(edited by Gulesave.5073)

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Posted by: Orpheal.8263

Orpheal.8263

Elementalist

1) Tidal Wave
The Elementalist will create a huge Tidal Wave, that will knock back all foes in a line of sight, dealing multiple hits. Tidal Wave will remove boons and each hit will cause vulnerability and the last hit will cause chill .

2) Rock Snake
The Elementalist will send out a giant Rock Snake that will follow its target around, until it hits, creating a trail of sharp rocks, that will let crossing enemies suffer high stacks of bleeding and crippling if they touch them. So longer the Snake follows its target, so bigger will it grow, making also the sharp rock trail larger and harder to avoid. The Problem for the target is, the damage of the snake will be from begin on very strong, it will become weaker so longer the rock snake has to chase the target.
This will guarantee, that the target has to flee to avoid serious damage, at the same time it will ensure, that the snake can create its rock trail, making it harder to avoid it, so more the target moves around.
————-

Mesmer

1) Chaos Sphere
The Mesmer will perform a much stronger version of the Chaos Storm, a so called Chaos Sphere, that will create on a much bigger scale many Chaos Storms at the same time, with the difference, that the Mesmer and its allies will also receive randomly boons at the same time, when standing in one of those Chaos Storms.

2) Fata Morghana
An AoE Illusion, that will cause Blindness, Confusion and Weakness over 10 seconds at the Ground Target per seconds. fata Morghana will aso cause not only Blindness for the Character, it causes also to the player that controls the foe characters to receive Hallucinations that change the visials on the Screen to make it harder to see something, what happens.
—————-

Engineer

1) Acid Rain
The Engineer throws multiple capsules into the air, which let an aggressive Salt Acid rain down at a target area, letting foes in that Area suffer on a DoT damage, that causes vulnerability and torment per second too.

2) Shockwave Blaster
The Engineer will use a Gun, that will replace the Weapon Skill with Sonic Sonic similar of the Dredge Skills and that Sonic Shockwave Cannon from the Personal Story.

  • Sonic Boom
    A large range fast Auto Attack, that will cause bleedings and can deal also on critical hits with a chance Daze.
  • Shockwave Blast
    A 3 way Shockwave, that deals vulnerability stacks and can hit multiple targets at once.
  • Ultra Sonic
    An super fast shot of Ultra Sonic frequence, that will cause Confusions on an line of sight style.
  • Vibration Effect
    A Vibration Effect that can be charged, that will stun break you and remove up to 3 conditions from you. If you charge this skill, you will be temporarely unable to move, but you receive Might, Vigor and Regeneration Stacks, so logner you charge this skill for a maximum of 5 seconds = 5 duration stacks maximum
  • Sonic Breaker
    A large Sonic Wave, that hits basicaly everyone in acone like way.
    Can reveal stealthed foes. Sonic Breaker will stun foes and deals more damage, so more health a foe has. If the foe has under 25% health, this attack will cause a high stack of bleeding instead of a stun effect.
Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Zaoda.1653

Zaoda.1653

Necromancer

Signet of Leeching (60 second recharge):
Signet Passive: Siphon health from enemies you hit.
Signet Active: Steal health from your enemy and up to 10 enemies nearby

Elementalist

Signet of Life (180 second recharge)
Signet Passive: Improves Vitality
Signet Active: Your spells heal you (30 seconds)

Forever a supporter of more male skimpy armor

(edited by Zaoda.1653)

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Posted by: sorudo.9054

sorudo.9054

necromancer

field of death
for the next 20 seconds, all allies in the field gains 1% health per second, all enemies lose 1% health and fear lasts 20% longer.
the field covers 8 meters of ground, it will only affect allies below 80% health and enemies below 50% health, fear is always affected.

[For Fun]: Design an Elite Skill

in Suggestions

Posted by: SSGroguey.5841

SSGroguey.5841

Can’t think up any good names.

Thief:
One with the Shadows
Cloak and spawn a shadowy figure that mimics your moves for 15s(?). Does the same set of attacks, but at reduced damage (perhaps even make the shadow killable).
Fairly long CD (120s at least)

Mesmer:
Mass Confusion
Over the next few seconds, the mesmer summons various clones/phantasms which seek out nearby enemies — they shatter and cause a random condition. The clones/phantasms can seek out the same target multiple times.
Short CD (90s or so)

(edited by SSGroguey.5841)

[For Fun]: Design an Elite Skill

in Suggestions

Posted by: Tiger.9786

Tiger.9786

Thief—————-
Disguise
For 45 seconds you look like an ally to all enemies
When you attack your disguise is broken and you gain 25% more damage for your next 5 attacks
180 second cooldown beginning on disguise break or the skill ending

explanation:
AI enemies won’t attack you
Enemies in PvP/WvW Will see you with a green name
If you are attacked in PvP/WvW the enemies will see that they did damage to someone but if they target you you will look like you have full health.

Warrior—————
Scream of the Juggernaut
Shout
When activated you knock back all enemies 200 yards
Deals 600 aoe damage
Grants 8 seconds of stability and swiftness to you and up to 5 nearby allies.
You and affected allies cause daze with your attacks for 2 seconds
Cooldown 60 seconds

Engineer——————-
(Witty sentry gun name here)
Summon a stationary turret that deals moderate damage and has high armor/health
Will attack random targets or the target you are attacking
Lasts 30 seconds or until detonated
Detonation: Fires 50% faster for 3 seconds
I imagine the dps of a rangers pet for balance. possibly lower
28k health
1600 toughness
180 second cooldown

Jetpack
You equip a jetpack for 30 seconds
You move 25% faster for the duration and endurance recharges 50% faster
You gain a skill called boost in the elite skill slot
Boost: Deals 600 damage and 2 seconds of burning in a radius around you and causes you to be launched 600 yards in the direction you’re moving like a dodge. Cooldown 6 seconds. Ends when the 30 seconds are up.
120 second cooldown