New Skills to complete builds

New Skills to complete builds

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Some classes have builds that can’t be used completely do to skills missing. That may be healing skills or elite skills and maybe even utility skills (don’t know about utility though).

So here are some suggestions also based on Guild Wars 1 for missing skills:
Between if you find them overpowered or do not like them I’m open for your idea and opinion. Critic is welcome as well. I’m also adding your ideas as well as completing these. Thanks for everyone who’s going to help already. Please do not suggest things that are too overpowered. I’m trying my best to think of something not too overpowered too.

Necromancer
Heal:
Grenth’s Balance [60 sec cooldown]
Spectral. Convert your current life force to heal yourself.
Bit of life force: 5%
Healing per bit: 368
Elite:
Well of Weariness [No Water / 1 sec cast / 120 sec cooldown]
Well. Target area pulses, inflicting several conditions.
Damage (12x): 1,840
Weakness (5s): -50% Endurance Regeneration; 50% Fumble (Unrestricted)
Chill (3s): -66% Movement Speed; -66% Skill Recharge Rate
Poison (5s): 420 Damage; -33% Heal Effectiveness
Number of Targets: 5
Pulse: 1 sec
Duration: 12 sec
Radius: 240
Combo Field: Dark
Unblockable
Elite:
Signet of Agony [3/4 sec cast / 120 sec cool down]
Signet Passive: Inflict bleeding to adjacent foes every tick.
Signet Active: Remove boons from nearby foes and damage them. The damage increases for each boon removed. For every 15th boon removed the foes are tormented.
Ticks every: 3 sec
Bleeding (2s): 85 Damage
Damage: 583
Damage increase per boon: 6%
Torment (10s): 318 Damage; 637 Damage if Moving
Range: 180

Ranger:
Heal:
Antidote Signet [1 sec cast/ 30 sec cool down]
Signet Passive: Your pet is healed every second.
Signet Active: Gives temporal immunity to poison, weakness and blindness.
Health per second: 520
Duration: 12 sec
Elite:
Archer’s Signet [80 sec cool down]
Signet Passive: Condition duration is improved.
Signet Active: Your next attack inflicts poison.
Condition Duration: +33%
Poison (32 sec): 2688 Damage; -33% Heal Effectiveness

Warrior:
Heal:
“I Will Survive!” [30s cool down]
Shout. Grant regeneration to yourself and an additional 3 seconds for each ally in shout range.
Healing: 4480
Regen (5s): 650 Heal
Additional Regen (3s): 390 Heal
Radius: 600
Elite:
“You Will Die!” [120s cool down]
Shout. Fill your adrenaline and increase your damage for a short duration for each foe in range.
One foe – Damage increase: 3%; 1 adrenalin strike
Two foes – Damage increase: 6%; 2 adrenalin strikes
Three foes – Damage increase: 9%; 5 adrenalin strikes
Four foes – Damage increase: 12%; 10 adrenalin strikes
Five foes – Damage increase: 15%; 20 adrenalin strikes
Duration: 4 sec
Radius: 600
Elite:
Defensive Stance [90 sec cool down]
Stance. Reduces incoming damage and gain stability. Critical hits you make and receive are fumble.
Damage reduction: 50%
Stability (4s): Ignore control effects (Stun, Knockback, Launch, Knockdown, Sink, Float, Fear, Daze)
Duration: 4 sec

Guardian:
Heal:
Torch of Confidence [1 1/2 sec cast / 40 sec cool down]
Spirit Weapons. Summon an arcane torch to heal.
Duration: 30 sec
Healing: 396
Radius: 180
Command [30 sec cool down]
Command the Torch of Confidence to create an area of flames that burns nearby foes and heal nearby allies. This destroys the Torch.
Burning (3 sec): 1,218 Damage
Healing: 406
Duration: 4 sec
Radius: 240
Elite:
Signet of Devotion [3/4 sec cast / 60 sec cool down]
Signet Passive: Improves boon duration
Signet Active: Your next attack knocks down and heals you.
Improved boon duration: +10%
Knockdown: 5 sec
Healing: 1,240

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

(edited by GreenNekoHaunt.8527)

New Skills to complete builds

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

1. I don’t feel your iteration of Signet of Agony should have a self-bleed, since that’s the realm of Corruption skills, or inflict bleeding, since Necro already has a tonne of ways to apply bleeds. Instead, maybe the passive could be refreshes the duration of conditions by 1 sec, or conditions are unclearable in the radius of the Necro (would have to be a very small radius), while the active could be an AoE damage based on how many conditions are on the enemies, or maybe it applies Torment based on how many conditions are on the foe?

2. I don’t feel we should start introducing block chance into the game. Maybe a reduced damage (either through Protection or an innate damage reduction formula based on the skill) and retaliation stance?

Life is a journey.
Time is a river.
The door is ajar.

New Skills to complete builds

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

1. I don’t feel your iteration of Signet of Agony should have a self-bleed, since that’s the realm of Corruption skills, or inflict bleeding, since Necro already has a tonne of ways to apply bleeds. Instead, maybe the passive could be refreshes the duration of conditions by 1 sec, or conditions are unclearable in the radius of the Necro (would have to be a very small radius), while the active could be an AoE damage based on how many conditions are on the enemies, or maybe it applies Torment based on how many conditions are on the foe?

2. I don’t feel we should start introducing block chance into the game. Maybe a reduced damage (either through Protection or an innate damage reduction formula based on the skill) and retaliation stance?

1. How about the passive effect inflicting torment to enemies near the necromancer every 3 seconds for 3 seconds? I would apply the idea with the damage depending on the boons of the enemies.

2. This skill would be quite helpful for people who skill on blocking abilities when blocking or fighting opponents who use this elite so it’s not too equal to endure pain.
I disagree with retaliation stance but I guess if you do not agree with blocking I’ll go with either protection or less damage based on a percentage.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

New Skills to complete builds

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

1. I don’t feel your iteration of Signet of Agony should have a self-bleed, since that’s the realm of Corruption skills, or inflict bleeding, since Necro already has a tonne of ways to apply bleeds. Instead, maybe the passive could be refreshes the duration of conditions by 1 sec, or conditions are unclearable in the radius of the Necro (would have to be a very small radius), while the active could be an AoE damage based on how many conditions are on the enemies, or maybe it applies Torment based on how many conditions are on the foe?

2. I don’t feel we should start introducing block chance into the game. Maybe a reduced damage (either through Protection or an innate damage reduction formula based on the skill) and retaliation stance?

1. How about the passive effect inflicting torment to enemies near the necromancer every 3 seconds for 3 seconds? I would apply the idea with the damage depending on the boons of the enemies.

2. This skill would be quite helpful for people who skill on blocking abilities when blocking or fighting opponents who use this elite so it’s not too equal to endure pain.
I disagree with retaliation stance but I guess if you do not agree with blocking I’ll go with either protection or less damage based on a percentage.

1. Maybe change the active to be a boon stripper with damage based on how many removed, with more than 3 boons being removed inflicting more Torment?

2. The Retaliation would be alongside the damage reduction (although in hindsight, isn’t there a Guardian skill that provides Retaliation and Stability?). Maybe damage reduction, Stability and immunity to crits, with the payoff you can’t crit?

Life is a journey.
Time is a river.
The door is ajar.

New Skills to complete builds

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

1. How about the passive effect inflicting torment to enemies near the necromancer every 3 seconds for 3 seconds? I would apply the idea with the damage depending on the boons of the enemies.

2. This skill would be quite helpful for people who skill on blocking abilities when blocking or fighting opponents who use this elite so it’s not too equal to endure pain.
I disagree with retaliation stance but I guess if you do not agree with blocking I’ll go with either protection or less damage based on a percentage.

1. Maybe change the active to be a boon stripper with damage based on how many removed, with more than 3 boons being removed inflicting more Torment?

2. The Retaliation would be alongside the damage reduction (although in hindsight, isn’t there a Guardian skill that provides Retaliation and Stability?). Maybe damage reduction, Stability and immunity to crits, with the payoff you can’t crit?[/quote]

Updated it:
1. I have increased the cool down. Made the bleeding occur every tick which occurs all 3 seconds. Decreased the bleeding length to 2 secs (now you cannot stack it even with 94% bleeding/condi duration increase).
Activating the signet removes boons of foes in the same range as bleeding is inflicted.
The damage increases by 6% for each boon on all foes in range. Of course you can only hit 5 foes at the same time removing a total of 5*9 boons. Which will make a total damage of 7480. Keep in mind stacks of boons are coutned as one. Thus a stack of 25 might counts as 1 boon. For each 15 boons the enemy is tormented for 10s. making it possible to stack a max torment to 3 stacks for 10s which equals 954 damage per second and 1908 damage while moving.
It’s an AoE attack not a single target attack.

2. Does not block anymore but reduce incoming damage by 50% (protection itself does only 33%). Critical hits the user does and takes from foes fumble.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!