User:Majnore/Majnore's Skills

here comes a couple of skills I've been thinking about. They all follow a 0-12 table. Most are Ritualist skills since I play almost only with my ritu.

Signet of Spirituality (Spawning Power)

1 second activation, 20 seconds recharge

Elite Signet. Target ally is healed for 30 health for every spirit in earshot (max 30-140) and you gain 2 energy for every spirit within the area (max 2-8)

Renewing Breeze (Spawning Power)

15 energy, 3 seconds activation, 45 seconds recharge

Binding Ritual. Create a level 1...8 Spirit. While this Spirit is alive, all allies within its area move 10% faster and gain 1 energy every 2 second while moving. This Spirit dies after 15...39 seconds.

Exhaust (Communing)

25 energy, 5 seconds activation, 60 seconds recharge

Elite Binding Ritual. Create a lvl 1...8 Spirit that dies after 0...24 seconds. When this spirit dies, all foes in the area lose 1 energy for every second this spirit was alive.

False Luck (Domination Magic)

10 energy, 1 second activation, 20 seconds recharge

Hex Spell. Target foe gains 10...5 health regeneration for 10 seconds. If this Skill ends prematurely, that foe takes 10-70 damage.

Eliminate (Death Magic)

15 energy, 2 seconds activation, 30 seconds recharge

Elite Spell. Sacrifice 33% maximum health. Target foe moves 90% slower and cannot use skills for 0...3 seconds.

Ether Blast (Energy Storage)

5 Energy, 1 second activation, 10 seconds recharge

Spell.Lose all energy. Target foe takes 2 damage for every point of energy lost (max 8...80) and is dazed for 1 second for every 10 damage done (max 5 seconds).

Mystic Vampirism (Mysticism)

10 energy, 1/4 second activation, 35 seconds recharge

Elite enchantment spell. For 20 seconds, every time you successfully hit with a attack, you steal 1...6 health for each enchantment on you (max 15 health). When this enchantment ends, you steal 3...10 health from one foe in the area for every enchantment on you (same foe cannot be hit twice). This enchantment has no effect if you are wielding a scythe.

Spirituality (Spawning Power)

5 energy, 1 second activation, 20 seconds recharge

Enchantment spell. For 5...45 seconds, whenever you cast a spell, you gain 1 energy for every allied spirit in the area. This enchantment ends if you use a non-ritualist skill.

Hidden Power (Illusion Magic)

15 energy, 2 second activation, 45 seconds recharge

Enchantment spell. For 15 seconds this enchantment does nothing. When this enchantment ends, your spells have their effect increased by 10...65 % for 10 seconds.

Aura of Reproduction (Spawning Power)

10 energy, 20 seconds recharge

Elite Stance. For 0...20 seconds, whenever a creature you control die, that skill is recharged, and you lose 25...10 energy.

Coordinated Surge (Spawning Power)

10 energy, 1 second activation, 30 seconds recharge

Spell. You strike target foe for 5...37 lightning damage and another 3...8 lightning damage for every allied spirit in the area. All Spirits you control also switch target to target foe. If more than 3 spirits was affected, you lose 15...6 energy and this skill is disabled for 45...30 seconds.

Intimidating Strike (Hammer Mastery)

6 adrenaline

Elite Hammer Attack Skill. If this attack hits, target foe takes 1-8 extra damage and is Dazed for 1...3 seconds.

Signet of Interreption (Unlinked Mesmer)

1/4 second activation, 15 seconds recharge

Signet. Interrupt target foe's action. If you interrupt a non-spell, this skill is disabled for an additional 15 seconds.

Cleanse Spirit (Unlinked Ritualist)

5 energy, 1 second activation, 10 seconds recharge

Spell. Remove one hex from target ally. If that ally is under the effects of a weapon spell, you gain 3 energy.

Fierce Weapon (Channeling Magic)

5 energy, 1 second activation, 8 seconds recharge

Weapon Spell. Target other ally's next attack strikes for 5-30 more damage and causes weakness for 1-3 seconds.