I don't think Hex spells are confirmed for the Necro as of yet, but here's a fun one I might like to see. (Damage and energy cost values are based on Guild Wars 1 and would obviously be scaled to GW2 equivalents
Creeping Failure -
15 energy cost 2 second cast time 10 second recharge time
Hex Spell - Target foe takes 8-30 cold damage and is hexed with creeping failure for 6 seconds. After 2 seconds hexed foe takes 8-30 damage and is interrupted. After 4 seconds foe takes 8-30 damage and is weakened for 1-8 seconds. When creeping failure ends, hexed foe takes 8-30 damage.
Notes - Creeping failure will deal its last wave of damage if removed or if it expires naturally. In this way, Items and or skills that shorten hex duration may avoid the 3rd damage wave and the weakness but will always suffer from the last wave of damage. This is of importance against bosses who recover from hexes in half the time.
If you like this skill here are some GW1 skill ideas I wrote up some time ago before Utopia was canceled. (obviously the above is my contest submission, the rest are just for your amusement.)
MESMER SKILLS
Domination
Desperation 10e - 1c - 30r
Hex Spell - for 10 sec target foe looses 1 energy per second and takes 1-12 damage per point energy lost this way. You suffer -1 energy regeneration for 10 seconds and all your spells are disabled for 12-6 seconds. This spell has half the normal range.
Notes - Potentially more damaging than energy burn but can be removed because it’s a hex.
- this skill only disables spells making it even more appealing to characters using attack skills and or signets.
Confusion 10e - 2c - 25r
Hex Spell - Near by foes are hexed with confusion for 1-10 sec. All foes hexed with confusion take 1 sec longer to activate skills.
Notes - less powerfull than daze to casters with long cast times, but more powerful against melle and fast cast characters.
- combos well with area interrupts like cry of frustration and maelstrom
Fast Casting
Redirect Focus - 10e - ¼c - 30r
Stance - For 1-12 sec you move 10-30% faster and your fast casting attribute is set to 0.
Notes- Allows mesmers with high fastcast to step up to flag run in a pinch.
Lyssa’s speed - 15e - 0c - 60r
Stance - For 1-12 seconds you cast spells 100% faster. You do not gain any additional casting bonus from the fast cast attribute while under the effects of this stance.
Notes - Great for spike teams allowing for a few rapid spells even for mesmers with light investment in the fast cast attribute. 3 in fast cast is enough to execute a quick res or meteor shower.
Illusion
Psychic Daggers - 15e - 1c - 30r
Weapon enchant - casters weapon is replaced with Phantom daggers for 5-18 sec. These daggers deal 1-12 chaos damage and cause target to loose one energy on hit.
Notes - this skill will gain double strike bonus with high level of dagger mastery.
- enchanting mods will not increase the duration of this skill since the casters weapon is replaced. However, Blessed Aura will.
Phantom Touch - 5e - 1/4c - 6r
Hex Spell - Target touched foe is hexed for 1-12 seconds with phantom touch. Phantom touch causes target to lose 10% maximum health while under its effects.
Notes - Phantom touch is a weaker hex form of deep wound. But yes, the 2 can stack.
Phantoms - 25e - 2c - 60r
Spell - summon 1-3 level 1-12 phantoms. These phantoms strike for no damage but hex foes with phantom touch for 1-12 seconds. Phantom touch causes target to lose 10% maximum health while under its effects.
Notes - Phantom touch is a weaker hex form of deep wound. But yes, the 2 can stack.
- phantoms are great for covering hexes
Inspiration
Signet of Power - 0e - 3c - 45r
Elite Signet - for 1-10 sec the next spell you cast casts twice. That spell takes twice as long to recharge.
(this skill has 50% chance to fail with inspiration magic 4 or less)
Notes - The effect of this skill is the same as 2 caster casting the same spell at the same time. If it’s a damage spell then damage is applied 2 times. If it’s a hex spell then the hex is only applied once but any additional effects may be applied twice. Likewise, enchantments may only be applied once but healing can be applied twice.
- Even though hexes and enchantments can only be applied once still both hit. So for example, a hex spell will still trigger soul barbs twice.
- spells like reoccurring insecurity that reaply on hexes only reapply once because the 2 spells will hit at the same time.
- Casters under the effects of skills like Spitful spirit will take damage twice as sig of power causes the spell to cast twice a the same time.
- If caster is interrupted using spell after casting sig of power than both skills are interrupted.
- due to this skills short duration at low inspiration magic levels it requires a decent investment into inspiration magic.
Inspiring Victory - 5e - 1c - 15r
Spell - If target foe is hexed with 2 or more hexes you gain 15-60 health and 1-5 energy
Notes - pretty straight forward self heal that can pay for itself at higher levels.
Lyssa’s Embrace - 5e - 1c - 10r
Elite Spell - If target is hexed with 2 or more hexes you gain 15-60 health and 1-5 energy.
Notes - Similar to Inspiring Victory but can target self and allies as well.
Necromancer Skills
Blood
Clotted Blood - 5e - 1c - 15r
Enchantment spell - You are cured of bleeding and deep wound. For 5-15 seconds you can not suffer from Bleeding or deep wound and are crippled.
Notes - Offers a great protection against 2 conditions at the expense of becoming crippled. Plague touch or plague sending maximize this skills usefulness.
Sacrifice to Grenth - 10e - 0c - 20r
Stance - You loose all but 10 health. All nearby foes take 20-60 damage. All foes who take damage in this way are knocked down. You gain 1-3 energy regeneration for 4-10 seconds.
Notes - Skills that prevent damage or reduce it to 0 will negate the knockdown effect of this skill. This skill will always reduce your health to 10 regardless of any protections. However, any skills that trigger after health loss, such as illusion of weakness or faithful intervention, will still trigger. Great as a panic button skill or a way to regen energy when out of danger.
Blood Drinker Weapon - 5e - 1c - 12r
Elite Weapon Spell - For 6-12 seconds, if you are wielding a bone Weapon, your attacks steal 1-3 health.
Notes - This skill is somewhat specific in the weapons it can enchant. The caster must be wielding a bone weapon in order to trigger this spell. A bone weapon is simply any weapon skin that is made up of bone or ivory. Due to the duration meeting the recharge time of this spell at higher levels, the caster can keep up life stealing almost indefinitely, without the degen of vamp weapon mods.
Curses
No Pain No Gain - 5e - 3/4c - 4r
Hex Spell - For 6 seconds, the next time target foe attacks you gain life equal to that amount up to 8-60 and No Pain No Gain ends.
Notes - Different from Reversal of Fortune in that the Health gain is for the caster regardless of who the hexed is attacking.
Burden - 10e - 2c - 12r
Hex Spell - Target foe suffers energy degeneration -1 for 4-18 sec. If Burden is removed prematurely then target takes 12-80 damage.
Notes - Like some mesmer hexes the effected has some choice in wheather to take the damage or the degen. Great as a cover hex.
Torture - 10e - 1c - 2r
Elite Spell - Target foe is weakened for 3-10 seconds. If target foe is already weakened then that target is also crippled. If target foe is already crippled and weakend than that takes foe takes 10-30 damage for each condition they are suffering up to 120.
Notes - Like searing flames, this spell may be repeatedly cast for stacking effects. This skill becomes even more useful in condition heavy groups.
Death
Hurts so Good - 0e - 1c - 8r
Elite signet - For 1-12 sec you suffer from one random condition.
Notes - I've often had a lot of fun pairing martyr and plague sending. (not the most versitile or efficient build but a lot of fun) The problem is, you really are dependent on your foes condition dealing capabilities. This is every plagye senders dream
Exploding Skull - 15e - 2c - 8r
Elite Spell - Throw an exploding skull at target. Target foe and all adjacent foes are stuck for 24-101 Fire damage. If this hits any foes suffering from cripple that foe is also knocked down.
Notes - Just a basic area effect damage attack.
Envenom Weapon - 10e - 1c - 10r
Weapon Spell - If you are wielding a bone Weapon, For up to 15 seconds you hold an envenomed weapon. Your next 1-5 attacks cause Poison for 1-3 seconds.
Notes - This skill is somewhat specific in the weapons it can enchant. The caster must be wielding a bone weapon in order to trigger this spell. A bone weapon is simply any weapon skin that is made up of bone or ivory. Because poison duration scales with the number of hits, this skill really cant be exploited with fragility.
Exploit Weakness - 10a - 0c - 0r
Attack skill - Must be wielding a bone weapon. If this attack hits it deals +1-8 damage for each condition target foe is suffering. This skill always results in a critical hit.
Notes - This skill is somewhat specific in the weapons it can enchant. The caster must be wielding a bone weapon in order to trigger this spell. A bone weapon is simply any weapon skin that is made up of bone or ivory. Combos especially well with conditioning dagger or Virulence builds. (FYI, Virulence continues to be my favorite skill across all campaigns.) Since this skill uses adrenalin it is not very spamable.
Soul Reaping
Soul Rip - 10e - 3c - 15r
Spell - Target foe takes 5-40 shadow damage and is weakened for 1-10 seconds.
Notes - Not a ton of damage for such a slow cast speed but it is armor ignoring and aplies a short weakness.
Shadow Warrior - 15e - 1c - 45r
Enchantment spell - For 1-12 seconds your attacks deal shadow damage.
Notes - Could work well with with Barrage, or for the more risky, a scythe. Also great just to finish off high armor foes and bosses.
Creeping Failure - 15e - 2c - 10r
Hex Spell - Target foe takes 8-30 cold damage and is hexed with creeping failure for 6 seconds. After 2 seconds hexed foe takes 8-30 damage and is interrupted. After 4 seconds foe takes 8-30 damage and is weakened for 1-8 seconds. When creeping failure ends, hexed foe takes 8-30 damage.
Notes - Creeping failure will deal its last wave of damage if removed or if it expires naturally. In this way, Items and or skills that shorten hex duration may avoid the 3rd damage wave and the weakness but will always sufer from the last wave of damage. This is of importance against bosses who recover from hexes in half the time.
Elementalist Skills -
Air
Lightning Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8-20 lightning elemental for 30 sec. Lightning elemental's attacks deal Lightning damage. This elemental takes 0 damage from Lightning. When Lightning elemental dies all adjacent foes take 20-60 damage this damage has 20% armor piercing.
Notes - Lightning damage is reduced to 0, but as this damage still hits, any additional effects that would take place still do. For example, grasping was kuurong will cause no damage but will still cause knockdown.
Static Discharge - 10e - 1/2c - 15r
Hex Spell - All adjacent foes are hexed with Static discharge for 2-12 seconds. The next time each foe is hit for lightning damage that foe is also knocked down and static discharge ends.
Static Shield - 10e - 1c - 20r
Enchantment Spell - For 3-15 seconds each time you are hit in melee that attacker takes 24 lightning damage.
Earth
Earth Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8-20 Earth Elemental for 30sec. Earth elemental's attacks deal earth damage. This elemental takes 0 damage from Earth. When earth elemental dies all adjacent foes are knocked down.
Notes - Earth damage is reduced to 0, but as this damage still hits, any additional effects that would take place still do.
Stone Cold - 10 - 1c - 15r
Spell - Target foe takes 15-60 damage. If that foe is under the effects of a water magic hex then that foe is also knocked down.
Stone Pillar - 10e - 2c - 8r
Spell - After 3 seconds, at target foes location, a Stone Pillar shoots up from the earth and deals 20-90 earth damage to all adjacent foes.
Notes - Works similar to spirit rift.
Energy Storage
Food for the Flame - 15e - 1c - 15r
Stance - Loose all energy. Food for the Flame lasts one second for each point of energy lost in this way. While in this stance, each second all adjacent foes are set on fire for 1-3 seconds.
Fire
Fire Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8-20 Fire elemental for 30 sec. Fire elemental's attacks deal fire damage. This elemental takes 0 damage from fire. When Fire elemental dies all adjacent foes are set on fire for 4 sec.
Notes - Fire damage is reduced to 0, but as this damage still hits, any additional effects that would take place still do.
Molten Form - 10e - 1c - 10r
Enchantment spell - For 10 seconds you next time you deal earth damage you also cause burning for 1-3 seconds.
Notes - Clearly combos well for eles using both fire and earth magic. But can be usefull to any characters with earth weapons.
Heat - 10e - 1/2c - 15r
Hex spell - For 8 seconds target touched foe takes 5-24 fire damage each second.
Notes - Great to cover mark of rodgort along with elemental flame for a good chain of burning while you run.
Water
Ice Elemental - 25e - 3c - 120r
Elite Spell - Create a lvl 8 - 20 Ice Elemental for 30sec. Ice elementals attacks deal cold damge. This elemental takes 0 damage from water. When Ice elemental dies all adjacent foes are slowed for 10sec.
Drown - 15e - 1/2c - 30r
Spell - Target touched foe is dazed for 1-8 seconds. This skill has a 50% chance to fail with Water magic 4 or less.
Notes - Very usefull for melee characters. Water is all about slowing things down.
WARRIOR
Strength
Determination - 5e - 0c - 5r
Attack Skill - You are cured of weakness when this skill is activated. You strike for
+3-12 damage for each condition you are suffering (up to 40). When this attack ends you are weakend for 5 seconds.
Sword
Skewer - 4a - 0c - 0r
Sword Attack - strike for +1-12 damage. If this hit criticals then target foe is also interrupted.
Tactics
Fresh Meat - 10e - 0c - 30r
Elite Shout - For 5-12 seconds. You gain +10 moral boost and foes suffer -10 moral loss. Moral Gain from this skill does not recharge signets.
Notes - Used at the right time, this skill could turn the tables in PvP. And just for fun, warriors wearing red Wyvern armor get to re-enact a classic, yet terrifying, moment of gaming.
Fei To
Edited, Nov 19th 2010 1:00am by FeiTo