Custom Skill Designs for Guild Wars. Select a profession to see all of their new skills.
Icon | Name | Profession | Attribute | Type | Cost | Activation Time | Recharge | Description |
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| All Creatures Great and Small | Ranger | Beast Mastery | Elite Skill | 25 | | 25 | For 20 seconds, attacks struck by all pets belonging to all party members deal an additional 1...12...15 earth damage to all adjacent foes. This effect ends if any of those pets die. |
| Aswan Fade | Ranger | Beast Mastery | Skill | 15 | 1 | 15 | If your pet is dead, resurrect it at 5...15...20% health. Otherwise, Shadow Step your pet to your location and heal it for 25...40...45 health. If you have Aswan Fade equipped, your pet will travel with you. |
| Aswan Pounce | Ranger | Beast Mastery | Pet Attack | 25 | | 8 | Your pet attempts an attack which strikes all adjacent foes. |
| Beartrap | Ranger | Beast Mastery | Trap | 10 | 2 | 20 | Create a Beartrap at your location. When it is triggered, all nearby foes are struck for 10...80...85 piercing damage. This damage has an extra 20% armour penetration against crippled foes. Beartrap expires after 90 seconds. This Trap is easily interrupted. |
| Beast Mode | Ranger | Beast Mastery | Elite Form | 5 | 3 | 45 | You and your pet combine as one and you assume Beast Mode for 20...65...70 seconds. While in this form, conditions on you end 10...70...80% faster, you gain +0...5...6 health regeneration, your attacks cause bleeding for 3 seconds, and you gain a strike of adrenaline every time a non-summoned foe in earshot dies. Beast Mode ends if your health falls below 50%. |
| Carnivorous Bite | Ranger | Beast Mastery | Pet Attack | 5 | | 8 | Your pet attempts a Carnivorous Bite which deals +1...9...11 damage. If the target is fleshy, your pet also steals 2...30...35 Health. |
| Ghosthound of Grenth | Ranger | Beast Mastery | Elite Skill | 5 | | 35 | For 1...35...40 seconds, your pet gains +0...3...4 Health regeneration, cannot be targeted by hexes, and is immune to all conditions except for burning. |
| Honey Trap | Ranger | Beast Mastery | Trap | 15 | 2 | 20 | Place a Honey Trap at your location. When triggered, Honey Trap cripples nearby foes for 1...3...4 seconds and causes foes to lose 3...6...7 Energy every second for five seconds. Honey Trap expires after 90 seconds. This Trap is easily interrupted. |
| Lynx of Lyssa | Ranger | Beast Mastery | Elite Skill | 5 | | 20 | For 3...15...16 seconds, your pet's attacks steal 2 Energy from foes it hits. When it hits a foe, you gain 3 Energy. When Lynx of Lyssa ends, your pet loses a hex. |
| Quick Claw | Ranger | Beast Mastery | Elite Pet Attack | 5 | | 1 | Your pet attempts an attack which activates twice as quickly as usual. |
| Rabid Slash | Ranger | Beast Mastery | Pet Attack | 5 | | 12 | Your pet attempts a Rabid Slash which deals +5...18...20 fire damage. If this attack hits a foe with either Bleeding or Diseased, that foe is set on fire for 1...3...4 seconds. |
| See in the Dark | Ranger | Beast Mastery | Skill | 25 | | 10 | For 10 seconds, effects which would cause your pet's attacks to either miss, or be blocked, are 10...70...80% less likely to make your pet's attacks miss. |
| Sniff Out Evil | Ranger | Beast Mastery | Skill | 15 | | 30 | For 20 seconds, your pet moves 33% faster and deals +0...6...8 more damage to foes for each hex spell that foe has equipped. (Max: +40) |
| Speak to Nature | Ranger | Beast Mastery | Skill | 5 | | 10 | For 5...25...30 seconds, echoes, chants, and shouts you use which target any ally, or affect allies or party members, are also automatically applied to your pet, even if it is out of earshot. Effects applied to your pet in this way last 50% longer. |
| Spider Trap | Ranger | Beast Mastery | Trap | 10 | 2 | 20 | Create a Spider Trap at your location. When it is triggered, all nearby foes are poisoned and crippled for 3...10...12 seconds. Foes who were already crippled before being struck take 10...30...35 piercing damage. Spider Trap expires after 90 seconds. This Trap is easily interrupted. |
| Zoonoticism | Ranger | Beast Mastery | Skill | 5 | | 30 | For 10...75...90 seconds, every time your pet suffers a condition, that condition is spread to all adjacent foes with the same remaining duration. |
| Bow Snap | Ranger | Expertise | Melee Attack Skill | 5 | 1 | 10 | Interrupt target foe and deal an extra +0...6...10 damage. This skill has melee range and can only be used with a bow. |
| Melandru's Guidance | Ranger | Expertise | Elite Skill | 5 | | 10 | For 0...8...11 seconds, you are immune to all effects which would reduce your movement speed. |
| Order of the Green Druid | Ranger | Expertise | Elite Skill | 5 | | 60 | For 1...50...60 seconds, Expertise no longer reduces the cost of your attack or touch skills, but instead, reduces the cost of spells you cast by the same amount. This effect ends if your Health falls below 50%. |
| Serpentine Intuition | Ranger | Expertise | Stance | 10 | | 45 | For 3...30...35 seconds, your bow attack skills recharge twice as quickly, but cost an extra 5 Energy. This extra Energy cost is not reduced by Expertise. |
| Throw Rocks | Ranger | Expertise | Skill | 5 | 1 | 25 | Target touched foe is dazed for 0...2...2 seconds. |
| Throw Twigs | Ranger | Expertise | Skill | 5 | 1/4 | 8 | Interrupt target touched foe. (50% chance of failure with Expertise 4 or less) |
| Throw Vines | Ranger | Expertise | Skill | 10 | 1 | 10 | Target touched foe is crippled for 0...5...6 seconds. |
| Agatha's Arrow | Ranger | Marksmanship | Elite Bow Attack | 10 | 1 | 10 | If Agatha's Arrow hits, target foe is marked. While the mark exists, you cannot attack foes except for the marked foe. Your bow attacks against that foe have an extra 2...13...15% armour penetration and deal an extra 4...12...15 damage. The mark lasts for 10 seconds, or until the foe dies. |
| Arrows of Dispelling | Ranger | Marksmanship | Elite Preparation | 15 | 2 | 18 | For 0...6...7 seconds, your arrows remove enchantments. When you remove an enchantment in this way, any damage you would have dealt is reduced to zero. |
| Astral Arrow | Ranger | Marksmanship | Elite Bow Attack | 5 | | 10 | If this attack hits, target foe loses 3...12...14 Energy. This attacks deals no damage. |
| Barrel Shot | Ranger | Marksmanship | Bow Attack | 10 | | 12 | Fire an arrow at target foe, starting from half the usual range. It continues past target foe for 50 feet and hits up to 0...7...8 more foes adjacent to the arrow's path. |
| Blast Shot | Ranger | Marksmanship | Bow Attack | 15 | | 7 | If this attack hits, target foe is struck for +8...30...35 damage and all adjacent foes (not including the target) are hit for 8...45...50 piercing damage. |
| Coup de Grace | Ranger | Marksmanship | Bow Attack | 15 | | 6 | This attack deals an extra +1...15...18 damage for every 10% lower than full Health target foe has (Maximum: +70%). This attack has half the range. |
| Cupid's Arrows | Ranger | Marksmanship | Preparation | 5 | 2 | 5 | For 24 seconds, your arrows have half the range, but deal an extra 6...18...20 damage. |
| Destabilizing Shot | Ranger | Marksmanship | Bow Attack | 25 | | 25 | If this attack hits, target foe is placed under the Destabilizing Shot effect for 0...3...4 seconds. If during this time target foe is struck by another one of your bow attacks, that foe is knocked down. Destabilizing Shot cannot target adjacent foes. |
| Eagle Arrow | Ranger | Marksmanship | Bow Attack | 10 | | 10 | Shoot an arrow which follows a high-flying arc and moves at half speed. If it hits its target, that foe and all nearby foes are struck for +5...15...20 damage. |
| Exalted Shot | Ranger | Marksmanship | Bow Attack | 15 | | 21 | If this attack hits while you are under the effects of a preparation, you deal an additional +5...33...37 damage and gain 3...5...6 Energy. Exalted Shot recharges three times as quickly if it is your only attack skill. |
| Flint Arrows | Ranger | Marksmanship | Elite Preparation | 5 | 2 | 12 | For 5...20...24 seconds, your bow attacks also hit every foe between you and your target. This preparation ends if you use an attack skill. |
| Furious Arrow | Ranger | Marksmanship | Bow Attack | 5 | 1 | 8 | You gain +1...3...4 adrenaline if this arrow hits. All of your non-bow attack skills are disabled for 2 seconds |
| Fusilier Shot | Ranger | Marksmanship | Bow Attack | 15 | 1/2 | 10 | Fire an arrow at target foe and up to two other random nearby foes, and interrupt them if these arrows hit. |
| Honey-Tipped Arrows | Ranger | Marksmanship | Preparation | 5 | 2 | 12 | For 24 seconds, your arrows also apply Cracked Armour for 1...3...4 seconds. |
| Hot Shot Bomb | Ranger | Marksmanship | Bow Attack | 15 | | 15 | If this attack hits, place a Hot Shot Bomb on target foe. Every second for 4 seconds, that foe is set on fire for 0...3...3 seconds. Every second, Hot Shot Bomb attempts to move on to the nearest adjacent foe for its remaining duration. |
| Measured Shot | Ranger | Marksmanship | Bow Attack | 25 | | 8 | If this attack hits, you deal +10...40...45 damage with an additional 10% armour penetration. Measured Shot cannot be blocked. |
| Nitro Arrows | Ranger | Marksmanship | Preparation | 5 | 2 | 24 | For 18 seconds, you deal cold damage with your bow attacks. Your bow attacks deal an additional 1...5...6 damage and cause foes to move 15% slower for 1 second. |
| Parting Shot | Ranger | Marksmanship | Bow Attack | 5 | 1 | 3 | If this attack hits, you move 33% faster for 1...8...10 seconds and you cure yourself of crippled, but you cannot attack for 3 seconds. |
| Pounding Shot | Ranger | Marksmanship | Bow Attack | 10 | | 10 | If this attack hits, deal +5...17...20 damage to target foe and apply Cracked Armour for 1...8...9 seconds. |
| Serrated Arrows | Ranger | Marksmanship | Preparation | 5 | 2 | 12 | For 24 seconds, your arrows deal an extra +5...14...16 damage against bleeding foes. |
| Silencing Shot | Ranger | Marksmanship | Bow Attack | 15 | | 15 | If this attack hits, target foe is dazed for 0...1...2 seconds. |
| Smoke Bomb | Ranger | Marksmanship | Bow Attack | 15 | | 10 | If this attack hits, set a Smoke Bomb on target foe. After 3 seconds, or earlier if the target dies, all adjacent foes, not including the target, take 20...50...53 earth damage and are interrupted. |
| Sonic Shot | Ranger | Marksmanship | Elite Bow Attack | 5 | | 2 | Lose your current preparation and fire arrows at target foe and up to 1...8...10 other foes in the area. Sonic Shots causes bleeding for 3...23...25 seconds if it hits, or is blocked, but not if it's obstructed. |
| Squadron's Arrows | Ranger | Marksmanship | Preparation | 5 | 2 | 24 | For 24 seconds, your arrows travel twice as fast and you gain an extra strike of adrenaline every time they hit. |
| Stalked by Winds | Ranger | Marksmanship | Elite Preparation | 5 | 2 | 20 | For 3...18...20 seconds, every time your arrows hit a foe they create a windy effect which spreads to all adjacent foes. Foes struck by this effect will have all of their spells made easily interruptable by attacks for 2 seconds. |
| Sticky Bomb | Ranger | Marksmanship | Bow Attack | 15 | | 14 | If this attack hits, place a Sticky Bomb on target foe. After 3 seconds, or earlier if the target dies, that foe and all adjacent foes take 10...65...70 earth damage. Attacking or moving foes take an additional 10...25...30 piercing damage. |
| Still Air | Ranger | Marksmanship | Nature Ritual | 5 | 5 | 60 | Create a level 1...12...14 spirit. Arrows fired by all creatures in range travel 33% more slowly, but are 50% less likely to be blocked. This does not affect arrows missing or being obstructed. This spirit dies after 12...55...60 seconds. |
| Suffocating Shot | Ranger | Marksmanship | Bow Attack | 10 | 1 | 14 | If Suffocating Shot hits, target foe suffers from 5 points of Overcast. If that foe was casting a spell, Suffocating Shot recharges twice as quickly. |
| Thorn Bomb | Ranger | Marksmanship | Bow Attack | 15 | | 10 | If this attack hits, set a Thorn Bomb on target foe. After 3 seconds, or earlier if the target dies, all adjacent foes, not including the target, take 20...70...75 piercing damage. |
| Warning Shot | Ranger | Marksmanship | Bow Attack | 5 | 1/2 | 3 | If Warning Shot hits a foe with over 95% Health, that foe is interrupted. |
| Windswept Arrows | Ranger | Marksmanship | Preparation | 5 | 2 | 12 | For 24 seconds, your arrows move +0...100...125% faster and you attack +0...25...33% faster while using a bow. However, your arrows have a 25...10...6% chance of missing. |
| Arrows of a Thousand Thorns | Ranger | Wilderness Survival | Elite Preparation | 5 | 2 | 24 | For 8...35...38 seconds, your arrows fly twice as quickly and cannot be blocked. However, every time you fire an arrow, the target it flies toward is randomly reselected from all foes in the bow's range. |
| Autumn | Ranger | Wilderness Survival | Nature Ritual | 5 | 3 | 60 | Create a level 1...8...10 spirit. For creatures within its range, all elemental damage is earth damage instead. This spirit dies after 30...126...150 seconds. |
| Blood Moon | Ranger | Wilderness Survival | Nature Ritual | 5 | 5 | 30 | Create a level 1...10...12 spirit. All creatures in range with an immunity to bleeding have their immunity nullified, and the duration of bleeding is extended on all in range by 0...25...33%. This spirit dies after 20...100...107 seconds. |
| Bramble Cloak | Ranger | Wilderness Survival | Skill | 5 | 1 | 20 | For 10 seconds, enemies which attempt to hit you in melee range are struck for 1...14...18 piercing damage and bleed for 1...3...5 seconds. |
| Bury Deep | Ranger | Wilderness Survival | Preparation | 5 | 2 | 12 | For 24 seconds, you suffer -1 in Wilderness Survival, but traps you place last 50...100...110% longer before expiring. |
| Calm After the Storm | Ranger | Wilderness Survival | Nature Ritual | 25 | 3 | 45 | Create a level 1...8...10 spirit. All non-spirit creatures in range gain 1 Energy every 6 seconds. This spirit dies after 9...43...47 seconds. |
| Cosmic Struggle | Ranger | Wilderness Survival | Nature Ritual | 25 | 5 | 45 | Create a level 1...10...12 spirit. Every time any creature in range hits another creature, that creature transfers a condition they are suffering to their target. This spirit dies after 15...55...60 seconds. |
| Cyclone | Ranger | Wilderness Survival | Elite Nature Ritual | 25 | 5 | 60 | Create a level 1...7...8 spirit. All creatures in range casting spells take 1...8...9 damage per second. This spirit dies after 7...47...50 seconds. |
| Dawn | Ranger | Wilderness Survival | Elite Nature Ritual | 5 | 3 | 15 | Create a level 1...10...12 spirit. For creatures within its range, all physical and elemental damage is converted to holy damage. This conversion takes place after armour considerations. This spirit dies after 20...90...96 seconds. |
| Exalted Trap | Ranger | Wilderness Survival | Trap | 10 | 2 | 20 | Place an Exalted Trap at your location. When triggered, the Exalted Trap forces all nearby foes to Shadow Step 100 feet away. If Exalted Trap is your only equipped Trap, those foes take 10...50...55 piercing damage. Exalted Trap is easily interrupted and expires after 90 seconds. |
| Faith in Nature | Ranger | Wilderness Survival | Skill | 5 | | 10 | You gain +2 Wilderness Survival. This effect ends if you attack or use a skill which is not a Nature Ritual. |
| Frigidity | Ranger | Wilderness Survival | Nature Ritual | 10 | 5 | 20 | Create a level 1...10...12 spirit. Touch skills used by all creatures in range cost an additional 15 Energy. This spirit dies after 20...100...107 seconds. |
| Global Warming | Ranger | Wilderness Survival | Elite Nature Ritual | 5 | 3 | 30 | Create a level 1...8...10 spirit. All creatures in range take 3 fire damage every second while not moving, attacking, or using a skill. This only affects foes with more than 90% Health. This spirit dies after 10...38...44 seconds. |
| Heatwave | Ranger | Wilderness Survival | Nature Ritual | 10 | 5 | 45 | Create a level 1...8...10 spirit. All creatures in range suffer from -5 armour against earth and fire damage. This spirit dies after 10...55...60 seconds. |
| Ice Age | Ranger | Wilderness Survival | Elite Nature Ritual | 5 | 3 | 30 | Create a level 1...8...10 spirit. All creatures in range take 3 cold damage every second while moving. This only affects foes with less than 100% Health. This spirit dies after 10...38...44 seconds. |
| Ill-Fated Eclipse | Ranger | Wilderness Survival | Nature Ritual | 5 | 5 | 45 | Create a level 1...10...12 spirit. Every time any creature in range sacrifices their own Health, they lose 10...65...70 Health. This spirit dies after 30...150...160 seconds |
| Inundation | Ranger | Wilderness Survival | Nature Ritual | 10 | 5 | 45 | Create a level 1...8...10 spirit. All creatures in range suffer from -5 armour against cold and lightning damage. This spirit dies after 10...55...60 seconds. |
| Melandru's Balance | Ranger | Wilderness Survival | Elite Nature Ritual | 5 | 3 | 10 | Create a level 1...7...8 spirit. Within the spirit's range, among all non-summoned species types, whichever species is the least populous gains +10 armour and +3 Health regeneration. This spirit dies after 10...55...60 seconds. |
| Ooze Trap | Ranger | Wilderness Survival | Trap | 15 | 2 | 20 | Place an Ooze Trap at your location. Enemies nearby the trap when it is triggered are struck for 15...25...30 earth damage every second for 5 seconds. Foes struck in this way move 33% slower for 5 seconds. Ooze Trap expires after 90 seconds. This Trap is easily interrupted. |
| Pastoralist's Focus | Ranger | Wilderness Survival | Preparation | 5 | 2 | 20 | For 3...18...21 seconds, traps you use activate twice as quickly and are not easily interrupted, but are triggered immediately. |
| Pressure Front | Ranger | Wilderness Survival | Nature Ritual | 25 | 3 | 45 | Create a level 1...8...10 spirit. All non-spirit creatures in range lose 1 Energy every 6 seconds. This spirit dies after 9...43...47 seconds. |
| Season of the Witch | Ranger | Wilderness Survival | Elite Nature Ritual | 5 | 3 | 15 | Create a level 1...11...12 spirit. Hexes cast in range last 50% longer. This spirit dies after 5...45...50 seconds. |
| Season of the Wolfkin | Ranger | Wilderness Survival | Nature Ritual | 10 | 5 | 45 | Create a level 1...9...11 spirit. All creatures in range gain 3 Health every time they strike a foe. This spirit dies after 10...100...110 Health. |
| Signet of Sharpness | Ranger | Wilderness Survival | Signet | | 1/4 | 8 | For 1...6...7 seconds, your next attack skill has an additional 33% chance of landing a critical hit. |
| Snowy Terrain | Ranger | Wilderness Survival | Nature Ritual | 10 | 5 | 45 | Create a level 1...8...10 spirit. Non-spirit creatures within its range move 15% slower and take an extra 3 damage from all cold sources. This spirit dies after 30...78...90 seconds. |
| Spirit Animal | Ranger | Wilderness Survival | Skill | 5 | | 5 | For 10 seconds, the next Nature Ritual you cast activates twice as quickly and recharges 10...33...40% faster. |
| Spring | Ranger | Wilderness Survival | Nature Ritual | 5 | 3 | 60 | Create a level 1...8...10 spirit. For creatures within its range, all elemental damage is lightning damage instead. This spirit dies after 30...126...150 seconds. |
| Summer | Ranger | Wilderness Survival | Nature Ritual | 5 | 3 | 60 | Create a level 1...8...10 spirit. For creatures within its range, all elemental damage is fire damage instead. This spirit dies after 30...126...150 seconds. |
| Tranquil Seas | Ranger | Wilderness Survival | Nature Ritual | 25 | 5 | 60 | Create a level 1...10...12 spirit. Creatures within its range cannot be interrupted. This spirit dies after 30...88...98 seconds. |
| Trapdoor | Ranger | Wilderness Survival | Trap | 15 | 2 | 30 | Place a Trapdoor at your location. When triggered, Trapdoor knocks down the nearest 1...2...3 nearby foes for 3 seconds. Trapdoor expires after 90 seconds. This Trap is easily interrupted. |
| Wild Arrow | Ranger | Wilderness Survival | Bow Attack | 10 | | 5 | Wild Arrow deals +5...22...25 damage if you are not enchanted, and +5...22...25 damage if your target is not enchanted. |