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View Poll Results: Well, can I?
Yes, better than what is recently going on. (+2) 6 6.82%
Yes, A little better and I won't mind. (+1) 8 9.09%
Not better or worse. (0) 7 7.95%
No, the skills are worse. (-1) 33 37.50%
No, this will break the game (-2) 34 38.64%
Voters: 88. This poll is closed

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Old Oct 01, 2009, 12:02 AM // 00:02   #1
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Question Can I Skill change Better than Arena-Net?

Ok, with Meta going on, there is a lot of Elite that get left in the dust. So I decided to give a crack at it.

I didn't bother going to far as I'm short on time, if you don't want to read. I've changed most monk elites and necromancers along the Death Magic. Scroll down to see.

By the way, don't bitch about some of these changes ruining runs and flame about it. SF is getting nerfed soon, wrong place to flame.

Quick Shot: Changed to: You shot an arrow that moves twice as fast, this arrow cannot be blocked.

Charge!: Changed to: (3…12 seconds.) Allies in earshot moves 33% faster and their next attack deals +5...18 damage and charge ends.

Spell Breaker: Reduce energy to 5, recharge to 8, casting time to 1, Changed to: Target other ally is healed 30…80 health and for 0…3 seconds next 0…2 hostile spells fail. All your non monk spells are disabled for 10 seconds.

Shield of Regeneration: Changed to: Energy to 5, casting time to 3/4. For 1…6 seconds, target ally gains +1…6 health regeneration. Target ally also gains +5 armor for each remaining hex.

Signet of Judgment: Changed to: Recharge to 12. For 6 seconds, the next time target ally is hit with an attack. The attacker is knockdown and all nearby foes suffer from burning for 3…5 seconds.

Martyr: Changed casting time to 3/4, changed to: Transfer all conditions and their remaining durations from your allies to you. This skill recharge is halved if 8 or more conditions are transferred.

Mantra of Recovery: Changed to: For 7…17 seconds, your spells recharge 33% faster. You gain 0…3 energy each time you cast a hex that targets a foe. This stance ends if you use a spell that doesn’t target a foe.

Crippling Anguish: Change energy to 10. Changed to: For 5…11 seconds, target foe moves 50% slower and cannot attack while moving. This hex ends if the foe health drops below 50%.

Energy Drain (PvP): Change recharge to 20. Changed to: For 3…10 seconds, you steal 1 energy from target foe each second if the foe is moving or attacking.

Lightning Surge: Change energy to 5, casting to 1. Changed to: Target foe takes 14…84 lightning damage. After three seconds, if target foe is moving, target foe and all adjacent foes are knockdown.

Obsidian Flesh (PvP): Reduced energy to 5, Changed to: For 20 seconds you have +10 armor and cannot be knockdown while casting an earth spell. Your Earth spells deal +2…18 damage.

Elemental Attunement: Changed to: Lose all enchantments, for 30…60 seconds your Air, Earth, Water, Fire spells cost no energy. You have +0…2 to your attributes. Elemental Attunement ends if you use a non Elementalist spell.

Dwarven Battle Stance now ends if you use an attack skill.

Flourish: Now gain 1…2 adrenaline for each one recharged, changed casting time to ½.

Skull Crack: Change casting time to 1, uses 5 energy and 10 second recharge, now a touch skill. Changed to: For each strike of adrenaline you have target foe suffers from daze for 1 second.

Practice Stance: Changed to: Your bow attacks inflicts a random condition on target foe for 5 seconds, you suffer from the same condition for 2 seconds.

Crippling Shot: Added, if it is blocked your target suffers from bleeding for 1…7 seconds.

Greater Conflagration: Changed to: Creates a level 1…8 spirits that lives for 30…130 seconds. Converts all damage to fire, all creatures attacks in range inflicts burning for 1…2 seconds. Hexes cast on non burning creatures take twice the energy to cast. Hexes cast on burning creatures take twice as long to cast. This does not affect spirits.

Melandru’s Arrows: Increased duration to 28 seconds.

Poison Arrow: Change to: Inflicts Poison condition (5…17 seconds), if it is blocked it inflicts daze (1…3 seconds)

Healing Hands: Recharge reduced to 6, increased casting time to 1/4. Changed to: Target ally is healed 26…96 health, if target is still below 50% health, the next time the ally takes damage it is healed for the same amount.

Life Barrier: Reduced energy to 5, casting time to ¼, recharge to 10.

Mark of Protection: Reduce recharge to 10, Changed to: For 1…8 seconds, whenever target ally suffers from a condition from a skill, the ally is healed 12…66 health.

Shield of Judgment: Reduce energy to 5, recharge time to 10. For 1…5 seconds, whenever target ally takes damage, the attacker suffers the same amount. You suffer from weakness for 20 seconds.

Aura of Faith (PvP): Name Changed to Rejection to Grenth: Moved to Divine Favor Line, Changed to: For 3 seconds, whenever target other ally health reaches 0 the ally gains 0…160 health and loses all hexes and conditions. If target ally health reaches 0 while under Rejection to Grenth, Rejection to Grenth is disabled for 20 seconds.

Aura of Faith (PvE): Changed to: For 8 seconds, whenever target ally takes damage is it reduced by 15…55%. If target ally still takes more than 180…50 damage while under Aura of Faith, you gain 0…1 energy for each recharging spell you have.

Amity: Changed to an enchantment, Recharge reduced to 20, Changed to: For 1…3 seconds, damage you take is reduced by 30…60%. Amity renews if you take damage.

Healing Light: Now heals target ally and you.

Withdraw Hexes: Reduced energy to 5, changed to: Removes all hexes from target ally, all allies in earshot also lose one hex. This skill is disabled for 10…4 seconds for each hex removed.

Boon Signet: Reduced casting time to 1/4 second.

Blessed Light: Changed to: Heals target ally 52…114 health. Removes one hex and condition. If a hex is removed you gain 1…3 energy. If a condition is removed you gain 33…84 health.

Air of Enchantment: Changed to: for 20…55 seconds, enchantments targeting other allies cast 50% faster. Enchantments you cast on yourself cost 14…33% less energy.

Healers Boon: Removed increased casting time. Increased duration 20...68 seconds.

Scribes Insight: Changed into a maintained enchantment, Changed to: each time you cast a spell you gain 3 energy for each enchantment you are maintaining.

Light of Deliverance (PvP): Heals all party members 11…50 health. For 2…5 seconds they gain +2…6 health regeneration if they are suffering from a condition or hex.

Light of Deliverance (PvE): now heals all allies in earshot 30…143 health.

Healers Covenant: While you maintain this enchantment, target ally takes 12…36% less damage while knockdown or casting a spell. When this enchantment ends, you lose 1 hex. This enchantment ends if you cast a non monk spell.

Glimmer of Light: Changed to a maintain enchantment, increased recharge to 30: Target ally gains 0…1 energy every 3 seconds if nearby a foe. When this enchantment ends it creates a Glimmering Aura at targets location. For 10 seconds allies gain +1…4 health regeneration and gains 0…2 energy each time they cast a spell in Glimmering Aura.

Mending: Increased recharge to 15, changed to: While you maintain this enchantment you gain +1…4 health regeneration. When Mending is removed it creates a Mending Well at targets location. For 10 seconds allies in the Mending Aura gain +1…4 health regeneration and foes lose -1...2 health degeneration.

Watchful Spirit: Reduced energy to 5, Changed to: While you maintain this enchantment target ally gains +2…4 health regeneration. When this enchantment ends target ally gains 20…105 health.

Healing Burst: Increased energy to 15, increased recharge to 20, changed to: Create a Healing Burst Aura at target allies location. For 15 seconds allies in Healing Burst gain 10...65 health a second. Once Healing Burst Aura heals 100...320 health across allies, it ends.

Balthazar’s Pendulum (PvP): Increased recharge to 15, changed to: For 5…22 seconds, the next time target ally is knockdown, the knockdown is negated and the ally teleports away from the foe and Balthazar’s Pendulum ends.

Balthazar’s Pendulum (PvE): Changed name to Balthazar’s Stability, increased recharge to 15: Changed to: For 3…17 seconds party members in earshot would be knockdown, negate the knockdown. For each knockdown this spell negated your next spell that targets foe deals +9…25 damage.

Signet of Removal: Changed to: Removes one hex, also removes one condition for enchantment on target ally.

Smiters Boon (PvP): Reduced recharge to 25, casting time to 1, energy to 5, no longer an enchantment, changed name to Dwayna's Aura, Changed to: Create an Dwayna's Aura at your location, for 10 seconds, allies in Dwayna's Aura gain +1…4 health regeneration, knockdowns cannot last more than 1 second while in the Aura.

Order of Undeath: Changed to a hex spell, hexes nearby foes, increased recharge to 15, and increased energy to 15. For 10…23 seconds, Target foes spell cast 25% slower. If the foe dies under this hex, it creates one of the following, level 1…18 Bone Fiend, level 1…18 Bone Horror or level 1…18 Scrambling Horror.

Discord (PvP): Increased casting time to 3 seconds, increase recharge to 15. For each foe in earshot below 75% health, you create a level 0…11 Bone Minion. This skill is disabled for and additional 15…5 seconds for each minion you animated.

Discord (PvE): Changed name to Parasitic Minion, changed to a hex, increased recharge to 15 seconds, increase energy cost to 15. For 6…32 seconds target foe is hexed with discord and has a 50% chance to miss with attacks. If target foe dies under the effects of Discord a level 0…11 Bone Minion is summoned.

Jagged Bones (PvE): Name changed to: Way of the Minion Master, changed to a maintained enchantment, increased energy cost to 25, recharge to 90, casting time to 10. While you maintain this enchantment, you can control 4…15 more minions.

Verata's Aura (PvE): Changed to a maintained enchantment, increased energy to 25, casting time to 10, recharge to 90, name changed to Minion Masters Boon, changed to: Minions you create gain +15 health regeneration. After 30 seconds the created minion dies. If Minion Masters Boon gets removed, all minions you control die.

Shadow Form (PvE): Changed recharge to 15, increased energy to 25, increased casting time to 2, changed name to Shadow Speed Striker: Changed to: For 60 seconds, whenever you use a melee attack that targets a foe you automatically shadow step to target foe.

Shadow Form (PvP): Reduced recharge to 45, changed to: For 10…30 seconds, whenever you take more than 60 damage from skill used nearby you shadow step away from target foe and all adjacent foes takes 10…52 damage and suffers from poison for 6…17 seconds.


By the way, when it say's named changed to new skill name (PvX), it only changes the name it is for. Example, Shadow Form (PvE) is be Shadow Speed Striker but Shadow Form (PvP) will just be Shadow Form.

Also, Monks 'Aura' is not an new thing, it's simply and AoE spell on the monk profession, nothing more.

Last edited by Zodiac Meteor; Oct 01, 2009 at 12:38 AM // 00:38..
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Old Oct 01, 2009, 12:21 AM // 00:21   #2
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I didn't see any Ritualist skill changes (and there's a whole lot of Ritualist skill changes I'd love to see) so I sort of glazed over it, since Ritualist is all I play these days.
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Old Oct 01, 2009, 12:25 AM // 00:25   #3
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There were a few I liked and a few that worried me... but anyways good try I guess.
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Old Oct 01, 2009, 12:26 AM // 00:26   #4
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I gave up reading through the list at about the half way mark. Some of those changes make no sense whatsoever. Some aren't bad, but most are not needed or bad. A couple that I saw were horrible. For instance, you say if Crippling Shot is blocked it inflicts bleeding. Maybe you didn't read that Crippling Shot can't be blocked?

I expect this to last 3 pages before getting locked.
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Old Oct 01, 2009, 12:32 AM // 00:32   #5
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I glanced through and saw some mechanics that would be hard or impossible to implement, so I say you should learn mechanics before suggesting changes.

Also I disagree with all of your ranger, warrior, and mesmer changes.
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Old Oct 01, 2009, 12:36 AM // 00:36   #6
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Poor Dervishes are also still neglected. Scribe's Insight seems kinda powerful too...maybe if it wasn't a maintained enchantment and had a high energy cost, but still maintainable.
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Old Oct 01, 2009, 12:40 AM // 00:40   #7
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Quote:
Originally Posted by The Cake Archer View Post
I glanced through and saw some mechanics that would be hard or impossible to implement, so I say you should learn mechanics before suggesting changes.
I thought I followed the mechanics flawlessly. The only thing that breaks the current mechanics is number of minions on Jagged Bones for PvE.
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Old Oct 01, 2009, 12:41 AM // 00:41   #8
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And I disagree with most of your monk changes. Some skills you are totally changing their very nature (which isn't unheard of, but used in extreme cases, which these do not warrent). For example Sig of Judgment is an offensive skill, not a prot with some damage. and Shield of Judgement will take the place of SF as bosses hit for like 300+ dmg, just cast SoJ on yourself (or other) and with a 600 monk the boss is dead in 3 seconds. Mark of Protection I think will see even less use as people don't care about getting health when they get a condition, they want them gone. LS/RC > MoP. Shield of Regen is also pointless as 6 pips of regen for 6 seconds is hardly anything (especially with degen) and since it only lasts for 6 seconds the armor gain from hexes (if any) is also too short for any noticeable improvement.
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Old Oct 01, 2009, 12:41 AM // 00:41   #9
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Quote:
Originally Posted by Scythe O F Glory View Post
Poor Dervishes are also still neglected. Scribe's Insight seems kinda powerful too...maybe if it wasn't a maintained enchantment and had a high energy cost, but still maintainable.
I agree, not that I look at it, Scribes insight = Ether Renewal. I sooooo wanted to get to devishes, but I only got 20 minutes, op, 19.

Quote:
Originally Posted by Stc95 View Post
And I disagree with most of your monk changes. Some skills you are totally changing their very nature (which isn't unheard of, but used in extreme cases, which these do not warrent). For example Sig of Judgment is an offensive skill, not a prot with some damage. and Shield of Judgement will take the place of SF as bosses hit for like 300+ dmg, just cast SoJ on yourself (or other) and with a 600 monk the boss is dead in 3 seconds. Mark of Protection I think will see even less use as people don't care about getting health when they get a condition, they want them gone. LS/RC > MoP. Shield of Regen is also pointless as 6 pips of regen for 6 seconds is hardly anything (especially with degen) and since it only lasts for 6 seconds the armor gain from hexes (if any) is also too short for any noticeable improvement.
I agree with Shield of regen, it's aimed towards PvP as hexes are much more common. Shield of Judgment < Pain Invertor, sad but true, I see it not to over powered as a PvE/PvP skill. Mark of protect I thought was very good, say as assassin condition chains you it will negate most of the damage. Once again, more focused on PvP.

Now I gotta go to class.

Last edited by Zodiac Meteor; Oct 01, 2009 at 12:47 AM // 00:47..
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Old Oct 01, 2009, 01:16 AM // 01:16   #10
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Quote:
Obsidian Flesh (PvP): Reduced energy to 5, Changed to: For 20 seconds you have +10 armor and cannot be knockdown while casting an earth spell. Your Earth spells deal +2…18 damage.


Shadow Form (PvE): Changed recharge to 15, increased energy to 25, increased casting time to 2, changed name to Shadow Speed Striker: Changed to: For 60 seconds, whenever you use a melee attack that targets a foe you automatically shadow step to target foe.
For Obby flesh: No way

As for SF, as much as I hate that skill, changing it to what you suggest bleeds redundancy and has about the usefulness of Smiter's Boon in PvP.
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Old Oct 01, 2009, 01:38 AM // 01:38   #11
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Quick Shot.Thats a nice addition to QS,but even that wont help it,its still a bad elite.

Charge.Why nerf charge?Its pretty good where it is used,nothing really bad with it, and no warrior in his right mind is going to take this.The one thing i could see happen is paragons that dont use their own elite could use this to raise the damage of his group a bit, but arent there better skill for that in the paragon attributes that are not elite?

Spell Breaker.You just made half the people that dont perma and hate it leave the game.SB is fine, its a pve skill and should not be made to be used in pvp,there are many other skills that should be before SB.You SB is pretty bad too.

Shield of Regeneration.You just killed this skill just to make it 5 energy.SoR is great, the 40 armor reduces damage taken and the regen heals the damage that got thru.If they drop this skill to 10 energy people will use it again,thats the only thing making people not want this anymore.

Signet of Judgement.I kinda like your skill, the only thing i dont like,is that the knockdown and burning only happens if that ally gets hit.Id say add damage and make it so the trigger is if target foe is attacking.

Martyr.I like and agree Martyr needs some help,If you mean that if Martyr transfers for example 8 poision to you, then it gets half recharge,I dont like it,if however you mean 6 different conditions,then I'd drop the ammount to 4 different conditions and your good.

Matra of Recovery.You made the one thing mesmer have to watch out for when using this skill dissapear.They mesmer has to watch out for his energy and not just cast spells on recharge while under this,with yoru buff they dont have to worry anymore.

Crippling Anguish.You already cant attack while moving you have to stop to attack.Here's my idea i just came up with.10/1/15 For 4...9 seconds, target moves 50% slower and suffers -1...3 Health degeneration.When Crippling Anguish ends target foe suffers from Cripple and Bleeding for 4...9 seconds.(bleeding covers cripple)I know i just gave the mesmer two new conditions, but at least now it matches its name.

Energy Drain.You cant make it a hex, you will only get to last 3 seconds,but yes i agree drain needs a buff.

Lightning Surge.So you lower the energy and lowered the casting time and made it knockdown more people.........you can see that someting is wrong here,But Anet likes to balance stuff by doing this like this so your not doing anything different from them.

Obsidian Flesh.I say leave it as it is.Or give it a 30% chance for monsters to drop obsidian shards while using it.

Elemental Attunment.WTF?! (Thats all i got to say)

Dwarven Battle Stance.Sure why not.

Flourish.Meh you didnt really make it better except for chraging high adreneline skills.

Skull Crack.Im thinking you gain energy whenever you attack or take damage, even if you dont have any adreneline skills,so this would be insane daze, just put it on a rangerfor example and let him just attack for like 5 minutes, and then hit a monk with this, he'll have daze for 3 minutes.

Practice Stance.hmm no?Just let it do X extra damage when using a preperation.

Greater Conflagration.Wow i could see people abuse this with a physical team with paragons going "Theyr on fire!".

Melandru’s Arrows.Is fine.

Poison Arrow.Is fine

Healing Hands. huh?

Life Barrier.Why?

Mark of Protection.The best use or this would be against Apply Poison.

Shield of Judgment.Same as Spell Breaker

Aura of Faith (PvP).Id say dump the disable and make the recharge like 30
seconds.


Aura of Faith (PvE)Bleh

And too much too continue,but from what I read no,Anet does its job better then you did.

Last edited by Xenex Xclame; Oct 01, 2009 at 04:31 AM // 04:31..
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Old Oct 01, 2009, 01:42 AM // 01:42   #12
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Quote:
Originally Posted by Zodiac Meteor View Post
Crippling Anguish: Change energy to 10. Changed to: For 5…11 seconds, target foe moves 50% slower and cannot attack while moving. This hex ends if the foe health drops below 50%.

Obsidian Flesh (PvP): Reduced energy to 5, Changed to: For 20 seconds you have +10 armor and cannot be knockdown while casting an earth spell. Your Earth spells deal +2…18 damage.


Flourish: Now gain 1…2 adrenaline for each one recharged, changed casting time to ½.

Skull Crack: Change casting time to 1, uses 5 energy and 10 second recharge, now a touch skill. Changed to: For each strike of adrenaline you have target foe suffers from daze for 1 second.


Healers Boon: Removed increased casting time. Increased duration 20...68 seconds.

Balthazar’s Pendulum (PvE): Changed name to Balthazar’s Stability, increased recharge to 15: Changed to: For 3…17 seconds party members in earshot would be knockdown, negate the knockdown. For each knockdown this spell negated your next spell that targets foe deals +9…25 damage.

Smiters Boon (PvP): Reduced recharge to 25, casting time to 1, energy to 5, no longer an enchantment, changed name to Dwayna's Aura, Changed to: Create an Dwayna's Aura at your location, for 10 seconds, allies in Dwayna's Aura gain +1…4 health regeneration, knockdowns cannot last more than 1 second while in the Aura.

Shadow Form (PvE): Changed recharge to 15, increased energy to 25, increased casting time to 2, changed name to Shadow Speed Striker: Changed to: For 60 seconds, whenever you use a melee attack that targets a foe you automatically shadow step to target foe.
Here are some changes that beyond being bad, would be hard to implement.

Last edited by The Cake Archer; Oct 01, 2009 at 01:45 AM // 01:45..
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Old Oct 01, 2009, 02:46 AM // 02:46   #13
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Kind of a mixed bag - some good, some bad. My tally of good vs. bad changes hovered on the high negatives, though - some of the skills seem tough to implement, while others make no sense whatsoever (esp. some of the necro skills). Also, can you really call it "balancing" when you are renaming and completely reinventing a skill?

Also, I think there is a way to nerf Shadow Form without changing the original purpose of the skill (to get in a spike and get out without dying). Trash the damage reduction and add a disable (60 seconds should suffice?) a la Derv Forms, should be fine. Maybe add a "shadow step away" at end of duration so you don't get immediately squished. Would nerf farms and make a lot more sense, IMO.

Oh yeah and your Shield of Judgement = OP incarnate.

Last edited by Qing Guang; Oct 01, 2009 at 02:51 AM // 02:51..
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Old Oct 01, 2009, 03:19 AM // 03:19   #14
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honestly, i didn't really like any of the skill changes. some skills like poison arrow and skull crack are actually pretty decent but only need a small buff(like +10ish damage) not completely being reworked. other skills like lightning surge should just have shorter casting times.
and i understand some changes are to make them more used like charge but making it end on the next attack would just make it another version of charging strike.

also

Quote:
Crippling Shot: Added, if it is blocked your target suffers from bleeding for 1…7 seconds
Quote:
Elite Bow Attack. If Crippling Shot hits, your target becomes Crippled for 1...7...8 seconds. This attack cannot be blocked.
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Old Oct 01, 2009, 03:24 AM // 03:24   #15
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Quote:
Originally Posted by Zodiac Meteor View Post

Shield of Judgment < Pain Invertor, sad but true, I see it not to over powered as a PvE/PvP skill.
unfortunately PI caps out at 80 dmg. Your Shield Of Judgment does not. So if monster hits for 150 with PI on him, he only takes 80 dmg. If said monster hits for 150 with SoJ on you, he gets smacked with 150 back. If these went live SoJ would become the new SF. Might take more people, but it'd be far far easier to kill things.

Also can't you just bring 2 monks with 20% enchant staffs and just keep spamming SoJ on the Guild Lord/Ghostly making it impossible to kill him? Maybe with another monk or two healing, but the GL/Ghostly has more health than normal players iirc.

Also, what happens when two people with SoJ hits each other? Where would the dmg go as it should just bounce back to each other.
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Old Oct 01, 2009, 03:28 AM // 03:28   #16
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No, you're even worse because...

Quote:
Crippling Anguish: Change energy to 10. Changed to: For 5…11 seconds, target foe moves 50% slower and cannot attack while moving. This hex ends if the foe health drops below 50%.
....you clearly have no clue about game mechanics.

I really hope you're trolling D:

Last edited by Axel Zinfandel; Oct 01, 2009 at 03:33 AM // 03:33..
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Old Oct 01, 2009, 03:33 AM // 03:33   #17
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There is a reason A.net usually only tweaks a few skills at a time. If you do EVERYTHING at once, then when the meta is screwed up, you don't know what to revert. What some people see as A.net being lazy, others realize is A.net being cautious to avoid screwing up the game even more. Changing too many variables at once without a control has unforseeable repercussions.

Also pretty sure it is functionally impossible to rename a skill. Otherwise, they would have actually removed Smiter's Boon from the game.

Also... why only changes to elite skills. There are plenty of niche normal skills that can be changed instead.

Edit: *chuckle* Axel: Didn't notice that while skimming. Thanks.
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Old Oct 01, 2009, 03:58 AM // 03:58   #18
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I quit reading right after Spell Breaker...ya...no.

Also nice job neglecting rits, dervs and paras, the professions that need skill changes the most.
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Old Oct 01, 2009, 04:12 AM // 04:12   #19
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SORRY no sarcasm this time

Im not even going to nit pick. The fact that this is all in one forum is "Nauseating" (see new condition Nausea introduced by anet).

I HIGHLY suggest that this be split into multiple threads sayy.....im not even going to count.

Until then....i shall just pray to the almighty admins...starting now.

En nomine admin et admin et.....

-IntrospectivePirate

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I would also say this post is sarcastic...but you sound way to serious Zodiac.
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Old Oct 01, 2009, 04:25 AM // 04:25   #20
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honestly i have to agree with charge. that skills been whack since they introduced every other party speed buff.
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