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Old Jan 03, 2009, 05:37 AM // 05:37   #1
Frost Gate Guardian
 
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Default Elite skills (to be fixed list)

PvP based.

1.Mark of Insecurity:
Either fix it (enchantments and stances expire faster than it says) or reduce its duration, increase the recharge.

2.Lingering Curse:
You need low investment in curses to keep enemies suffering atm. Healing reduction should be scaled by Curses attribute.
It should be changed to degeneration -1...-2...-3 (currently -1...-3...-3), healing reduction: 0%...%14...%20 (currently 33% non-scales). So that fast casting usage won't overshine it.

3.Palm Strike:
a. remove crippling, increase recharge to 8 sec. or
b. keep crippling, increase energy cost to 10, increase recharge to 12 sec.

4.Peace and Harmony:
Increase cast time to 3/4 sec, add 0...48...60 direct healing for this skill, this skill can only target on other ally.

5.Seeping Wound:
This elite is still weak (especially compared to Palm Strike).
Change it to:
For 20 seconds, target foe suffers 1...3...3 health degeneration, and if target foe is suffering from Bleeding or Poison, that foe takes 5..15 damage per second.

6.Clamor of Souls:
This elite is still weak.
Add Crack Armor to this spell.


Other suggestion: (just some ideas, some may be overpowered so the numbers are just for references)

Recurring Insecurity:
And also reply when target suffers a new hex.

Visions of Regret(PvP):
Increase recharge to 25 seconds. No longer hexes adjacent foes.

Feast of Corruption:
Reduce energy cost to 10.
Functionality changed to: "For 5 seconds, target foe and all foes adjacent to this location take 5...37...45 shadow damage each second and steal x...y...z health from foes suffering from a hex".

Onslaught:
Change it to a Stance.

Reaper's Sweep:
Decrease cast time to .25 second. Increase recharge to 10 seconds.
Functionality changed to: "Interrupt target foe's action, this attack deal +x...Y...Z damage if it hits. If a skill is Interrupted this way, Reaper's Sweep inflicts a deep wound for 5...17...20 seconds."

Magehunter Strike:
Increase recharge to 10 second.
Functionality changed to: "If this attack hits, you interrupt target foe's action. If this attack hit, you deal +5...17...20 damage. If your target is under the effects of an Enchantment, this attack cannot be blocked."

Weapon of Quickening:
Decrease cast time to 1/4 second.

Defiant Was Xinrae:
Increase energy cost to 15, Hold Xinrae's ashes for up to 15...51...60 seconds. While you hold her ashes, you cannot lose more than 40%...15%...10% of your max Health from a single hit. When you drop her ashes, you steal 5...41...50 Health from all nearby foes.

Tranquil Was Tanasen:
Decrease energy cost to 5.
Increase duration to 5...22...25 seconds.

Soul Twisting:
Move to Spawning power line, increase energy cost and recharge. No longer target anything.
Functionality changed to: " For x...y...z seconds, your rituals cast 0%...50%...66% faster.

Cultist's Fervor:
For 20 seconds, your Necromancer spells cast 5%...36%...40% faster but you suffer from bleeding for 10 seconds each time you cast a spell.

Virulence:
Increase energy cost to 10.
Functionality changed to: "If target foe was already suffering from a condition, that foe suffers from Poison, Bleeding and Deep Wound for 0...12...15 seconds."

Signet of Suffering
Decrease cast time to 1 second.
For each hex on target foe, that foe takes 5...29...35 damage (maximum 140 damage) and suffers a deep wound for x...y...z second.

To be continued...
any suggestions are welcome.

Last edited by ManMadeGod; Jan 03, 2009 at 07:49 AM // 07:49.. Reason: typo fix
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Old Jan 03, 2009, 05:46 AM // 05:46   #2
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I can tell you as someone who plays Dervish avidly, your suggestions for Onslaught and Reaper's Sweep miss the mark.

EDIT: I see what you're trying to do with Onslaught there, but in trying to hurt other classes from using it, you're also hitting derv primaries unecessarily.

Reaper's Sweep: Leave the recharge (maybe you could push it to 10), make the "remove one enchantment" unconditional, and if an enchantment is removed, THEN the foe suffers deep wound.

OR (this way it is meant to fit a dervish instead of ranger): Loose one enchant, this attack does +(whatever the current dmg is), if you lost an enchantment, target suffers from deep wound.

Of course there are many ways to do this, but the point
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Old Jan 03, 2009, 06:16 AM // 06:16   #3
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I think alotta your balances are fairly justifiable. I'd say Palm Strike needs to be at LEAST 10-15 second recharge if they're gonna keep the cripple.

Also, Sig of Suffering shouldn't have deep wound because of all the hexways out there. We're talking an IMBA 140 dmg + 20% life reduction from a 1 second SIGNET. I agree that all they need to do if decrease it to 1 sec casting time and it'd be a bit more viable in play
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Old Jan 03, 2009, 06:19 AM // 06:19   #4
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Quote:
Originally Posted by Truegen View Post
I think alotta your balances are fairly justifiable. I'd say Palm Strike needs to be at LEAST 10-15 second recharge if they're gonna keep the cripple.
10-15 seconds would make it useless. Either change recharge to 8 or half the cripple duration.
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Old Jan 03, 2009, 06:22 AM // 06:22   #5
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FoC will be too overpowered, remove the lifestealing effect.
Soul Twisting will still be underused with the newly buffed Tranquil Was Tansen
Signet of Suffering should only inflict a deep wound if they have 5..3..2 hexes on them.
Lingering Curse should be changed to adjacent range.
Mark of Insecurity should have a duration of 1...4..5 seconds and have a more realistic recharge (15, 20s?)
Remove the "Hexes & Conditions expire 90% faster" clause from P&H

Lastly, I know it's not elite, but Wastrel's Worry needs a REAL recharge time...

Quote:
Originally Posted by Molock View Post
10-15 seconds would make it useless. Either change recharge to 8 or half the cripple duration.
Lol, someone's been playing palmstrike sin way too much... The cripple duration needs to be quartered if the recharge time was left intact.

Last edited by Icy The Mage; Jan 03, 2009 at 06:25 AM // 06:25..
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Old Jan 03, 2009, 06:24 AM // 06:24   #6
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Quote:
Originally Posted by shoyon456 View Post
OR (this way it is meant to fit a dervish instead of ranger): Loose one enchant, this attack does +(whatever the current dmg is), if you lost an enchantment, target suffers from deep wound.
But this is a conditional Pious Assault then.
I see your point, you want to prevent R/D to exploit it. But R/D relies on their elite Escape a lot.
But I just think Reaper's Sweep is nothing special at all. There are much better skills to inflict deep wounds.
So I just add an interrupting skill, maybe we should completely change how it work and make it special.

If you are under the effect of an enchantment, Reaper's Sweep cannot be blocked and always scores a critical hit. Reaper's Sweep also inflicts crack armor for ... second for each enchantment on you.
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Old Jan 03, 2009, 06:30 AM // 06:30   #7
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Quote:
Originally Posted by IcyFiftyFive View Post

Lol, someone's been playing palmstrike sin way too much... The cripple duration needs to be quartered if the recharge time was left intact.
Haven't been playing at all actually...
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Old Jan 03, 2009, 06:31 AM // 06:31   #8
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ive seen better suggestions on these skills...
but i've also seen worse

i'll only comment on seeping wound, cuz thats the only one i'd like to use
1/4c 5(6)r
dun increase dmg...jus make it spammable


oh...and necro changes disturb me o__o
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Old Jan 03, 2009, 06:35 AM // 06:35   #9
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Quote:
1.Mark of Insecurity:
Either fix it (enchantments and stances expire faster than it says)
No they don't.

Mark of Insecurity uses the exact same percentile formula as every other skill in the game (see: Frustration, Serpent's Quickness) the skill you're comparing it too (I am guessing) [Air of Disenchantment], is actually the wrong one. Air of Disenchantment says 300% @ rank 15, but it technically has the effect of "enchantments expire 67% faster". It uses the percentile way wrong.

So no, it's right. It's just very broken in-game.
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Old Jan 03, 2009, 06:38 AM // 06:38   #10
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Quote:
Originally Posted by IcyFiftyFive View Post
FoC will be too overpowered, remove the lifestealing effect.
Soul Twisting will still be underused with the newly buffed Tranquil Was Tansen
Signet of Suffering should only inflict a deep wound if they have 5..3..2 hexes on them.
Lingering Curse should be changed to adjacent range.
Mark of Insecurity should have a duration of 1...4..5 seconds and have a more realistic recharge (15, 20s?)
Remove the "Hexes & Conditions expire 90% faster" clause from P&H

Lastly, I know it's not elite, but Wastrel's Worry needs a REAL recharge time...


Lol, someone's been playing palmstrike sin way too much... The cripple duration needs to be quartered if the recharge time was left intact.
But FoC is based on Ray of Judgment, if the amount of life steal is not much (i mean very little), it will not outclass burning effect and it's conditional.

Soul Twisting and Tranquil Was Tansen are both elite, and I mean make Soul Twisting a skill that doesn't target anything, just use it like Ritual Lord on self.

Lingering Curses:
degeneration -1...-2...-3 (currently -1...-3...-3), healing reduction: 0%...%14...%20 (currently 33% non-scales). So that fast casting usage won't overshine it.

Last edited by ManMadeGod; Jan 03, 2009 at 07:54 AM // 07:54.. Reason: typo
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Old Jan 03, 2009, 06:43 AM // 06:43   #11
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tbh - palm strike with lower damage would be fine by me, the fact that you can finish a combo and then get a kill b/c you have have a 70 dmg 4s rechage skill is dumb imo. I'd be fine with a 4s duration or even less if it didn't do any damage at all.

i like peace and harmony as it is now, it doesn't really destroy any builds, and is only a small relief against the current hexway

Mark of insecurity should die in a fire. period. I played an aura of faith runner with patient spirit and dash against it the other day and I just had to close guild wars because it was too retarded.

Lingering curse- I like your solution but I don't think hexes should have that long of a duration
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Old Jan 03, 2009, 06:56 AM // 06:56   #12
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So you wanne advocate hexway again and spam hexes on monks so they can't remove them all? 3-4 secs to cast P&H, are you serious?

Last edited by Gun Pierson; Jan 03, 2009 at 07:12 AM // 07:12..
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Old Jan 03, 2009, 07:02 AM // 07:02   #13
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Quote:
Originally Posted by ManMadeGod View Post
But FoC is based on Ray of Judgment, if the amount of life steal is not much (i mean very little), it will not outclass burning effect.

Soul Twisting and Tranquil Was Tansen are both elite, and I mean make Soul Twisting a skill that doesn't target anything, just use it like Ritual Lord on self.

Lingering Curses:
degeneration -1...-2...-3, healing reduction: 0%...%14...%20. So that fast casting usage won't overshines it.
1) If FoC only stole about 4...7..8 health or something per foe, then it would be fine. (Make it have a dark funnel cloud, kind of like RoJ, but Shadowy )

2) Thing is, interrupting 1s casting time spells is especially easy, as is 1.5 (the 5s base cast rituals), and having anti-interruption is far better than being able to cast faster imo, but I guess it's still open for debate.

3) I think Lingering Curse lasts too long, and tbh, it needs a complete revamp. AoE Healing reduction is ridiculously overpowered, especially when coupled with deepwound (woot 68 hp WoH's) and an insanely long duration. It's one more of those "fire and forget" hexes that are ruining Guild Wars' PvP.
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Old Jan 03, 2009, 07:05 AM // 07:05   #14
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Quote:
Originally Posted by Gun Pierson View Post
3-4 secs to cast P&H, are you serious?
3/4 s cast, .75
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Old Jan 03, 2009, 07:08 AM // 07:08   #15
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Quote:
Originally Posted by Rakim B View Post
3/4 s cast, .75
Sorry, my mistake.
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Old Jan 03, 2009, 07:34 AM // 07:34   #16
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Quote:
Originally Posted by IcyFiftyFive View Post
1) If FoC only stole about 4...7..8 health or something per foe, then it would be fine. (Make it have a dark funnel cloud, kind of like RoJ, but Shadowy )

2) Thing is, interrupting 1s casting time spells is especially easy, as is 1.5 (the 5s base cast rituals), and having anti-interruption is far better than being able to cast faster imo, but I guess it's still open for debate.

3) I think Lingering Curse lasts too long, and tbh, it needs a complete revamp. AoE Healing reduction is ridiculously overpowered, especially when coupled with deepwound (woot 68 hp WoH's) and an insanely long duration. It's one more of those "fire and forget" hexes that are ruining Guild Wars' PvP.
1)Yep yep, I like the new visual effect of RoJ. If they can make FoC a new visual effect, how lovely* will the shadowy ray with rotating evil aura be! xD

2)But tranquil need investment in restoration, if Twisting Soul works in spawning power attribute, it will be handy too.

3)Healing reduction is capped at 40% since Factions is released. Mark of Death + Defile Flesh = 40%, the only exception is the old version of Lingering Curse. As for a complete revamp... how about AoE hex that makes foes bleeding whenever they uses a skill?
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Old Jan 03, 2009, 07:47 AM // 07:47   #17
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I just do not want them to destory skills and make them completly usless. I really hate to see that. Yes MIS needs to be toned down but still make it usable. Palm strike I think needs an 8 sec recharge, that would prevent really quick chains but still be a very usful skill.

Just on a side note I would like to see [shadow prison] get a minor buff after all the nerfs to it. I had no idea [Lingering curse] was so powerful until I gvg as a monk the other day, so a minor nerf is needed but DONT kill these new skills, they bring a new life to the game.

I was really dissapointed when they destroyed [smiters boon] I remember thinking that while it needed a nerf the developers are esentually saying, "we do not know how to balance this skill" and sure enough that is almost what they said in their notes.

Also a bit off topic but I am still waiting for the [poison arrow] buff, the first elite I ever had.... I would love to see it made AOE .

Last edited by BoondockSaint; Jan 03, 2009 at 07:50 AM // 07:50..
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Old Jan 03, 2009, 08:14 AM // 08:14   #18
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Originally Posted by BoondockSaint View Post
I just do not want them to destory skills and make them completly usless. I really hate to see that. Yes MIS needs to be toned down but still make it usable. Palm strike I think needs an 8 sec recharge, that would prevent really quick chains but still be a very usful skill.

Just on a side note I would like to see [shadow prison] get a minor buff after all the nerfs to it. I had no idea [Lingering curse] was so powerful until I gvg as a monk the other day, so a minor nerf is needed but DONT kill these new skills, they bring a new life to the game.

I was really dissapointed when they destroyed [smiters boon] I remember thinking that while it needed a nerf the developers are esentually saying, "we do not know how to balance this skill" and sure enough that is almost what they said in their notes.

Also a bit off topic but I am still waiting for the [poison arrow] buff, the first elite I ever had.... I would love to see it made AOE .
I agree with you that they destroyed a lot of skills.
[Smiter's Boon] is representative, and anyone uses[Lamentation]or[Spiritual Pain] anymore? Some Spirits that increased energy to 25 became very hard to use too ([Shelter], [Soothing]).

As for Poison Arrow, maybe they can make it 1 sec cast, oh wait, [quick shot] is useless then.

Last edited by ManMadeGod; Jan 03, 2009 at 08:16 AM // 08:16..
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Old Jan 03, 2009, 08:26 AM // 08:26   #19
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The only one I can comment rly on is palmstrike. Make it an attack so its succeptible to block/blind/hexes and its not so overpowered. (obviosuly, reduce damage to +35-40ish).

EDIT: And what use does [Quick Shot] have atm?

Last edited by Luminarus; Jan 03, 2009 at 08:35 AM // 08:35..
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Old Jan 03, 2009, 08:39 AM // 08:39   #20
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I'll comment on the ones I really think are broken.

Mark of Insecurity-->Reduce recharge so it's no chainable, and make the percentage based on your attribute.
Lingering Curse-->Increase energy, lose aoe. Yes, I hate this skill.
Palm strike-->Imba in every single way. 75 armor ignoring damage, low recharge, causes cripple (snare+best sin combos atm involve cripple), and..It lets you go immediately to a dual attack. I'd personally make it count as a lead attack, Increase the recharge to around 8 seconds. You can still have quite a decent spike (palm->jungle->trampling,etc.).
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