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Old Aug 11, 2008, 11:46 PM // 23:46   #21
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Quote:
Originally Posted by DarkNecrid
Poison Arrow isn't good because:
*It poisons a target.
*You have to pay for it x the number of targets you want to poison.
*It doesn't do any damage or any other utility so it is a very poor pressure skill and a non-existent spike skill.
*It has all those cons and is an elite.

Now let's compare to Apply Poison:
*It poisons an infinite number of targets for one cost.
*You only have to pay for it once.
*It has synergy with skills that req. preparations.
*It doesn't do damage, but it gives you a slot for an elite that does, or that can add even more pressure.
*It isn't an elite.

Apply Poison is very good and useful in a fight.
Poison Arrow isn't.
1. Good luck hitting infinity people with 1 Apply Poison.
2. You have to pay for it every 24 seconds, which is about 50 times every GvG match if you wish to keep it chained forever
3. There aren't many skills worth using that require preparations
4. + 5. This is the only part I agree with you about

With Apply poison at 15 energy, and Poison Arrow being 5 energy per shot (which reduces down to 8 and 3 with 12 Expertise (just for the sake of a number)), it might make a difference in the end, but if you're running into energy problems with a Ranger, you're doing it wrong. The only reason Apply Poison > Poison Arrow is the fact PA is elite, where AP isn't.
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Old Aug 11, 2008, 11:53 PM // 23:53   #22
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Obviously I didn't say a number, because there isn't a number so I said infinity. It depends.

You don't have to pay for it constantly, you won't need it 24/7 in a GvG match, though if you can that's great.

True but just saying.

But yeh.
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Old Aug 12, 2008, 12:02 AM // 00:02   #23
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Quote:
Originally Posted by Kanyatta
1. Good luck hitting infinity people with 1 Apply Poison.
[Incendiary Arrows] (and a few other skills I believe, Ranger isn't my primary though so don't know off the top of my head) for clustered enemies. Multiple attacks for other skills. Better then spamming [Poison Arrow] 8+ times.
Quote:
2. You have to pay for it every 24 seconds, which is about 50 times every GvG match if you wish to keep it chained forever
And if you bring another preparation, you'll have to do the same exact thing.
Quote:
3. There aren't many skills worth using that require preparations
Can't go against this.
Quote:
With Apply poison at 15 energy, and Poison Arrow being 5 energy per shot (which reduces down to 8 and 3 with 12 Expertise (just for the sake of a number)), it might make a difference in the end, but if you're running into energy problems with a Ranger, you're doing it wrong. The only reason Apply Poison > Poison Arrow is the fact PA is elite, where AP isn't.
And that for 8 energy, you can hit any one enemy, or multiple enemies (one at a time mind you) while with [Poison Arrow], it is 3 energy for each hit, in 24 seconds, that 3 energy per hit will get way above 8 to spread and refresh the poison.

Not to mention, [Apply Poison] + other conditioning skills (whether [Burning Arrow], [Incendiary Arrows], [Broad Head Arrow], or whatever bleeding skill you choose) is better then using [Poison Arrow] as the elite, giving you only bleeding for another degeneration condition, and then daze with a 25 energy attack ([concussion shot]), and blind/crippling for other conditions. If you are running a degeneration, or simply a condition heavy build, [Apply Poison]>[Poison Arrow] (and usually the elite will be [Broad Head Arrow] for dazing or [Burning Arrow]/[Incendiary Arrows] for more degen).
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Old Aug 12, 2008, 02:10 PM // 14:10   #24
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Quote:
Originally Posted by Snow Bunny
Hi. I'm FoC spike
Hi, I'm FoC. I have no effect on foes with less than 50% health. I can't actually be spiked with a team.

Quote:
Originally Posted by Snow Bunny
4 Paragon chain. Waka waka.
Maybe you didn't see target foe and adjacent? You could chain, but why would you dedicate 4 team elites to protect one player?

Quote:
Originally Posted by xxx wraith xxx
Recurring Insecurity - Lower recharge to 10, increase degeneration to -1..6.
can you say Soul Barb overload?

Assault Enchantments - Deals 15..45 earth damage for each enchantment removed, and counts as a lead attack.

If this counts as a lead attack then this will remove every enchantment on youre target as soon as you start youre combo...GG
I addressed SB in my summary. You probably didn't read it. Assault Enchantments would still need a dual attack to not fail. Making it count as a lead attack prevents the current situation where an Assassin can do one dual attack, and spam Assault Enchantments at any range, all day long, until he starts another chain.

I made the summaries for a reason.
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Old Aug 12, 2008, 02:19 PM // 14:19   #25
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Hi, I'm FoC. I have no effect on foes with less than 50% health. I can't actually be spiked with a team.
because you only have 1 skill skill bars rite.

Quote:
Maybe you didn't see target foe and adjacent? You could chain, but why would you dedicate 4 team elites to protect one player?
No I didn't because it says:
"For 1..3 seconds, target ally and adjacent allies take 50% less damage from all sources and have a 50% chance to block incoming attacks."

which is still chainable if you ball up just for it.

I still hope that you'll address your stuff there's a lot of blatantly op stuff, and a lot of stuff that are average but not quite there.
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Old Aug 12, 2008, 03:09 PM // 15:09   #26
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First of all, I never played an assassin so I may be wrong about the changey you propose and my arguments (sometimes a bit arrogant ones too, beg your forgivness).

Assassin:

Assault Enchantments - Deals 15..45 earth damage for each enchantment removed, and counts as a lead attack.

With a damage output that high the name for this elite should be:
Dervish Killer - If this attack hits and if your target is a dervish, that target dies.
I am exagerating but seeing a sudden 250-ish damage in your face is not a pretty sight.
Any monk/dervish player would say the same thing I imagine...
Make the damage type slashing so armor counts anyways and create a damage limit.
However I do like the lead attack idea, although it has a very fast recharge for an ench remover... should balance the elite in this way rather then +dmg.

Seeping Wound - Added unconditional -1..4 degen.

Mesmers have enough degen hexes in the illusion mastey, it is enough.
If assassins must deserve their additional degen it is for a reason and bleeding + poison is a heck of a degen anyways, and they last quite a while in average don't they?

Locust's Fury - Add a 25% IAS while wielding daggers.

It's an enchantement! Not a stance, find a stance to boost the attack speed. The elite itself looks powerful enough.

Mark of Insecurity - Enchantments and staces expire 120..300% faster.

Duration *100/300 at maximum... means 8s->2.66s 10s->3.33s 20s->6.66s 30s->10s and how much time does this hex last, oh 25 seconds.... are you mad?!?!
If you want to do this do it for pve only, way too powerfull for pvp! Or you make it cost 20 energy, 35 second recharge and lasts 10 seconds at maximum.

Shroud of Silence - Removes your stance. Lowered recharge to 15 seconds.

Don't see lot of sins using stances to be honest. If you want to make it more powerful, reduce cast time to 1/2 and lower recharge to 15 seconds.

Siphon Strength - The additional critical strikes bonus now effects attacks against all foes, not just the foe this hex is cast on.

No. 50 less dmg is a damage blocker, strong enough, period. (10 sec recharge)

Way of the Empty Palm - You also gain +10 armor and +1..5 health regeneration when not attacking.

Seems like a good change.

Wastrel's Collapse - Increased cost to 10. Increase recharge to 15. Changed to half-ranged spell. Change functionality: "If foe is not casting a spell or attacking, you knock down target foe and shadow step to their location."

Me like!!


Elementalist:

Gust - Knocks down any attacking or moving foe for 2 seconds unconditionally, and also knocks down any foe for 3 seconds if that foe is hexed with a water or earth hex.

Remove damage dealt.

Invoke Lightning - Lower recharge to 5.

To 10, not to 5, otherwise you will just be killing everything with this spell!
And even with 10 it's still too powerful!

Sandstorm - lower recharge to 25.

Mmmm okay!

Stone Sheath - Also causes 50% slower attack speed.

No. "Over"powered enough.

Energy Boon - Changed functionality: "Skill. For 5..20 seconds, you gain +0..2 energy regeneration, +1..3 to your elemental attributes, and all spells that you cast while above 75% energy recharge 25% faster. This skill ends if your energy falls below 50% or if you are under the effect of a glyph.

You forgot the " there mate.
Nice remake, but uh, no + to attributes please...

Double Dragon - Lowered recharge to 10. Change functionality to: "Skill. For 2 seconds, all moving and attacking foes in the area of target ally are hit for 30..90 fire damage each second."

No need for a functionality change, and the "in the area" is a very big place. Reduce cast time to 1/2 or 1/4, elite version of Inferno. Much more attractive I would say.

Mind Burn - Bonus damage is added into the first packet of damage when triggered. Only causes exhaustion when used against foes that are already burning.

Mind Freeze - Bonus damage is added into the first packet of damage when triggered. Only causes exhaustion when used against foes that are moving, or already under a water hex. Lower slow to 66%.

Mind Shock - Bonus damage is added into the first packet of damage when triggered. Exhaustion only occurs if the knockdown interrupts a skill or if the foe is already knocked down.

Me likey again, but increase recharge to 10s.

Second Wind - Lower casting time to 1 second. This skill is no longer a spell.

My idea is the following:
Functionality change: "You lose the 1 energy for each point of energy lost due to Exhaustion. You lose the effect of exhaustion"


Only played a dervish once and deleted him, my knowledge of this profession is surely limited but well, just my 2 cents.

Dervish:

Arcane Zeal - Lower cost to 5, triggers on any spell or attack skill.
Uhm, allright.

Avatar of Grenth - Attacks also do +5..20 damage to hexed foes.
Nope.

Reaper's Sweep - Deep wound triggers when foe is below 75% health.
No. Too strong.


Mesmer:

Enchanter's Conundrum - Changed functionality to: "Target foe takes 300% longer to cast enchantments (maximum 2 seconds), and takes 30..120 damage when casting non-enchantment spells". Lower recharge to 15.

2 seconds maximum is too low to make it attractive and if you put longer it's just another backfire.... It's okay, unused but okay the way it already is, for now.

Power Flux - Lower cost to 5 and recharge to 8.

8 second rechage means the foe can get 0 energy regen. Bit too powerful no?
Make it a spell, not a hex.

Simple Thievery - The power of the skill stolen is your current domination attribute.

I agree!

Mantra of Recovery - Increase duration to 10..25.

10...20...25?

Stolen Speed - Lower casting time to 1/4, foe takes 75% longer to cast spells.

Good idea. Deadly too.

Symbols of Inspiration - Changed to a stance. Increased duration to 5..35, reduce energy gain to 1..3, add a health gain of 15..45. Reduces recharge of successfully cast mesmer signets by 5..35%.

Heh, would you really use mesmer signets with that stance? Too much health gain too, energy looks better at 1...8...10.

Recurring Insecurity - Lower recharge to 10, increase degeneration to -1..6.

Why not?

Shatter Storm - Moved to Fast Casting line. Reduced recharge disable to +7..3 for each enchantment removed (maximum 15 seconds).

Looks tempting.

Monk:

Blessed Light - Reduce Cost to 5 energy. If a Hex is removed, you lose 5 energy.

Reduce cost to 5 energy DOT

Boon Signet - Increase healing to 20..80.

Mmmm okay.

Peace and Harmony - Effects all allies in the area. Add +1..3 health regeneration. Lower duration to 5..35. Increase recharge to 15.

Affects. Never used this elite, don't see why I would too, especially with the condition...

Withdraw Hexes - Reduce cost to 10, removes 1..2 hexes from each party member nearby target ally. Change additional recharge to +3.

Remove recharge time. Reduce casting time to 1/2 seconds.
PVE: Change functionality: "Remove all hexes from party members. +2 rechage time for each hex removed in this way."
PVP: Change functionality: "Remove all hexes from party members. +5 rechage time for each hex removed in this way."

Healing Light - Lower casting time to 3/4. Change functionality: "Heal target ally for 40..100 health. If ally is under the effects of an enchantment, you heal for 20..70 more and you gain 5 energy."

WoH rival? Seems too strong already...

Amity - Increase cost to 10. Lower recharge to 12. Change functionality:"Elite Hex Spell. For 3 seconds, the next 1..3 attacks from target foe and nearby foes deal 50% less damage and heal for the amount they would have otherwise inflicted (maximum 15..45)."

How about, foes in earshot, and rechage to 20?

Life Sheath - Now adds -10..25 damage reduction, which is calculated before the pool of negated damage. Lower Duration to 5 seconds.

Make it how it was before, way better!

Ray of Judgment - Lower cost and recharge to 10. Causes burning for 3 seconds. This skill has no effect against non-summoned foes that are already burning.

Ehhh recharge to 8

Word of Censure - Lower cost to 5.

I agree!

Paragon:

"Incoming!" - Lower recharge to 12. Change functionality: For 1..3 seconds, target ally and adjacent allies take 50% less damage from all sources and have a 50% chance to block incoming attacks.

NO. WAY. EVER. TOO. STRONG. PLEASE. NO.

Cautery Signet - Lower Recharge to 10. Up to 3 foes in the area are also set on fire for the same duration.

WOOT?! NO!

Ranger:

Strike as One - Increase damage to +5..20.

Uh....no.

Practiced Stance - You also attack 33% faster. This stance ends if you move.

No. Dark Necrid has a point.

Archer's Signet - Moved to Marksmanship. Reduce recharge to 30.

Okay.

Poison Arrow - Unblockable, also deals poison to adjacent foes.

No need.

Quick Shot - Deals double damage to moving foes.

If you really want to...


Warrior:

My main char, so, I know what I say this time. Well, I may be wrong but still

Cleave - Increase damage to +10..40.

No, not balanced.

Decapitate - Change Functionality: "You lose all adrenaline and energy. You strike your foe twice. The first attack causes a Deep Wound for 5..20 seconds, and second attack deals +5..35 damage and is always a critical hit. If you a kill a foe in this way, you gain 2..10 energy and 1..4 strikes of adrenaline."

Since the title of the elite is decapitate I would say:

PVE:
Increase adrenaline cost to 15. Functionality change:"You lose all adrenaline and all Energy. If this attack hits, you deal +20...60...80 damage and cause a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit. Your foe loses 50% of their current health."

PVP:
"You lose all adrenaline and all Energy. If this attack hits, you deal +5...41...50 damage and cause a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit. 10% Armor Penetration"
Just because I want to see this elite "decapitate" ppl.

Whirling Axe - Also causes critical hit.

Ohhhh no, waaahaay too strong, way too fast.
Just delete the "if it is blocked" drawback!

Enraged Smash - Increase damage to +5..15.

Maximum bonus 60.

Charging Strike - Add +0..2 adrenaline on hit.

No need.

Headbutt - Target foe is interrupted, and both you and the target are dazed for 2..6 seconds.

Decrease cast time to 1/2. Decrease energy cost to 10. Change Functionality: "Target touched foe takes 40...88...100 damage and is knocked down. You are Dazed for 5...17...20 seconds."
Never saw a headbutt that simply "touches" ppl.

Magehunter Strike - Increase damage to +10..40.

It's an instant attack with a low recharge time, are you insane? That would be overpowered!

Primal Rage - Only non-attack skills are disabled. This skill is no longer a stance.

Change the critical to +10...20 dmg. There.

Shove - Only lose your adrenaline if you interrupt a skill. Also removes a stance from target foe.

No adrenaline loss.

Soldier's Stance - Add an unconditional 25% speed boost.

Who cares about the speed boost? Unconditional IAS DOT

Hundred Blades - Add 1 adrenal gain per foe hit.

Useless gain. More damage would be nice although it would make the skill overpowered I imagine. Still, Sword Mastery need more elites darnit!

Skull Crack - Lower cost to 5 strikes.

Change that to: Same costs but functionality change: "If it hits, this attack interrupts the target's current action and deals 20 damage. If that foe was casting a Spell, that foe is Dazed for 10 seconds."
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Old Aug 12, 2008, 03:37 PM // 15:37   #27
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aslong as assassin stay Perma SF(so my son doesnt go off),, im more then happy with the ideas

but please dont nerf SF(the ursan nerf finally has him happy)
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Old Aug 12, 2008, 03:55 PM // 15:55   #28
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Quote:
Originally Posted by Skye Marin
Necromancer:

Cultist's Fervor - Change sacrifice to a flat -10% health loss. Lower recharge to 20.
Ravenous Gaze - Change Functionality: "If you have less health than target foe, you steal 10..25% of target foe's remaining health (maximum 120)."
Feast of Corruption - Lower cost and recharge to 10. Change functionality: "Deal 10..80 shadow damage to target foe and all nearby foes that are over 50% health. For each foe that would be damage that is also hexed, steal 10..80 health instead.".
Lingering Curse - Lower cost to 15.
Order of Apostasy - Change health loss to 15..8%.
Signet of Suffering - Lower recharge to 5, Lower casting time to 1, lower maximum damage to 90.
Soul Bind - Also triggers on Enchantments.
Weaken Knees - Add -1..3 health degeneration. Knockdown is triggered by physical or elemental damage. Does not end after knockdown. Lower duration to 3..12. Increase recharge to 10.
Contagion - Lower recharge to 15. Change functionality: "For 2..10 seconds, every second that target foe is moving, that foe spreads all current conditions and their remaining durations from himself to all nearby foes. Target foe suffers from poison for 10 seconds every time they use a skill."
I'll disagree in ravenous gaze, this skill is great but the other blood magic skills that sacrifice hp need to be buffed with more dmg. I don't really like how FoC will do nothing below 50%. Signet of Suffering may need a higher recharge to 8, not sure though. I like contagion the way it is now as well.

Oh you forgot mark of protection.

Currently [Mark of Protection] Change to: For the next 3 times target ally would take damage, that ally is healed for that amount instead, maximum 6-49. (Cost 5, Cast 1, Recharge 8).
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Old Aug 12, 2008, 07:09 PM // 19:09   #29
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Quote:
Originally Posted by Stormbringer
Locust's Fury - Add a 25% IAS while wielding daggers.

It's an enchantement! Not a stance, find a stance to boost the attack speed. The elite itself looks powerful enough.
Actually, it's far from powerful. Why? Because it's very easy to strip (How many enchantment stripping skills are there now?), and it only affects non-skill attacks. For PvE, a good assassin -imo- would be able to use attack skills at least a majority of the time he is attacking because the damage from regular attacks is so low, even with critical attacks and a faster attack rate with the double strikes.

Having an IAS on Locust's Fury actually makes a lot of sense, and then it will also affect the use of attack skills, which it currently does not. Besides all that, Locust's Fury already acts as a weak IAS, easily does the same thing as a regular 25% IAS skill, so where is the "elite" part in this Elite Skill?

If you can find a stance for the IAS, why even bring Locust's Fury with how it is now?
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Old Aug 12, 2008, 10:55 PM // 22:55   #30
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Quote:
Originally Posted by Skye Marin
They must be definitively better than their closest non-elite equivalent, otherwise, it's just a waste.

Double Dragon - Lowered recharge to 10. Change functionality to: "Skill. For 2 seconds, all moving and attacking foes in the area of target ally are hit for 30..90 fire damage each second."

Hundred Blades - Add 1 adrenal gain per foe hit.
[[Double Dragon] as it currently stands, is close to an elite [[inferno] or [[flame burst], but its skill recharge time does not reflect this. Lower its skill recharge to ten, so that it's spammable the way the non-elite ones are, but also decrease the damage per hit some so that it's not overpowered. I wouldn't change it to a targeting spell.

As for [[Hundred Blades], compare it to some other skills. [[dragon slash] has adrenal boost, and does added damage, but only strikes one foe. Perhaps the best non-elite comparison would be [[sun and moon slash] which cannot be blocked, but only damages the target. Looking at a couple skills from other professions, [[death blossom] easily out performs it and isn't elite either. [[Barrage] has a similar effect in that it turns one attack into an attack on many targets. Barrage has a shorter recharge, does added damage, and can cost less energy with expertise, but removes your prep and specifies a limit to the number of foes that can be struck, while Hundred Blades does not. My suggestion would be to change Hundred Blades as follows:

Energy 5, Skill Recharge 10
Elite Sword Attack. Attack target foe and foes adjacent to your target twice. If these attacks hit, you strike for +0... +12... +16 damage per hit. These attacks cannot be blocked.

Take the unblockable effect from sun and moon slash and add a little extra damage based on your swordsmanship attribute, one extra point of damage per attribute point. Lengthen skill recharge a little. Play around with it and see if it feels balanced, raise or lower the (Plus Damage) amount accordingly.

--------------------

A couple that I would like to see changed which didn't get mentioned:

[[Lightning Surge]. The effect of this hex can be negated by using a hex removal skill on the victim before the time has expired. Most hexes and enchants that have an 'upon ending' effect trigger regardless of whether the skill ran its course or was removed prematurely. Change it so the damage and KD are applied even if it gets removed by a hex curing spell. Lower casting time from 2 seconds to 1, and give it the 25% armor penetration. (I've always wondered why this is the only lightning spell without armor penetration.)

[[Glimmering Mark]. They're not likely to change it again in the near future, so this is rather moot, but I would've preffered something like:

Energy 10, Cast Time 1, Skill Recharge 10.
Elite Hex Spell. For 1... 13... 17 seconds, whenever target foe suffers lightning damage, that foe takes an additional 5... 17... 21 lightning damage and that foe and all adjacent foes are blinded for 5 seconds.

Just slip in some extra damage against the one particular victim, in addition to the blindness, and I would've liked it. I don't care for how they totally reworked this skill's functionallity. I, and several of the people I party frequently party with, liked this skill specifically for the mass blindness spreading.
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Old Aug 12, 2008, 11:43 PM // 23:43   #31
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Peace and Harmony - For 30 seconds whenever you cast a monk enchantment on an ally, all allies in the area (of targeted ally) have a 15%..60% chance of gaining the same enchantment.

[EDIT] Added a comma.

Last edited by plastichead; Aug 13, 2008 at 12:33 AM // 00:33..
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Old Aug 13, 2008, 03:04 AM // 03:04   #32
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Quote:
Originally Posted by plastichead
Peace and Harmony - For 30 seconds whenever you cast a monk enchantment on an ally, all allies in the area (of targeted ally) have a 15%..60% chance of gaining the same enchantment.

[EDIT] Added a comma.
Broken in oh-so-many-ways.
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Old Aug 13, 2008, 03:30 AM // 03:30   #33
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Quote:
Originally Posted by Skye Marin
Hi, I'm FoC. I have no effect on foes with less than 50% health. I can't actually be spiked with a team.
Oh hi, I'm Vampiric Gaze and Angorodon's Gaze. I guess I don't exist in your perfect world of uber FoC balance.
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Old Aug 31, 2008, 05:39 PM // 17:39   #34
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Amity - Increase cost to 10. Lower recharge to 12. Change functionality:"Elite Hex Spell. For 3 seconds, the next 1..3 attacks from target foe and nearby foes deal 50% less damage and heal for the amount they would have otherwise inflicted (maximum 15..45)."

nice possibility

My suggestion

amity
inscrease cost to 10. lower recharge to 20. change functionality:" Elite Enchantment spell. For 2...5...10 target otherallie can't suffer from melee damage, if this enchantments is early removed target allie gains 30...55...75health.
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Old Aug 31, 2008, 06:11 PM // 18:11   #35
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Soul Bind is already pretty insane.

I love Blessed Light as it is... but this one will be betterer! (That was a typo)
Although I agree with Dark Necrid.

Healing Light would be a more powerful WoH if you ask me, considering with that buff it's free and what Monk bar doesn't run enchantments?

I also think Poison Arrow should get the Incendiary treatment to be honest.
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Old Sep 01, 2008, 03:04 AM // 03:04   #36
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Default Expert Focus

Ranger skill I want to buff is not an elite,

it is [expert focus] link

Full: For 24 seconds, your bow attacks cost 1...2 less Energy and deal 1...8 extra damage.

Concise: (24 seconds.) Your bow attacks cost 1...2 less Energy and do +1...8 damage.

buff to"
1-5 less energy at least
and
+1-20 more damage

add: (either one)
if expertise attribute 12 and above, all bow attack while using Expert Focus cannot be block.
if marksmenships attribute 12 and above, all bow attack while using Expert Focus critical
if wilderness attribute 12 and above, all bow attacks while using Expert Focus hit all foes adjacents

my latest new found favourite preparation for my ranger

Last edited by pumpkin pie; Sep 01, 2008 at 06:07 AM // 06:07..
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Old Sep 01, 2008, 04:03 AM // 04:03   #37
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Quote:
Originally Posted by Arkantos
Apply poison is better than poison arrow, it's really as simple as that.
And it lets you use BHA.
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Old Sep 01, 2008, 04:13 AM // 04:13   #38
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Quote:
Originally Posted by Winterclaw
And it lets you use BHA.
And crippling shot, and burning arrow, and magebane shot, and incendiary arrows, and melandru's shot, and, well, I think you get my point...
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Old Sep 01, 2008, 04:21 AM // 04:21   #39
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Quote:
Originally Posted by Stormbringer
Second Wind - Lower casting time to 1 second. This skill is no longer a spell.

My idea is the following:
Functionality change: "You lose the 1 energy for each point of energy lost due to Exhaustion. You lose the effect of exhaustion"
Not sure if I'd actually do it, but the idea of an elite to get rid of exhaustion is an attractive one...

The current mechanics for Energy Boon works fairly well in principle as the mirror image of such a skill (of course, when they're both elite you can't have both - that would be overpowered). However, it seems that the energy gained just isn't worth the Exhaustion penalty, especially with the number of other energy management options Elementalists have nowadays - but simply boosting the numbers might tempt people more.
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Old Sep 01, 2008, 05:28 AM // 05:28   #40
Krytan Explorer
 
Join Date: Jun 2006
Guild: Commence Aggro [BaMf]
Profession: Mo/E
Default My turn

Assassin:

Wastrel's Collapse: 5e, 1/4c, 4r Func. Change: For 3 seconds, this hex does nothing. After 3 seconds, target foe loses 1 enchantment. Ends prematurely if they use a skill.

This way, instead of making a complex way to KD a target, its a simple way to make them think about using a skill or losing an enchant. Spamability cuz its a Wastrel sister.

Dervish:

nothing, really.

Elementalist:

Stone Sheath: 10e, 1c, 30r Func Change: For 60 seconds, your attacks deal +5...17 earth damage. No effect if not wielding an Earth damage weapon.
(GOGO conjure earth. Seriously, its right to be an elite since melee can use it with Foes and Grasping and even Aftershock, while saccing an elite slot.)

Lightning Surge: 15e, 2c, 10r Func Change: 3 seconds. Initial effect: deals 25...85 lightning damage. End effect: deals 25...85 lightning damage.

Double Dragon: 15e, 2c, 10r Func Change: 3 seconds. Initial effect: deals 20...80 fire damage. End effect: deals 20...80 fire damage.
(Lightning Surge was too easily seen as a KD attempt and Cure Hex stopped it too easily. DD made you remember Starburst spike, only crappier. This way, you have a choice of either DD, LS, or SS for damage+different utility.)

Mirror of Ice: 5e, 1/4c 20r Func Change: for 2...12 seconds, your Water Spells are uninterruptible and cost 2 energy less. No effect if you have rank 4 or less Energy Storage.
(Eles hate PB, and Messes taking their snare spot.)

Glowing Ice: No effect if target foe is burning.
(Because we already have a skills that gives energy+damage for burning, and burning ice is unrealistic. Cuz then you have water, not ice. Yeah.)

Mesmer:

Fastcasting Attribute: Non-mesmer spells cast 2% faster for each rank in Fastcasting.
(baibai Me/E)

Monk:

Healing Burst: Add 5...20 health gain to allies with conditions and an additional 5...20 health gain to allies with hexes.
(Encouraging Balling up Since '05)

Life Sheath: 5e, 1/4c, 3r Func Change: for 2 seconds, target ally negates the next 5...130 damage dealt to them( dmg negation applied before prot spirit, bonds, etc.).
(GOGO SUPER ROF!!!!!!!!1)

Withdraw Hexes: 5e, 1c, 7r Func Change: Now a maintained Enchantment. While Withdraw Hexes is in effect, hexes take twice as long to be applied on ally. When this ends, ally loses 1...2...2 hexes.
(GOGO SUPER VEIL!!!)

Necromancer:

They have enough good elites already.....

Paragon:

staying away...

Ranger:

Melandru's Arrows: 25e, 2c, 15r Func Change: For 18 seconds, your arrows cause disease on hit for 4....10 seconds. If your attacks are block, your target begins bleeding for 10...22 seconds.
(Should be fun...)

Ritualist:

Nothing.

Warrior:

Cleave: Add Cracked Armor to hit. Maybe increase Adren to 5.
(Cleave+BodyBlow. Evis>Exec is too boring)
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