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Old May 02, 2008, 12:26 PM // 12:26   #1
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Default Improve the Skills of the Professions-List

Anet has made so much Skill Balancings yet, which changed ever only thigns on mostly the same Skills, but over 3 years now, they've never touched so many other Skills, which really need some nerfs, but mostly alot more of them need serious buffs, to become more interesting for Skill Builds, because otherwise no one uses them ever, or only rarely by noobs, until even they find out, that there are better skills out there, compared to the one they used before.
I know that Anet won't have the tiem for such huge Skill Changes, but I think of this thread also more of a suggestion for GW2 - who knows which skills ANet will eventually convert over to GW2 ^^ and if they do it, they can make those skills direct better and more interesting *g*

Lets start with...

Warrior

Axe Mastery

Eviscerate: Reduce Adrenaline Cost to 6, change damage to +5-25 and add to the Skill the Effect, that it will cripple and bleed foes, that already suffered on a deep wound and reduce the duration of all the conditions to max 10 seconds

Triple Chop: Raise the Recharge from 10 to 15

Axe Rake: Change condition from Cripple to Cracked Armor

Executioner's Strike: Reduce Adrenalin Cost from 8 to 5 and reduce the additional damage from max 40 to max 30 and let it deal then 10 more damage, if it hits a foe, that suffers on weakness

Decapitate: reduce energy loss from all to 50%, change condition from deep wound to cracked armor

Agonizing Chop: change condition skill effect trigger from deep wound to Hex Spell, remove interrupt effect and let the skill deal double damage vs. hexed foes. remove 1s cast time, let the skill cost 5 Energy and give it a Recharge of 15s

Swift Chop: Make the attack unblockable, let is cost instead of 5 Energy 1 Adrenaline. Remove the additional damage and let the skill deal only max 25 damage armor ignorign damage. remove deep wound and let the skill interrupt foes, which are in a stance and let it remove the stance.

Cleave. Add to this Skill a deep wound effect, if it hits attacking foes.

Keen Chop: Let this Skill heal you 1-5 Energy, if the attack gets blocked.

Whirling Axe: remove the 15s deactivation of it, make it an ranged warrior attack, liek throwing a tomahawk (earshot range) axe at the foe. add knockdown effect against foes that cast spells, increase adrenalin cost to 3

Dismember: Add a deactivation effect to that skill for foes, like, if this attack hits a foe, that suffers on deep wound, the foes attack skills get deactivated for 1-5 seconds


Hammer Mastery

Belly Smash: Reduce recharge from 30 to 20

Forceful Blow: remove self knockdown crap, add a 1-5 Energy Loss to the skill for the foe, if he blocks you attack

Enraged Smash: Change Cost to 5 Energy and give the skill the effect, that after that Smash your next attack wil give you 1-3 more adrenalin

Counter Blow: add critical damage to this skill, counter blow shoudl deal ever a critical hit. add a daze effect to this skill

Crude Swing: reduce Armor malus to only -20AL. Let the attack knockdown foes, that suffer on weakness

Hammer Bash: reduce adrenalin cost to 2 , because the skill is simple otherwise perma obsolete against Heavy Blow

Mighty Blow: reduce adrenaline cost to 5, add a daze effect to this attack

Mokele Smash: reduce recharge to 10s

Back Breaker: add to this skill an Energy heal for 1-5 Energy, if it hits a crippled foe.

Devastating Hammer: remove knockdown and add an dditional Cracked Armor effect


Sword Mastery

Dragon Slash: add a Burning effect, if you are enchanted

Final Thrust: reduce adrenalin cost to 8

Galrath-Slash: reduce adrenaline cost to 6 and add to it a stance remove effect against foes, or let it interrupt foes, that are in a stance

Hundred Blades. Let this attack be always be critical hits, raise recharge to 10s

Hamstring: Add to cripple to this skill the effect, that physical Skillswill have for the attacked for foe the next xx seconds a 50% chance to fail

Silverwing Smash: change the damage type from physical into Holy Damage and change cost from adrenalin into 5 Energy with a recharge of 15s

Sun&Moon Slash: Let the first Hit deal Fire Damage, while the 2nds hit deal Cold Damage, instead of this attack dealing physical damage

Standing Slash: change skill effect to: this attack deals double damage, when used, while standing still and not moving and hitting a foe, that doesn't attack you. add a daze effect to that skill, if it hits a casting foe.

Crippling Slash: remove bleeding, reduce adrenaline cost to 4, let this attack deal additional +5-20 damage.

Quivering Blade: remove the bad side effect and let the foe become dazed, instead of you, if it blocks the attack.


Strength

"I Meant to Do That!": add effect, that makes this skill also usable, when not being knock downed, like: if you stand in a trap and suffer from a condition, you get healed by xx amount of health per condition on you. This way the skill would become some kind of trap killer skill.

"I will avenge you!": reduce recharge from 45 to 30

"I will survive!": reduce recharge to 25s

Burst of Aggression: Add a 1-2 Energy Heal for every second of the skills duration, that you will receive, when the stance ends, raise recharge to 15s

Rush: Give the skill a 50% chance to avoid imcoming projectile attacks/spells and change cost to 5 Energy, give skill a 20s recharge

Warrior's Endurance: reduce duration to 20, reduce recharge to 25, remove energy heal limitation., raise energy cost to 15

Berserker Stance: remove endign crap, when usign a skill, add 105 armor ignoring effect, give 20AL malus, while beign in this stance

Shield Bash: reduce deactivation time from 15 to 5s

Headbutt: reduce energy cost to 10, add also daze effect to the foe

Power Attack: give the skill additional 25% Armor penetration, reduce damage to max +30 additional damage

Magehunter Strike: if the attack hits, foe should also lose 1-10 Energy, if the foe was a caster

Protectors's Strike change skill to: if you use this attack, while allies are adjacent to you, this atack will deal for each ally adjacent to you +10-20 additional damage (max 60) and if you were under a stance, while using it, the attack can't be blocked and the next attack to you and your adjacent allies will deal 5-15 lesser damage. Change Skill to the Tactics line

Defy pain: raise duration to the same, as the non elite version and let it make you for its duration invulnerable against deep wound and bleeding

Signet of Endurance: remove the silly removal stuff, give the skill a duration of max 30 seconds, raise recharge to 30s

Signet of Strength: add a double effect to the strength attributes armor penetration effect. so when you use the signet with 16 strength, your attacks iwl deal then 32% AP, instead of 16 ...

Sprint: Increase movement speed to 50%, reduce duration to 8 seconds

Primal Rage: remove skill deactivation, add a damage trigger to that skill that damages all nearby foes, when your adrenaline goes to 0

Warrior's Cunning: Reduce recharge time from 60s to 20s, or raise the duration from 11s to max 30s and make the skill an Elite, that heals you for xx Health, whenever you block an attack and change ther skill to the tactics line

Tactics

"Charge!": add an attack damage bonus, like the next attack of your allies will deal +5-20 more damage, this way the ksill would be more, than just only a silly rush skill, also raise the duration to 15s

"To the Limit!" add also a trigger, that increases for every Warrior or Paragon among those adjacent foes for the next 10 seconds your defense vs. physical damage by 5

"Victory is Mine!" reduce recharge to 10s

"None Shall Pass!": reduce recharge from 45s to 20s

"Watch Yourself!": make it again to that, what the skill was before the damn SB death nerfed it

"Retreat!" Add to the skill a damage reduction effect of max 50%, that will trigger, when at least 25% of your team is killed

Auspicious Parry: increase the amount of blocked atacks to max 1-3, and rename the skill please to Masterous Parry, god, sometimes I must really ask me, how you guy come on such shitty skill names

Deflect Arrows: add to the skill the effect, that a randomous adjacent foe will receive damage, whenever you block an arrow attack and remove the endign crap >.>, reduce duration to 5s

Steady Stance: add a heal of xxx health, if you were also under an enchant.

Shield Stance: let the skill also absorb max 10 damage of hits, that you don't get blocked, simple because you are in a defensive stance, you are prepared for incoming attacks so you can absorb better the incoming damage...

Signet of Healing: reduce armor malus to -20 AL, reduce slightly the healing to max 125hp, reduce cast time to 1s, raise recharge to 8s

Protector's Defense: increase duration to 15s, let the ksill end, if the user succesfully attacks a foe


No Attribute

Distracting Strike: change cost to 3 adrenaline and let the skill interrupt, if the foe suffers on cracked armor

Frenzy: reduce the double damage you receive to 50% more damage

Frenzied Defense: same like Frenzy, reduce to 50% more damage only

Wild Blow: let it hit all surrounding foes

Flurry: raise duration to 10s, recharge to 10s

Skull Crack: reduce adrenaline cost from 9 to 7

Symbolic Strike: let it also heal for every recharging Signet 1-5 Energy, when the attack hits (max 15)
**********
**********
**********
So far about the Warrior. When I edit my Thread, Ill add the next profession to it, to what kind of Skill Changes I'd likk to see.

If you think, under these is somethign, that would be heavily unbalanced or would allow any imba synergxy, i hadn't thinked of, when I wrote my ideas about the skill change,s so let me know. I'll try then to think of somethign new or remove the skill of the list, if I can't think of somethign new XD

Last edited by Phoenix Tears; May 02, 2008 at 12:29 PM // 12:29..
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Old May 02, 2008, 12:55 PM // 12:55   #2
Ego
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Most of the skillchanges are horrible or extremely overpowered, or just useless in most cases.

You should read about balance before you decide to change skills by just making random suggestions.
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Old May 02, 2008, 12:57 PM // 12:57   #3
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lol @ eviscerate, ex strike, frenzy, hammer bash, hammer bash, frenzy and hammer bash
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Old May 02, 2008, 01:17 PM // 13:17   #4
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Knockdowns and Daze applied on a whim by Warriors of all things...

You don't understand how powerful they are.
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Old May 02, 2008, 01:22 PM // 13:22   #5
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Quote:
Originally Posted by Pyro maniac
lol @ eviscerate, ex strike, frenzy, hammer bash, hammer bash, frenzy and hammer bash
WTF want you to tell me with this ? please serious comments, or let it, don't want to see here trolling junk comments, that are no help...

Quote:
Originally Posted by d00m1n470r
Most of the skillchanges are horrible or extremely overpowered, or just useless in most cases.

You should read about balance before you decide to change skills by just making random suggestions.
Examples ? I don't think so, that so much of it is overpowered, but when you think other, then give me examples, liek I said at the end of the post...
None of the changes would be anyhow useless, maybe useless in the point of making the ksills not interestign enough for their usage, but sure useful enough to make those skills better, than they were before, letting them not so look obsolete versus other skills, like most of the silly basic skills are, which deal just only some damage, have for their damage too high skill cost and have no positive side effects, like dealing a condition or anythign else.

Best example is there "Power Attack" ... without a Change this attack will ever stay a silly useless obsolete Noob Skill, that no one will ever use, once the Noob Time is over... because there exist tons of other skills, which are more powerful, than Power Attack and have some positive side effects, beside dealing damage ...

If you can't show me examples of what should be in your opinion to horrible or overpowered, then please don't post and let such silly comments, that are no help. To say that something is horrible and overpowered can do everyone, but to prove it and to convict the OP of your opinion, that is somethign else.

@kale: I suggested to none of the skills,that do knockdown ,that they should also add dazy to them. all the ones, that should receive daze are silly damage skills, which do atm nothign alse, that to deal damage for to high adrenaline cost and have no reason yet for so high adrenaline cost, so I added with daze to them a reason for the high cost and gave thsoe skills also something, that makes them over the rest more interesting and gets their image away from cheap obsolete noob skills.
Daze is just only a condition, that can be quick removed by monk's condition remove skills, so I don't see a problem in it, with warriors gettign some more skills, that deal to foes daze

Last edited by Phoenix Tears; May 02, 2008 at 01:28 PM // 13:28..
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Old May 02, 2008, 01:26 PM // 13:26   #6
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Quote:
Originally Posted by Phoenix Tears
To say that something is horrible and overpowered can do everyone, but to prove it and to convict the OP of your opinion, that is somethign else.
Because its common sense that your idea's are overpowered, you shouldn't need examples to state that.

anyway, /notsigned
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Old May 02, 2008, 01:27 PM // 13:27   #7
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Overpowered examples, let's see...

Dragon Slash. Counter Blow? Maybe. Rush...?

Just a few.
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Old May 02, 2008, 01:32 PM // 13:32   #8
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PT, I think you need to go get a... umm... clue or something before you start commenting on skill balancing.
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Old May 02, 2008, 01:35 PM // 13:35   #9
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I read the first half of the Axe skills and stopped. As soon as I saw every skill mentioned being made either worthless or overpowered, and making changes that made no sense, I stopped reading. It was, after all, a Phoenix Tears post.

Learn how to play the game before making suggestions to change it.

/unsigned

One day I'll learn to stop reading topics some people make.
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Old May 02, 2008, 01:37 PM // 13:37   #10
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I read the first half of the Axe skills and stopped. As soon as I saw every skill mentioned being made either worthless or overpowered, and making changes that made no sense, I stopped reading. It was, after all, a Phoenix Tears post.

Learn how to play the game before making suggestions to change it.

/unsigned

One day I'll learn to stop reading topics some people make.
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Old May 02, 2008, 01:49 PM // 13:49   #11
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Quote:
Examples ? I don't think so, that so much of it is overpowered, but when you think other, then give me examples, liek I said at the end of the post...
Quote:
Hammer Bash: reduce adrenalin cost to 2 , because the skill is simple otherwise perma obsolete against Heavy Blow
Basic gimmick: Frenzy, Hammer Bash
Auxiliary skills: Death's Charge, "To the Limit!"

...win?
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Old May 02, 2008, 01:51 PM // 13:51   #12
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I have no plans on typing comments about all your skill changes but my statement stands, and I do believe most people here will realise the very same thing.
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Old May 02, 2008, 01:54 PM // 13:54   #13
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There goes the balance as we know it.

Seriously, after pikcing HOLY DAMAGE in the middle of the list, i prepered myself to some extremly overpowered skills!

Ah come on man, play some pvp, read your ideas and laugh with us!
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Old May 02, 2008, 02:01 PM // 14:01   #14
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Quote:
Originally Posted by MagmaRed
I read the first half of the Axe skills and stopped. As soon as I saw every skill mentioned being made either worthless or overpowered, and making changes that made no sense, I stopped reading. It was, after all, a Phoenix Tears post.

Learn how to play the game before making suggestions to change it.

/unsigned

One day I'll learn to stop reading topics some people make.
lol, just shut up and stop being a rude and ignorant ass, like ever.
No one forces you to read my posts.

Last Comment to all Trolls:
If you think, anything listed here is overpowered, then name the skill and look at the suggest with a more open mind, other then just making it for yourself easy by saying: eaverything is crap ..blah blah blah L2P ect.
Thats not the way of a discussion. There I can talk direct with a Wall and have the same result > Nothing.

When you mean, a change is overpowered, then describe me, why it is in your opinion, that makes the suggestion about unbalanced. Because that's the only way, how I can understand, why you think, something is unbalanced, I can't read your minds you know >.> ? You must tell me, what is about a Skill Suggestion too strong. I'm a PvE' so my suggestions are also mostly pve based, so I can't know, i some of my skill suggestions here owuld heavily affect PvP Play. If thats the case, then tell me with examples.


For the some mentioned Examples now:

I personally don't see a reason, why Dragon Slash should be overpowered, with it dealint Burning for 1-3 seconds to the targeted foe, if you self are under an Enchant. as if it makes the skill so increadibly unbalanced. It would make healing for foes eventually even easer, when the monk foe has then Extinguish in his build, removign the burnign and healing through it thanks to the burning. The Skill has high adrenaline cost and its damage alone is imo no reason for such a high adrenaline cost. also there are plenty other ways to get adrenalin, other than Dragon Slash.
also the Skill's name makes imo imo obvious, that this ksill should deal Burning to foes, that or it should deal instead of physical damage Fire Damage.

Counter Blow:
Whats so imba about lettign it deal critical hits? and daze is a quick removable condition, other classes can also make profit out of beign under coditions, os i absolutely see no problem with it.

and about Rush I thought only, that the warrior needs a good alternative against the rush skills from the Ranger. all rush skills of the warrior have no good side effects, and exist only for the silly little movement boos, that never goes over 25-33% >.> WHats please so imba about it, when the warrior receives 1 rush skill, with soem protective aabilitie also ? huh that lies UNDER the power , of what ranger skills give you, their protective abilities are mostly all over 50% up to 75% !!! OS a change to this skill would be really not dangerous anyhow for rangers, rush would still be ever obsolete vs. ranger rush skills
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Old May 02, 2008, 02:09 PM // 14:09   #15
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Quote:
Originally Posted by Phoenix Tears
I personally don't see a reason, why Dragon Slash should be overpowered, with it dealint Burning for 1-3 seconds to the targeted foe, if you self are under an Enchant. as if it makes the skill so increadibly unbalanced. It would make healing for foes eventually even easer, when the monk foe has then Extinguish in his build, removign the burnign and healing through it thanks to the burning. The Skill has high adrenaline cost and its damage alone is imo no reason for such a high adrenaline cost. also there are plenty other ways to get adrenalin, other than Dragon Slash.
also the Skill's name makes imo imo obvious, that this ksill should deal Burning to foes, that or it should deal instead of physical damage Fire Damage.
Uhm, just because a skill has "Dragon" in it doesn't mean it should deal fire damage or cause burning... And Dragon Slash is perfectly fine as it is right now. It not only deals good +damage, which is armor ignoring, you also gain adrenaline when you've used it.

Quote:
Originally Posted by Phoenix Tears
Counter Blow:
Whats so imba about lettign it deal critical hits? and daze is a quick removable condition, other classes can also make profit out of beign under coditions, os i absolutely see no problem with it.
Uh, okay.

Quote:
Originally Posted by Phoenix Tears
and about Rush I thought only, that the warrior needs a good alternative against the rush skills from the Ranger. all rush skills of the warrior have no good side effects, and exist only for the silly little movement boos, that never goes over 25-33% >.> WHats please so imba about it, when the warrior receives 1 rush skill, with soem protective aabilitie also ?
Uhm, maybe because warriors have other stances with block effects? They don't need more? Warrior's are not rangers?

Quote:
Originally Posted by Phoenix Tears
huh that lies UNDER the power , of what ranger skills give you, their protective abilities are mostly all over 50% up to 75% !!! OS a change to this skill would be really not dangerous anyhow for rangers, rush would still be ever obsolete vs. ranger rush skills
And I really don't know what you're trying to say here.
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Old May 02, 2008, 02:12 PM // 14:12   #16
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Quote:
Originally Posted by Phoenix Tears
If you think, anything listed here is overpowered, then name the skill and look at the suggest with a more open mind,
Quote:
Originally Posted by Phoenix Tears

Axe Mastery

Eviscerate: Reduce Adrenaline Cost to 6, change damage to +5-25 and add to the Skill the Effect, that it will cripple and bleed foes, that already suffered on a deep wound and reduce the duration of all the conditions to max 10 seconds

Triple Chop: Raise the Recharge from 10 to 15

Axe Rake: Change condition from Cripple to Cracked Armor

Executioner's Strike: Reduce Adrenalin Cost from 8 to 5 and reduce the additional damage from max 40 to max 30 and let it deal then 10 more damage, if it hits a foe, that suffers on weakness

Decapitate: reduce energy loss from all to 50%, change condition from deep wound to cracked armor

Agonizing Chop: change condition skill effect trigger from deep wound to Hex Spell, remove interrupt effect and let the skill deal double damage vs. hexed foes. remove 1s cast time, let the skill cost 5 Energy and give it a Recharge of 15s

Swift Chop: Make the attack unblockable, let is cost instead of 5 Energy 1 Adrenaline. Remove the additional damage and let the skill deal only max 25 damage armor ignorign damage. remove deep wound and let the skill interrupt foes, which are in a stance and let it remove the stance.

Cleave. Add to this Skill a deep wound effect, if it hits attacking foes.

Keen Chop: Let this Skill heal you 1-5 Energy, if the attack gets blocked.

Whirling Axe: remove the 15s deactivation of it, make it an ranged warrior attack, liek throwing a tomahawk (earshot range) axe at the foe. add knockdown effect against foes that cast spells, increase adrenalin cost to 3

Dismember: Add a deactivation effect to that skill for foes, like, if this attack hits a foe, that suffers on deep wound, the foes attack skills get deactivated for 1-5 seconds


Hammer Mastery

Belly Smash: Reduce recharge from 30 to 20

Forceful Blow: remove self knockdown crap, add a 1-5 Energy Loss to the skill for the foe, if he blocks you attack

Enraged Smash: Change Cost to 5 Energy and give the skill the effect, that after that Smash your next attack wil give you 1-3 more adrenalin

Counter Blow: add critical damage to this skill, counter blow shoudl deal ever a critical hit. add a daze effect to this skill

Crude Swing: reduce Armor malus to only -20AL. Let the attack knockdown foes, that suffer on weakness

Hammer Bash: reduce adrenalin cost to 2 , because the skill is simple otherwise perma obsolete against Heavy Blow

Mighty Blow: reduce adrenaline cost to 5, add a daze effect to this attack

Mokele Smash: reduce recharge to 10s

Back Breaker: add to this skill an Energy heal for 1-5 Energy, if it hits a crippled foe.

Devastating Hammer: remove knockdown and add an dditional Cracked Armor effect


Sword Mastery

Dragon Slash: add a Burning effect, if you are enchanted

Final Thrust: reduce adrenalin cost to 8

Galrath-Slash: reduce adrenaline cost to 6 and add to it a stance remove effect against foes, or let it interrupt foes, that are in a stance

Hundred Blades. Let this attack be always be critical hits, raise recharge to 10s

Hamstring: Add to cripple to this skill the effect, that physical Skillswill have for the attacked for foe the next xx seconds a 50% chance to fail

Silverwing Smash: change the damage type from physical into Holy Damage and change cost from adrenalin into 5 Energy with a recharge of 15s

Sun&Moon Slash: Let the first Hit deal Fire Damage, while the 2nds hit deal Cold Damage, instead of this attack dealing physical damage

Standing Slash: change skill effect to: this attack deals double damage, when used, while standing still and not moving and hitting a foe, that doesn't attack you. add a daze effect to that skill, if it hits a casting foe.

Crippling Slash: remove bleeding, reduce adrenaline cost to 4, let this attack deal additional +5-20 damage.

Quivering Blade: remove the bad side effect and let the foe become dazed, instead of you, if it blocks the attack.


Strength

"I Meant to Do That!": add effect, that makes this skill also usable, when not being knock downed, like: if you stand in a trap and suffer from a condition, you get healed by xx amount of health per condition on you. This way the skill would become some kind of trap killer skill.

"I will avenge you!": reduce recharge from 45 to 30

"I will survive!": reduce recharge to 25s

Burst of Aggression: Add a 1-2 Energy Heal for every second of the skills duration, that you will receive, when the stance ends, raise recharge to 15s

Rush: Give the skill a 50% chance to avoid imcoming projectile attacks/spells and change cost to 5 Energy, give skill a 20s recharge

Warrior's Endurance: reduce duration to 20, reduce recharge to 25, remove energy heal limitation., raise energy cost to 15

Berserker Stance: remove endign crap, when usign a skill, add 105 armor ignoring effect, give 20AL malus, while beign in this stance

Shield Bash: reduce deactivation time from 15 to 5s

Headbutt: reduce energy cost to 10, add also daze effect to the foe

Power Attack: give the skill additional 25% Armor penetration, reduce damage to max +30 additional damage

Magehunter Strike: if the attack hits, foe should also lose 1-10 Energy, if the foe was a caster

Protectors's Strike change skill to: if you use this attack, while allies are adjacent to you, this atack will deal for each ally adjacent to you +10-20 additional damage (max 60) and if you were under a stance, while using it, the attack can't be blocked and the next attack to you and your adjacent allies will deal 5-15 lesser damage. Change Skill to the Tactics line

Defy pain: raise duration to the same, as the non elite version and let it make you for its duration invulnerable against deep wound and bleeding

Signet of Endurance: remove the silly removal stuff, give the skill a duration of max 30 seconds, raise recharge to 30s

Signet of Strength: add a double effect to the strength attributes armor penetration effect. so when you use the signet with 16 strength, your attacks iwl deal then 32% AP, instead of 16 ...

Sprint: Increase movement speed to 50%, reduce duration to 8 seconds

Primal Rage: remove skill deactivation, add a damage trigger to that skill that damages all nearby foes, when your adrenaline goes to 0

Warrior's Cunning: Reduce recharge time from 60s to 20s, or raise the duration from 11s to max 30s and make the skill an Elite, that heals you for xx Health, whenever you block an attack and change ther skill to the tactics line

Tactics

"Charge!": add an attack damage bonus, like the next attack of your allies will deal +5-20 more damage, this way the ksill would be more, than just only a silly rush skill, also raise the duration to 15s

"To the Limit!" add also a trigger, that increases for every Warrior or Paragon among those adjacent foes for the next 10 seconds your defense vs. physical damage by 5

"Victory is Mine!" reduce recharge to 10s

"None Shall Pass!": reduce recharge from 45s to 20s

"Watch Yourself!": make it again to that, what the skill was before the damn SB death nerfed it

"Retreat!" Add to the skill a damage reduction effect of max 50%, that will trigger, when at least 25% of your team is killed

Auspicious Parry: increase the amount of blocked atacks to max 1-3, and rename the skill please to Masterous Parry, god, sometimes I must really ask me, how you guy come on such shitty skill names

Deflect Arrows: add to the skill the effect, that a randomous adjacent foe will receive damage, whenever you block an arrow attack and remove the endign crap >.>, reduce duration to 5s

Steady Stance: add a heal of xxx health, if you were also under an enchant.

Shield Stance: let the skill also absorb max 10 damage of hits, that you don't get blocked, simple because you are in a defensive stance, you are prepared for incoming attacks so you can absorb better the incoming damage...

Signet of Healing: reduce armor malus to -20 AL, reduce slightly the healing to max 125hp, reduce cast time to 1s, raise recharge to 8s

Protector's Defense: increase duration to 15s, let the ksill end, if the user succesfully attacks a foe


No Attribute

Distracting Strike: change cost to 3 adrenaline and let the skill interrupt, if the foe suffers on cracked armor

Frenzy: reduce the double damage you receive to 50% more damage

Frenzied Defense: same like Frenzy, reduce to 50% more damage only

Wild Blow: let it hit all surrounding foes

Flurry: raise duration to 10s, recharge to 10s

Skull Crack: reduce adrenaline cost from 9 to 7

Symbolic Strike: let it also heal for every recharging Signet 1-5 Energy, when the attack hits (max 15)
Pretty much those
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Old May 02, 2008, 02:15 PM // 14:15   #17
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Daze is the "OH SHI-!" condition. Unless removed promptly, it will force kills, and a team dedicated enough to use it will make it stick long enough to force that kill by preventing condition removals from casting, or locking them out with Diversion.

Making Daze so easy to apply destroys having casters. Moreover, you haven't addressed the fact that Hammer Bash, with your changes, means a permanent knockdown. Permanent knockdown means your foe CANNOT DO ANYTHING. You win by virtue of having made the first attack, and you can win with as little as 9 Hammer Mastery, 2 Tactics and whatever else you like.

You shouldn't encourage power creep and skilless builds.
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Old May 02, 2008, 02:27 PM // 14:27   #18
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I just died a little inside ..
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Old May 02, 2008, 02:29 PM // 14:29   #19
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this picture > this thread

Trying to discuss such stupid ideas would be akin to writing an essay on the socio-economic impacts present in the book The Very Hungry Caterpillar.
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Old May 02, 2008, 02:32 PM // 14:32   #20
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that is not a cat alex
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