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Old Jan 07, 2007, 07:44 PM // 19:44   #1
Desert Nomad
 
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Default Fix some forgotten Elites

Here are some of my ideas to fix elites that, are not used very often.

If you feel you have a better idea post it, and if I find it better, I'll change it.

Core

[skill]Shield of Regeneration[/skill]

Suggestion: Increase armor to 80, energy to 5 or 10, and increase duration to 15 seconds at 12 Protection. Just compare this to [skill=text]Feigned Neutrality[/skill]

[skill]Signet of Judgment[/skill]

Suggestion: Increase damage to roughly 80 or 90, and increase range to nearby.

[skill]Crippling Anguish[/skill]

Suggestion: Increase degen to 5 at 12 Illusion.

[skill]Energy Drain[/skill]

Suggestion: Add an additional 1 energy per every 2 ranks of Fast Casting. The reason this skill was nerfed was because of X/Mesmers using it, and I feel mesmers shouldn't have to suffer because of another class.

[skill]Mind Burn[/skill][skill]Mind Freeze[/skill]

Suggestion: Remove exhaustion increase recharge to ~15 seconds.

Prophecies

[skill]Earth Shaker[/skill]

Suggestion: Add addtional damage to knocked down foes or reduce adrenaline to 5 or 6.

[skill]Bull's Charge[/skill]

Suggestion: Remove the ending if you use a skill.

[skill]Dwarven Battle Stance[/skill]

Suggestion: Move to Hammer Mastery. Reduce recharge to 15 or 20 seconds.

[skill]Skull Crack[/skill]

Suggestion: Reduce adrenaline requirement to 5 or 6 and reduce the duration to 4 or 5 seconds. This will make it more spammable and almost equal to [skill=text]Blinding Surge[/skill] for Warriors.

[skill]Marksman's Wager[/skill]

Suggestion: Move to Marksmanship, add an additional 1...12...16 per hit.

[skill]Practiced Stance[/skill]

Suggestion: Preperations also cost 10...30...50% less energy.

[skill]Greater Conflagration[/skill]

Suggestion: Any time anyone takes damage that isn't fire damage, they take an additional 5...20...32 fire damage.

[skill]Poison Arrow[/skill]

Suggestion: Add an additional 2...12...18 damage to foes already suffering from poison.

[skill]Peace and Harmony[/skill]

Suggestion: You gain 5...11...13 energy when it ends. Increase recharge to 20.

[skill]Unyielding Aura[/skill]

Suggestion: Move to no attribute.

[skill]Amity[/skill]

Suggestion: Reduce recharge to 5 seconds. Its elite, just look at [skill=text]Pacifism[/skill].

[skill]Mark of Protection[/skill]

Suggestion: Increase duration to 10...12...15. Reduce recharge to 30. Disable all non-protection prayers skills for 5 seconds.

[skill]Shield of Deflection[/skill]

Suggestion: Decrease energy to 5. Increase duration to 1...5...6 seconds.

[skill]Life Transfer[/skill]

Suggestion: Add an additional 1...15...20 health stolen per second. This makes it so skills like [skill=text]Healing Breeze[/skill] can't completely cancel it.

[skill]Virulence[/skill]

Suggestion: "Target foe takes 15...43...50 damage. If that foe was already suffering from a Condition, that foe suffers from Disease, Poison, and Weakness for 3...13...16 seconds.

[skill]Panic[/skill]

Suggestion: Reduce energy cost requirement to 15. Target also takes 5...34...42 damage every time they use a spell.

[skill]Keystone Signet[/skill]

Suggestion: Reduce recharge to 20.

[skill]Glimmering Mark[/skill]

Suggestion: "For 1...13...17 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 2...6...9 seconds and takes an additional 20...30...34 damage"

[skill]Thunderclap[/skill]

Suggestion: "Target foe is knocked down and hexed with Thunderclap for 8...18...22 seconds. If target foe is hexed again with Thunderclap, that foe and all nearby foes are knocked down and you lose 9...5...3 energy."

[skill]Ether Renewal[/skill]

Suggestion: Reduce recharge to 20 seconds. Increase duration to 2...7...10 seconds.

Factions

[skill]Primal Rage[/skill]

Suggestion: Remove skill disable. Increase duration to 10...15...16. Reduce armor penetration to 10%.

[skill]Shove[/skill]

Suggestion: Reduce recharge to 10 or 15.

[skill]Lacerate[/skill]

Suggestion: Non-bleeding foes take 1...7...10 damage every 5 seconds and suffer from Deep wound for 1...2...2 seconds.

[skill]Archer's Signet[/skill]

Suggestion: Reduce recharge to 30. Reduce casting time to 2 seconds. Double number of bow attack limit. (50% while Marksmanship or expertise are above 8)

[skill]Glass Arrows[/skill]

Suggestion: They cause Crippled for 5...9...11 seconds if they are evaded. Conditions are applied to adjacent foes as well.

[skill]Equinox[/skill]

Suggestion: This spirit causes Exhaustion every 20 seconds to players with more than 6...3...2 spells or signets.

[skill]Discord[/skill]

Suggestion: Increase damage to 30...100...130. Increase recharge to 6.

[skill]Wail of Doom[/skill]

Suggestion: Remove 10% health sacrifice or reduce recharge to 9.

[skill]Lyssa's Aura[/skill]

Suggestion: "For 9...27 seconds, whenever you are the target of an enemy Spell, you steal up to 2...7...9 Energy from the caster. For every 2 ranks of Fast Casting, you gain an additional 1 energy."

[skill]Power Leech[/skill]

Suggestion: "Target foe is hexed with Power Leech. If this hits a foe casting a spell, that spell is interrupted and you gain 1...6...11 energy. For 10...15...17 seconds, each time that foe casts a spell, you gain 5 energy.

[skill]Shatter Storm[/skill]

Suggestion: Reduce to 5 energy. Reduce skill disable to 3 or 4 seconds per enchantment removed.

[skill]Gust[/skill]

Suggestion: Reduce recharge to 7. "Target foe is struck for 17...39...46 cold damage. If that foe is under an Elemental Hex, that foe is knocked down for 3 seconds."

[skill]Double Dragon[/skill]

Suggestion: Reduce energy to 10. Reduce recharge to 10.

[skill]Seeping Wound[/skill]

Suggestion: "For 5...17...21 seconds if target foe suffers -1...3...4 Health degeneration for each condition. If this hex lasts its full duration, target foe suffers from Deep Wound for 13...19...20 seconds." Reduce casting time to 1/4 second.

[skill]Assassin's Promise[/skill]

Suggestion: Reduce casting time to 1/4 second. Reduce recharge to 30 seconds.

[skill]Siphon Strength[/skill]

Suggestion: Reduce energy cost to 10.

[skill]Beguiling Haze[/skill]

Suggestion: Reduce energy cost to 5.

[skill]Grasping Was Kuurong[/skill]

Suggestion: Increase damage to 20...116...148.

[skill]Signet of Spirits[/skill]

Suggestion: Increase energy gained to 2...12...14. Increase limit to 10...20...30.

[skill]Tranquil Was Tanasen[/skill]

Suggestion: Increase armor gain to 20...44...52. Some non elite skills have better armor gain...

[skill]Spirit Channeling[/skill]

Suggestion: Reduce recharge to 20.

Nightfall

[skill]Decapitate[/skill]

Suggestion: Remove loss of energy. If it hits, gain +1...3...4 strike(s) of adrenaline.

[skill]Headbutt[/skill]

Suggestion: Reduce energy cost to 5. You are also knocked down.

[skill]Rage of the Ntouka[/skill]

Suggestion: Gain 1...6...7 strike(s) of adrenaline. For 10...5...4 seconds, whenever you use an adrenaline Skill, that Skill recharges for 5...3...2 seconds.

[skill]Soldier's Stance[/skill]

Suggestion: Increase duration to 4...11...13. Increase requirement to adrenaline. 4 strikes required.

[skill]Strike as One[/skill]

Suggestion: Increase damage to 7...15...18. Increase number of pet attacks to 10.

[skill]Quicksand[/skill]

Suggestion: If anyone is moving faster than normal, they lose 2 energy per attack or skill.

[skill]Balthazar's Pendulum[/skill]

Suggestion: For 5...17...21 seconds, the next time target ally would be knocked down by a foe, that foe is knocked down instead for 1...2...3 seconds and takes an additional 20...42...50 holy damage.

[skill]Ravenous Gaze[/skill]

Suggestion: Reduce to 1/4 cast time. Reduce to 5 energy.

[skill]Depravity[/skill]

Suggestion: Reduce to 1 second cast time. Reduce recharge to 20 seconds.

[skill]Pain of Disenchantment[/skill]

Suggestion: Increase duration to 30...55...60 seconds. Increase damage to 20...70...80 damage. Increase recharge to 20 seconds.

[skill]Signet of Suffering[/skill]

Suggestion: Increase limit to 200 damage. Reduce casting time to 1/4 second.

[skill]Contagion[/skill]

Suggestion: Increase range to "in the area", reduce condition expiring on enemies to 30...20...15% faster.

[skill]Enchanter's Conundrum[/skill]

Suggestion: Decrease energy to 10. Decrease casting time to 1 second.

[skill]Hex Eater Vortex[/skill]

Suggestion: Reduce energy to 10.

[skill]Power Flux[/skill]

Suggestion: If target foe is casting a spell, that spell is interrupted and for 8...18...20 seconds, that foe has -1 Energy degeneration and loses 1...3...4 energy per second.

[skill]Visions of Regret[/skill]

Suggestion: Reduce energy to 5.

[skill]Symbols of Inspiration[/skill]

Suggestion: Reduce recharge to 15 seconds.

[skill]Stone Sheath[/skill]

Suggestion: Add an extra -10...20...25 damage for each attack.

[skill]Master of Magic[/skill]

Suggestion: Decrease recharge to 25 seconds.

[skill]Fox's Promise[/skill]

Suggestion: Increase duration to 10...20...25 seconds. Add a 50% blind duration reduction.

[skill]Wastrel's Collapse[/skill]

Suggestion: Reduce duration to 3 seconds.

[skill]Xinrae's Weapon[/skill]

Suggestion: Reduce energy to 15. Increase duration to 8...18...20 seconds.

[skill]Reclaim Essence[/skill]

Suggestion: "Destroy target summoned creature. You gain 5...17 Energy." Increase recharge to 8.

[skill]Wielder's Zeal[/skill]

Suggestion: Reduce energy requirement to 5 or increase energy gained to 2...8...10.

[skill]Anthem of Fury[/skill]

Suggestion: Reduce recharge to 10 seconds.

[skill]Defensive Anthem[/skill]

Suggestion: Reduce to 10 energy. Decrease recharge to 15.

[skill]"The Power Is Yours!"[/skill]

Suggestion: Reduce recharge to 10.

[skill]Song of Purification[/skill]

Suggestion: "For 20 seconds, the next 1...3...3 skills used by each ally within earshot remove 1...2...3 Conditions from that ally."

I do not know much about Dervishes so I left their skills out.
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Old Jan 07, 2007, 10:00 PM // 22:00   #2
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Your Decapitate buff amuses me. Guaranteed critical hit, deep wound, bonus damage, AND gives you back half the adrenaline to use it again?

Just losing all adrenaline would have been enough, in my opinion. The energy loss is unnecessary.

HEadbutt and Shove should be reworked. One should cause KD + damage to target foe, one should cause Dazed + damage to target foe. Neither should have a penalty. I'll never understand Anet's reasoning in discouraging people from using skills.
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Old Jan 08, 2007, 01:17 AM // 01:17   #3
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Quote:
Originally Posted by kvndoom
Your Decapitate buff amuses me. Guaranteed critical hit, deep wound, bonus damage, AND gives you back half the adrenaline to use it again?

Just losing all adrenaline would have been enough, in my opinion. The energy loss is unnecessary.
Eh, I wasn't thinking on that one. I'll probobly change that.

Quote:
Originally Posted by kvndoom
HEadbutt and Shove should be reworked. One should cause KD + damage to target foe, one should cause Dazed + damage to target foe. Neither should have a penalty. I'll never understand Anet's reasoning in discouraging people from using skills.
I agree.
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Old Jan 08, 2007, 01:18 AM // 01:18   #4
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Quote:
Originally Posted by kvndoom
Your Decapitate buff amuses me. Guaranteed critical hit, deep wound, bonus damage, AND gives you back half the adrenaline to use it again?

Just losing all adrenaline would have been enough, in my opinion. The energy loss is unnecessary.
Eh, I wasn't thinking on that one. I'll probobly change that.

Quote:
Originally Posted by kvndoom
HEadbutt and Shove should be reworked. One should cause KD + damage to target foe, one should cause Dazed + damage to target foe. Neither should have a penalty. I'll never understand Anet's reasoning in discouraging people from using skills.
I agree.
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Old Jan 08, 2007, 01:44 AM // 01:44   #5
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Gotta say "no" to the mods to Skull Crack...there's a reason it isn't spammable. Blind is easier to remove than daze...and daze usually GGs whatever you hit with it...it's why there are so few skills good at doing daze.
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Old Jan 08, 2007, 01:51 AM // 01:51   #6
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Lyssa's Aura would be overpowered with the buff you gave it, it should work with attack skills too, but only with half energy gain. Its duration should be extended to 5-12.
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Old Jan 08, 2007, 01:54 AM // 01:54   #7
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I disagree with with most of them
+80 to shield of regeneration its just an absurd.
Most of them are an absurd... wow man
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Old Jan 08, 2007, 02:48 AM // 02:48   #8
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Quote:
Originally Posted by Gregslot
I disagree with with most of them
+80 to shield of regeneration its just an absurd.
Most of them are an absurd... wow man
I tried to give them a Spoil Victor type buff.

Um as of now, Feigned Nuetrality>Shield of Regeneration.

I just tried to make SoR better.

What would you do to SoR? (Just curious)
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Old Jan 08, 2007, 03:19 AM // 03:19   #9
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Quote:
Originally Posted by Puebert
I tried to give them a Spoil Victor type buff.

Um as of now, Feigned Nuetrality>Shield of Regeneration.

I just tried to make SoR better.

What would you do to SoR? (Just curious)
SoR is perfectly fine, although it should cost only 10 energy to cast. Leave the rest of the skill alone.

Unlike Feigned Neutrality that ends if you attack or use a skill, you can attack or do whatever you want with SoR.
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Old Jan 08, 2007, 06:10 AM // 06:10   #10
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Wow you really would make some skills overpowering. Decap with half aderaline back and I keep my energy so I can use decap+critical chop without a swap of weapons . Also your mindburn buff is amazing a 5 energy 140+ damage skill to softies every 15 seconds with no exhaustion not to mention the huge lengthy degen.

Last edited by warriorsmiley; Jan 08, 2007 at 06:12 AM // 06:12..
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Old Jan 08, 2007, 08:29 AM // 08:29   #11
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Quote:
Originally Posted by Puebert
What would you do to SoR? (Just curious)
Make it 5e 3/4c 5r with a 10s duration. Change 40 armor clause to "takes half damage".
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Old Jan 08, 2007, 09:37 AM // 09:37   #12
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Quote:
Originally Posted by Puebert
Suggestion: Add an additional 1 energy per every 2 ranks of Fast Casting. The reason this skill was nerfed was because of X/Mesmers using it, and I feel mesmers shouldn't have to suffer because of another class.
I like how you've linked this to Fast Casting. That's a really cool move there^^.

Quote:
[skill]Bull's Charge[/skill]

Suggestion: Remove the ending if you use a skill.
That would make targets incapable of kiting. This skill does combine two effects, Increased Running Speed and Knockdown. I think it's fine the way it is.

Quote:
[skill]Poison Arrow[/skill]

Suggestion: Add an additional 2...12...18 damage to foes already suffering from poison.
This skill's ability comes from its spammability, so you can spread poison to as many targets as you can. If you add damage to this skill... it becomes too productive as Searing Flames... And that skill is awaiting a good nerfing.

Quote:
[skill]Life Transfer[/skill]

Suggestion: Add an additional 1...15...20 health stolen per second. This makes it so skills like [skill=text]Healing Breeze[/skill] can't completely cancel it.
ewww, no. For an invest of 5 energy, we're talking about 280 damage at rank12.

Quote:
[skill]Thunderclap[/skill]

Suggestion: "Target foe is knocked down and hexed with Thunderclap for 8...18...22 seconds. If target foe is hexed again with Thunderclap, that foe and all nearby foes are knocked down and you lose 9...5...3 energy."
Is this the full description you have for Thunderclap? Or are there some parts of the original description that you've left out?

Factions

Quote:
[skill]Equinox[/skill]

Suggestion: This spirit causes Exhaustion every 20 seconds to players with more than 6...3...2 spells or signets.
Oh... god. OK. 1 round of Exhaustion takes 30 seconds to recover from. If this spirit is up over a long period of time, its bad news for everyone.

Quote:
[skill]Discord[/skill]

Suggestion: Increase damage to 30...100...130. Increase recharge to 6.
The requirements needed to fulfil this skill is not difficult. The damage suggested is insane...

Quote:
[skill]Power Leech[/skill]

Suggestion: "Target foe is hexed with Power Leech. If this hits a foe casting a spell, that spell is interrupted and you gain 1...6...11 energy. For 10...15...17 seconds, each time that foe casts a spell, you gain 5 energy.
Shoiuld be 'steal' not 'gain'. It ruins the effect of Power Leech.

Quote:
[skill]Grasping Was Kuurong[/skill]

Suggestion: Increase damage to 20...116...148.
The damage from this is untyped, I would rather reduce the recharge or the cost. You can easily do a 300 damage spike with this skill alone by recasting, and then you have those other few ritualist AoE spells that stack with this skill.

Quote:
[skill]Signet of Spirits[/skill]

Suggestion: Increase energy gained to 2...12...14. Increase limit to 10...20...30.
This is already a very powerful E-management skill. With this suggestion, you're gaining up to 30 energy every 20 seconds? With two spirits at the most, thats +4 energy regeneration (28 energy) on a very constant basis. Ummm? That's all I have to say.

Quote:
[skill]Tranquil Was Tanasen[/skill]

Suggestion: Increase armor gain to 20...44...52. Some non elite skills have better armor gain...
You really need to look at skills more carefully. This Item spell comes with the ability to counter interruption. Other non-elite skills come with hard penalties, the penalty of this skill is that it has a long cast time and has a mtached duration for recharge.

Quote:
[skill]Pain of Disenchantment[/skill]

Suggestion: Increase duration to 30...55...60 seconds. Increase damage to 20...70...80 damage. Increase recharge to 20 seconds.
A 60 SECOND HEX??? Oh my god all of my monks have just died... thanks alot :P 80 damage is overkill btw.

Quote:
[skill]Signet of Suffering[/skill]

Suggestion: Increase limit to 200 damage. Reduce casting time to 1/4 second.
I... oh god, *looks at a new streak of white hair*. No. Just no. Hexes are powerful alone when they are stacked, and that's why they have that damage limit, and that's why they deal the amount of damage that they deal.

Quote:
[skill]Hex Eater Vortex[/skill]

Suggestion: Reduce energy to 10.

Quote:
[skill]Power Flux[/skill]

Suggestion: If target foe is casting a spell, that spell is interrupted and for 8...18...20 seconds, that foe has -1 Energy degeneration and loses 1...3...4 energy per second.
4 energy per second. That's 12 energy degeneration my dear. Just forget about adding in the -1 energy degeneration, your target is already dumbfounded at an overpowered skill.

Quote:
[skill]Symbols of Inspiration[/skill]

Suggestion: Reduce recharge to 15 seconds.
The problem with this skill isn't the recharge, its the poor lack of energy return, and the build that could utilise this skill is with builds that have 2 or more signets, which also have to be used in quick succession, because the duration isn't something to be impressed with. And most builds that have more than two signets do not need an energy management, especially one that is elite.

Quote:
[skill]Reclaim Essence[/skill]

Suggestion: "Destroy target summoned creature. You gain 5...17 Energy." Increase recharge to 8.
17 energy with a 5 second recharge, to use on any summoned creature? That makes Consume Soul redundant. To use this skill, you need to have a good attunement to your own spirits. Predict when they will die, and then use this elite, don't treat this skill like some ragdoll for any melee attacker to abuse...

This is why this job should be left to Anet, they've done a good job of it. Alot of suggestions that have been posted on Sardelac have been looked at incorrectly for too often now.

Last edited by Terra Xin; Jan 08, 2007 at 09:41 AM // 09:41..
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Old Jan 08, 2007, 11:17 AM // 11:17   #13
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Quote:
Originally Posted by Terra Xin
This skill's ability comes from its spammability, so you can spread poison to as many targets as you can. If you add damage to this skill... it becomes too productive as Searing Flames... And that skill is awaiting a good nerfing.
I really don't see how you can compare it to Searing Flames. You can already spread poison with Apply and tab-spacing targets. This wouldn't be a bad buff.

Quote:
Originally Posted by Terra Xin
17 energy with a 5 second recharge, to use on any summoned creature? That makes Consume Soul redundant.
I like that change, the numbers would need to be balanced a bit but it doesn't make Consume redundant at all. Minions are also summoned creatures.
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Old Jan 08, 2007, 02:21 PM // 14:21   #14
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Quote:
Originally Posted by Puebert
I tried to give them a Spoil Victor type buff.

Um as of now, Feigned Nuetrality>Shield of Regeneration.

I just tried to make SoR better.

What would you do to SoR? (Just curious)
Spoil Victor isnt that strong, its like an elite Backfire, but it only works with monks and rits.

Shield of Regeneration is an awsome skill, if they made it 1/2 cast time it would be as powerful as Spoil Victor

I know you are trying, but lets stay under this game's reality

For example, i imagine imortal necros with the Life Transfer you suggested. They are already a pain in the ass to kill with this skill at 16, and you have to work out a way to get your health back when you do.
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Old Jan 08, 2007, 03:12 PM // 15:12   #15
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Mind Burn/Freeze: "Remove exhaustion increase recharge to ~15 seconds."
The exhaustion is there for a reason. If there was no exhaustion, people would echo the skills.

Xinrae's Weapon: "Reduce energy to 15. Increase duration to 8...18...20 seconds."
Reducing Xinrae's Weapon energy to 15 AND increasing duration to 8...18...20 seconds is overkill. It easily messes up Searing Flames and Shadow Prison so why make it even more powerful? If people don't know how to use Diversion properly, they won't use Xinrae's Weapon properly. No buffs needed.

Signet of Spirits: "Increase energy gained to 2...12...14. Increase limit to 10...20...30."
That is way to much energy.

Tranquil was Tanasen: "Increase armor gain to 20...44...52. Some non elite skills have better armor gain..."
I've VW'd people to death with this guy. No need.

Depravity: "Reduce to 1 second cast time. Reduce recharge to 20 seconds."
Buff not needed. This skill is hilarious when used on a bonder. Try it sometime.

Reclaim Essence: "Destroy target summoned creature. You gain 5...17 Energy." Increase recharge to 8.
People would abuse the skill to no end even with the eight second recharge. Restore rits would be ridiculous if the skill was like this given there are spirits in the area.

Wielder's Zeal: "Reduce energy requirement to 5 or increase energy gained to 2...8...10."
I have never had any problems playing with this skill.
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Old Jan 08, 2007, 03:15 PM // 15:15   #16
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If you're going to rebalance, please please please get more into the game?

SoR is not - i repeat - not good, it's terrible. Only uses are for PvE tanking, and noone cares about pve :P

Spoil Victor not powerful? - where do you live and play? - This skill is an elite backfire mixed with Spiteful spirit and doubled damage, it works on everything basically. Short cast, fast recharge, long duratation, what more could you wish for?
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Old Jan 08, 2007, 04:38 PM // 16:38   #17
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Core:
Shield of regeneration: all it needs is a energy drop to 10 from 15 to make it more usable. Nothing more.

Signet of Judgment: Increase damage slightly, no other changes needed.

Crippling Anguish: Needs no change this skill is already one of the most annoying ones in the game.

Energy Drain: Would never be an Fast casting skill, since it has nothing to do with fast casting. Increase energy cost to 10, and increase gain to +3 per energy lost.

Mind Burn and Mind Freeze are Fine how they are.

Prophecies
Earth Shaker: Needs only a small reduction of Adren to 6 or 7, no other changes.

Bulls Charge: Needs no changes it suits it name.

Dwarven Battle stance: Moved to Hammer Mastery, no other changed needed.

Skull Crack: Needs no changes

Marksmans Wager: could be moved to Marksmanship but no damage increase needed.

Practised Stance: Needs no changes

Greater Conflagration: Needs no changes

Poison Arrow: Needs no changes, Its already highly spammable. Poison the team not just he 1 individual, its not a spike, it’s a degen.
Peace and Harmony: Needs to be made scalable gives 1…3 regen.

Unyielding Aura: Needs no changes

Amity: Could do with a reduced recharge but defenetly not that low, it should be about 20 seconds.

Mark of Protection: Needs no changes

Shield of Deflection: OMG u dare touch my much loved skill!, ive yet to see anyone else but me use this regularly (although im sure some do.) The only change it needs is to make it scalable. Eg lasts 2…..8 seconds. (at 12 prot)

Lifetransfer: Is an ace elite needs no changes.

Virulence: Need no changes

Panic: Needs no changes

Keystone Signet: Ok thats the only 1 i agree with u with. Cause it really needs a buff.

Glimmering Mark: Fine how it is

Thunderclap: needs no changes since they buffed it.

Ether Renewal: Increased Duration to 10….15 seconds

Factions

Primal Rage: Make it Scalable. 5..15 seconds (at strength 12). No other changes.

Shove: Fine in its already annoying form

Lacerate: Needs no changes

Archers Signet: Needs no changes.

Glass Arrows: Fine how they are

Equinox: Needs no changes, especially not one like that.

Discord: Needs no changes

Wail of Doom: amazing how it is needs no changes.

Lyssas Aura: Needs increased Length to 5…15 seconds

Power Leech: Great how it is

Shattestorm, fine how it is

Gust: Increased knock down to 5 seconds

Double Dragon: Needs no changes

Seeping Wound fine how it is

Assassin Promise: fine how it is

Siphon Strength: fine how it is

Beguiling Haze: fine how it is

Grasping Was Kuurong: Very powerful as it is.

Signet of Spirits: Fine howit is

Tranquil was Tanasen – Fine how it is. Its about not being interrupted more than the AL value.

Spirit Channeling: Fine how it is.

Nightfall

Decapitate: Is Very Powerful how it is as a spike. Leave well alone

Ravenous Gaze: lol certainly needs no changes

Stone Sheath: No way, that skills already highly powered (close to over powered)

Master of Magic: fine how it is

I don’t know many of the NF elite yet, but judging from the rest I imagine they don’t need changing. Just 1 Question: Have u actually played all the way throught he game and used and been victim to these skills? because a lot of ur changes are totally OTT, most of these elites are fine how they are. And your changes would totally ruin balance.
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Old Jan 08, 2007, 04:42 PM // 16:42   #18
Desert Nomad
 
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Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
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Quote:
Originally Posted by Deleet
Spoil Victor not powerful? - where do you live and play? - This skill is an elite backfire mixed with Spiteful spirit and doubled damage, it works on everything basically. Short cast, fast recharge, long duratation, what more could you wish for?
Yes Spoil Victor is powerful but it only works while they have more hp that u! in PvP thats not an issue in PVe most creature thats not gonna do much to them. the only real time this Skill stands out is either u have next to no hps (ie 55s) or ur Taking on a Boss in which case its a great skill. Ifs not Overpowerd. Its just right.
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Old Jan 08, 2007, 05:22 PM // 17:22   #19
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Mind burn and mind freeze are not "fine where they are". Mind freeze in particular is awful, why would I want a conditional snare when there are plenty of non-conditional ones that don't cause exhaustion?

Mind burn is just a waste with exhaustion. BFD, I can conditionally do about as much damage as a fireball and get some burning degen (which will promptly be removed) at the cost of exhaustion. At least mind shock is strong because the KD is really useful in small-scale encounters.

Personally I would raise mind burn's energy cost to 10 and remove the exhaustion. It then does (conditionally) about as much single target dps as searing flames, but is cheaper to run, which is an acceptable tradeoff.
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