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Old Jul 18, 2006, 07:23 AM // 07:23   #1
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Default In response to Vindexus - needed skill buffs

Vindexus said in response to everyone who is asking for nerfs, to give suggestions on each and every underused or unplayable skill in the game. Because I raged pvp for the night, I am up to the challenge.

Warrior
  • Dismember - decrease adrenaline cost to 100 (5 strikes)
  • Swift Chop - Increase damage to 1-20
  • Whirling Axe - Decrease disable time to 10 seconds.
  • Belly Smash - Added bonus damage of 1-12
  • Crude swing - Is not easily interrupted. Decrease damage to 1-14
  • Staggering Blow - Reduce adrenaline cost to 100 (5 strikes)
  • "I Will Avenge You" - For each dead ally in the area, you gain 10 seconds (maximum 30) of +2...6 heal regeneration and attack 33% faster.
  • "I Will Survive" - Increase duration to 5-16 seconds.
  • Berserker's Stance - Now ends only if you use an attack skill.
  • Defy Pain - Duration now affected by strength. Lasts for 7-16 seconds
  • Flourish - Decrease casting time to ¼ seconds.
  • Shield Bash - now knocks down foes if they are using non-attack skills.
  • Warrior's Cunning - Decrease recharge time to 45 seconds.
  • Balanced stance - now prevents the user from recieving critical hits.
  • Protector's Defense - increase duration to 5-14 seconds
  • Wary Stance - no longer ends if you use a skill.

Ranger
  • Charm Animal - Can now be used to command a pet to attack a target or return to you.
  • Heal As One - Reduce recharge time to 10 seconds.
  • Otyugh's Cry - Now affects all pets, including those controlled by other masters. Pets affected by Otyugh's Cry cannot be affected by another Otyugh's Cry until the original ends.
  • Predatory Bond - Increase life gain to 10-22 hit points.
  • Scavenger Strike - Increase conditional damage to 1-18.
  • Archer's Signet - Reduce casting time to 2 seconds.
  • Marksman's Wager - Decrease energy gain to 3-7. Added "Your arrows move twice as fast"
  • Trapper's Focus - Increase duration to 5-18 seconds.
  • Concussion Shot - Remove the damage penalty.
  • Pin Down - Reduce recharge time to 10 seconds.
  • Dryder's Defenses - Reduce recharge time to 30 seconds.
  • Incendiary Arrows - Increase duration to 12 seconds.

Monk
  • Boon Signet - Increase healing amount to 5-45. Increase maximum energy gain to 1-6.
  • Divine Spirit - Reduce recharge time to 30 seconds.
  • Peace And Harmony - Now gives +2 energy regeneration. Reduce duration to 20-45 seconds.
  • Release Enchantments - Increased healing amount to 5-39
  • Watchful Spirit - Now gives regeneration based on divine favor. Increased regeneration amount to 0-2. (note: at 13 DF or above, it gives +3 regen.)
  • Withdrawl Hexes - Remove recharge, lower cost to 10 energy.
  • Dwayna's Sorrow - Now affects all party members, works like orders.
  • Amity - Foes under amity cannot attack or use skills while targeting a foe.
  • Pacifism - Same change as amity.
  • Protective Bond - Lowered energy loss to 7-3 Energy.
  • Rebirth - Now consumes all but 0-6 energy.
  • Reverse Hex - no longer ends when ally takes damage. Reduced damage reduction amount to 5-17.
  • Shield of Regeneration - Target now has a 50% chance to evade melee attacks.
  • Banish - Reduced recharge time to 5 seconds.
  • Signet of Rage - increased conditional damage to 5-17
  • Strength of Honor - now adds 20% armor penetration. Reduced damage to 1-5.
  • Succor - Removed recharge time.

Necromancer
  • Blood Bond - Increase Duration to 5-24 seconds.
  • Jaundiced Gaze - lower sacrifice cost to 8%.
  • Order of the Vampire - For 5 seconds, party members deal no damage with physical attacks, but steal 5-29 life from enemies whenever they hit with an attack.
  • Signet of Agony - Increased damage to 10-54
  • Strip Enchantment - Remove an enchantment from target foe. If an enchantment is removed, you steal 10-54 life from that foe.
  • Defile Flesh - reduce sacrifice amount to 10%.
  • Plague Signet - Now transfers all oconditions to target foe and adjacent foes.
  • Weaken knees - Now deals 5-17 damage when triggered.
  • Malign Intervention - The summoned bone horror is summoned under your control and the target leaves an exploited corpse.
  • Vile Touch - Reduced energy cost to 5.
  • Wail of Doom - now interrupts all foes adjacent to your target. If any of them were attacking, their attack skills are disabled for 5-17 seconds.

Mesmer
  • Complicate - Reduced energy cost to 5.
  • Ignorance - Reduced energy cost to 10.
  • Epidemic - Target foe now keeps the conditions instead of losing them.
  • Shatter Storm - Reduced conditional recharge to 5 seconds.

Elementalist
  • Arc Lightning - Now deals conditional damage to all foes adjacent to your target.
  • Lightning Javelin - now knocks down target foe if that foe is attacking.
  • Churning Earth - Reduce cast time to 2 seconds.
  • Eruption - Reduce cast time to 2 seconds.
  • Magnetic Aura - Reduce recharge time to 45 seconds.
  • Ward Against Elements - Increased armor amount to 40.
  • Ether Renewal - Increase Duration to 10 seconds.
  • Burning Speed - When burning speed ends, adjacent foes take 5-29 fire damage and are set on fire for 3-8 seconds.
  • Mark of Rodgort - decrease cost to 15 energy.
  • Mirror of Ice - For 10 seconds, if an enemy spell would deal damage to you, that damage is negated and that foe takes 10-70 damage. Recharge 60 seconds.
  • Swirling Aura - increase duration to 10-30 seconds.

Assassin
  • Dark Apostasy - Remove the "Dark Apostasy Ends" clause.
  • Wild Strike - Now cannot be blocked or evaded, but adds no damage.
  • Dancing Daggers - increase damage to 10-24.
  • Signet of Shadows - omfg arenanet make it a shadow skill for logic's sake.
  • Return - Increased cripple duration to 5-17 seconds.

Ritualist
  • Dulled Weapon - Increase duration to 10-24 seconds.
  • Guided Weapon - Reduce recharge time to 30 seconds.
  • Mighty Was Vorizun - Increase armor to +24, increase energy to +25.
  • Blind Was Mingson - Increase blind duration to 5-17 seconds.
  • Preservation - Now heals an ally every 3 seconds.
  • Resilient Was Xiko - Reduce cast time to ½ seconds.
  • Tranquil was Tanashen - Add "you cannot be knocked down"
  • Ghostly Haste - Increase recharge percentage to 5-30%.

Last edited by shardfenix; Jul 18, 2006 at 07:43 AM // 07:43..
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Old Jul 18, 2006, 09:51 AM // 09:51   #2
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That list isn't complete...

I quoted all the skills that would still be extremely useless after a buff...

Quote:
# Whirling Axe - Decrease disable time to 10 seconds.
# Belly Smash - Added bonus damage of 1-12
# Berserker's Stance - Now ends only if you use an attack skill.
# Flourish - Decrease casting time to ¼ seconds.
# Shield Bash - now knocks down foes if they are using non-attack skills.
# Warrior's Cunning - Decrease recharge time to 45 seconds.
# Balanced stance - now prevents the user from recieving critical hits.
# Heal As One - Reduce recharge time to 10 seconds.
# Dwayna's Sorrow - Now affects all party members, works like orders.
# Order of the Vampire - For 5 seconds, party members deal no damage with physical attacks, but steal 5-29 life from enemies whenever they hit with an attack.
# Signet of Agony - Increased damage to 10-54
# Strip Enchantment - Remove an enchantment from target foe. If an enchantment is removed, you steal 10-54 life from that foe.
# Plague Signet - Now transfers all conditions to target foe and adjacent foes.
# Weaken knees - Now deals 5-17 damage when triggered.
# Magnetic Aura - Reduce recharge time to 45 seconds.
# Mirror of Ice - For 10 seconds, if an enemy spell would deal damage to you, that damage is negated and that foe takes 10-70 damage. Recharge 60 seconds.
Skills that you didn't buff, but were useless:
-Glass Arrows
-Cleave
-Way of the empty palm
-Dwarven Battle Stance
-Primal Rage
-Battle Rage
-Palm Strike
-Wanderlust
-Grasping was Kurong
-Clamour of Souls
-Spirit Channeling
-Shard Storm
-Ride the Lightning
-Skull Crack
-Beguiling Gaze
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Old Jul 18, 2006, 09:58 AM // 09:58   #3
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Quote:
Originally Posted by shardfenix
Shield Bash - now knocks down foes if they are using non-attack skills.
What, and remove the only useful possible application of it? (to prevent adrenal spikes)
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Old Jul 18, 2006, 01:06 PM // 13:06   #4
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Assassin
  • Temple Strike - Reduce recharge time to 15 seconds and switch it to Critical Strikes attribute
  • Seeping Wound - Causes conditional energy degen instead
  • Disrupting Stab - Reduce cast time to 1/4
  • Scorpion Wire - Reduce distance to 30'
  • Way of the Empty Palm - Change to a stance
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Old Jul 18, 2006, 01:48 PM // 13:48   #5
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Where's the buff for hundred blades??
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Old Jul 18, 2006, 01:53 PM // 13:53   #6
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The Otyugh's Cry buff would be awesome except then the IWAY players could kill their own pets after you used this on them.........
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Old Jul 18, 2006, 06:07 PM // 18:07   #7
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Charm Animal should rez your pet with 25% health. Comfort Animal should be a straight heal, with higher healing.

Dwarven Battle Stance should apply to any melee weapon, lose the IAS, and end only if you use a non-attack skill.

I'd go so far as reduce Warrior's Cunning to 30 second recharge. Or 45 seconds with a longer duration. It's only going to be worth having if you can actually realistically score a kill in its duration (you still have to factor in blindness, hexes, snares, etc.)

Make Warrior's Endurance a skill instead of a stance, then maybe Rangers wouldn't be able to use more hammer skills (due to Expertise and 3 energy regen) than Warriors.

Make Mending an Elite (that would make me so happy, even though it won't happen)... okay seriously...
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Old Jul 18, 2006, 10:42 PM // 22:42   #8
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Quote:
Originally Posted by suiraCLAW
That list isn't complete...

I quoted all the skills that would still be extremely useless after a buff...

Skills that you didn't buff, but were useless:
-Glass Arrows
-Cleave
-Way of the empty palm
-Dwarven Battle Stance
-Primal Rage
-Battle Rage
-Palm Strike
-Wanderlust
-Grasping was Kurong
-Clamour of Souls
-Spirit Channeling
-Shard Storm
-Ride the Lightning
-Skull Crack
-Beguiling Gaze
Quote:
Originally Posted by Vengal
Assassin
  • Temple Strike - Reduce recharge time to 15 seconds and switch it to Critical Strikes attribute
  • Seeping Wound - Causes conditional energy degen instead
  • Disrupting Stab - Reduce cast time to 1/4
  • Scorpion Wire - Reduce distance to 30'
  • Way of the Empty Palm - Change to a stance
Realize that wards have a radius of 39'. Your scorpion wire buff is rediculous because it requires you to take maybe 2 steps away from your opponent.
Quote:
Originally Posted by prism2525
Where's the buff for hundred blades??
Quote:
Originally Posted by studentochaos
The Otyugh's Cry buff would be awesome except then the IWAY players could kill their own pets after you used this on them.........
Thus nerfing iway

Please don't assume a skill is bad because nobody uses it. I didn't put a change to those skills because they don't need a change, they're already good enough. Most of the skills you listed are factions skills. They don't suck, people just haven't found out how to use them yet. Although hundred blades probably needs a lower adrenal cost.

Last edited by shardfenix; Jul 18, 2006 at 10:45 PM // 22:45..
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Old Jul 18, 2006, 11:29 PM // 23:29   #9
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Warrior
  • Hundred Blades - Reduce reset to 5 seconds.
  • Tripple Chop - Reduce reset to 8 seconds.
  • Primal Rage - Increase duration to 12 seconds.
  • Deflect Arrows - Ends prematurely only if you use an attack skill.
  • Sun and Moon Slash - Reduce adrenaline cost to 6.

Assassin
  • Seeping Wounds - Increase degeneration to 1...6.
  • Scorpion Wire - Reduce range to 75', no longer goes away after activating.
  • Death's Charge - Reduce reset to 20 seconds.
  • Dark Prison - Reduce reset to 25 seconds.
  • Heart of Shadow - Reduce reset to 10 seconds, increase healing.
  • Locust's Fury - Increase to 30%, move to Dagger Mastery.
  • Shadow Refuge - Additional heal unconditional (no longer need to be attacking)
  • Signet of Shadows - Reduce recharge to 15 seconds.
  • Temple Strike - Reduce energy cost to 10, recharge to 15.
  • Change all Shadow Stepping skills to cancel any hostile actions targetted at you.

Last edited by Rikimaru; Jul 18, 2006 at 11:38 PM // 23:38..
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Old Jul 18, 2006, 11:53 PM // 23:53   #10
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Wow some of these skills u guys suggested are overpowering these "common" skills and some elite skills
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Old Jul 18, 2006, 11:57 PM // 23:57   #11
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I Hope you aren't talking about any of the suggestions I just made; there's no possible way any of those are overpowering. The only suggestion that even has a remote possibility is Locust's Fury, and I made that suggestion because no one uses it as is.
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Old Jul 19, 2006, 05:10 AM // 05:10   #12
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Dismember - decrease adrenaline cost to 100 (5 strikes)

This would probably give a need for Eviscerate to require less Adrenaline as well, therefore buffing IWAY.
Also, it would be imbalanced for Dismember to cost 5 strikes, while Gash requires 7 AND for the foe to be Bleeding. Both cause Deep Wound, but one is conditional and costs more Adrenaline.


Mirror of Ice - For 10 seconds, if an enemy spell would deal damage to you, that damage is negated and that foe takes 10-70 damage. Recharge 60 seconds.

All I see changed is the increased recharge of 50 more seconds. This will make the skill even less used than before. How many elite skills actually have more than a 30 second recharge? Not too many. I presume this skill is also a one-effect thing, so it ends after one hit.


Lightning Javelin - now knocks down target foe if that foe is attacking.

A spammable KD now eh? This is going to own Wars + Asns + Rangers. 2 second recharge...not going to work. Not many Ele KDs that aren't elite and don't cause exhaustion (IIRC, none).


Order of the Vampire - For 5 seconds, party members deal no damage with physical attacks, but steal 5-29 life from enemies whenever they hit with an
attack.

It's barely used now, so why nerf it even more? Wars / Asns / Rangers do more damage with attacks than with this life-stealing thing. If enchantments like Life Bond / Shielding Hands is bothering you, you're looking for OoA, not OotV.



This is just a quick list. I haven't taken that much time on this yet.
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Old Jul 19, 2006, 05:10 AM // 05:10   #13
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Quote:
Originally Posted by prism2525
Where's the buff for hundred blades??
Hundred Blades: reduced recharge time to zero, energy cost to 5...0.

Seriously, though, it isn't a skill that needs much buffing - it finds a very nice place in a few certain builds ("Fear Me!"). Though, a recharge reduction certainly wouldn't hurt it's potential. Clearly, it was designed as a PvE skill.

As for the OP, I like the spirit of progress, but Anet is trying to balance PvP and PvE spectrums (unfortunately). It is a business, after all, and I optimistically estimate that only about 1 in 3 people who have purchased GW ever get seriously into PvP for any amount of time. That is, serious enough to analyze skills.
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Old Jul 19, 2006, 08:28 AM // 08:28   #14
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Quote:
Originally Posted by Vengal
Assassin
  • Temple Strike - Reduce recharge time to 15 seconds and switch it to Critical Strikes attribute
  • Seeping Wound - Causes conditional energy degen instead
  • Disrupting Stab - Reduce cast time to 1/4
  • Scorpion Wire - Reduce distance to 30'
  • Way of the Empty Palm - Change to a stance
The day temple strike has a 15 second recharge is the day I lose all hope in mankind.
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Old Jul 19, 2006, 09:19 AM // 09:19   #15
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Quote:
Originally Posted by shardfenix
Monk
  • Protective Bond - Lowered energy loss to 7-3 Energy..
Whoa, 55 HP Farming anyone?
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Old Jul 19, 2006, 09:30 AM // 09:30   #16
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Quote:
Originally Posted by ~Vanilla~
Whoa, 55 HP Farming anyone?
I don't know how much that would work. 55HP monks don't take 15 or 16 prot prayers so it wouldn't be that good. Also each hit makes them lose a min of 3 energy so even essece bond and balth together wouldn't be enough.
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Old Jul 19, 2006, 09:52 AM // 09:52   #17
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i think making grasping was kuurong 15 sec recharge would be good and maybe make clamor of souls have a shorter recharge or up the dmg like 30 more than what it has now also i think they should make the recharge on mirror of ice 5 seconds because now it is a very useless skill and also should make it trigger on any offensive spell not just dmg ones
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Old Jul 19, 2006, 10:24 AM // 10:24   #18
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I like the Necromancer Malign Intervention one. I defnitely think that the minion should be under your control.
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Old Jul 20, 2006, 09:23 AM // 09:23   #19
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Quote:
Originally Posted by prism2525
I don't know how much that would work. 55HP monks don't take 15 or 16 prot prayers so it wouldn't be that good. Also each hit makes them lose a min of 3 energy so even essece bond and balth together wouldn't be enough.
Old school prot-bond farmers used to swap headsets between a prot prayers one and a smiting one. They also had +1 protection prayers staff wrappings.
This allowed them to go afk versus the aatxes for dinner, then come back half an hour later and still be in the same place. Bad idea.
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Old Jul 20, 2006, 11:17 AM // 11:17   #20
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Quote:
Hundred Blades: reduced recharge time to zero, energy cost to 5...0.
/signed. even then the skill would not be really good.
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