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Old Aug 14, 2007, 02:12 PM // 14:12   #1
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Join Date: Jan 2007
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Default Modifying partywide skills to be better in smaller parties

Simply put, much of the effects of these skills are wasted by having smaller parties. I'm trying to make changes to make these skills or effects better for party sizes of 4 or 6, split situations in GvG, soloing, missions with separated groups, such as Alliance Battles or Fort Aspenwood, and sometimes builds that don't just overload on a single thing, like Order of Pain in all physical builds being more useful in builds with fewer physical attackers.

Feel free to note anything that is ridiculous or something.


Starting with Warrior:

"Charge!"
Elite Shout. For 40...80 seconds divided among affected allies (up to 10...20 per ally), all allies within earshot move 25% faster.
Cost: 5 Recharge: 20

"Retreat!"
Shout. If there are any dead allies within earshot, your party moves 33% faster for 40...80 seconds divided among your party members (up to 10...20 per party member).
Cost: 5 Recharge: 20

"Shields Up!"
Shout. For 40...80 seconds divided among affected allies (up to 10...20 per ally), you and all party members within earshot gain 24 armor against piercing damage and 50% chance to block incoming projectile attacks.
Cost: 10 Recharge: 30

"Watch Yourself!"
Shout. All party members within earshot gain +40...162 armor divided among affected allies (up to +10...42 armor per party member) for 5...10 seconds.
Adrenaline: 4

"Save Yourselves!"
Shout. For 21...42 seconds divided among affected party members (up to 6..12 per party member), all other party members gain +100 armor.
Adrenaline: 8

Elementalist:

Ward Against Elements
Ward Spell. You create a Ward Against Elements at your current location. For 8...18 seconds, non-Spirit allies in this area gain +168 armor against elemental damage, divided among affected allies (up to 48 per party member).
Cost: 15 Cast: 1 Recharge: 20

Ward Against Melee
Ward Spell. You create a Ward Against Melee at your current location. For 32...72 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. The expiration rate of this Ward is multiplied by the number of allies within it at a given time and cannot last more than 30 seconds total.
Cost: 10 Cast: 1 Recharge: 20

Ward of Stability
Ward Spell. Create a Ward of Stability at your current location. For 40...88 seconds, non-Spirit allies cannot be knocked down. The expiration rate of this Ward is multiplied by the number of allies within it at a given time and cannot last more than 35 seconds total.
Cost: 10 Cast: 1 Recharge: 30

Ward Against Harm
Elite Ward Spell. Create a Ward Against Harm at this location. For 8...18 seconds, non-Spirit allies in this area have 96...400 armor against fire damage and 96...172 armor against other damage. This armor is divided among affected allies (up to 24...100 armor against fire and 24..44 armor against other sources per ally).
Cost: 15 Cast: 1 Recharge: 20

Necromancer:

Order of Pain
Enchantment Spell. Sacrifice 17% Health. For 20 seconds, whenever a party member hits a foe with physical damage, that party member does an additional 3...13 damage. Order of Pain ends after triggering 10 times.
Cost: 10 Cast: 2

Order of the Vampire
Elite Enchantment Spell. Sacrifice 17% maximum Health. For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to 3...13 Health. Order of the Vampire ends after triggering 10 times.
Cost: 5 Cast: 2 Recharge: 5

Well of Blood
Well Spell. Exploit nearest corpse to create a Well of Blood at its location. For 8...18 seconds, allies in that area receive +6...30 Health regeneration, divided among affected allies.
Cost: 10 Cast: 1 Recharge: 2

Well of Power
Elite Well Spell. Exploit nearest corpse to create a Well of Power at that location. For 8...18 seconds, allies within the area of Well of Power gain +6...30 Health regeneration and +12 Energy regeneration, divided among affected allies.
Cost: 5 Cast: 1 Recharge: 15

Order of Apostacy
Elite Enchantment Spell. For 20 seconds, whenever a party member hits a foe with physical damage, that foe loses one Enchantment. For each Monk Enchantment removed, you lose 25...17% Health. Order of Apostacy ends after removing 10 Enchantments.
Cost: 25 Cast: 2

Monk:

Divine Healing/Heaven's Delight
Spell. Heal yourself and party members in the area for 80...1680 points, divided among affected party members.
Cost: 10 Cast: 2 Recharge: 30

Release Enchantments
Spell. Lose all Enchantments. Each party member is healed for 80...232 Health for each Monk Enchantment lost, divided among affected party members.
Cost: 5 Cast: 1 Recharge: 5
(Note: for balance reasons, this would probably count dead party members as well)

Heal Party
Spell. Heal entire party for 16..67 points. This Spell costs 2 additional Energy total for each member of your party within range.
Cost: 0 Cast: 2 Recharge: 2
(Note: for balance reasons, this would probably count dead party members as well)

Aegis
Enchantment Spell. For 40...80 seconds divided among affected party members (up to 10...20 secodns per party member), all party members within earshot have a 50% chance to block attacks.
Cost: 10 Cast: 2 Recharge: 30

Extinguish
Spell. Remove one condition from each party member. Party members relieved of Burning are healed for 10...82 Health. This Spell costs 2 additional Energy total for each member of your party within range.
Cost: 0 Cast: 1 Recharge: 12
(Note: for balance reasons, this would probably count dead party members as well)

Light of Dwayna
Spell. Resurrect all dead party members in the area. They are returned to life with 25% Health and zero Energy. This Spell costs 3 additional Energy per party member.
Cost: 0 Cast: 4 Recharge: 20
(Note: for balance reasons, this would probably count live party members as well)

Martyr
Elite Spell. Transfer all Conditions and their remaining durations from your allies to you. This skills is disabled for 2 seconds plus 1 additional second for each party member.
Cost: 5 Cast: 1
(Note: for balance reasons, this would probably count dead party members as well)

Seed of Life
Enchantment Spell. For 5...9 seconds, whenever target other ally takes damage, all party members are healed for 16 Health, divided among each party member, for each rank in Divine Favor.
Cost: 10 Cast: 1 Recharge: 20

Ritualist:

Restoration
Binding Ritual. Create a level 1...8 Spirit. When this Spirit dies, all Party members in the area are resurrected with 5...41% Health and zero Energy. This Spirit dies after 30 seconds. This skill is disabled for 6 seconds for each member in your party.
Cost: 10 Cast: 5

Shelter (Already loses health per hit, does not need this particular kind of change)

Union (Already loses health per hit, does not need this particular kind of change)

Life
Binding Ritual. Create a level 1...8 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 8...48 Health, divided among affected allies, for each second this Spirit was alive. This Spirit dies after 20 seconds.
Cost: 10 Cast: 3 Recharge: 20

Lively Was Naomi
Item Spell. Hold Naomei's ashes for up to 45 seconds. When you drop her ashes, all party members in the area are resurrected with 15...63% Health and zero energy. This Spell costs 2 additional Energy for each party member.
Cost: 0 Cast: 6 Recharge: 20

Recovery
Binding Ritual. Create a level 1...8 Spirit. Conditions on allies within range of this Spirit expire 160...352% faster, divided among affected allies (up to 30...66% faster per ally). This Spirit dies after 30...54 seconds.
Cost: 15 Cast: 3 Recharge: 30

Recuperation
Binding Ritual. Create a level 1...8 Spirit. Non-Spirit allies within its range gain +8...24 Health regeneration, divided among affected allies (up to 2...6 regeneration per ally). This Spirit dies after 15...39 seconds.
Cost: 25 Cast: 3 Recharge: 45

Paragon:

Leadership (primary) For every 2 points of Leadership, you can potentially gain 1 Energy whenever you use a Shout or Chant. You gain the percent of your potential Energy equal to the percent of your party affected by the Shout or Chant.

"Fall Back!"
Shout. For 32...72 seconds, divided among affected party members (up to 8...18 seconds per ally) all allies within earshot gain 5...13 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.
Cost: 15 Cast: 25
(Note the bolded parts. Allies who are not party members would simply gain duration equal to that gained by party members.)

"Go for the Eyes!"
Shout. For 10 seconds, the next time 5 attacks (up to 3 per ally) made by all allies within earshot have an additional 30...66% chance to be a critical hit.
Adrenaline: 4
(You'll see this type of change in a lot of them. This means if Warrior Bob makes 3 attacks, Ranger Smith makes 2 and noone else in the party attacks, all of their attacks gain the ciritcal chance.)

"Incoming!"
Elite Shout. For 8...24 seconds, divided among affected party members (up to 3...9 seconds per party member), all party members within earshot take 50% less damage.
Cost: 10 Recharge: 20

"Never Give Up!"
Shout. All allies within earshot and below 75% Health gain 8...64 Energy, divided among affected allies (up to 2...16 Energy per ally).
Cost: 5 Recharge: 20

"Never Surrender!"
Shout. For 15 seconds, all party members within earshot and below 75% Health, gain +8...32 Health regeneration (up to 3..12 regeneration per ally), divided among affected allies.
Cost: 5 Recharge: 20

"Stand Your Ground!"
Shout. For 40...136 seconds, divided among all party members in range (up to 10..34 seconds per party member), all party members within earshot receive +24 armor when not moving.
Cost: 15 Recharge: 20

Anthem of Envy
Chant. For 10 seconds, the next 5 attack Skills (up to 3 per ally) used by each ally within earshot deal +10...22 damage against foes with more than 50% Health.
Adrenaline: 6 Cast: 1

Anthem of Guidance
Elite Chant. For 10 seconds, the next attack Skill used by each party member within earshot cannot be blocked. This skill requires 1 additional strike of Adrenaline for every 2 members of your party.
Adrenaline: 0 Cast: 1

Crippling Anthem
Elite Chant. For 10 seconds, the next 5 attack skills (up to 3 per party member) used by each party member within earshot causes Crippling for 5...13 seconds.
Adrenaline: 4 Cast: 1

Godspeed
Shout. For 40...136 seconds, divided among affected allies (up to 10..34 seconds per ally), all allies within earshot move 25% faster while under the effects of an Enchantment.
Cost: 10 Recharge: 30

Song of Concentration
Chant. For 10 seconds, the next 8 skills (up to 3 per ally) used by each ally within earshot cannot be interrupted.
Adrenaline: 8 Cast: 2 Recharge: 5

"Make Your Time!"
Shout. You gain up to 1...4 Adrenaline. You gain a percent of this adrenaline equal to the percent of your party within earshot.
Cost: 10 Recharge: 30

"They're on Fire!"
Shout. For 80 seconds, divided among affected party members (up to 20 seconds per party member), party members within earshot take 5...29% less damage from foes suffering from Burning.
Cost: 10 Recharge: 10

Anthem of Flame
Chant. For 10 seconds, the next 5 attack Skills (up to 3 per party member) used by each party member within earshot also causes Burning for 1...3 seconds.
Cost: 5 Cast: 1 Recharge: 10

Anthem of Fury
Elite Chant. For 10 seconds, all allies within earshot gain 1...3 strikes of adrenaline the next 5 time they use attack Skills (up to 2 per ally).
Cost: 5 Cast: 1 Recharge: 10

Defensive Anthem
Elite Chant. For 32...72 seconds, divided among affected party members (up to 6..15 seconds per ally) each party member within earshot has a 50% chance to block incoming attacks. This Chant ends if that party member hits with an attack skill.
Cost: 15 Cast: 2 Recharge: 25

Hexbreaker Aria
Chant. For 10 seconds, the next 5 times an ally within earshot casts a spell (up to 3 times per ally) that ally loses 1 Hex.
Adrenaline: 8 Cast: 2

Leader's Comfort
Skill. You gain 30...66 Health. You also gain a percent of +80..144 health equal to the percent of your party within earshot (Maximum: 140 health).
Cost: 5 Cast: 2 Recharge: 8

Signet of Return
Signet. Resurrect target party member with a percent of 40...104% Health and 8...24% Energy equal to the percent of your party within earshot.
Cast: 5 Recharge: 20

"The Power is Yours!"
Elite Shout. All party members within earshot gain 8...56 Energy, divided among affected party members (up to 3...21 per party member). For 10 seconds, you have -10 Energy degeneration.
Cost: 10 Recharge: 20

Aria of Restoration
Chant. For 10 seconds, the next 6 times a party member within earshot uses a Spell (up to 3 times per ally), that party member gains 30...78 Health.
Cost: 10 Cast: 1 Recharge: 20

Aria of Zeal
Chant. For 10 seconds, the next 6 times a party member within earshot uses a Spell (up to 2 times per ally), that party member gains 1...5 Energy.
Cost: 10 Cast: 2 Recharge: 20

Ballad of Restoration
Chant. For 10 seconds, the next 5 times a party member within earshot takes damage (up to 3 times per ally), that party member gains 15...63 Health.
Cost: 10 Cast: 1 Recharge: 20

Chorus of Restoartion
Chant. For 10 seconds, the next 5 times an ally within earshot uses a Shout or Chant (up to 2 times per ally), that ally is healed for 30...78 Health.
Adrenaline: 4 Cast: 1 Recharge: 5

Energizing Chorus
Chant. For 10 seconds, the next 5 Shouts or Chants used by allies within earshot (up to 3 per ally) costs 3...6 less Energy.
Adrenaline: 4 Cast: 1

Leader's Zeal
Skill. You gain a percent of 16 Energy equal to the percent of your party that is nearby. (maximum 8...11 Energy).
Cost: 5 Recharge: 12

Lyric of Purification
Chant. For 5...17 seconds, the next 5 times an ally within earshot uses a Signet (up to 3 times per ally), that ally loses 1 Condition.
Cost: 5 Cast: 1 Recharge: 20

Lyric of Zeal
Chant. For 10 seconds, the next 5 times an ally within earshot uses a Signet (up to 3 times per ally), that gains 1...7 Energy.
Adrenaline: 6 Cast: 1 Recharge: 5

Song of Power
Chant. For 5...17 seconds, each ally within earshot gains 4 Energy regeneration until that ally uses a Skill. This skill costs an additional 3 Energy for each member in your party.
Cost: 0 Cast: 1 Recharge: 30

Somg of Purification
Elite Chant. For 20 seconds, the next 8...24 skills used by allies within earshot (up to 2..6 per ally) remove 1 Condition from that ally.
Adrenaline: 5 Cast: 2

Song of Restoration
Elite Chant. For 10 seconds, the next 8 times a party member within earshot uses a Skill (up to 2 times per ally), that party member gains 30...78 Health.
Cost: 5 Cast: 1 Recharge: 15

Zealous Anthem
Chant. For 10 seconds, the next 5 times an ally within earshot uses an attack Skill (up to 2 times per ally), that ally gains 1...7 Energy.
Cost: 10 Cast: 1 Recharge: 25

Cautery Signet
Elite Signet. All party members lose all Conditions. You are set on Fire for 1 second for each Condition removed in this way. This Signet takes an additional 2 seconds to recharge for each member in your party.
Cast: 2 Recharge: 0

"There's Nothing to Fear!"
Shout. For 16 seconds and 4 seconds for every rank in Leadership, divided among affected party members (up to to 15 seconds per party member), all Party Members within earshot take 15...31% less damage. Affected Party Members are healed for 20...52 Health when this Shout ends.
Cost: 15 Recharge: 10

Anything imbalanced? Good/bad idea? Other suggestions?

Last edited by Sir Tificate; Aug 15, 2007 at 11:11 AM // 11:11..
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Old Aug 14, 2007, 03:06 PM // 15:06   #2
Frost Gate Guardian
 
Join Date: Jul 2006
Guild: Dark Guild of War [dgw]
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Very good overall, I can see what you are trying to do.

However, the role of most party-wide skills is to provide generalized support or damage to the entire party. If you make them MORE effective the smaller your party size is, then you will encourage smaller group sizes (maybe even solo) because the benefits for one person far outweigh the benefits for a whole party.

Take, for instance, some Ritualist skills.
Your skills:
Quote:
Life
Binding Ritual. Create a level 1...8 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 8...48 Health, divided among affected allies, for each second this Spirit was alive. This Spirit dies after 20 seconds.
Cost: 10 Cast: 3 Recharge: 20
For one person, if it lives its full duration, and full Resto, that's 20*48=960 health!

Quote:
Lively Was Naomi
Item Spell. Hold Naomei's ashes for up to 45 seconds. When you drop her ashes, all party members in the area are resurrected with 15...63% Health and zero energy. This Spell costs 2 additional Energy for each party member.
Cost: 0 Cast: 6 Recharge: 20
With this spell, the 6 second cast makes it quite useless for a four member group. I believe this skill is MEANT to be used in party wide wipes, and to rez the entire party in one or two casts.

Quote:
Recovery
Binding Ritual. Create a level 1...8 Spirit. Conditions on allies within range of this Spirit expire 160...352% faster, divided among affected allies (up to 30..66% faster per ally). This Spirit dies after 30...54 seconds.
Cost: 15 Cast: 3 Recharge: 30
This skill basically doesn't change whether you are a large party or a small party.

Quote:
Recuperation
Binding Ritual. Create a level 1...8 Spirit. Non-Spirit allies within its range gain +8...24 Health regeneration, divided among affected allies (up to 3..9 regeneration per ally). This Spirit dies after 15...39 seconds.
Cost: 25 Cast: 3 Recharge: 45
This skill becomes... kinda imba. 25 energy and 3 sec cast, and 3 people get +8 health regen!

Last edited by runeseeker1; Aug 15, 2007 at 09:36 PM // 21:36..
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Old Aug 15, 2007, 11:16 AM // 11:16   #3
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Join Date: Jan 2007
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*Changed Recuperation to cap regen at 2...6 per person.

For Life, sure it gives a big spike heal, but it's a big spike heal that'll happen in twenty seconds, that costs 10 Energy, and takes 3 seconds to cast. While it gives an impressive amount of health to one person, the sheer unpredictability and reduced healing from destroying it early (I think) allow it not to go with a per person cap on healing.

Recovery can't really scale much further up per ally, because then you get up to 40...88% condition reduction, which means very serious reduction of condition effect. So, 20...44% in large parties, 30...66% in smaller ones. It isn't a very large increase, but it is there, and a larger one would be a bit much.
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