May 18, 2009, 06:53 PM // 18:53
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#1
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Forge Runner
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Skill change suggestions
Here's some suggestion, some of these I'm sure you have already seen posted before, but not all of my suggestions are like that. These are also mainly buffs to attempt a balance between the other skills.
"Charge!"
Yeah sure it's a shout that makes people move 33% faster, but with all the new running skills and what not, is this really a charge?
Currently at 12 tactics it's 11 seconds of running 33% faster, but now the game seems to be about short bursts of action compared to extended durations; for example, people prefer Searing Heat over Firestorm, Firestorm is guaranteed to deal more damage after 10 seconds, but Searing Heat delivers more in the 5 seconds and people like to spike with it.
So here's the change:
For 3...8 seconds, all allies within earshot move 50% faster.
So yeah, it still retains the same recharge time and energy cost and the distance you run has not changed, but it supports the idea of charging more than before.
Divert Hexes
Yes, I know MANY threads have been posted about this, I even posted one but still no change has happened especially since Peace and Harmony changed.
The suggestion:
5 energy, 1 second casting time, 4 second recharge
Remove up to 1...2 Hexes from target ally. For each Hex removed in this way, that ally loses one Condition and gains 15...63...75 Health.
Nothing changes in the function of the skill, well except for one less hex removal but whatever! It makes it usable!
Distortion
I haven't bothered to look up how many people have already complained about this one, but yeah... I just say have the energy cost for each blocked hit be 4...2 energy. It'll almost be like the old one, but with the timer on the stance as well. Mesmers shouldn't have much of an issue with this change.
Skull Crack
PLEASE MAKE IT EIGHT ADRENALINE! You know you want to!
Power Shot
Still as weak as ever now since the update back then, please add another +5 damage to it...
Poison Arrow
Make it a 1 second casting shot or have the three shot ability like incendiary arrows though the title of the skill would have to be Poison Arrows.
Trampling Ox
In comparison to Horns of the Ox, this is still a relatively easy condition to achieve especially with the onset of Palm Strike. Have the damage reduced to +1...9 damage.
Signet of Shadows
Blinding is not used as often with this skill and generally is not as popular as poison with the conjunction of Signet of Toxic Shock. Change the recharge time to 10 seconds.
Soldier's Speed
Reduce to 10 second recharge, Sprint totally destroys this skill as is right now.
Soldier's Stance
Though it won't change much, reduce it down to 4 second recharge.
Melandru's Arrows
Raise to 24 second duration.
Quick Shot
Add cannot be blocked contingent.
Incoming!
The skill does not really fit the description anymore, it's more like a retreat than it is poising for defense. Here's a suggestion:
10 energy, 15 second recharge time
For 5...10 seconds, all party members within earshot receive +24 armor when not moving.
It'll be like an elite "Stand Your Ground!"
Armor of Frost
Even after over two years since a short trend was started to change this skill, it still hasn't changed... Reduce duration to 20 seconds, reduce recharge time to 10 seconds and have it a quarter second cast.
Order of Apostasy
This skill is basically where Lingering Curse was before the update, it costs way to damn much and no one uses it. I know Orders spells are known to be skills that affect the whole party, but whatever, here's my suggestion:
10 energy, 1 second casting time
For 2...7 seconds, whenever target party member or any adjacent party member hits a foe with physical damage, that foe loses one enchantment. For each Monk enchantment removed, you lose 25...17...9% maximum Health.
So you cast it on your guy, and perhaps it'll get another party member in it too.
Signet of Suffering
Make it one second casting time.
Windborne Speed
Reduce to 5 energy.
Second Wind
Total change here:
15 energy, 2 second casting time, 20 second recharge
Elite Enchantment Spell. For the next 1...8 seconds, your elementalist spells recharge 50% faster.
It sounds dangerous/risky, but the current skill kind of stinks...
Scribe's Insight
Boost energy gain to 3...7 energy per signet used.
Withdraw Hexes
Oh man... lots of people have suggested stuff on this too, my take:
5 energy, 1/4 second casting time, 5 second recharge
Elite Spell. Removes all hexes from target other ally.
So yeah, sure it removes all hexes (like Peace and Harmony almost does), but now you have to cast it on someone else! I put in target other ally because I still have Divert Hexes in mind.
Shatter Storm
It's almost in the same situation as Withdraw Hexes is in, my suggestion:
15 energy, 2 second casting time, 30 second recharge
Elite Spell. Create a Shatter Storm at target foe's location. For 10 second, foes adjacent to this location suffer 5...29 damage and lose an enchantment every 2 seconds.
It's similar to Chaos Storm...
Shatter Hex
Reduce to 10 energy.
Cleave
The change:
5 adrenaline
Elite Axe Attack. if this attack hits, you strike for +10...30 damage.
Beef it up a little.
Shove
This skill was probably meant more towards the assassin line due to the lose all adrenaline clause. So either remove that clause or add in all skills are disabled for 2 seconds (which replaces the current skill disabling).
Iron Mist
It's a difficult hex to use because if you divert points to earth and air, you can't spike that well. Add in lightning damage deals +5...10 more damage.
Zealous Vow
My suggestion:
Elite Enchantment Spell. For 20 seconds, you gain 1...3 Energy every time you hit with an attack.
Similar to Warrior's Endurance.
Marksman's Wager
Reduce to 6 energy lost if you miss.
Okay, that's enough typing for me...
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May 18, 2009, 07:52 PM // 19:52
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#2
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Krytan Explorer
Join Date: Sep 2006
Guild: Lady Ainowa
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about divert hexes,i would like it to be 5 energy ,to balance it remove the cond removal or even the healing part from it.
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May 18, 2009, 08:15 PM // 20:15
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#3
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Jungle Guide
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Hell no at your cleave 'buff', they did that for quivering blade, it just makes it less spammable which is what the friggin skill is about. At 14 axe mastery it does +29 damage anyway...
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May 18, 2009, 08:23 PM // 20:23
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#4
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Krytan Explorer
Join Date: Sep 2006
Location: USA
Guild: SSW
Profession: E/
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Well here goes my 2 cents:
Charge - meh. I use it as is occassionally when I want a party wide run. I guess it doesn't bother me on way or another.
Divert Hexes - I use this one as is, in hex and condition heavy areas. It works well IF you know how to use it. Before the PnH change, it was actually useful in RA for me as well. With the 'nerf' to PnH it might be used somewhat again as well.
Trampling Ox - This skill is fine, and yes it's kicked my azz a few times. Leave the poor little sins alone already.
Shatter Hex - /agree
Other than that, meh.
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May 19, 2009, 02:39 AM // 02:39
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#5
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Frost Gate Guardian
Join Date: Jun 2008
Profession: W/
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about charge...
i think it should be changed to have an end effect or something.
considering its an elite
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May 19, 2009, 08:52 AM // 08:52
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#6
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by gameshoes3003
Shatter Storm
It's almost in the same situation as Withdraw Hexes is in, my suggestion:
15 energy, 2 second casting time, 30 second recharge
Elite Spell. Create a Shatter Storm at target foe's location. For 10 second, foes adjacent to this location suffer 5...29 damage and lose an enchantment every 2 seconds.
It's similar to Chaos Storm...
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Losing an enchantment automatically every 2 seconds seems quite powerful, especially if you team with others using snares such as Mind Freeze. I'm not sure if it wouldn't benefit from a 45 second, or even a 60 second recharge. The idea is cute, though, and most good players would try to get out after the first pulse of damage, assuming the first enchantment wasn't ripped off until 2 seconds had passed. It would be useful for dealing with many Death Nova/Jagged Bones enchanted minions, and the like.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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May 19, 2009, 11:39 AM // 11:39
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#7
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Frost Gate Guardian
Join Date: Sep 2005
Profession: R/
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I like your Ranger suggestions. Rangers should get a buff as they're only needed for interrupting and Barrage/Pet in PvE for PUGs.
Troll Unguent needs to get buffed too (compare to shadow refuge), maybe lower down casting time to 2?
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