Just felt like putting my views on some skills that should be fixed up.
Power Leak - Spell
Energy: 10
Activation: 0.25 Recharge: 15
Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 5..20 Energy.
Should only cost 5 energy or lose a max of 25 energy.
Signet of Weariness - Signet
Activation: 2 Recharge: 30
Signet. Target foe and all nearby foes lose 3..8 Energy
either fix the recharge time to a shorter period or cut activation to 1 second. It doesn't kill enough energy to take that much.
Fragility - Hex Spell
Energy: 10
Activation: 1 Duration: 8..20
Recharge: 5
Hex Spell. For 8..20 seconds, target foe takes 5..20 damage each time that foe suffers or recovers from a new Condition.
Increase damage to 25. That's all I can say there.
Illusion of Haste - Enchantment Spell
Energy: 10
Activation: 1 Duration: 5..11
Recharge: 5
Enchantment Spell. For 5..11 seconds you are no longer Crippled, and you move 33% faster. When Illusion of Haste ends, you become Crippled for 15 seconds.
Change the duration max to 15 seconds. Then change the aftereffect crippling to 15...5 seconds (decreasing with skills level)
Feedback - Spell
Energy: 10
Activation: 2 Recharge: 30
Spell. Target foe loses one Enchantment. If an Enchantment is removed in this way, that foe also loses 4..10 Energy.
honestly...decrease recharge to 20 seconds.
Lyssa's Aura - Enchantment Spell [Elite]
Energy: 5
Activation: 1 Duration: 3..10
Recharge: 15
Enchantment Spell. For 3..10 seconds, whenever you are the target of an enemy Spell, you steal up to 1..7 Energy from the caster.
change recharge to 10 seconds and up duration to max 14 or 15. It's an elite already!!!
Boon Signet - Signet [Elite]
Activation: 1 Recharge: 5
Signet. Heal target ally for 5..35 Health. For each Enchantment on that ally, you gain 2 Energy. (Maximum 1..6 Energy.)
boost maximum energy gain to 8 or decrease recharge to 3.
Signet of Rage - Signet
Activation: 1 Recharge: 20
Signet. Target foe takes 10..40 holy damage and +5..20 holy damage for each adrenaline skill that foe has.
consider if that foe has 8 adrenaline skills. total damage at max is 200...umm maybe set a maximum bonus damage to 100 or 80.
Shield of Judgment - Enchantment Spell [Elite]
Energy: 15
Activation: 1 Duration: 8..20
Recharge: 45
Enchantment Spell. For 8..20 seconds, anyone striking target ally with an attack is knocked down and suffers 5..50 damage.
well this is an elite skill. Either drop the recharge down to about 30 or 35 or drop the energy down to 5 or 10. duration's pretty good as it is.
First of all, Power Leak is the best interrupt in the game, as it is. The last thing it needs is a buff. It's unblockable, makes the target lose a lot of energy, quick recharge for an interrupt.
Keystone Signet + Signet of Weariness is a great combo. No one uses Sig of Weariness by itself.
The last thing Fragility needs is a damage buff. Remember the Fragility solo spikers of Proph to Factions to some of NF. It was all the rage for about the first 2/3 of GW history. It's finally near dead, the last thing it needs is a resurrection.
Illusion of Haste is a good skill if you want the Mesmer to backup flag in GvG
Feedback could use a buff, although I don't know if it would get used any more.
Lyssa's Aura does need a serious buff, especially in the way of duration. If you increase the duration, the recharge doesn't really need a buff.
/signed for Boon Signet
Yea, it does need a maximum bonus damage meter. Goth-way (read: Gay-way) GvG might take a little hit.
The 55 Monks do not need a buff. Take Shield of Judgment off there.
I would take SoJ off but someone else might want to comment about it.
Here are a few more I wanna tweak:
Order of Apostasy - Enchantment Spell [Elite]
Energy: 25
Activation: 2 Duration: 5
Recharge: 0
Enchantment Spell. For 5 seconds, whenever a party member hits a foe with physical damage, that foe loses one Enchantment. For each Monk Enchantment removed, you lose 25..15% maximum Health.
the 25...15% maximum health is a little nuts. After all rend enchantments does about 25 damage per monk enchantment (let's see, my necro has about 500 health so these do about the same, and rend enchantments takes off a lot more) only thing I can think of is instead of setting this as a % of max health, set it as a set damage. I'd suggest about 35...20 damage since it's an elite skill.
Soul Bind - Hex Spell [Elite]
Energy: 10
Activation: 2 Duration: 5..20
Recharge: 5
Hex Spell. For 5..20 seconds, target foe attacks 30% slower than normal. If that foe becomes the target of a Hex while attacking, that foe is knocked down.
This really seems underpowered. It's sorta an interim existance between an elite skill and a non elite so either buff up it's effect to make it an elite, or raise the recharge and decrease the attack speed loss to make it a non-elite.
Weaken Knees - Hex Spell [Elite]
Energy: 5
Activation: 1 Duration: 3..38
Recharge: 5
Hex Spell. For 3..38 seconds, if target foe is struck while moving that foe is knocked down and Weaken Knees ends.
waaaay underpowered. There should be some damage somewhere in there. Knockdown doesn't work too much. Or at least crippling
Aegis - Enchantment Spell
Energy: 10
Activation: 2 Duration: 5..11
Recharge: 30
Enchantment Spell. For 5..11 seconds, all party members within earshot have a 50% chance to block attacks.
For this one I'd say raise the energy cost to 15 and decrease the recharge to 15-20 seconds. Everything else seems fine.
Spirit Bond - Enchantment Spell
Energy: 10
Activation: 0.25 Duration: 8
Recharge: 2
Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..100 Health.
Set it to more then 50 damage from the next 7 attacks or spells. Faster working.
Glimmer of Light - Spell [Elite]
Energy: 5
Activation: 0.25 Recharge: 2
Spell. Heal target ally for 25..85 Health.
Not much on this one, but I'd slightly increase how much health it gives. Just a few more points (+5).
Dwayna's Kiss - Spell
Energy: 5
Activation: 1 Recharge: 3
Spell. Heal target other ally for 15..60 Health and an additional 10..35 Health for each Enchantment or Hex on that ally.
Set a maximum health bonus or with 10 enchantments and hexes you could end up returning the guy to life xP. Maybe maximum health bonus 100.
"Stand Your Ground!" - Shout
Energy: 15
Activation: 0 Duration: 5..20
Recharge: 30
Shout. For 5..20 seconds, all party members within earshot receive +24 armor when not moving.
kinda pointless. I'd add something like if they're not under the effects of an enchantment, they also can't be knocked down.
I'll add more when I'm not about to pass out from exhaustion.
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
Dwayna's Kiss is fine take it off no one ever has more then 10 hexes/enchants on them at a given time unless they are trying to test mainly. Spirit bond is fine as well take it out besides dont need to make 600ing easier.
Surprised you haven't suggested anything for [skill]wastrel's collapse[/skill] for that garbage of an elite.
Power Leak - Spell
Energy: 10
Activation: 0.25 Recharge: 15
Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 5..20 Energy.
Should only cost 5 energy or lose a max of 25 energy.
Dwayna's Kiss is fine take it off no one ever has more then 10 hexes/enchants on them at a given time unless they are trying to test mainly. Spirit bond is fine as well take it out besides dont need to make 600ing easier.
Surprised you haven't suggested anything for for that garbage of an elite.
1. I've already said I won't take off any skills I already put up just for one request. Someone else might have something to say about it.
2. I haven't looked through the sin skills yet but just so you won't be dissapointed
Wastrel's Collapse - Hex Spell [Elite]
Energy: 5
Activation: 0.25 Duration: 5
Recharge: 8
Hex Spell. After 5 seconds, target foe is knocked down. This Hex ends prematurely if that foe uses a Skill.
Utterly worthless as an elite. If anythign this fits in more to a mesmer. Add in some high damage or up to two conditions such as poison and weakness. then make it no longer an elite spell :P