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Old Jan 06, 2008, 08:59 PM // 20:59   #1
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Default Fixing bad elites. (Long list)

Ive been going through some of the bad elites in my head, and decided to post my ideas about changes to them. This is to make more elites viable, rather than just using the old builds over and over. I will monitor this.

Warrior:
[skill]"coward!"[/skill]- Change to 8 adren, 3 sec kd, lose all adren.
[skill]battle rage[/skill]- 8 adren, You move and attack 25% faster, duration 5...10...12, no double adren.
[skill]bull's charge[/skill] 15 recharge, add damage on hit/end.
[skill]decapitate[/skill] This should not be able to be blocked.
[skill]defy pain[/skill]Add some regen, upto 5 or so.
[skill]dwarven battle stance[/skill]5 energy.
[skill]enraged smash[/skill]Add +5...15 damage per charged skill.
[skill]forceful blow[/skill]4 Adrenaline
[skill]hundred blades[/skill]add +1...13 damage.
[skill]magehunter strike[/skill]Add "if foes is casting a spell."
[skill]magehunter's smash[/skill]8 adrenaline, 1/2 second activation.
[skill]primal rage[/skill]Disables only non- attack skills, on start lose all adrenaline.
[skill]quivering blade[/skill]Remove disable clause, adrenaline cost to 5.
[skill]rage of the ntouka[/skill]Disables adrenal skills for 2 seconds.
[skill]warrior's endurance[/skill]20 second recharge.
[skill]whirling axe[/skill]Disable for 5 seconds.

Ranger:
[skill]archer's signet[/skill]20 second recharge.
[skill]poison arrow[/skill] Can not be blocked.
[skill]scavenger's focus[/skill] 5 energy
[skill]strike as one[/skill] Plus 6...12...17

Monk:
[skill]amity[/skill]30 second recharge.
[skill]balthazar's pendulum[/skill]Change to "Elite Enchantment Spell. For 5...17...20 seconds, the next time target ally would be knocked down by a foe, that foe and all adjacent foes are knocked down instead.
[skill]blessed light[/skill]5 energy, 6 recharge. Lose 5 energy is a hex is removed.
[skill]empathic removal[/skill]Double divine favor bonus.
[skill]healing light[/skill]3/4 cast time, 3 sec recharge.
[skill]mark of protection[/skill]I want this to work more like angelic protection, we already have this skill anyways... rof. Chage functionality to: For 10 seconds, target other ally cannot take over 250...130...100 damage per second. All damage over this limit is negated.
[skill]martyr[/skill]1/4 second cast, 8 recharge.
[skill]ray of judgment[/skill]5 energy, 20 second recharge.
[skill]withdraw hexes[/skill]10 energy, 0 recharge.
[skill]Word of Censure[/skill]5 energy, 5 recharge, 15 disable if below 33%

This is all for now, there are too many skills i want to focus on atm. More posts will bring more professions.

Edit: I will keep changing this based on comments.

Last edited by Mesmer in Need; Jan 06, 2008 at 11:38 PM // 23:38..
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Old Jan 06, 2008, 09:10 PM // 21:10   #2
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I would agree with about 25% of those, the others are fine the way they are. Also, I think we should change Frozen Soil or add this skill, since there needs to be a skill with this funtion.


Last edited by You can't see me; Jan 06, 2008 at 09:16 PM // 21:16..
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Old Jan 06, 2008, 09:30 PM // 21:30   #3
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agreed on most of the skills, but some will still be terrible (amity)/
sig of judgement is strong enough as it is btw.
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Old Jan 06, 2008, 09:50 PM // 21:50   #4
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yeah i like most of the changes you've suggested, Almsot all those skills need an adjustment of some sort
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Old Jan 06, 2008, 10:06 PM // 22:06   #5
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Some of those are bad changes, like [skill]Primal Rage[/skill] for example.

250 damage [skill]Final Thrust[/skill] anyone?
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Old Jan 06, 2008, 10:10 PM // 22:10   #6
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totally random buffs (and in the case of skull crack and quivering blade nerf: daze = gud)

Why would you buff them, we already have got enough usefull elites
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Old Jan 06, 2008, 10:11 PM // 22:11   #7
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I agree with you 100% on Dwarven Battle Stance. Archer's signet would make rangers too powerful, though.
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Old Jan 06, 2008, 10:16 PM // 22:16   #8
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Quote:
Originally Posted by Pyro maniac
totally random buffs (and in the case of skull crack and quivering blade nerf: daze = gud)

Why would you buff them, we already have got enough usefull elites
Yeah but we have alot of bad/useless elites too...
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Old Jan 06, 2008, 10:24 PM // 22:24   #9
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coward - wow, gogo FGJ + KD gloves = 3 secs kd every 3 secs? ... lolwut?

battle rage - adrenaline version of RaO - are you out of your @#*&# mind?

Decapitate - ... not for 8 adrenaline

dwarven battle stance - free interrupts for eternity = no way

magehunter smash - 1/2 sec cast for a kd is too fast, especially under an IAS

signet of judgment - nah, it's perfect the way it is.

word of censure - no way, it'd create a new meta of 8 monk spike

the others are quite good
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Old Jan 06, 2008, 10:27 PM // 22:27   #10
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Quote:
Originally Posted by Aera
coward - wow, gogo FGJ + KD gloves = 3 secs kd every 3 secs? ... lolwut?
Wouldn't need KD gloves because he already made Coward 3 seconds.
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Old Jan 06, 2008, 10:33 PM // 22:33   #11
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Ty for the feedback. I would like to say that I haven't looked over all of these really closely, but thats why I'm posting it; for feedback. As for "random buffs, I am putting this out here because I am somewhat bored with the current fotm builds, and some new elites in play would be fun. I'm trying to buff some skills that would be considered "noobish" into skills that people might consider using. Some of theses are only minor buffs, though.

Necromancer:
[skill]life transfer[/skill]2 sec cast, 20 recharge.
[skill]ravenous gaze[/skill]5 energy.
[skill]well of power[/skill]+3 energy regen, 10 second recharge.
[skill]lingering curse[/skill]15 energy.
[skill]pain of disenchantment[/skill]1 second cast.
[skill]plague signet[/skill]1/4 cast
[skill]weaken knees[/skill]duration: 10...32...45

Mesmer:
[skill]simple thievery[/skill]5 energy.
[skill]stolen speed[/skill]10...20...25 duration.
[skill]symbols of inspiration[/skill]5 energy.
[skill]crippling anguish[/skill]10 energy.
[skill]shared burden[/skill] 20 recharge.
[skill]extend conditions[/skill]10...90...120% longer
[skill]keystone signet[/skill]non-signet disable 15...7...4 seconds.

Last edited by Mesmer in Need; Jan 06, 2008 at 11:45 PM // 23:45..
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Old Jan 06, 2008, 10:41 PM // 22:41   #12
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Plague signet = No, it needs a reason to be under the curse tree, otherwise it will be a non-attribute skill.
Reaper Mark = It's already annoying...

The other are good (except maybe Keystone Signet, maybe it will be a little too good...)
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Old Jan 06, 2008, 10:58 PM // 22:58   #13
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alot of the skills are fine as they are. Defy Pain doesnt need a Regan that would make it way way to overpowered because a War would never die with armor Boost and Hp Boost and with Regan Boost no that way to overpowered. Seeing alot of Wars use this skill because it can removed and it can be keep up for unlimited Duration that just overbalanced the game.
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Old Jan 06, 2008, 11:11 PM // 23:11   #14
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I agree with maybe 2 of those... The rest seem way to OP. And for Warrior elites what needs to be fixed is [skill]charging strike[/skill].

Change it to the next 2 attacks and attack skills end it and lower then dmg to +10...15...20.
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Old Jan 06, 2008, 11:12 PM // 23:12   #15
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soul leech - nah, it's quite powerful, with a 40/40 set you can already almost keep it up indefinitely

plague signet: i like

reaper's mark: i think you need to stop looking at things on their own, in combination with other hexes it gives massive amounts of pressure already

shared burden: no effing way, WAY too powerful, especially the recharge

i have to agree on all the crappy necro elites tho
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Old Jan 06, 2008, 11:17 PM // 23:17   #16
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Quote:
Originally Posted by I Phoenix I
Wouldn't need KD gloves because he already made Coward 3 seconds.
Are you attempting to suggest that you wouldnt have kd gloves in pvp anyway???? That 'buff' would make coward much worse on a warrior, and about the same on a sin/other.

Last edited by ax mastery; Jan 06, 2008 at 11:27 PM // 23:27..
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Old Jan 06, 2008, 11:27 PM // 23:27   #17
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The whole point of skull crack was for the interrupt. Having it at 1 second will make it like how IWAYers use disrupting chop, and basically makes it so a bad player can use it almost as well as a good player (aka random spam). Keystone should be left as is. Otherwise, I wouldn't really care if they randomly buffed a couple of those useless elites.
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Old Jan 06, 2008, 11:35 PM // 23:35   #18
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To OP:

A lot of these are a huge /sign for me. All the warrior ones I think would be great, right now, Warriors only have about 3 to 4 elites worth using, they could use a few more. Although, I don't understand the reasoning behind Magehunter's Smash being 1/2 sec activation?

The buffs are very subtle, yet make the skills usable.

One I have a problem with is the Keystone Signet buff. They tried bringing it down to 20 seconds in a past nerf/buff session, and it was getting very heavily used (especially in GvG) to just have a Keystone Mesmer that spammed Sig of Distraction and Sig of Weariness and 4 other Signets. If you're going to buff Keystone that much, you'd have to nerf Sig of Weariness and Distraction, at least.

If this was put into effect, Well of Power may be overpowered, but if it was still just +2 Nrg Regen, it would be fine.

Extend Conditions to 50 seconds? What condition even lasts the 25-or-so seconds that would be required to reach the cap? I'm not really disagreeing, I'm just questioning the difference it would make.

/sign except for Well of Power (currently) and Keystone Signet (currently)


To repliers:

Why would Archer's Signet make Rangers too powerful? It's the worst skill in the game (bar none, not even non-elites) right now. It's completely useless. If any Ranger needs to switch his elites because of an Energy management problem, they aren't good anyway. The suggested buff might make it usable.... might.


And Reaper's Mark, contrary to what an above poster said, would be fine with those buffs. It is becoming really underused compared to Corrupt Enchantment. It used to be really overpowered and has been nerfed bad. A little equality between it and Corrupt Enchant would be fine. The person who said it was overpowered needs to learn to play.

BTW, I don't think Charging Strike needs altering. Besides, the changes suggested would really not change the skill in any way. Use it for double the time, but does half damage?

You couldn't use Primal Rage + Final Thrust, because Primal Rage, you lose all Adren according to the suggested buff, so, you'd have to get 10 more to use Final Thrust, and if you're getting 10 adren every 2 or so seconds, you are godly.
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Old Jan 06, 2008, 11:41 PM // 23:41   #19
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Thank you for all the feedback. My main point here is to mix up the different fotm's here, by making underused skills viable. However, I don't always look at the big picture, and thats where i have made some mistakes. I appreciate your feedback. Hopefully this list will be reviewed by anet when it's more concrete.
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Old Jan 06, 2008, 11:57 PM // 23:57   #20
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If they buff Primal Rage that would be beautiful, but I'm happy with the skill as it is. The only thing I would love for them to change about it is to make it so heroes would use it.

I hope I don't cause all the noobish children to start their whining about what they think about the skill or hero skill use. Heroes don't refuse to use certain skills at any time because the AI thinks it's a poor skill to be using. That topic has been discussed already and it isn't valid.
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