Dec 18, 2006, 10:31 AM // 10:31
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#1
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Furnace Stoker
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Elite skill balance ideas for Elems and Monks
Just thought I'd share my mind on some elite skill balances for elly's and monks as these are the 2 classes I play. They are in the same order as what appears in my skills menu.
Firstly, the elementalist ideas:
Gust - Increased damage to 10-90 (90 at 16 air)
Invoke Lightning - Reduce recharge to 10 secs
All mind elites - Remove the conditional damage to strike for the full amount all the time, leave the conditional effect, increase mind burn recharge to 8 secs (5 secs is ridiculous with exhaustion anyway), Increase Mind Freeze damage a bit.
Unsteady Ground - Increase duration to 10 seconds (same as sandstorm, 5 seconds for this skill is currently useless)
Energy boon - Either remove exhaustion, or increase energy gain to 10-30 (30 at 16 energy storage)
Ether Renewal - Increase duration to 10 secs
Double Dragon - Reduce recharge to 20 secs
Searing Flames (wooot!!!) - Increse recharge to 3 secs, or reduce burning applied to 5 secs.
Mirror of Ice - Increase cost to 10 energy, reduce recharge to 5 secs (makes it a little more usefull)
Ward against harm - Increase armour gain to 75(ish) for fire, 35(ish) for other damage at 16 water. The armour gain from this skill atm isnt good enough to effectively counter fire, and the normal reduction for an elite is the same as watch yourself and stand your ground.
*Edit - or allies inside the ward cannot be set on fire
Now for the monk skills:
Boon signet - Increase heal to 55(ish)
Healers Boon - REDUCE!!! GREATLY REDUCE the number of next spells this affects to 2-15, and increase energy cost to 10. This skill is too overpowered for healing atm, and works well even with 0 divine favor.
Withdraw hexes - Reduce cost to 10, remove the base 5 second recharge to instant, and reduce the additional recharge to 3 seconds per hex at 16 divine favor. Right now this skill is nothing compared to divert hexes.
Healing light - Increase the energy gain to 4 at 13-14 healing, and to 5 at 15-16 healing.
Divert Hexes - Completely remove the condition removal of this skill, as if removing 3 hexes and healing for 70+ each is not enough! And maybe reduce the maximum number of hexes removed to 2.
Life Sheath - Reduce recharge to 5 secs
Shield of Deflection - Increase duration to 8 seconds
Zealous Benediction - *TARGET OTHER ALLY* please. This skill is too powerfull for self healing, especially with the energy gain.
Balthazars Pendulum - Reduce recharge to 5 secs
Signet of judgement - AOE knockdown too please
Empathic Removal - Reduce recharge to 5 secs
Anyway, theres my ideas for a little skill balancing in these two classes, let me know what you think, the ideas were made to make all the elites a little more equal and usefull enough to deserve that gold box around them lol, with a few nerfs on the overpowered ones.
Last edited by bhavv; Dec 18, 2006 at 05:16 PM // 17:16..
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Dec 18, 2006, 10:54 AM // 10:54
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#2
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Wilds Pathfinder
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
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It's obvious that you play mostly casual pvp, ZB is definitely not overpowered.
Ward against harm is fine, 75 more armor is like 80% less damage from fire... To the whole party for one skill eh?
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Dec 18, 2006, 11:29 AM // 11:29
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#3
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Wilds Pathfinder
Join Date: Jul 2005
Guild: --
Profession: R/N
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I see some of the ideas as really good.
Divert Hexes is IMBA anayway. Remove 3 hexes with 5 recharge? No wonder no one uses heavy hex builds nowdays.
Also this LoD is a bit strong too. Increasing it's recharge will do fine.
Shielding hands compared to shield of abs is a bit weak. Decreasing rech to 15 or something may help.
About the Ele - Glimmering Mark - Casting time reduced to 3/4 will make this skill from pve to a competive level with Blinding Surge. I do not agree about Empathetic Removal
anyway the update is probably done already...after several days we will say what Anet thinks
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Dec 18, 2006, 11:38 AM // 11:38
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#4
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Furnace Stoker
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Quote:
Originally Posted by Deleet
It's obvious that you play mostly casual pvp, ZB is definitely not overpowered.
Ward against harm is fine, 75 more armor is like 80% less damage from fire... To the whole party for one skill eh?
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No i meant to increase the armour gain at 16 water from 63 to 75, not add 75.
ZB is very overpowered for 'self' healing, 190 health every 4 secs for 0 energy is too much more then any other skill in the game. You cant cast Woh on yourself, why ZB?
Last edited by bhavv; Dec 18, 2006 at 11:43 AM // 11:43..
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Dec 18, 2006, 11:48 AM // 11:48
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#5
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Furnace Stoker
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Quote:
Originally Posted by Arcador
I see some of the ideas as really good.
Divert Hexes is IMBA anayway. Remove 3 hexes with 5 recharge? No wonder no one uses heavy hex builds nowdays.
Also this LoD is a bit strong too. Increasing it's recharge will do fine.
Shielding hands compared to shield of abs is a bit weak. Decreasing rech to 15 or something may help.
About the Ele - Glimmering Mark - Casting time reduced to 3/4 will make this skill from pve to a competive level with Blinding Surge. I do not agree about Empathetic Removal
anyway the update is probably done already...after several days we will say what Anet thinks
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I forgot about divert hexes, it is too powerfull. I were thinking it would work to reduce hexes removed to 2, and nerf its condition removal altogether.
Lod is ok I think, its overall healing is fine, but using lod means you cant use an elite skill that heals a single target for lots like woh or boon, so its still got balance with that respect.
As for shielding hands, dont get me started on normal skills lol or I'll have 3 forum pages full of suggestions.
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Dec 18, 2006, 11:51 AM // 11:51
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#6
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Krytan Explorer
Join Date: Jun 2006
Location: UK, Scotland
Guild: Il Guild Name Il
Profession: W/
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/signed to 90%
ZB is not overpowered ask the majority of PvPers its like saying "omg RC removes all my conditions wtf?" ZB maybe be a good self heal but really its not as good as some people make it out to be. And Invoke Lightning recharge should not be reduced, can you image how many Invoke Spikes there would be? I agree with the rest of the suggestions though except Shield Deflection its fine as it is probably needs an ergy reduction.
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Dec 18, 2006, 12:02 PM // 12:02
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#7
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Furnace Stoker
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Or how about for ZB the energy gain would only trigger off other allies?
The reason why I believe it is overpowered is if you compare it to every other healing skill and elite in healing prayers, and RC.
Or maybe RC and Woh should be changed to any ally including yourself like ZB?
These are just ideas that im sugesting to get the skills more balanced in respect to one another. No single elite like ZB should be more or less advantageous then another like woh.
Last edited by bhavv; Dec 18, 2006 at 12:08 PM // 12:08..
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Dec 18, 2006, 12:14 PM // 12:14
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#8
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Krytan Explorer
Join Date: Jun 2006
Location: UK, Scotland
Guild: Il Guild Name Il
Profession: W/
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You have to remember that ZB is a prot skill and WoH a hea skill so on a prot monk things like Divert/Rc are usually much more usefull.
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Dec 18, 2006, 12:45 PM // 12:45
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#9
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Wilds Pathfinder
Join Date: Aug 2006
Profession: Me/
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There are so many other skills in the entire game that need a major rebalance.
Glimmering Mark?
Thunderclap?
Mirror of Ice?
UNYiELDING AURA?
Amity?
Ray of Judment?
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Dec 18, 2006, 01:57 PM // 13:57
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#10
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Furnace Stoker
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Quote:
Originally Posted by Gregslot
There are so many other skills in the entire game that need a major rebalance.
Glimmering Mark?
Thunderclap?
Mirror of Ice?
UNYiELDING AURA?
Amity?
Ray of Judment?
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Mirror of Ice I've already suggested. Glimering mark is completely fine as it is unless your suggesting a nerf. 5 sec recharge, 17 sec hex aoe 5 sec blind, without hex removal its more effective then blinding surge.
I were seriously having a think over Ray of Judgement, then thought of spiritual pain. Also a 6 monk team in HA with arcane echo ray of judgement spike anyone? That would tear through anything.
Amnity is fine, reducing the recharge or increasing the duration would lead to abuse of the skill, again unless your suggesting a nerf.
Unyielding aura is just plain silly altogther, nothing can be done there unless they change the skill entirely lol.
Thunderclap + shortbow = Seriously disabled monks.
Although these skills arent used as often as the others in PVP, they can still be devastaing when used correctly.
Last edited by bhavv; Dec 18, 2006 at 02:02 PM // 14:02..
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Dec 19, 2006, 08:43 AM // 08:43
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#11
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Furnace Stoker
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I've added a divert hexes nerf to the op, something that is deffinately needed. Dont for get to sign if you agree and want these classes balanced a bit.
It would be nice if people that play the other classes could suggest some ideas for other elites.
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Dec 19, 2006, 11:33 AM // 11:33
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#12
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Ascalonian Squire
Join Date: Nov 2005
Guild: Arc - Ascalon Rehab Clinic
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divert
divert hexes shouldn't even be a monk skill. it should have been a mesmer (anti-caster skill). it's absurd how Anet constantly stacks the same classes w/ imba skills. why wasn't divert hexes a rit skill? so much for class/game balance.
buff Expel Hexes and give it 10...80 healing.
nerf divert hexes and give it +10 armor for each hex removed for 5..15 seconds.
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Dec 20, 2006, 11:03 PM // 23:03
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#13
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Furnace Stoker
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Oh, btw, speaking of elite skill balances, WTF is up with the paragons the power is yours? This is the third time im mentioning it on these forums, but hopefully someone from anet will read it. My full comments on this skill are in the worst elite thread. Hope they fix this skill soon.
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Dec 20, 2006, 11:15 PM // 23:15
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#14
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Frost Gate Guardian
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Searing Flames should not be touched. Elementalists finally get what they've been asking for, meaningful damage, and everyone else wants the skill that lets them do it nerfed because they don't want to deal with Elementalists that are an actual threat. Get over it.
Instead of yet another nerf, the other Elementalist skills need to be buffed to match the ones that are actually effective, such as Liquid Flame, Glowing Gaze, Searing Flames and Sandstorm.
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Dec 20, 2006, 11:21 PM // 23:21
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#15
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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I don't think the monk elites need a whole lot of skill balancing. I mean since when have we seem more then one or two elites being used by monks.
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Dec 23, 2007, 02:44 PM // 14:44
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#16
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Pre-Searing Cadet
Join Date: Dec 2007
Location: Gandara
Guild: Les Héritiers de Kiff [Hdk]
Profession: Mo/E
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Concerning Amity,
Pleaaaaase Arena.net, read my post, modify this skill, make it better, just boost it! Something like : E: 5 CT: 1/4 RT: 20 For 6...16...20 seconds, target foe and nearby foes cannot attack. For each foe, Amity ends if that foe takes damage.
PS : I personnaly think the icon of this skill is awesome =)
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Dec 23, 2007, 03:30 PM // 15:30
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#18
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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Look at the topic-date before you post next time..
And that's Shield of Judgment...
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Dec 23, 2007, 03:40 PM // 15:40
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#19
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Krytan Explorer
Join Date: Dec 2005
Location: In a Black Hole
Guild: less
Profession: E/
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Massive Necro on this thread.
To paraphrase a meme, old thread is old.
new balls please.
You can hardly post in a thread where the source material is a year old.
it would like me saying that we should go find Saddam and hang him because he
is an evil man, rather than pussy footing around.
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