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Old May 01, 2007, 05:20 PM // 17:20   #1
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Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
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Default Yet another buff a useless skill thread

(random crap There are always couple of skills you would never ever thinking about putting to skillbar. Allow me to suggest TOP candidates for buffs.

(I'll limit myself to two skills per profession):

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Warrior:

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Crude Swing

Hammer Attack. Attack all adjacent foes. Each foe you hit is struck for +1...16 damage. This action is easily interrupted.

- easily interupted just spoils it, you cant use it in sutuation you want to use it (huge amount of adjacent mobs)
buff reason: give Hammer PvE edge

dream buff:

Hammer Attack. Attack all adjacent foes. Each foe you hit is struck for +1...16 damage.

sane buff:

Hammer Attack. Attack all adjacent foes. Each foe you hit is struck for +1...16 damage. This action is easily interrupted when you are under effects of (echantement/shout/stance).

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Warrior's Cunning

Skill. For 5...10 seconds, your melee attacks cannot be "blocked".

- 60 second reacharge kills it. i mean, guided weapon can be up 24/7, dervishes and assassins have both better alternatives.
buff reason: Make this skill valied choice for GvG warr builds

dream buff:

30 second recharge, Skill. For 5...10 seconds, your next 2..4 melee attacks cannot be "blocked".

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Necromancer:

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Weaken Armor
Hex Spell. For 10...34 seconds, target foe has an armor penalty of -20 against physical damage.

- 3 second cast time, vs physical only. Totally outdone by Barbs.
buff reason: make it useable as secondary skill (cast time and spamability fitting assassin, usage fitting elementalist):

dream buff:

1/4 cast, 5e cost, 10 recharge, Hex Spell. For 5...17 seconds, target foe has an armor penalty of -20 against physical and elemental damage.

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Verata's Sacrifice

Spell. Sacrifice 15% maximum Health. For 5...9 seconds, all of your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transfered to you. If this Spell is successful and you have control of 3 or fewer minions, Verata's Sacrifice instantly recharges.

- it just does not cut it anymore, now that energy gain on SR is lower and keeping armies of even 10 minions is troublesome.
buff reason: this skill should see some secodnary class love when it is not allowed to wirk well for primary (i.e. making it nice skill for Rts or Rangers.)

dream buff:

Spell. Sacrifice 8% maximum Health. For 5...9 seconds, all of your non human allies gain +10 Health regeneration. All Conditions are removed from those allies and transfered to you. If this Spell is successful and affected 3 or fewer allies, Verata's Sacrifice instantly recharges.

- basically making it give regen to pets and spirits too. Rt communer with 3 spirits would enjoy it, just as ranger with his pet.

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Mesmer

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Signet of Disenchantment

Signet. Lose all Energy. Target foe loses one Enchantment.

- loosing all the energy is very harsh
buff reason: make it just usefull, reatinig some energy should help a bit

dream buff:

Signet. Lose all but 10 Energy. Target foe loses one Enchantment.

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Chaos Storm

Spell. Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 5...12 damage each second. Chaos Storm drains 1...6 Energy whenever it strikes a foe casting a spell.

- this stinks both as edenial and as nuke.
buff reason: make it decent dot nuke on part with ele and necro damage possiblities

dream buff:

10s recharge, Spell. Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 12...24 damage each second. Chaos Storm drains 1...6 Energy whenever it strikes a foe casting a spell.

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Ranger

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Tranquility

Nature Ritual. Create a level 1...8 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20...44% faster. This Spirit dies after 15...51 seconds

- looks lacking compatred to natures renewall
buff reason: make it chouce when fighting hexway-alike build, as bonus, make t make wastrells worry mesmers work

dream buff:

Nature Ritual. Create a level 1...8 Spirit. Enchantments and Hexes cast by non-Spirit creatures within its range expire 20...44% faster. This Spirit dies after 15...51 seconds

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Dryder's Defenses

Stance. For 5...10 seconds, you gain 75% chance to "block" attacks and 34...55 armor against Elemental damage.

- 60 recharge makes this laughable defence
biuff reason: make it valid anti spike defensive skill for everyone

dream buff:

15 s recharge, Stance. For 2...6 seconds, you gain 75% chance to "block" attacks and 34...55 armor against Elemental damage.

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Monk

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Mending

Enchantment Spell. While you maintain this "Enchantment", target ally gains Health regeneration of +1...3.

- running jokes targeting this skill are just tiring by now, this skill needs to get serious!
buff reason: make it on par with other "mending skills" (m. refrain, recuperation.)

dream buff:

Enchantment Spell. While you maintain this Enchantment, all allies in area gain Health regeneration of +1...2.

- make wammo walking well of blood

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Supportive Spirit

Enchantment Spell. For 5...19 seconds, whenever target ally takes damage while knocked down, that ally is healed for 5...29 Health.

- this skill usually does too little, too late.
buff reason: make "too little" less little, make it synergize with something ... like drunken blow

Enchantment Spell. For 5...19 seconds, whenever target ally takes damage while knocked down, that ally is healed for 5...29 Health and whenever target ally would be knocked down, that ally is healed for 16...51 Health.

- prevented KDs would trigger that bigger heal.

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Elementalist

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Magnetic Aura

Enchantment Spell. For 5...17 seconds, Magnetic Aura has a 75% chance to "block" melee attacks.

- yet another of those 60s rechanrge useless defensive skills.
buff reason: make it really defensive skill that is not usefull just agaisnt a bit of meele.

20s rechanrge Enchantment Spell. For 5...10 seconds, Magnetic Aura has a 75% chance to "block" incoming attacks.

- i wouldnt be afraid to make it 24/7 with 30 recharge, 30 duration on high earth.
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Old May 01, 2007, 10:25 PM // 22:25   #2
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Okay, I read the WHOLE thing. Anyway, I shall say my stuff now.

I cannot agree with your Crude Swing "upgrade". The reason why it's easily interruptible is because if it wasn't, it'll easily become better than triple chop and hundred blades. That's why the "easily interruptible" part hasn't been taken out.

Warrior's Cunning, the next 2...4 attacks? Man, I think that's worse than 10 seconds... It probably is actually. But I can agree on that it needs a shorter recharge time.

Weaken Armor can actually be better than Barbs since -20 armor is basically dealing 1/4 more damage. If you can get a powerhouse attacker such as an assassin, this hex will work great. Then I cannot agree with you and your -20 armor vs. elemental damage. Now that's just cheesy.

Verata's Sacrifice. Verata is a necromancer, not a Ritualist nor a Ranger. It makes sense that this spell can only heal undead minions, not pets, or spirits.

Signet of Disenchantment. Mesmer skills have a high energy cost behind their powerful skills. I would have to say I can't agree with you on your suggestion. There has to be some kind of penalty to signets. Generally it's a the long recharge time, but this has a 15 second recharge time which is actually pretty short.

Chaos Storm. This is mainly a PvP skill, but the damage can use some work. But the reason the damage is so low is because of the energy draining effects. Your buff (well it's a dream buff), is kind of out of the question. 24 dmg that is not affected by armor is way better than firestorm which is also for 10 energy and firestorm does not contain energy draining affects. The energy is best left at 15 for Chaos Storm.

Tranquility, having Wastrel's Worry's duration shorter won't make the hexed person get hurt would it? The hex says after three second, the target foe gets hurt. If the hex runs out before 3 seconds, it wouldn't be better will it? Correct me if I am wrong but according to the text, the "buff" doesn't make this better. I would like to say that Tranquility is an offensive spirit. Though it may be a double edged sword like Frozen Soil, this is generally used to bash down enchantment relying foes. And people don't want their hexes to run out, that's bad for them.

Dryder's Defense is fine as is. Why? Well your suggestion puts it as one of the more spammable stances. Only Warrior stances and Natural Stride as an exception are spammable. But the warrior stances high draw backs to them. Shield stance has you move 33% slower, Defensive Stance ends if you use a skill, Wary stance only works against attack skills, and Bonneti's defense ends when you use a skill. Natural Stride does end if you're hexed or enchanted though. Dryder's defense as you're suggesting has no drawbacks and is absolutely powerful.

Mending. Fine as is, I must say that I personally do not like your suggestion.

Supportive Spirit, I have no idea on how to buff it, or how it's bad. This one should be pondered on a little bit more.

Magnetic Aura. You are right about magnetic aura isn't that great. It's easily replaceable by Ward against Melee which helps your team. But 20 second recharge may be a little bit too short. I think 30-45 would be better with the 17 seconds as the limit.
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Old May 02, 2007, 01:31 AM // 01:31   #3
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Join Date: Jan 2007
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Warrior:
Crude Swing-Warrior's hammer special attacks already do around 30ish dmg, spreading it is very powerful, so having it interrupted will keep this from being abused by normal warriors however people with mesmer skills may have some fun with this one. /notsinged

Warriors Cunning-Characters that use evasion are normally extremely reliant on them, 7-10 seconds are all you really need to get them to panic/retreat. Also there are a lot of other moves that enable the Warrior to hit a target thats blocking. Also, reducing the duration and restricting it to a few moves would make it useless. The 60 sec recharge is rather harsh though. /signed for recharge only.

Necro:
Weaken Armor-This skill was obviously not designed for a spell caster to use but rather an attack spammer so any of the classes using physical attacks can make great use of this skill. If this skill enabled eles to boost their attack then spammer build will fill the roster in a blink. /notsigned

Vetara's Sacrifice-This skill was for MMs not Rits or Rangers and they have better skills. However, (I think this may be a bug) this skill only works on 3 minions so I would like this skill to reflect is description a bit better.

Mesmer:
Signet of Disenchantment- This is a tough skill to use, but it is unlinked and the fastest "free" disenchantment the mesmer has. Most mesmers should be able to handle the lost energy VERY easily so I see no reason to change this. /notsigned

Chaos Storm-Dude, snare. Slap a snare on a caster (they dont care lol) then when they start casting, throw this shit on and watch them squeal! /notsigned

Ranger:

Tranquility-Eh, this is a difficult skill to use in a PUG and was probably made for a very coordinated PvP match. If a hex effect was added this skill would be even harder to use properly and certain build revolving around hex and enchantment ending would abuse this skill hard. /notsigned

Dryers Defense-The 60 sec recharge is quite harsh for any skill but its effects more than make up for it. /notsigned
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