>>Blood Bond is a bit overpowered. The half-redirected healing won't stop anyone, since people regularly kill themselves off for no bigger reason >>than EoE or Minion Factory. Plus, used in a similar setting as EoE, you could just Bond, die, Light of Dwayna, rinse and repeat. Point taken. Better remove the damage redirect and stick a "This skill can only be used once per team per 5 mins" on the already far too long description. That should stop any teams planning on spamming BB + suicide. >>Furious Strike is interesting, but you have to change it to "Adjacent foe", since from the descriptor it sounds like you can accidentally attack >>allies, which, from the TA fiasco, is a bad idea. I'm also a bit leery of the big spike you can get off as soon as you use this skill, but sword skills >>could use the boost. Actually, I was planning on letting it hit allies as well if they're nearby, to allow such a crazy spike damage to be remotely balanced (as 2 warrs ganging on one other will be likely to hit each other rather than the target, else I forsee problems). Probably better to remove the bonus damage mod from it, and switch it to nearest foe. This might cause some PvP Warriors to use 2 weapons at last, an Axe for decent damage skills and a sword to recharge them (Dismember + double executioners > Eviscerate + executioners, probably) >>Mantra of Duality is one shot, so I'm not sure why the duration is so short (Or, indeed, why the recharge is so long). Also, I'm not sure what >>happens if you try to cast two spells of different length. Since the stance 'ends' when you cast two spells, and both spells are interrupted when it >>ends, does that mean that you'll have to time the spells perfectly? I was thinking that the stance would end after the first spell (quickest, not first to begin casting) finishes (leaving you casting one spell, but about half done), or when the timer runs out. Short duration was to give it some sense of urgency, although it does seem a bit short. Maybe 1-20 would be better, and drag the recharge down to 30. Thinking about it it doesn't seem as powerful as it did when I thought of it. >>Ovewhelm, hm. Might be too much of a boost, since it hits four times, managing to overcome RoF. With dual -1/+15 items, it could hit for, well, >>I don't know, around 960 damage (240 in each element, assuming 80e), easily killing anyone, with the exception of someone with Protective >>Spirit, on which you'll just do 40% max life to. Leaving your elem with zero energy and only one dead foe. I have a tendency to overpower things quite considerably in my head, however, so better make it 1.00-1.25 damage per element per point of energy lost. Max damage (16*3 + 30 + 12 + 15*2 - 5)*1.25*4 is 575 elemental damage, reduced by armour, which would hopefully be enough for someone to survive. Note that this leaves the elem at -30 en or 0 en and -2 regen after ONE spell, killing one enemy, making the elem useless for quite a while. >>I don't mean to be overly critical, though. Some of these skills show some thought put into it. (Heck, I have a word document where I dump GW >>skill ideas into myself!) It was constructive, so thanks for the criticism, and don't worry about it. >>Good skills, I like Blood Bond and Matral of Durality especially. However, the conditions you give to your skill are really LONG...:) Yeah, sorry about that, I'm not too good at concise descriptions that make sence or account for all possiblities. And I'm glad you like the skills, I was trying to come up with really new ideas, not used in any other skill (and failed for the most part). Personally I'd have to go with Blood Bond as my favourite, but I use a Necro mainly, so I'm biased :p