How I would change nature's renewal
I really don't think that this skill is THAT overpowered. Yes it changes the entire way certain battles are fought, but so does a prot monk, so does QZ, so does 4 Elementalists. Here are some of my speculations as to what would happen if only NR was changed and it was made significantly different, they're neither good nor bad, just speculations, you can decide for yourself how to take them.
1. Smite groups would dominate most fights.
2. Life Bonds and other -1 energy regen enchants would come back into more use.
3. Hex skills would come back into more use by mesmers and necromancers.
Those are the big ones that I see as of now. But on to how I would change the skill. Since personally I don't see what everyone's problem with it is, I'm going to preface that I would only change it very slightly. It already has a 5 second cast time, and 60 second recharge, so it's interuptable, and unless they use thier elite slot to oath shot, takes a while to recast, even with QZ. A common counter to QZ btw, that for some reason I don't see often with groups that dont run it, is Energizing wind. So, to change the skill...
Skill Name: Nature's Renewal
Description: Create a level 5 Spirit. For creatures within range, all "Enchantments" and "Hexes" are removed. For 60 seconds, Enchantments and Hexes take twice as long to cast. This Spirit dies after 60 seconds. (50% Chance of Failure with Wilderness Survival of 9 or less.)
Energy Cost: 5
Casting Time: 5
Recharge Time: 60 seconds
Skill Type: Nature Ritual
Linked Attribute: Wilderness Survival
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