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Old Dec 29, 2006, 05:21 PM // 17:21   #1
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Default Skills you would like to see buffed

I hate nerfs. I know its needed but it always leaves a bad taste in my mouth.

So list the skills you want to see buffed and what changes you would suggest.


War:

Lion's Comfort: This skill was amazing during the beta. Remove the 12 sec sig disable. 5 adrenaline is very conditional in it self and cannot be used in every situation like healing sig can.

Crippling Slash: 4 adrenaline for a cripple and no +dmg. This is junk imo. You have to build the adrenaline first off then hope you hit with the thing. Reduce down to 2 adrenaline. Every other weapon has a 2 adrenaline elite why can't sword?

Flail: Reduce to 3 adrenaline.


Monk:

Sheild of deflection: This skill is only usable against melee dmg. The +24 armor doesn't do that much against caster spikes. 10e for a 6 second duration is not worth my elite spot. Reduce to 5e.

Holy haste: Remove the "ends when you cast another enchantment." Or reduce to 5e.

Healer's Convent: Reduce the healing reduction to 15%. Right now its great on energy but you have to spam constantly to keep up with the dmg. This makes you very prone to interrupt and diversion. Any heavy pressure or spike will surpass your healing.


Ranger:

Expert's Dexterity: Reduce to 125% energy cost. That will basicly nullify expertise altogether on most bars. Ranger skills are very expensive without expertise.



That's about all I have time to post about but plz add suggestions of things you want buffed.

DOWN WITH THE NERFS UP WITH THE BUFFS!!
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Old Dec 29, 2006, 05:34 PM // 17:34   #2
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Quote:
Originally Posted by twicky_kid
Sheild of deflection: This skill is only usable against melee dmg. The +24 armor doesn't do that much against caster spikes. 10e for a 6 second duration is not worth my elite spot. Reduce to 5e.
The simple fact is that this skill is garbage due to the cast time. Make it a 1/4 second cast so you can actually save Adren spikes with it, and now we are talking. Energy cost at 10 would probably be ok then.
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Old Dec 29, 2006, 06:04 PM // 18:04   #3
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My desired buffs would be:

Ether Feast: Drop the cast time to one second or increase the energy stolen (and with it the health). It's already a questionable self-heal as it requires you to be within spell casting range. This makes no sense to me.

Overload: I don't know, I just like the skill animation and quick cast. Really, I think this skill should be just be redone, or maybe have it trigger on all skills instead of spell (I really don't know what to do with this one).

Shame and Guilt: Drop the recharges by 5 seconds

Signet of Disruption: Have it interrupt all skills but only have the damage trigger on spells.

Unnatural Signet: Just have it remove a spirit and drop the fast recharge clause.

Signet of Disenchantment: Just have it remove one enchantment and take 25 seconds to recharge.

Ether Signet: I really don't know, the skill just needs help.

Victorious Sweep: People may or may not believe this is a buff but I actually liked victorious sweep better when it removed enchantments upon hitting a foe with lower health than the user.

Gust: This skill is worse than gale IMO, which is bad because being an elite, it should at least be comparable.

I've got more, I just need more time to look at things.

Last edited by What if...; Dec 29, 2006 at 06:07 PM // 18:07..
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Old Dec 29, 2006, 06:16 PM // 18:16   #4
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Quote:
Originally Posted by What if...
My desired buffs would be:

Ether Feast: Drop the cast time to one second or increase the energy stolen (and with it the health). It's already a questionable self-heal as it requires you to be within spell casting range. This makes no sense to me.
No way. The cast time and energy stolen are fine for this skill. Under mantra of recovery this skill already steals a lot of energy, so increasing the energy stolen is out of the question. Ever run this skill at 15 inspiration on a persistence degen build? It heals for a lot. The only buff that is within a reason is a slight increase to the amount healed so that it becomes more useable at inspiration levels of 9 to 12.
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Old Dec 29, 2006, 06:52 PM // 18:52   #5
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I'll go for Rts since they're likely to be nearly completely neglected by everyone else, and no one can argue they require SOME love.

Clamor of Soul : this thing is absolutely garbage. Either rework it, or do a serious stats buff (~5E/.75s cast/5s recharge. Hell, it's a pbAOE elite that is atm worse than Flame Burst in about every way)

Lamentation : lower to 15-20s recharge. It's a great skill but recharge is just too much

Spirit Boon Strike : reduce recharge to 10s

Splinter Weapon : attack deals +damage to target foe and adjacent foes.

Wailing Weapon : 20s recharge

Wielder's Strike : 8s recharge

Anguish : 15E

Armor of Unfeeling : add require 2 interrupts to interrupt you (like some boss resistance) or 50% chances to resist interruption. Rts lack something to help against interrupts in their own lines while having a bunch of 3-5s activation skills. Oh wait, there's Tranquil was Useless.

Binding Chain : 10E or 20-25s recharge

Shelter : 15E. This skill requires just way too much atm. It already dies fast enough now.

Defiant was Xinrae : what's the point with Weapon there? Make it 'all SKILLS use against you...'

Ghost Mirror Light : raise health gain to 40..88..104 and/or reduce cast time to .75

Recovery : condition duration reduced by 50% at all level, this spirit dies after 10..34..42s.

Wielder's Boon : .75s cast or 3s recharge

Tranquil was Tanasen : 10/2/30, for 10..26..31s you gain +10..22 AL and can't be interrupted. An ELITE anti-interrupt shouldn't be something with 3s cast that you have to recast every 20s. That's a freaking joke.

Empowerement : Stats to 5/2/10. It has a USELESS effect (at best it gives you back stats a weapon would). Allow it to become the spammable spirit a Rt could use to power up other spells. It's something Rts severly lack, a spirit that doesn't do much but that you can just use all the time to use other Spawning skills on it, power Spirit Transfer, etc. I think this alone would make Rts much more mobile and versatile since they would just need 2s to setup a spirit base and it's nearly always ready to use a little further if the battle moves. This is the change i would like to see more than anything else.

Spirit's Gift : in the area or raise health gain to 10..130..160. How often do you raise a spirit 'nearby' allies?

Death Pact Signet : Move it to Restoration, 'For 60..36..28s, the next time target ally dies, so do you'. Having this clause active FOREVER makes this signet absolutely unusable. I could actually see it useful even in GvG with a duration limitation on it, while still being somewhat risky but that's fine considering it's a 2s cast rez that can bring someone back full health/energy. Would be an interesting skill instead of a joke.


I think those changes would make a lot more viable Rt builds. I don't think anything in there is really too powerful.
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Old Dec 29, 2006, 07:22 PM // 19:22   #6
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Ok kids, this thread is so full of ignorance that I've decided to try to help...

First of all, skill balances (nerfs + buffs) are based around PvP (usually GvG and HA) to decrease the domination of the set PvP area of a certain type of skill line. Most of the skills up that are mentioned as buffs I would cry if they happened. For example: A buff to shelter could conceivably create more interest in ritualists in GvG which further brings back forced 25 minute VoD games every GvG which is diametrically opposed to arena.net's interest in the GvG environment (if you look at how they reduced the time of VoD from 30 to 20 etc). Some of the other skills listed like Crippling Slash, Flail, Shield of Deflection are awesome skills, buffs are either not needed or would make the skill overpowered (I'm basically trying to say those skills are balanced, do phuc them up). Another thing would be posting skills that are nearly overpowered and could recieve a nerf and yet people think it needs a buff? (Shame + Guilt = really powerful, DO NOT BUFF!)

Second, we need to work on the way we post our suggestions so they are readable. Allow me to demonstrate:

I think there should be a buff to Wounding Strike:
It is currently 5e, 3r [summarize the description to exactly what it does] If you are under an enchantment and hit with this attack, that foe suffers from deep wound, if you are not under an enchantment, he suffers from bleeding.

And I think it should be buffed to deal (5...20) additional damage always so that it becomes a viable Dervish elite compared to Reaper's Sweep.

By having the old description of the skills and then the addition you want to see with a sentence of justification so maybe the inteligence level of these posts would increase and would also make this thread a bit easier to read.


Last edited by Legendary Battousai; Dec 29, 2006 at 07:35 PM // 19:35..
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Old Dec 29, 2006, 07:22 PM // 19:22   #7
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Balthazar's Pendulum: For 5...17 seconds, the next time target ally would be knocked down by a foe, that foe is knocked down instead.

Suggested Change: Prevents all knockdowns for duration. If thats too much, at least make it scale. The next 1..4 knockdowns or something.

Defenders Zeal: For 5...21 seconds, whenever target foe hits with an attack, you gain 2 Energy.

Suggested Change: Steals energy.

Razenous Gaze: Steal 15...27 Health from target foe. If your Health is still below 50%, steal up to an additional 15...75 Health.

Suggested Change: Increase initial health steal. Maybe 12..41.

Corrupt Enchantment: Remove one Enchantment from target foe. If an Enchantment is removed in this way, that foe suffers -1...7 Health degeneration for 10 seconds.

Suggested Change: Duration scales 8..18 maybe.

Soul Bind: For 5...17 seconds, target foe attacks 30% slower than normal. If that foe becomes the target of a Hex while attacking, that foe is knocked down.

Suggested Change: 50% slower attack speed.

Enchanter's Conundrum: For 10 seconds, target foe casts Enchantments 100% slower. When this Hex ends, that foe takes 15...75 damage if not under the effects of an Enchantment Spell.

Suggested Change: 10e, 15 sec recharge.

Symbols of Inscription: For 5...13 seconds, whenever you use a Signet, you gain 1...8 Energy.

Suggested Change: 25 sec recharge or less.

Air of Disenchantment
: For 10 seconds, target foe and all adjacent foes cast Enchantments 10...82% slower. When Air of Disenchantment ends, it removes one Enchantment from each affected foe.

Suggested Change: Maybe next highest AoE.

Tease: For 20 seconds, Skills used by target touched foe take 20...84% longer to recharge. This skill ends if that foe hits you.

Suggested Change: Remove touched range.

Stone Sheath: For 10...30 seconds, attacks made by target foe and all nearby foes deal earth damage and cannot cause a critical hit.

Suggested Change: Damage is also reduced from attacks made by target foe.

Thats it for now. Edited so it's pretty.

Last edited by Vermilion; Dec 29, 2006 at 07:35 PM // 19:35..
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Old Dec 29, 2006, 11:39 PM // 23:39   #8
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OMFG at Tease change, do you really want to have a diversion hanging on people for a long time? just no.

There are many buffs that could be done to make skills that aren't so key right now viable, but it would just require so much work to make it happen. You could run down the list and see a bunch of skills that are downright stupid and need overhauls to be considered usable (For example, Arcing Shot is counter-intuitive since it misses almost all the time).

I can't remember all skills off the top of my head but here are some buffs I'd like to see:

Water Trident:
As it stands, the arc is so high that it will never be run outside of RA. I'm not saying making it 1/2 the current arc, but maybe 3/4? Just make it usable instead of a joke.

Whirling Axe:
Cleave sees more use than this, so the idea of churning out more DPS doesn't work. I think an overhaul is necessary on this skill - perhaps open the way for a DPS-machine axer (a la Dragon Slash for sword) by making this skill a "Skill" for 4a that increases damage for +10...22 of all axe attacks for 10 seconds or until blocked (which will disable the skill for 15 seconds).

Warrior's Cunning:
A common choice for warrior primaries that want to bypass evasion and blocking is Way of the Fox and Guiding Hands. Warrior's Cunning is never even considered. In essence, the 60cd kills it horribly. This skill needs a reduced cd, perhaps 30 would be fine considering it still costs 10e.

Visions of Regret:
Make the casting 1s and the recharge 10s. At 2s cast and 20s recharge, it's just too unwieldly to be worth it. I'd love to see it at 1/4 cast and catching adrenospikes, but that may be too brutal (frenzy evi+exe = instant death anyone?). Right now it's craptacular.

Mirror of Disenchantment:
Down from 25e to 15e. 25e is way too much for the skill, and even at 15e I don't think it will see much play.

Hex Eater Vortex:
Right now this is just an elite Shatter Hex that strips one enchantment from nearby. Garbage. Lower to 10e and 5cd so it becomes a viable anti-hex skill that is very threatening to the opposing team.

Shared Burden:
It's supposed to be an elite Imaginary Burden but more people would compare it as a weaker Deep Freeze. It's a frickin' elite! Make it worth the slot! Lower recharge to 20s or make the move reduction 66%. Also cast time to 1s to make it on par with Imaginary Burden.

Signet of Clumsiness:
If i have to interrupt the actual attack itself instead of making the next one be interrupted, gimme comparable damage, damnit. Clumsiness is 10...76 and so should the Signet version, not this pitiful 5...41 crap.

Hex Eater Signet:
What the skill does is fine, but the activation and recharge are a joke. make it 1/4s or 1s activation and 30s recharge. I'd vouch for lower recharge but then the energy gain could get conditionally godlike.

That's all for now, I seemed to drift on Mesmer alot, but that class has a ton of skills that are just outclassed by too many skills. In the spirit of this thread, these skills should be viable alternatives to the current stock skills.
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Old Dec 29, 2006, 11:56 PM // 23:56   #9
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Whirling Axe
2 adren
Deals x....21 dmg. If blocked whirling axe is disabled for 15 seconds.

change this to disabled for 5 seconds.
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Old Dec 30, 2006, 04:11 AM // 04:11   #10
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some of the buffs i would like to see are to the mesmer inspiration line. when was the last time beside eng tap or mantra of recall did u see an elite from that line used?

Lyssa's aura i would like to see get a buff. maybe drop recharge down to 10 sec and allow it to target any friend. so when someone is under caster pressure, like SF a mesmer could cast it on them and make it cost them a crap load of eng.
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Old Dec 30, 2006, 04:27 AM // 04:27   #11
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I wouldn't mind seeing Gust get a slight boost in some regard, I like the skill and wish it could see some play.
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Old Dec 30, 2006, 06:53 AM // 06:53   #12
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Would a damage boost help fix Gust? It's 5 energy with a useful secondary effect, a damage boost could make it a decent damage filler ability, something water is in dire need of.

And what's wrong with flail?

Last edited by Riotgear; Dec 30, 2006 at 07:32 AM // 07:32..
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Old Dec 30, 2006, 08:36 AM // 08:36   #13
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Quote:
Originally Posted by Vermilion
Balthazar's Pendulum: For 5...17 seconds, the next time target ally would be knocked down by a foe, that foe is knocked down instead.

Suggested Change: Prevents all knockdowns for duration. If thats too much, at least make it scale. The next 1..4 knockdowns or something.
I think balthazars pendulum is in dire need of something more than just preventing kds..... lol


And one small buff I want to see, is Supportive spirit have a 1/4 cast time instead of 3/4 (supportive spirit is the spell that heals kd allys).


I saw the use of SB in obs today that made me think, are they keeping this a long recharge for PvE and farming reasons??? Why cant the energy be 10, and recharge down to like 30 or something. You could lower the duration, but make it somehow viable lol I dont know, I just like SB and it makes me want it lol
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Old Dec 30, 2006, 10:25 AM // 10:25   #14
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Quote:
Originally Posted by necrosfeelyaks
I think balthazars pendulum is in dire need of something more than just preventing kds.....
How about dealing some obscene amount of damage in addition to knocking down the aggressor?
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Old Dec 30, 2006, 10:46 AM // 10:46   #15
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Quote:
Originally Posted by What if...
My desired buffs would be:

Ether Feast: Drop the cast time to one second or increase the energy stolen (and with it the health). It's already a questionable self-heal as it requires you to be within spell casting range. This makes no sense to me.

Overload: I don't know, I just like the skill animation and quick cast. Really, I think this skill should be just be redone, or maybe have it trigger on all skills instead of spell (I really don't know what to do with this one).

Shame and Guilt: Drop the recharges by 5 seconds

Signet of Disruption: Have it interrupt all skills but only have the damage trigger on spells.

Unnatural Signet: Just have it remove a spirit and drop the fast recharge clause.

Signet of Disenchantment: Just have it remove one enchantment and take 25 seconds to recharge.

Ether Signet: I really don't know, the skill just needs help.

Victorious Sweep: People may or may not believe this is a buff but I actually liked victorious sweep better when it removed enchantments upon hitting a foe with lower health than the user.

Gust: This skill is worse than gale IMO, which is bad because being an elite, it should at least be comparable.

I've got more, I just need more time to look at things.
woa woa there, you dont do much pvp do you?

Decapitate should make you lose some energy, not all, dependeding on your axe attribut points, max being 15.
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Old Dec 30, 2006, 11:33 AM // 11:33   #16
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Quote:
Originally Posted by necrosfeelyaks
I think balthazars pendulum is in dire need of something more than just preventing kds..... lol
Actually if it prevented something like 1..4 kds as the other said, it would really not be bad. 1 guy could keep it up on both monks most of the time and the effect is really quite nice (kd on guy trying to knock you). But for 1 kd, it's not really elite-worthy, especially when Brace Yourself! exists.

Other option would be to make it like 5/1/5 so you could spam it a bit (with only 1 kd prevented ofc). You're using an ELITE slot for that after all.

As for Shelter, i do believe it'd be balanced at 15E. The damage it takes when it triggers nearly got doubled, Ritual Lord got nerfed and Boon of Creation got nerfed. I don't think putting it at 15E would do the same as how it was before at all. Shelter dies really fast atm and i think 25E is too much for it. Take something like an Invoke Lightning spike, it clears it in 1 shot. It'd be a more viable option against spikes without dedicating a full build to it and honestly i won't feel sad for spikes. In its current state Shelter isn't that hot against pressure because it does die really fast overall. Considering the defense Paragons can provide i don't really see how a 15E Shelter would be broken.

There's also some decent suggestions on Mesmer elites. Honestly Mesmer elites in Nightfall are horrible.

Tease is a total joke that is hardly usable. Not only is it touch range but it can be removed by hitting you AND by hex removal? And the effect is nice, but i don't see how it's worth all the downsides at all. It's not like the duration/recharge would allow to keep it on a 3-4 people like SV. Don't compare it to Diversion because Diversion hurts low recharge skills a LOT, and those are usually the key skills in a build (ZB, Glimmer, RoF, etc...) When those get Diversioned, it can be really dangerous. But Tease? Tease make RoF 4s recharge. Yes, it -might- hurt, but it's not even comparable to Diversion)

I'd really like Hex Eater Vortex to be something like 10E/5-8s recharge. Yes it'd hurt but then again you're using an elite hex removal and it's nothing close to Expel or Divert in efficiency of removing hexes. It would just hurt nearby foes instead. At 15E it's really not worth an elite slot, it just costs too much for the effect.

I think that Mesmers honestly need a buff overall. I'm NOT gonna try to say they're weak : atm they're incredibly strong in GvG and the skills used currently don't need any kind of buff. But the problem is that with the nerf of inspiration, their emanagement kinda sucks now. The builds used atm, while very good, also happen to be about the only viable ones. Some Mesmer skills need a nerf too (SP obviously...) but it doesn't mean the class doesn't need help. Mesmers are nerfed update after update because their skills are so good on secondaries to the point where their options are severly limited. The main problem is emanagement with all the inspiration nerfs and the fact that Fast Cast unlike nearly all other caster primaries doesn't help their energy. Don't wanna get too much off-topic on that though. Mainly, i think that the Inspiration line in general needs to be seriously looked at and made so it's sufficient to make up for the lack of primary emanagement for Mesmer. To prevent it from being too good on secondaries, cast times should be considered, not the energy gain or recharge, so that it's still good options for Mesmers but less attractive for others (like Drain Enchant and iHex on 2s cast with old stats would've limit their use for other classes, mainly monk, while leaving them as a good emanagement option on Mesmers).
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Old Dec 30, 2006, 12:51 PM // 12:51   #17
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Illusion of Haste: At least make it usable now. It's horrid compared to Storm Djinn's Haste, which is 5 times better than IoH. Even if you have Air Magic at 0, and Illusion Magic at 16, Storm Djinn's Haste kicks IoH's bum.

Ride The Lightning, anyone?
It doesn't deal alot of damage(even with the AP, its damage is petty for an elite), costs too much, causes Exhaustion, and the recharge is horrid. I probably wouldn't even take it if it was a non-elite. Remove Exhaustion on this one, or lower the e cost.

Aura of Displacement: YES, I want to see this buffed. Now that I've gotten into playing a sin in PvP, I realize how crappy this skill is.
It's a way to get in, kill, and get out... but nowadays, especially with Feigned Neutrality, you can basically just stay in the fray and tank for a while. (It's what I've been doing since the second week of NF with that Shadow Prison spiker everybody seems to use now >.>).
Drop the energy cost to 5. It IS an elite, remember? It might as well give Golden Lotus Strike some play again, the energy costs are too limiting. Especially because of one simple elite.
Same for Shadow Meld as well, of course.

Scavenger's Focus: compare to Kindle Arrows. I rest my case. Even with the elemental damage thing, it'll hardly affect damage, except when fighting other rangers or people who use +elemental AL armor. Which is still quite rare nowadays.

Mirror of Disenchantment: 15e cost, it's just unusable now. Unless you want to disrupt one Aegis chain.



Lunchtime. Perhaps I'll get back later and suggest some more skill buffs, but right now, I'm too hungry ^^
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Old Dec 30, 2006, 12:53 PM // 12:53   #18
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I agree mesmers are always nerfed and never they got buffed, compared to all other classes, oh yeah they got signets buffed, but that sucks it isnt played at all, nerfing mesmers make players turn on spike builds.
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Old Dec 30, 2006, 04:44 PM // 16:44   #19
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Quote:
Originally Posted by Riotgear
How about dealing some obscene amount of damage in addition to knocking down the aggressor?
My view is instead of just knocking down the enemy, it should launch them halfway across the map. If you're at the flag stand in Warriors and you knock someone down with this on them, it will send you straight back to your guild lord. And you are dazed for two minutes. Then I'd play it.

In all honesty, make it an Aegis like enchant all party and then it's starting to look like it's worth having. Until then it's garbage.

Last edited by dgb; Dec 30, 2006 at 04:51 PM // 16:51..
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Old Dec 30, 2006, 04:54 PM // 16:54   #20
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Link [skill]Archer's Signet[/skill] to markmanship please. It makes no sense to use this skill with high expertise, because then you won't need it, but it doesn't make sense to use it with low expertise either because then it has very little effect. If it's linked to markmanship it would allow a ranger to spec in one less attribute, and make it really elite-worthy.
[skill]Flourish[/skill] would be neat, if it didn't have a cast time, and there would be energy attack skills good enough to use them. (the only ones I can think of that are pretty standard are Crushing Blow, Critical Chop and Irresistible Blow, but that doesn't make a warrior).
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