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Old Jun 05, 2009, 09:06 AM // 09:06   #1
Jungle Guide
 
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Default PvP skill balance suggestions (updated frequently)

Because there is always a new thread every month I thought I would make a thread that gets updated frequently to suggest skill changes so if ANET actually ever reads the PvP section of the forums they could have 1 post to look at to see what needs balanced, or what the community wants changed.

If you don't like what is on the list please post your own changes along with a reason, or post why something shouldn't be on the list. I say to include a reason so it makes it easier to filter between good and bad suggestions.

Elementalist

Mind Blast - 5e 1c 2r
Elite Spell. Target foe is struck for 15...51...60 fire damage. If you have more Energy than target foe, you gain 1...7...8 Energy. Make the break point for 8 energy at 15 fire.

Aura of Restoration - 5e 1/4c 12r
Enchantment Spell. For 60 seconds, you are healed for 200...440...500% of the Energy cost each time you cast a Spell.

Glyph of Lesser Energy - 5e 1c 30r
Glyph. For the next 15 seconds, your next 1...2 Spells cost 10...16...18 less Energy to cast.

Mesmer

Power Block - 10e 1/4c 15r
Elite Spell. If target foe is casting a spell or chant, that skill is interrupted. The foe is interrupted regardless of any effects that prevent interrupts. The interrupted skill and all skills of the same attribute are disabled for 1...7...8 seconds for that foe.

Signet of Humility - 3c 30r
Signet. Target foe's elite skill is disabled for 1...3...6 seconds. Your non-mesmer Skills are disabled for 10 Seconds.

Monk

Blessed Light - 5e 3/4c 3r
Elite Spell. Heal target ally for 10...114...140 Health and remove one Condition and one Hex. If this skill removes a hex you lose 5 energy.

Light of Deliverance - 5e 1c 5r
Elite Spell. All party members within earshot under 80% Health are healed for 5..65..85 Health.

Shield of Deflection - 10e 1/4c 7r
Elite Enchantment Spell. For 1...3...5 seconds, target ally has a 75% chance to block attacks and gains 15...27...30 armor.

Restore Condition - 5e 3/4c 2r
Elite Spell. Remove 1...2...3 conditions from target other ally. For each Condition removed, that ally is healed for 10...48...60 Health.

Patient Spirit - 5e 1/4c 3r
Enchantment Spell. For 3 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 30...82...100 Health.

Ranger

Savage Shot - 10e 1/2c 7r

Distracting Shot - 5e 1/2c 12r

Magebane Shot - 10e 1/2c 7r

Last edited by Sk8tborderx; Jun 19, 2009 at 10:28 AM // 10:28..
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Old Jun 05, 2009, 10:05 AM // 10:05   #2
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Lingering Curse
agree

Weaken Knees
50% slower for 20 seconds > every cripple ingame, so still very imba!! so no!

Mind Blast
more recharge time

Ether Prism
I like how it is now :O

Aura of Restoration
no changes needed

Visions of Regret
okey

Power Block
omg no. dont nerf mesmers lol

Light of Deliverance
i like it

Shield of Deflection
yeh nice

Restore Condition
to much heal, i wud keep it without getting healing

Featherfoot Grace
good

might post other skills later.
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Old Jun 05, 2009, 10:23 AM // 10:23   #3
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Brr you wanna murder Ether Prism? ofc. noone is going to use it when your attunements are stripped. Make it lose 1 enchant instead, and get rid of the 3 sec invincibility.

I like skill balances, but too many skills get completely murdered instead of just tweaked, which harms the game imho.

I would SLIGHTLY nurf ranger interrupts, some ranger bars only require to spamspamspam because of ridiculously short recharge on interrupts.

Last edited by bungusmaximus; Jun 05, 2009 at 10:26 AM // 10:26..
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Old Jun 05, 2009, 10:34 AM // 10:34   #4
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Updated OP.

Quote:
Originally Posted by bungusmaximus View Post
Brr you wanna murder Ether Prism?
Elite energy management on eles has always been a problem, and removing all enchantments and weapon spells isn't really killing it.

What kind of bar are you running anyway if you need attunement when running ether prism?

Last edited by Sk8tborderx; Jun 05, 2009 at 10:42 AM // 10:42..
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Old Jun 05, 2009, 10:56 AM // 10:56   #5
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But you want to justify the 3 seconds invinci-mode by letting it strip all enchants and weapon spells, why not just remove 3 sec invinci-mode?
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Old Jun 05, 2009, 11:00 AM // 11:00   #6
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I removed the invincibility also, and also removed the delay to gain the energy.

The reason I made that suggestion is because of the e/rt flag runners, that is really about the only bar I know of that uses prism. Eles have better options for elites if they want to do damage and/or be defensive.
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Old Jun 05, 2009, 11:48 AM // 11:48   #7
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WARRIOR:
Cleave Elite Axe Attack. Deals +10...26...30 damage. 2adrealine
Decapitate Elite Axe Attack. Deals +5...41...50 damage. Inflicts Deep Wound condition (5...17...20 seconds). Automatic critical hit. You lose all Energy.
Eviscerate Elite Axe Attack. Deals +1...25...31 damage. Inflicts Deep Wound condition (5...17...20 seconds). 7adrealine
Triple Chop Elite Axe Attack. Attack 3times to foe Deals +10-15dmg a hit, unblockable 4adrealine
Forceful Blow Elite Hammer Attack. Deals +10...34...40 damage. Inflicts Weakness condition (5...17...20 seconds) +kd. You are knocked-down if this attack is blocked.
Bull's Charge Elite Stance. (5...10...11 seconds.) You move 33% faster. Causes knock-down if you hit a moving foe in melee. Ends if you use a stance or attack skill.
Charging Strike Elite Stance. (1...8...10 seconds.) You move 33% faster and deal +10...34...40 damage +foe is knocked down with your next melee hit. Ends when you hit or if you use a skill.
Dwarven Battle Stance Elite Stance. (5...10...11 seconds.) You attack 33% faster. Interrupts actions if you attack with a hammer. Ends if you use a skill. 5energy 15recharge
Flourish Elite Skill. Recharges your attack skills. You gain 2...6...7 Energy and 2adrealine for each skill recharged.
Headbutt Elite Touch Skill. Deals 40...88...100 damage. You are Dazed (5...17...20 seconds). 5energy 1/4 cast 15recharge
Magehunter Strike Elite Melee Attack. Deals +19--33--48 damage. Unblockable if target foe is enchanted.
Primal Rage Elite Stance. (1...12...15 seconds.) You attack 33% faster and move 33% faster. You take double damage.
Rage of the Ntouka Elite Skill. You gain 1...6...7 adrenaline. For 4 seconds, adrenal skills have a 5 second recharge when used.
Dragon Slash Elite Sword Attack. Deals +10...34...40 damage. You gain 1...4...5 strikes of adrenaline if it hits. 8adrealine
Quivering Blade Elite Sword Attack. Deals +10...34...40 damage. Inflicts Dazed condition (5 seconds).
Soldier's Stance Elite Stance. (4...9...10 seconds.) You attack and run 33% faster while under the effects of a shout or chant.
Victory is Mine! Elite Shout. You gain 10...56...68 Health and 3...6...7 Energy for each condition on target foe and nearby.
Skull Crack Elite Melee Attack. Interrupts an action. Inflicts Dazed condition (10 seconds) if target is casting a spell. 6adrealine

RANGER:
Archer's Signet Elite Signet. (0...19...24 seconds.) Conditions you apply while wielding a bow last 150% longer. for 7seconds u can't be blinded.
Broad Head Arrow Elite Bow Attack. Slow moving arrow. Interrupts a spell. Dazed condition (5...17...20 seconds). 5energy
Melandru's Arrows Elite Preparation. (24 seconds.) Your arrows inflict Bleeding condition (3...21...25 seconds) and deal +18...34...46 damage to enchanted foes.
Poison Arrow 1sec activation Elite Bow Attack.deal +10...17...25dmg and inflict Poisoned condition. (5...17...20seconds)
Prepared Shot Elite Bow Attack. Deals +10...22...25 damage. You gain 1...7...9 Energy, if you have a preparation active u inflict bleeding for (5...12...20seconds).
Quick Shot Elite Bow Attack. You shoot an arrow that moves twice as fast and does +5...17...26dmg. unblockable
Quicksand Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Foes lose 1 Energy each time they attack or use a skill. Does not affect spirits.

MONK:
Blessed Light Elite Spell. Heals for 10...114...140. Removes one condition and one hex. 5 energy
Boon Signet: Reduced recharge with 2seconds.
Scribe's Insight Elite Enchantment Spell. (10...30...35 seconds.) You gain 3 Energy and loose 1 condition whenever you use a signet or spell.
Spell Breaker Elite Enchantment Spell. (5...15...17 seconds.) Enemy spells cast on target ally fails. 5energy 5...6...8sec duration 3/4sec cast 15recharge
Withdraw Hexes Elite Spell. Removes all hexes from other allies and apply em to u, u gain 5armor per hex applied on u . 5energy 3/4sec cast 15 recharge
Glimmer of Light Elite Spell. Heals for 10...94...115 and remove a hex or condition.If u got both a hex and cond on u then only the condition is removed.
Healing Burst Elite Spell. Heals for 5...105...130. Also heals all party members for 45...57...65 if target is below 50%hp
Healing Hands Elite Enchantment Spell. (10 seconds.) Heals for 15...35...50 whenever target takes damage. 5e 1/4cast 20recharge
Healing Light Elite Spell. Heals for 40...88...100. You gain 1...3...3 Energy and loose a hex if target ally is enchanted.
Amity Elite Hex Spell. (8...18...20 seconds.) Foes adjacent to you cannot attack. 20recharge
Divert Hexes Elite Spell. Removes 1...3...3 hexes. For each hex removed, target ally loses one condition and gains 15...63...75 Health. 5energy or 3/4sec cast
Mark of Protection Elite Enchantment Spell. (10 seconds.) Converts incoming damage to healing (maximum 6...49...60). 30recharge
Zealous Benediction Elite Spell. Heals for 30...140...170. You gain 2 Energy if target ally was below 50% Health and suffering from a condition or hex . 5energy
Defender's Zeal Elite Hex Spell. (5...21...25 seconds.) U deal 30...42...55holy dmg and target foe suffers from a deepwound 5energy 3/4sec cast 8recharge
Word of Censure Elite Spell. Deals 15...63...82 holy damage. 5energy

NECROMANCER:
Cultist's Fervor Elite Enchantment Spell. (20 seconds.) Your spells cost 1...6...7 less Energy. You sac 2%hp each time you cast a spell.
Ravenous Gaze Elite Spell. Steal 25...79...94hp.
Soul Leech Elite Hex Spell. (10 seconds.) Steal 16...67...80 Health whenever target foe casts a spell. 1sec cast
Corrupt Enchantment Elite Hex Spell. Removes one enchantment from target foe. Removal effect: -1...7...8 Health degeneration(10 seconds) and foe looses 30...39...50hp if an enchant is removed.
Depravity Elite Hex Spell. (5...17...20 seconds.) Causes 1...4...5 Energy loss and 10...17...24hp loss whenever target foe casts a spell. One foe near your target also loses Energy and hp.
Feast of Corruption Elite Spell. Deals 16...67...80 damage to target and adjacent foes. Steal 8...34...40 Health from each hexed foe. 10energy 15sec recharge
Lingering Curse Elite Hex Spell. (6...25...30 seconds.) Target and 1 nearby foe have -0...2...3 Health degeneration and receive 20% less benefit from healing.
Signet of Suffering Elite Signet. Deals 5...29...35 damage (maximum 140) for each hex on target foe. 1sec cast 15recharge
Wither Elite Hex Spell. (5...29...35 seconds.) Causes -2...4...4 Health degeneration and -1 Energy degeneration. Deals 15...63...75 damage if target foe's Energy drops to 0. Ends if this foe's Energy drops to 0. 5energy 1sec cast
Order of Undeath Elite Spell. (5 seconds.) Your undead servants deal +3...13...16 damage. 5energy
Virulence Elite Spell. Inflicts Disease, Poison, and Weakness conditions (3...13...15 seconds).deal 5...12...19dmg per condition applied with virulence No effect unless this foe already had a condition.
Reaper's Mark Elite Hex Spell. (30 seconds.) Causes -1...4...5 Health degeneration to target foe and 1 nearby foe. You gain 5...13...15 Energy if a foe dies while
suffering from this hex.
Wail of Doom Elite Hex Spell. (1...3...4 seconds.) Target foe's attributes are 0. removed the hp sac
Grenth's Balance Elite Spell. You gain Health equal to half the difference between you and target, and this foe loses an equal amount. If this foe has less Health than you, you lose Health equal to half the difference. 5energy 1/4cast 5recharge

MESMER:
Enchanter's Conundrum Elite Hex Spell. (10 seconds.) Causes 100% slower Enchantment casting. Initial effect: deals 30...102...120 damage if target foe is not Enchanted or hexed. restore to its old status.
Hex Eater Vortex Elite Spell. Removes one hex from target ally. Removal effect: deals 35...88...114 damage and removes one enchantment from foes near this ally. 10energy 1sec cast 14seconds recharge
Power Flux Elite Hex Spell. Interrupts a spell or chant. Interruption effect: -2 Energy degeneration (4...9...10 seconds). target foe can't cast spells for 3seconds 5energy 1/4cast 10recharge
Simple Thievery same affect as blackout, just u can still use skills.
Visions of Regret Elite Hex Spell. Also hexes foes adjacent to target (10 seconds). These foes take 15...75...90 damage whenever they use a skill. inscreased recharge to 25seconds
Arcane Languor Elite Hex Spell. (1...8...10 seconds.) Target foe's spells cause Exhaustion. 10e 1sec cast 15recharge
Mantra of Recovery Elite Stance. (5...17...20 seconds.) Your spells recharge 50% faster. inscreased recharge to 25seconds
Symbols of Inspiration Elite Skill. (1...25...31 seconds.) This skill becomes the Elite of target foe. Elite spells you cast use your Fast Casting attribute instead of their normal attributes. no recharge after foes skill is gone from ur barr.
Air of Disenchantment Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). Remove one enchantment from target and nearby foes. Enchantments expire 150...270...300% faster on those foes and they suffer from 1...2...3hp degen.
Crippling Anguish Elite Hex Spell. (8...18...20 seconds.) Target foe moves 50% slower and has -1...4...5 Health degeneration. 10energy 1sec cast 20recharge
Fevered Dreams Elite Hex Spell. (10...22...25 seconds.) Foes in the area also have any new conditions that target foe acquires. Inflicts Dazed on target foe (1...3...3 seconds) if that foe has two or more conditions. 10energy 1sec cast 15recharge
Illusionary Weaponry Elite Enchantment Spell. (30 seconds.) You deal no damage, but u steal 16...40...48 hp whenever you hit a foe. 5energy 1sec cast 20recharge
Recurring Insecurity Elite Hex Spell. (10 seconds.) Causes -1...4...5 Health degeneration. Renewal: if target foe has another hex when Recurring Insecurity would end. 10e 1sec cast 5e 8recharge
Shared Burden Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). These foes attack and move 50% slower. 10e 2sec cast 18recharge
Signet of Illusions Elite Signet. Your next 1...3...5 spells use your Illusion attribute instead of their normal attributes.
Energy Drain Elite Spell. Causes 6...9...11 Energy loss. You gain 3 Energy for each point of Energy lost. 5energy 3/4sec cast 20recharge
Extend Conditions Elite Spell. Spread all conditions from target foe to foes near your target. Those durations of those conditions are increased by 5...81...100% (maximum 30 seconds). 5energy 1/4cast 2recharge
Keystone Signet Elite Signet. Recharges all of your signets except this one. Disables your non-signet skills (17...7...5 seconds). can't be interupted 15sec recharge
Mantra of Recall Elite Enchantment Spell. (20 seconds.) End effect: you gain 12...25...28 Energy and loose 1hex +2conditions . 5energy cost 1sec cast 20recharge
Power Leech Elite Hex Spell. Interrupt a spell or a chant. Interruption effect: steal 5...13...15 Energyand 6...15...22hp whenever target foe casts a spell (10 seconds).

ELEMENTALIST:
Glimmering Mark Elite Hex Spell. Deals 50...75...114 lightning damage(25%penetration) and cause cracked armor to target foe,all nearby foes of u are blinded for 3seconds
Invoke Lightning Elite Spell. Deals 10...82...100 lightning damage. Hits two foes near target. 25% armor penetration. 10energy 2sec cast 12recharge
Lightning Surge Elite Hex Spell. (2 seconds.) End effect: deals 14...83...100 lightning damage(25%penetration) and causes knock-down. 10energy 2 sec cast 10recharge
Thunderclap Elite Spell. Deals 15...63...75 damage. After 1 seconds, inflicts blindcondition (1...8...10 seconds) and weakness to target and adjacent foes. 25% armor penetration. 10energy 1sec cast 15recharge
Sandstorm Elite Spell. Deals 10...26...30 earth damage each second (10 seconds). Hits foes near target foe's initial location. Hits attacking foes for 10...26...30 more earth damage each second. 10energy 2sec cast 25recharge
Shockwave Elite Spell. Deals 15...51...60 earth damage one time to foes in the area. Nearby foes take damage twice and adjacent foes take damage three times. 10energy 3/4sec cast 15recharge
Stone Sheath Elite Hex Spell. Also hexes foes near target (10...30...35 seconds). Converts attacks to earth damage, makes attack miss (33%chance on missing), inflicts weakness and removes ability to land critical hits.
Unsteady Ground Elite Spell. Deals 10...34...40 earth damage each second (5 seconds) and causes knock-down to attacking foes. Hits foes near target's initial location.
10energy 2sec cast 15recharge
Ether Prodigy Elite Enchantment Spell. (5...17...20 seconds.) You have +6 Energy regeneration. End effect: lose 2 Health for each point of Energy you have. Lose all enchantments.
Energy Boon Elite Skill. (20 seconds.) You have +0...32...40 maximum Energy and +5 Health regeneration. End effect: you gain 0...16...20 Energy and 0...80...100 Health.
5energy recharge 30sec
Glyph of Energy Elite Glyph. (15 seconds.) Your next spell costs 10...30...35 less Energy and does not cause Exhaustion( 2spells if ur 1st used spell after glyph is an ele spell).
Master of Magic Elite Enchantment Spell. (1...49...61 seconds). Your elemental attributes are set to 14 and you gain +0...2...2 Energy regeneration. Ends if you use a non-Elementalist skill.
Mind Blast Elite Spell. Deals 15...51...60 fire damage. You gain 1...7...8 Energy if you have more Energy than target foe. 5energy 1sec cast 6recharge.
Mind Burn Elite Spell. Deals 15...51...60 fire damage. Deals 15...51...60 more fire damage and inflicts Burning condition (1...6...7 seconds) if you have more Energy than target foe. Removed Exhaustion.
Star Burst Halve range spell. Deals 7...91...112 fire damage. Also hits nearby foes of target foe.
Mind Freeze Elite Hex Spell. Deals 10...34...40 cold damage. Deals 10...34...40 more cold damage and causes 90% slower movement (1...8...10 seconds) if you have more Energy than target foe. Halved duration of exhaustion caused by this spell on u.
Mirror of Ice Elite Enchantment Spell. (5 seconds plus 5 seconds more for every rank of Energy Storage.) You deal +5...29...35 cold damage whenever you cast a Water Magic hex.
Second Wind Elite Spell. You gain 10...13...17 Energy 5energy 1sec cast 8 sec recharge

ASSASSIN:
Fox's Promise Elite Enchantment Spell. (5...17...20 seconds.) Your dagger attacks are unblockable. 5e 1sec cast 20recharge
Locust's Fury Elite Enchantment Spell. (10...30...35 seconds.) You have +50% chance to double strike and deal +3...5..9dmg per hit.
Seeping Wound Elite Hex Spell. (20 seconds.) target foe has -3hp degen. Causes 5...13...15 damage per second if target foe is suffering from a condition.
Way of the Assassin Elite Stance. (20 seconds.) While wielding daggers, you attack 5...17...20% and run 10% faster and have +5...29...35% chance to land a critical hit.
Golden Skull Strike Elite Off-Hand Attack. Inflicts Dazed condition (1...4...5 seconds). No effect unless you are enchanted. 5energy 15recharge
Temple Strike Elite Off-Hand Attack. Interrupts a spell. Inflicts Dazed and Blindness conditions (1...8...10 seconds). Must follow a lead attack. 10energy 15recharge
Mark of Insecurity Elite Hex Spell. (5...21...25 seconds.) Causes 1...3...3 Health degeneration. Enchantments and stances expire 40...90...120% faster on target foe. Disables your non-assassin skills and non attackskills (10 seconds).
Shadow Prison Elite Hex Spell. Shadow Step to target foe after 2seconds . This foe moves 66% slower (1...6...7 seconds)If Removed, u shadowstep instantly to target foe. 5energy 1/4 sec cast 15recharge no aftercast
Shroud of Silence Elite Touch Hex Spell. (1...3...3 seconds.) Target foe cannot cast spells. Your spells are disabled for 15 seconds. 10energy 3/4 cast 20recharge
Siphon Strength Elite Hex Spell. (5...17...20 seconds.) Target foe deals -5...41...50 damage. You have +33% chance to land a critical hit on this foe. disables ur non assasinskills and non attackskills(10sec) 5energy 1sec cast 10recharge
Way of the Empty Palm Elite Enchantment Spell. (5...17...20 seconds.) Your off-hand and dual attacks cost no Energy and u deal +3...5...9dmg wit ur hits.
Beguiling Haze Elite Spell. You Shadow Step to this foe. Inflicts Dazed condition (3...8...9 seconds). 5energy 1sec cast 15recharge

RITUALIST:
Clamor of Souls Elite Spell. Deals (10...54...65) lightning damage to target and nearby foes. You gain 10 Energy.
Destructive Was Glaive Elite Item Spell. (30...54...60 seconds.) Your Ritualist skills have 25% armor penetration. Drop effect: deals 10...82...100 lightning damage to all foes in the area.
Signet of Spirits Elite Signet U gain 12energy and loose 1...2...3conditions 1sec cast 12recharge
Defiant Was Xinrae Elite Item Spell. (15...51...60 seconds.) You cannot lose more than 15% of your max Health from a single hit. Drop effect: steal 25...61...80 Health from nearby foes.
Tranquil Was Tanasen Elite Item Spell. (5...17...20 seconds.) You have +10...22...25 armor. and -5...10...15dmg reduction You cannot be interrupted.
Attuned Was Songkai Elite Item Spell. (45 seconds.) Your spells and binding rituals cost -5...41...50% of the base Energy.5 Energy 2 Activation time 45Recharge time
Consume Soul Elite Spell. Steal 25...69...80 Health. If target foe was a summoned creature, you steal all of that foe's life.
Spirit Channeling Elite Enchantment Spell. (10 seconds.) You have +1...5...6 Energy regeneration. End effect: you are healed for 100 if you are within earshot of a spirit. 5 Energy 1 Activation time 20 Recharge time

PARAGON:
Angelic Bond Elite Skill. Reverted to old status
Soldier's Fury Elite Echo. (10...30...35 seconds.) You attack and move 33% faster and gain 33% more adrenaline if under the effects of a shout or chant.
"It's just a flesh wound." Elite Shout. U suffer from a deepwound and remove all conditions from target ally. That ally moves 25% faster (1...8...10 second(s)) if a condition was removed. Cannot self-target

DERVISH:
Avatar of Grenth Elite Form. (10...74...90 seconds.) Enchanted foes cannot block you. Your attacks deal cold damage and steal 5...17...20 life if target the hitted foe is under an enchant and suffering from a condition and hex. This skill is disabled for 120 seconds
Avatar of Melandru Elite Form. (10...58...70 seconds.) You have +100 maximum Health, you are immune to conditions, and your attacks deal earth damage. This skill is disabled for 120 seconds. 0 10 Energy 2 Activation time 30 Recharge time.
Pious Renewal Elite Enchantment Spell. (8 seconds.) You gain 0...2...3 Energy and 0...10...12 Health each time an enchantment ends or is casted on you.
Onslaught Elite Enchantment Spell. (5...17...20 seconds.) You attack and move 33% faster.
Zealous Vow Elite Enchantment Spell. (20 seconds.) You gain 1...6...7 Energy each time you hit with an attack.

Only changed elite skills( most of em) and no normal skills since my post would been double as long, or close to it)

Last edited by Coast; Jun 05, 2009 at 11:58 AM // 11:58.. Reason: changed some text
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Old Jun 05, 2009, 02:41 PM // 14:41   #8
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i read up to mesmer and thats some seriously mental stuff, was amusing to read tho ^^
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Old Jun 05, 2009, 02:56 PM // 14:56   #9
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Quote:
Originally Posted by Coast View Post
WARRIOR:
Cleave Elite Axe Attack. Deals +10...26...30 damage. 2adrealine
Decapitate Elite Axe Attack. Deals +5...41...50 damage. Inflicts Deep Wound condition (5...17...20 seconds). Automatic critical hit. You lose all Energy.
Eviscerate Elite Axe Attack. Deals +1...25...31 damage. Inflicts Deep Wound condition (5...17...20 seconds). 7adrealine
Triple Chop Elite Axe Attack. Attack 3times to foe Deals +10-15dmg a hit, unblockable 4adrealine
Forceful Blow Elite Hammer Attack. Deals +10...34...40 damage. Inflicts Weakness condition (5...17...20 seconds) +kd. You are knocked-down if this attack is blocked.
Bull's Charge Elite Stance. (5...10...11 seconds.) You move 33% faster. Causes knock-down if you hit a moving foe in melee. Ends if you use a stance or attack skill.
Charging Strike Elite Stance. (1...8...10 seconds.) You move 33% faster and deal +10...34...40 damage +foe is knocked down with your next melee hit. Ends when you hit or if you use a skill.
Dwarven Battle Stance Elite Stance. (5...10...11 seconds.) You attack 33% faster. Interrupts actions if you attack with a hammer. Ends if you use a skill. 5energy 15recharge
Flourish Elite Skill. Recharges your attack skills. You gain 2...6...7 Energy and 2adrealine for each skill recharged.
Headbutt Elite Touch Skill. Deals 40...88...100 damage. You are Dazed (5...17...20 seconds). 5energy 1/4 cast 15recharge
Magehunter Strike Elite Melee Attack. Deals +19--33--48 damage. Unblockable if target foe is enchanted.
Primal Rage Elite Stance. (1...12...15 seconds.) You attack 33% faster and move 33% faster. You take double damage.
Rage of the Ntouka Elite Skill. You gain 1...6...7 adrenaline. For 4 seconds, adrenal skills have a 5 second recharge when used.
Dragon Slash Elite Sword Attack. Deals +10...34...40 damage. You gain 1...4...5 strikes of adrenaline if it hits. 8adrealine
Quivering Blade Elite Sword Attack. Deals +10...34...40 damage. Inflicts Dazed condition (5 seconds).
Soldier's Stance Elite Stance. (4...9...10 seconds.) You attack and run 33% faster while under the effects of a shout or chant.
Victory is Mine! Elite Shout. You gain 10...56...68 Health and 3...6...7 Energy for each condition on target foe and nearby.
Skull Crack Elite Melee Attack. Interrupts an action. Inflicts Dazed condition (10 seconds) if target is casting a spell. 6adrealine

RANGER:
Archer's Signet Elite Signet. (0...19...24 seconds.) Conditions you apply while wielding a bow last 150% longer. for 7seconds u can't be blinded.
Broad Head Arrow Elite Bow Attack. Slow moving arrow. Interrupts a spell. Dazed condition (5...17...20 seconds). 5energy
Melandru's Arrows Elite Preparation. (24 seconds.) Your arrows inflict Bleeding condition (3...21...25 seconds) and deal +18...34...46 damage to enchanted foes.
Poison Arrow 1sec activation Elite Bow Attack.deal +10...17...25dmg and inflict Poisoned condition. (5...17...20seconds)
Prepared Shot Elite Bow Attack. Deals +10...22...25 damage. You gain 1...7...9 Energy, if you have a preparation active u inflict bleeding for (5...12...20seconds).
Quick Shot Elite Bow Attack. You shoot an arrow that moves twice as fast and does +5...17...26dmg. unblockable
Quicksand Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Foes lose 1 Energy each time they attack or use a skill. Does not affect spirits.

MONK:
Blessed Light Elite Spell. Heals for 10...114...140. Removes one condition and one hex. 5 energy
Boon Signet: Reduced recharge with 2seconds.
Scribe's Insight Elite Enchantment Spell. (10...30...35 seconds.) You gain 3 Energy and loose 1 condition whenever you use a signet or spell.
Spell Breaker Elite Enchantment Spell. (5...15...17 seconds.) Enemy spells cast on target ally fails. 5energy 5...6...8sec duration 3/4sec cast 15recharge
Withdraw Hexes Elite Spell. Removes all hexes from other allies and apply em to u, u gain 5armor per hex applied on u . 5energy 3/4sec cast 15 recharge
Glimmer of Light Elite Spell. Heals for 10...94...115 and remove a hex or condition.If u got both a hex and cond on u then only the condition is removed.
Healing Burst Elite Spell. Heals for 5...105...130. Also heals all party members for 45...57...65 if target is below 50%hp
Healing Hands Elite Enchantment Spell. (10 seconds.) Heals for 15...35...50 whenever target takes damage. 5e 1/4cast 20recharge
Healing Light Elite Spell. Heals for 40...88...100. You gain 1...3...3 Energy and loose a hex if target ally is enchanted.
Amity Elite Hex Spell. (8...18...20 seconds.) Foes adjacent to you cannot attack. 20recharge
Divert Hexes Elite Spell. Removes 1...3...3 hexes. For each hex removed, target ally loses one condition and gains 15...63...75 Health. 5energy or 3/4sec cast
Mark of Protection Elite Enchantment Spell. (10 seconds.) Converts incoming damage to healing (maximum 6...49...60). 30recharge
Zealous Benediction Elite Spell. Heals for 30...140...170. You gain 2 Energy if target ally was below 50% Health and suffering from a condition or hex . 5energy
Defender's Zeal Elite Hex Spell. (5...21...25 seconds.) U deal 30...42...55holy dmg and target foe suffers from a deepwound 5energy 3/4sec cast 8recharge
Word of Censure Elite Spell. Deals 15...63...82 holy damage. 5energy

NECROMANCER:
Cultist's Fervor Elite Enchantment Spell. (20 seconds.) Your spells cost 1...6...7 less Energy. You sac 2%hp each time you cast a spell.
Ravenous Gaze Elite Spell. Steal 25...79...94hp.
Soul Leech Elite Hex Spell. (10 seconds.) Steal 16...67...80 Health whenever target foe casts a spell. 1sec cast
Corrupt Enchantment Elite Hex Spell. Removes one enchantment from target foe. Removal effect: -1...7...8 Health degeneration(10 seconds) and foe looses 30...39...50hp if an enchant is removed.
Depravity Elite Hex Spell. (5...17...20 seconds.) Causes 1...4...5 Energy loss and 10...17...24hp loss whenever target foe casts a spell. One foe near your target also loses Energy and hp.
Feast of Corruption Elite Spell. Deals 16...67...80 damage to target and adjacent foes. Steal 8...34...40 Health from each hexed foe. 10energy 15sec recharge
Lingering Curse Elite Hex Spell. (6...25...30 seconds.) Target and 1 nearby foe have -0...2...3 Health degeneration and receive 20% less benefit from healing.
Signet of Suffering Elite Signet. Deals 5...29...35 damage (maximum 140) for each hex on target foe. 1sec cast 15recharge
Wither Elite Hex Spell. (5...29...35 seconds.) Causes -2...4...4 Health degeneration and -1 Energy degeneration. Deals 15...63...75 damage if target foe's Energy drops to 0. Ends if this foe's Energy drops to 0. 5energy 1sec cast
Order of Undeath Elite Spell. (5 seconds.) Your undead servants deal +3...13...16 damage. 5energy
Virulence Elite Spell. Inflicts Disease, Poison, and Weakness conditions (3...13...15 seconds).deal 5...12...19dmg per condition applied with virulence No effect unless this foe already had a condition.
Reaper's Mark Elite Hex Spell. (30 seconds.) Causes -1...4...5 Health degeneration to target foe and 1 nearby foe. You gain 5...13...15 Energy if a foe dies while
suffering from this hex.
Wail of Doom Elite Hex Spell. (1...3...4 seconds.) Target foe's attributes are 0. removed the hp sac
Grenth's Balance Elite Spell. You gain Health equal to half the difference between you and target, and this foe loses an equal amount. If this foe has less Health than you, you lose Health equal to half the difference. 5energy 1/4cast 5recharge

MESMER:
Enchanter's Conundrum Elite Hex Spell. (10 seconds.) Causes 100% slower Enchantment casting. Initial effect: deals 30...102...120 damage if target foe is not Enchanted or hexed. restore to its old status.
Hex Eater Vortex Elite Spell. Removes one hex from target ally. Removal effect: deals 35...88...114 damage and removes one enchantment from foes near this ally. 10energy 1sec cast 14seconds recharge
Power Flux Elite Hex Spell. Interrupts a spell or chant. Interruption effect: -2 Energy degeneration (4...9...10 seconds). target foe can't cast spells for 3seconds 5energy 1/4cast 10recharge
Simple Thievery same affect as blackout, just u can still use skills.
Visions of Regret Elite Hex Spell. Also hexes foes adjacent to target (10 seconds). These foes take 15...75...90 damage whenever they use a skill. inscreased recharge to 25seconds
Arcane Languor Elite Hex Spell. (1...8...10 seconds.) Target foe's spells cause Exhaustion. 10e 1sec cast 15recharge
Mantra of Recovery Elite Stance. (5...17...20 seconds.) Your spells recharge 50% faster. inscreased recharge to 25seconds
Symbols of Inspiration Elite Skill. (1...25...31 seconds.) This skill becomes the Elite of target foe. Elite spells you cast use your Fast Casting attribute instead of their normal attributes. no recharge after foes skill is gone from ur barr.
Air of Disenchantment Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). Remove one enchantment from target and nearby foes. Enchantments expire 150...270...300% faster on those foes and they suffer from 1...2...3hp degen.
Crippling Anguish Elite Hex Spell. (8...18...20 seconds.) Target foe moves 50% slower and has -1...4...5 Health degeneration. 10energy 1sec cast 20recharge
Fevered Dreams Elite Hex Spell. (10...22...25 seconds.) Foes in the area also have any new conditions that target foe acquires. Inflicts Dazed on target foe (1...3...3 seconds) if that foe has two or more conditions. 10energy 1sec cast 15recharge
Illusionary Weaponry Elite Enchantment Spell. (30 seconds.) You deal no damage, but u steal 16...40...48 hp whenever you hit a foe. 5energy 1sec cast 20recharge
Recurring Insecurity Elite Hex Spell. (10 seconds.) Causes -1...4...5 Health degeneration. Renewal: if target foe has another hex when Recurring Insecurity would end. 10e 1sec cast 5e 8recharge
Shared Burden Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). These foes attack and move 50% slower. 10e 2sec cast 18recharge
Signet of Illusions Elite Signet. Your next 1...3...5 spells use your Illusion attribute instead of their normal attributes.
Energy Drain Elite Spell. Causes 6...9...11 Energy loss. You gain 3 Energy for each point of Energy lost. 5energy 3/4sec cast 20recharge
Extend Conditions Elite Spell. Spread all conditions from target foe to foes near your target. Those durations of those conditions are increased by 5...81...100% (maximum 30 seconds). 5energy 1/4cast 2recharge
Keystone Signet Elite Signet. Recharges all of your signets except this one. Disables your non-signet skills (17...7...5 seconds). can't be interupted 15sec recharge
Mantra of Recall Elite Enchantment Spell. (20 seconds.) End effect: you gain 12...25...28 Energy and loose 1hex +2conditions . 5energy cost 1sec cast 20recharge
Power Leech Elite Hex Spell. Interrupt a spell or a chant. Interruption effect: steal 5...13...15 Energyand 6...15...22hp whenever target foe casts a spell (10 seconds).

ELEMENTALIST:
Glimmering Mark Elite Hex Spell. Deals 50...75...114 lightning damage(25%penetration) and cause cracked armor to target foe,all nearby foes of u are blinded for 3seconds
Invoke Lightning Elite Spell. Deals 10...82...100 lightning damage. Hits two foes near target. 25% armor penetration. 10energy 2sec cast 12recharge
Lightning Surge Elite Hex Spell. (2 seconds.) End effect: deals 14...83...100 lightning damage(25%penetration) and causes knock-down. 10energy 2 sec cast 10recharge
Thunderclap Elite Spell. Deals 15...63...75 damage. After 1 seconds, inflicts blindcondition (1...8...10 seconds) and weakness to target and adjacent foes. 25% armor penetration. 10energy 1sec cast 15recharge
Sandstorm Elite Spell. Deals 10...26...30 earth damage each second (10 seconds). Hits foes near target foe's initial location. Hits attacking foes for 10...26...30 more earth damage each second. 10energy 2sec cast 25recharge
Shockwave Elite Spell. Deals 15...51...60 earth damage one time to foes in the area. Nearby foes take damage twice and adjacent foes take damage three times. 10energy 3/4sec cast 15recharge
Stone Sheath Elite Hex Spell. Also hexes foes near target (10...30...35 seconds). Converts attacks to earth damage, makes attack miss (33%chance on missing), inflicts weakness and removes ability to land critical hits.
Unsteady Ground Elite Spell. Deals 10...34...40 earth damage each second (5 seconds) and causes knock-down to attacking foes. Hits foes near target's initial location.
10energy 2sec cast 15recharge
Ether Prodigy Elite Enchantment Spell. (5...17...20 seconds.) You have +6 Energy regeneration. End effect: lose 2 Health for each point of Energy you have. Lose all enchantments.
Energy Boon Elite Skill. (20 seconds.) You have +0...32...40 maximum Energy and +5 Health regeneration. End effect: you gain 0...16...20 Energy and 0...80...100 Health.
5energy recharge 30sec
Glyph of Energy Elite Glyph. (15 seconds.) Your next spell costs 10...30...35 less Energy and does not cause Exhaustion( 2spells if ur 1st used spell after glyph is an ele spell).
Master of Magic Elite Enchantment Spell. (1...49...61 seconds). Your elemental attributes are set to 14 and you gain +0...2...2 Energy regeneration. Ends if you use a non-Elementalist skill.
Mind Blast Elite Spell. Deals 15...51...60 fire damage. You gain 1...7...8 Energy if you have more Energy than target foe. 5energy 1sec cast 6recharge.
Mind Burn Elite Spell. Deals 15...51...60 fire damage. Deals 15...51...60 more fire damage and inflicts Burning condition (1...6...7 seconds) if you have more Energy than target foe. Removed Exhaustion.
Star Burst Halve range spell. Deals 7...91...112 fire damage. Also hits nearby foes of target foe.
Mind Freeze Elite Hex Spell. Deals 10...34...40 cold damage. Deals 10...34...40 more cold damage and causes 90% slower movement (1...8...10 seconds) if you have more Energy than target foe. Halved duration of exhaustion caused by this spell on u.
Mirror of Ice Elite Enchantment Spell. (5 seconds plus 5 seconds more for every rank of Energy Storage.) You deal +5...29...35 cold damage whenever you cast a Water Magic hex.
Second Wind Elite Spell. You gain 10...13...17 Energy 5energy 1sec cast 8 sec recharge

ASSASSIN:
Fox's Promise Elite Enchantment Spell. (5...17...20 seconds.) Your dagger attacks are unblockable. 5e 1sec cast 20recharge
Locust's Fury Elite Enchantment Spell. (10...30...35 seconds.) You have +50% chance to double strike and deal +3...5..9dmg per hit.
Seeping Wound Elite Hex Spell. (20 seconds.) target foe has -3hp degen. Causes 5...13...15 damage per second if target foe is suffering from a condition.
Way of the Assassin Elite Stance. (20 seconds.) While wielding daggers, you attack 5...17...20% and run 10% faster and have +5...29...35% chance to land a critical hit.
Golden Skull Strike Elite Off-Hand Attack. Inflicts Dazed condition (1...4...5 seconds). No effect unless you are enchanted. 5energy 15recharge
Temple Strike Elite Off-Hand Attack. Interrupts a spell. Inflicts Dazed and Blindness conditions (1...8...10 seconds). Must follow a lead attack. 10energy 15recharge
Mark of Insecurity Elite Hex Spell. (5...21...25 seconds.) Causes 1...3...3 Health degeneration. Enchantments and stances expire 40...90...120% faster on target foe. Disables your non-assassin skills and non attackskills (10 seconds).
Shadow Prison Elite Hex Spell. Shadow Step to target foe after 2seconds . This foe moves 66% slower (1...6...7 seconds)If Removed, u shadowstep instantly to target foe. 5energy 1/4 sec cast 15recharge no aftercast
Shroud of Silence Elite Touch Hex Spell. (1...3...3 seconds.) Target foe cannot cast spells. Your spells are disabled for 15 seconds. 10energy 3/4 cast 20recharge
Siphon Strength Elite Hex Spell. (5...17...20 seconds.) Target foe deals -5...41...50 damage. You have +33% chance to land a critical hit on this foe. disables ur non assasinskills and non attackskills(10sec) 5energy 1sec cast 10recharge
Way of the Empty Palm Elite Enchantment Spell. (5...17...20 seconds.) Your off-hand and dual attacks cost no Energy and u deal +3...5...9dmg wit ur hits.
Beguiling Haze Elite Spell. You Shadow Step to this foe. Inflicts Dazed condition (3...8...9 seconds). 5energy 1sec cast 15recharge

RITUALIST:
Clamor of Souls Elite Spell. Deals (10...54...65) lightning damage to target and nearby foes. You gain 10 Energy.
Destructive Was Glaive Elite Item Spell. (30...54...60 seconds.) Your Ritualist skills have 25% armor penetration. Drop effect: deals 10...82...100 lightning damage to all foes in the area.
Signet of Spirits Elite Signet U gain 12energy and loose 1...2...3conditions 1sec cast 12recharge
Defiant Was Xinrae Elite Item Spell. (15...51...60 seconds.) You cannot lose more than 15% of your max Health from a single hit. Drop effect: steal 25...61...80 Health from nearby foes.
Tranquil Was Tanasen Elite Item Spell. (5...17...20 seconds.) You have +10...22...25 armor. and -5...10...15dmg reduction You cannot be interrupted.
Attuned Was Songkai Elite Item Spell. (45 seconds.) Your spells and binding rituals cost -5...41...50% of the base Energy.5 Energy 2 Activation time 45Recharge time
Consume Soul Elite Spell. Steal 25...69...80 Health. If target foe was a summoned creature, you steal all of that foe's life.
Spirit Channeling Elite Enchantment Spell. (10 seconds.) You have +1...5...6 Energy regeneration. End effect: you are healed for 100 if you are within earshot of a spirit. 5 Energy 1 Activation time 20 Recharge time

PARAGON:
Angelic Bond Elite Skill. Reverted to old status
Soldier's Fury Elite Echo. (10...30...35 seconds.) You attack and move 33% faster and gain 33% more adrenaline if under the effects of a shout or chant.
"It's just a flesh wound." Elite Shout. U suffer from a deepwound and remove all conditions from target ally. That ally moves 25% faster (1...8...10 second(s)) if a condition was removed. Cannot self-target

DERVISH:
Avatar of Grenth Elite Form. (10...74...90 seconds.) Enchanted foes cannot block you. Your attacks deal cold damage and steal 5...17...20 life if target the hitted foe is under an enchant and suffering from a condition and hex. This skill is disabled for 120 seconds
Avatar of Melandru Elite Form. (10...58...70 seconds.) You have +100 maximum Health, you are immune to conditions, and your attacks deal earth damage. This skill is disabled for 120 seconds. 0 10 Energy 2 Activation time 30 Recharge time.
Pious Renewal Elite Enchantment Spell. (8 seconds.) You gain 0...2...3 Energy and 0...10...12 Health each time an enchantment ends or is casted on you.
Onslaught Elite Enchantment Spell. (5...17...20 seconds.) You attack and move 33% faster.
Zealous Vow Elite Enchantment Spell. (20 seconds.) You gain 1...6...7 Energy each time you hit with an attack.

Only changed elite skills( most of em) and no normal skills since my post would been double as long, or close to it)

I dunno about these changes....

for starters, soldier's stance is effectively prage without double damage, then soldier's fury is even worse, with 33% adrenaline on top, as an echo so you can use a blocking stance as well (such as soldier's defense) ... and onslaught shouldn't give 33% IMS/IAS too. I'd be fine with maybe 33% IAS and 25% IMS, but not 33% IMS/IAS.... other problems persist, but I'm not awake enough to care at this moment.
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Old Jun 05, 2009, 03:43 PM // 15:43   #10
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s stance= not(prenerf fear me sins) to rarely used in pvp(also u must spec in tactics, therefor reducing ur strength and benefits u get from it + shout/chant req, aka build warsing), but s fury would be: lol, lets throw some spears! Onslaught, same for spec as s stance
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Old Jun 05, 2009, 03:59 PM // 15:59   #11
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I have not added anything from the list Coast made because everything on it is either overpowered or nerfed too hard.

Anything that is an IMS and IAS in one skill is bad for the game, so are shadowsteps and skills that reduce recharge times.

Most skills simply shouldn't be buffed because they take little to no skill to use well, or they are simply bad for the game. Things like buffing damage is bad right now since there are so many overpowered skills at the moment, the same can be said about making skills unblockable.

Buffing skills just so they see play is really bad for balance in most cases.
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Old Jun 05, 2009, 04:38 PM // 16:38   #12
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Quote:
Originally Posted by Sk8tborderx View Post
I have not added anything from the list Coast made because everything on it is either overpowered or nerfed too hard.

Anything that is an IMS and IAS in one skill is bad for the game, so are shadowsteps and skills that reduce recharge times.

Most skills simply shouldn't be buffed because they take little to no skill to use well, or they are simply bad for the game. Things like buffing damage is bad right now since there are so many overpowered skills at the moment, the same can be said about making skills unblockable.

Buffing skills just so they see play is really bad for balance in most cases.
Then there is no point talking bout skillbalancing, btw whats nerfed too hard?


'''Most skills simply shouldn't be buffed because they take little to no skill to use well, or they are simply bad for the game.'''
so u mean stuff like patient spirit and woh, even melandrus shot?

Sun and moon slash= unblockble too + non elite, therefor if should be not unblockable anymore if we follow that theory as stated above.

'''Buffing skills just so they see play is really bad for balance in most cases.'''
lol, rather several pro builds then just the few ones avaible; more options= more versatility, why would this be considered as bad for balance?

Last edited by Coast; Jun 05, 2009 at 04:45 PM // 16:45.. Reason: needed to add text
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Old Jun 05, 2009, 06:57 PM // 18:57   #13
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Quote:
Originally Posted by Sk8tborderx
Ether Prism - 5e 0c 15r
Elite Skill. Lose all enchantments and weapon spells, you gain 5...17...20 Energy.

Restore Condition - 5e 3/4c 2r
Elite Spell. Remove 1...2...3 conditions from target ally. For each Condition removed, that ally is healed for 10...58...70 Health.
I think Ether Prism should either remove Enchantments and Weapon Spells, or not provide invincibility. If both are done than it would utterly die, while either change on its own would likely push it out of the meta.

Limiting the conditions RC hits to three does basically nothing, so you're buffing a balanced, in-use skill.

Other than that I like most of your suggestions.

Quote:
Originally Posted by Coast
WARRIOR:
Cleave Elite Axe Attack. Deals +10...26...30 damage. 2adrealine
Decapitate Elite Axe Attack. Deals +5...41...50 damage. Inflicts Deep Wound condition (5...17...20 seconds). Automatic critical hit. You lose all Energy.
Eviscerate Elite Axe Attack. Deals +1...25...31 damage. Inflicts Deep Wound condition (5...17...20 seconds). 7adrealine
Triple Chop Elite Axe Attack. Attack 3times to foe Deals +10-15dmg a hit, unblockable 4adrealine
Forceful Blow Elite Hammer Attack. Deals +10...34...40 damage. Inflicts Weakness condition (5...17...20 seconds) +kd. You are knocked-down if this attack is blocked.
Bull's Charge Elite Stance. (5...10...11 seconds.) You move 33% faster. Causes knock-down if you hit a moving foe in melee. Ends if you use a stance or attack skill.
Charging Strike Elite Stance. (1...8...10 seconds.) You move 33% faster and deal +10...34...40 damage +foe is knocked down with your next melee hit. Ends when you hit or if you use a skill.
Dwarven Battle Stance Elite Stance. (5...10...11 seconds.) You attack 33% faster. Interrupts actions if you attack with a hammer. Ends if you use a skill. 5energy 15recharge
Flourish Elite Skill. Recharges your attack skills. You gain 2...6...7 Energy and 2adrealine for each skill recharged.
Headbutt Elite Touch Skill. Deals 40...88...100 damage. You are Dazed (5...17...20 seconds). 5energy 1/4 cast 15recharge
Magehunter Strike Elite Melee Attack. Deals +19--33--48 damage. Unblockable if target foe is enchanted.
Primal Rage Elite Stance. (1...12...15 seconds.) You attack 33% faster and move 33% faster. You take double damage.
Rage of the Ntouka Elite Skill. You gain 1...6...7 adrenaline. For 4 seconds, adrenal skills have a 5 second recharge when used.
Dragon Slash Elite Sword Attack. Deals +10...34...40 damage. You gain 1...4...5 strikes of adrenaline if it hits. 8adrealine
Quivering Blade Elite Sword Attack. Deals +10...34...40 damage. Inflicts Dazed condition (5 seconds).
Soldier's Stance Elite Stance. (4...9...10 seconds.) You attack and run 33% faster while under the effects of a shout or chant.
Victory is Mine! Elite Shout. You gain 10...56...68 Health and 3...6...7 Energy for each condition on target foe and nearby.
Skull Crack Elite Melee Attack. Interrupts an action. Inflicts Dazed condition (10 seconds) if target is casting a spell. 6adrealine
You posted a lot so for now I'm just going to respond to this.
Even if Cleve would be balanced with the change I would argue against it because mindless damage spam is something I'm opposed to.
Decapitate would be far too powerful, because it the change would not only enable follow-up to the Deep Wound but allow the war to Rush out of Frenzy.
Eviscerate I agree with.
Triple Chop is a PvE skill. So long as its AoE it will never be used in competitive PVP, and if you try to force it it will be ignored until it is over powered.
Forceful Blow is completely OP. 5 Adren Devastating Hammer that adds damage? And the only downside is you get KD'd if its blocked, which hardly means anything since you already blew your adrenaline?
I don't get the point of the change to Bull's Charge. I suppose I'm missing something. Perhaps you really want to Shock while you have auto-knockdowns?
Charging Strike is OP. PERHAPS if it only knocked down if the foe was moving, but even then its far far too much bar compression.
Dwarven Battle Stance should suck because auto-attacking one target isn't good play and shouldn't be good play.
Flourish works if you make the adrenaline gain scale, otherwise its too easily abused by Assassins.
So I heard that having 100 damage on a 1/4 cast skill created problems, eh Headbutt? Crazy spike related problems, especially if you also put it at 5e.
Magehunter's Strike: +40ish damage on a 1/2 cast unblockable skill. See above.
Primal Rage is fine as it is. It doesn't need a buff.
Rage of the Ntouka: sure I guess.
Dragon Slash: sure I guess.
Quivering Blade: easy to apply Dazed is a problem in every meta its been in.
Soldier's Stance: Because we need more shout-based teams. Because we need an incredibly powerful IAS/IMS combo. Because we need that combo to have no real downside other than speccing in Tactics.
Victory Is Mine was nerfed for a reason.
Skull Crack: easy to apply Dazed is a problem in every meta its been in.

Quote:
Originally Posted by Coast
'''Buffing skills just so they see play is really bad for balance in most cases.'''
lol, rather several pro builds then just the few ones avaible; more options= more versatility, why would this be considered as bad for balance?
Because the more skill that see play the more skills that have to be balanced, and ANet can't keep up with the skills that are OP as it is. Because every dartboard buff update has resulted in something stupidly OP getting through. Because unless the buffed skills serve a necessary niche function, such as Whirling Axe did, then they will either continue to be ignored or completely overshadow another skill occupying the same niche.

Last edited by TironPlyth; Jun 05, 2009 at 07:20 PM // 19:20.. Reason: forgot to comment on why I quoted RC
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Old Jun 05, 2009, 07:00 PM // 19:00   #14
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lets not listen to the guy from SCAR plz.
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Old Jun 05, 2009, 07:12 PM // 19:12   #15
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anyone ever heard of [OnoZ]?
btw lingering curse still needs to be tuned down

I know some skills I made would be op, but thats the idea behind it
I prefer several op skills then just the same boring ones that are used now.
(example: I'm using WoH on Ghostly Hero! I'm using WoH on Bodyguard! I'm using WoH on my ele in TA that is spamming M Blast! I'm using WoH on Kurzick Monk!)

Last edited by Coast; Jun 05, 2009 at 07:23 PM // 19:23.. Reason: changed text
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Old Jun 05, 2009, 07:18 PM // 19:18   #16
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Quote:
Originally Posted by Sk8tborderx View Post
Because there is always a new thread every month I thought I would make a thread that gets updated frequently to suggest skill changes so if ANET actually ever reads the PvP section of the forums they could have 1 post to look at to see what needs balanced, or what the community wants changed.

If you don't like what is on the list please post your own changes along with a reason, or post why something shouldn't be on the list. I say to include a reason so it makes it easier to filter between good and bad suggestions.

Necromancer

Lingering Curse - 10e 1c 12r
Elite Hex Spell. For 6...25...30 seconds, target foe and all adjacent foes suffer -0...2...3 Health degeneration, and gain 20% less benefit from healing. Nerfing a skill too hard is bad. This only needs a slight duration change.

Weaken Knees - 5e 1c 10r
Elite Hex Spell. For 5...17...20 seconds, target foe suffers -5 Health degeneration and speed boosts have no effect. Harsh nerfs are bad.

Elementalist

Mind Blast - 5e 1c 3r
Elite Spell. Target foe is struck for 15...51...60 fire damage. If you have more Energy than target foe, you gain 1...7...8 Energy. Make the break point for 8 energy at 15 fire.

Ether Prism - 5e 0c 15r
Elite Skill. Lose all enchantments and weapon spells, you gain 5...17...20 Energy.

Aura of Restoration - 5e 1/4c 12r
Enchantment Spell. For 60 seconds, you are healed for 200...440...500% of the Energy cost each time you cast a Spell. Harsh nerfs are bad.

Glyph of Lesser Energy - 5e 1c 30r
Glyph. For the next 15 seconds, your next 1...2 Spells cost 10...16...18 less Energy to cast.

Mesmer

Visions of Regret - 10e 2c 20r
Elite Hex Spell. For 10 seconds, target foe takes 15...75...90 damage whenever they use a skill. The skill is fine. It provides for a template that is flexible, which should be encouraged. It's Humility that needs to be dealt with (that is, Smiters Booned).

Power Block - 10e 1/4c 15r
Elite Spell. If target foe is casting a spell or chant, that skill is interrupted. The foe is interrupted regardless of any effects that prevent interrupts. The interrupted skill and all skills of the same attribute are disabled for 1...4...7 seconds for that foe. The skill is fine. It discourages people from running single attribute line bars, is an elite mesmer skill, and unreliable. It's really the problem of the servers and ping.

Monk

Light of Deliverance - 5e 1c 5r
Elite Spell. All party members within earshot under 80% Health are healed for 5..65..85 Health. Uh, no. It'll never be run over WoH, and it'll find its way to defensive midliners that would be able to pump ridiculous party healing.

Shield of Deflection - 10e 1/4c 7r
Elite Enchantment Spell. For 1...3...5 seconds, target ally has a 75% chance to block attacks and gains 15...27...30 armor. Prot doesn't need any more buffs.

Restore Condition - 5e 3/4c 2r
Elite Spell. Remove 1...2...3 conditions from target ally. For each Condition removed, that ally is healed for 10...58...70 Health. This would be an incredibly imbalanced buff. Self targeting RC would make monk templates infinitely more powerful and self-sustainable. That's not what we want right now. The only way split is working right now is the lack of a good 8v8 and self-sustainable monk.

Patient Spirit - 5e 1/4c 3r
Enchantment Spell. For 3 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 30...82...100 Health. Sure.

Dervish

Featherfoot Grace - 10e 3/4c 15r
Enchantment Spell. For 5...17...20 seconds, you move 25% faster, and Conditions expire 5...41...50% faster.

Ranger

Savage Shot - 10e 1/2c 7r

Distracting Shot - 5e 1/2c 12r

Magebane Shot - 10e 1/2c 7r
12 characters.

Last edited by lutz; Jun 05, 2009 at 07:22 PM // 19:22..
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Old Jun 05, 2009, 07:32 PM // 19:32   #17
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let me start by saying i like most of the changes on the OP. the weaken knees nerf seems nice; currently it just hurts a player for kiting/smart positioning which really should not be encouraged. i dont necessarily have an issue with VoR, but more with stacking it with backfire and necro hexes such as lingering curse. for patient spirit, the nerf is nice... however i would really like to see something like my change instead.

this started in sardelac but i dont think anyone really looks there anymore... anyways i wrote up some monk functionality changes i would like to see in the future so that the prot template isnt quite so set in stone (like it has been since forever, save the elite which changes when izzy feels like it), while also buffing hex and condition removal so that the elite doesnt need to be set as RC or P&H.

attribute 0...12...15 btw

Amity – 10, 1, 30 – for 2…6…7 seconds target foe and all nearby (adjacent?) foes deal 33% less damage.

Blessed Light – 5, ¾, 8 – Heal target ally for 7…91…112 health and remove a condition and hex. If both a condition and hex were removed, you lose 5 energy.

Convert Hexes – 5, 2, 30 – Remove 1…4…4 hexes from target ally. If you removed a necromancer hex, this skill recharges in half the time.

Healing Whisper – 5, 1, 5 – Heal target ally for 44…88…100. If that ally was within half range, you gain 3 energy.

Pacifism – 5, 1, 5 – For 2…6…7 seconds target foe deals 33% less damage.

Patient Spirit - 5, ¼, 3 - Lasts for 3 seconds. For each second this enchantment was on target ally, that ally gains 2...26...32 health when it ends.

Purifying Veil – 5, 1, 6, -1 – While you maintain this enchantment, conditions expire 5…41…50% faster on target ally. When this enchantment ends, 0…2…2 conditions are removed from that ally.

Reverse Hex – 10, ¼, 15 – Remove one hex from target ally. If a hex was removed, for 2…6…7 seconds, the next time target ally is hexed this enchantment ends and removes 0…1…1 hex.

Signet of Removal – 0, 1, 10 – If target ally is enchanted, remove one condition and one hex from target ally. If you are enchanted, remove an additional condition and hex.

Spell Shield – 5, 1, 4 – (Move to Protection Prayers). For 2…6…7 seconds, target ally has +40 armor vs. elements.

Watchful Healing – 5, 1, 5 – For 10 seconds, target ally has 1…4…5 health regeneration and gains 30…102…120 health if this enchantment ends early. The next time target ally takes damage while below 50% health, this enchantment ends.

a later post justifying some ideas:
let me explain on my thinking behind the recharges for some of the skills (aka pacifism):
the basic defining skill for prot is guardian. it is a skill that requires keen awareness of the battlefield to use properly, but when used correctly can reduce 100s of damage while impeding the frontline from gaining adrenaline.
what irked me most about being a prot was that there was no way to do the same to stop an ele from rodgorts-ing your brains out. spell shield would effectively cut the damage from spells in half, just as guardian cuts the effectiveness of melee in half.
so pacifism would be a sort of combination of cutting down the effectiveness of both melee and spells by 33%. while my thinking behind the recharges might be flawed, i think it would be an interesting way to reward smart playing, such as casting it on the mes that just hit VoR/Backfire, or the sin thats about to start a chain.

tl;dr
prot bars are boring because spamming guardian and RC is boring, though i understand a lot of the issues now are trying to balance OP skills than try to include new skills.

Last edited by Trylo; Jun 05, 2009 at 08:01 PM // 20:01..
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Old Jun 05, 2009, 08:47 PM // 20:47   #18
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Coast's skill balances can maybe make the game fun.

Doesn't favor TA though, qq.
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Old Jun 05, 2009, 10:55 PM // 22:55   #19
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If by fun, u mean even more buildwarsing and skill abuse, yes.

someone likes those 2 things a tad too much, i'd say.

moreover, what the game currently needs isn't a zillion amount of random buffs just for the sake of so-called fun , but valid nerfs to the current broken ones to get rid of the stupid power creep.

on a side note, his post is an overkill in every possible aspect. one of it is its massive length. rest has already been mentioned.

Last edited by urania; Jun 05, 2009 at 11:04 PM // 23:04..
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Old Jun 05, 2009, 11:55 PM // 23:55   #20
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Quote:
Originally Posted by Warvic View Post
okey
omg no.
i like it
yeh nice
i wud keep it
This is the best meta response I have ever seen to someone posting their own ideas about a balance update.
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