Oct 02, 2007, 02:09 PM // 14:09
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#1
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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October Buff Wishlist
This is just my personal list. Make your own suggestions and what YOU would change. Don't just respond to what is on my list. Make your own buff list.
Warrior
Knee Cutter: remove the 1 recharge. reduce adrenaline gain to 1...2 (1 recharge disables preventing knee cutter to "charge" itself back up. lowered the adrenaline gain as an off set to no more disable)
Cleave: Add "This attack cannot be blocked." (Symbol)
Axe Rake: Increase dmg to 10...30. (I don't see why this attack has so little dmg.)
Warrior's Cunning: The next 0...4 attack skills cannot be blocked. Reduce to 30 sec recharge
Charge: Reduce to 12 recharge (It is in tactics after all)
Ranger
Called Shot: Reduce to 1 recharge
Feral Agression: Decrease to 10 energy and increase the dmg 6....12
Concussion Shot: Reduce energy cost to 15 reduce dazed duration 1.....8
Debilitation Shot: Increase to 1....10 energy loss.
Incendiary Arrows: Reduce recharge to 20 sec.
Monk
Spotless Mind: Target ally loses 1 hex. Every 5 seconds that ally loses 1 hex. Increase recharge to 18.
Spotless Soul: Target ally loses 1 condition. Every 3 seconds that ally loses 1 condition. Reduce duration to 1...9
Patient Spirit: Target ally is healed for 10....40. Target ally is enchanted for 3 seconds. When enchantment ends ally is healed 15....67. Increase recharge to 5 sec.
Healing Ribbons: Increase to within area range.
Blessed Light: Reduce to 5e. Heal target ally for 10...94...115 Health and remove one Condition and one Hex. If both a Hex and Condition were removed, you lose 5 energy. (Draikin suggestion)
Boon Signet: Increase healing to 5...50 and increase energy gain to 3 per enchantment.
Glimmer of Light: Increase healing 25.....100
Sheild of Absorption: 3/4 cast
Balthazar's Aura: Duration increased to 10.
Defender's Zeal: Whenever hexed foe attacks you gain 2 energy. (OR) Whenever hexed foe attacks you gain 1 energy. Whenever hexed foe hits with an attack you gain 1 energy.
Holy Haste: Reduce to 5 energy
Healing Light: 3/4 cast
Necromancer
Plague Touch: Now transfers 1...3 conditions. (Symbol)
Mark of Fury: Target foe and nearby by foes for 5...29 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 1 strike of adrenaline. Increase recharge to 15.
Weaken Knees: Increase recharge to 8 seconds. For 3...31 seconds, if target foe is struck while moving that foe is knocked down and Weaken Knees ends. When weaken knees ends foe is crippled for 8...15 seconds. Increase recharge to 8 seconds.
Fetid Ground: For 5 seconds target foe and adjacent are struck for 15...35 cold damage each second. Knocked down foes become Poisoned for 5...17 seconds.
Toxic Chill: Target foe is struck for 15...63 cold damage. If that foe is under the effects of a Hex or Enchantment, that foe becomes Poisoned and Diseased for 10...22 seconds.
Virulence: Decrease recharge to 10.
Mesmer
Complicate: 15 second recharge (Razz L Dazzle)
Power spike: 10 second recharge (Razz L Dazzle)
Mantra of Persistence: Reduce to 10 energy cost. (duration was massively reduced)
Feedback: Reduce to 5 energy cost.
Shrinking Armor: Reduce to 5 recharge.
Stolen Speed: Increase to 50% faster cast 50% slower cast.
Elementalist
Chain Lightning: Reduce to 2 casting time.
Glimmering Mark: Reduce to 1 casting time.
Gust: Reduce to 8 recharge.
Elemental Flame: Increase duration to 5.....30.
Incendiary Bonds: Reduce to 10 energy cost.
Ice Spear: Remove the half range.
Assasin
Smoke Powder Defense: Increase blind duration to 4...10 seconds. (Symbol)
Caltrops: Reduce to 5 energy cost.
Hidden Caltrops: Reduce recharge to 5.
Shadow Shroud: Reduce recharge to 15.
Wastrel's Collapse: For 5 seconds target foe is hexed with Wastrel's Collapse. When Wastrel's Collapse ends hexed foe is KD. If that foe uses a skill Wastrel's Collapse ends. Increase recharge to 10 seconds.
Ritualist
Wielder's Zeal: 1/4 cast time or reduce to 5 energy casting cost
Wielder's Remedy: 1/4 cast time
Mending Grip: 3/4 casting time reduce recharge to 3
Sundering Weapon: Remove the "next attack" clause. (Str and sundering do not stack so I don't see a problem with this weapon lasting its full duration rather than being 1 attack.)
Dissonance: Reduce to 15 energy casting cost.
Paragon
Can't think of a single buff that this class deserves.
Dervish
Avatar of Dwayna: Increase to 15e. For 10...62 seconds, whenever you use a Skill you gain 15...30 Health, lose 1 Hex. Whenever you use an attack skill you lose 1 condition. This Skill is disabled for 120 seconds. (since no one likes this suggestion give one)
Avatar of Lyssa: For 10...74 seconds, you have +20 maximum Energy and your attacks deal +5...35 damage to foes activating Skills. If you hit a foe activating a skill that foe loses 5 energy (OR) If your attack skill hits a foe activation a skill its interrupted. (this is an either or thing not both couldn't decide on which affect I liked more)
Avatar of Balthazar: Increase to 15e. For 10...74 seconds, you gain +40 armor, you move 33% faster, and your attacks deal holy damage. Your scythe attack skills cannot be blocked. This Skill is disabled for 120 seconds. (maybe add a condition to the "cannot be blocked" like "while enchanted")
Wounding Strike: If this attack hits while you are under the effects of an Enchantment, target foe suffers from a Deep Wound and Bleeding for 5...17 seconds. If you do not have an Enchantment on you, this attack deals +8....15 dmg and causes Bleeding for 5...17 seconds.
Last edited by twicky_kid; Oct 06, 2007 at 11:26 PM // 23:26..
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Oct 02, 2007, 02:27 PM // 14:27
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#2
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Wilds Pathfinder
Join Date: Oct 2006
Location: In world with nothing to do except poker
Profession: W/Rt
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Quote:
Originally Posted by twicky_kid
Warrior
Avatar of Dwayna: For 10...62 seconds, whenever you use a Skill, you gain 15...51 Health, lose 1 Hex and lose 1 condition. This Skill is disabled for 120 seconds.
Avatar of Lyssa: For 10...74 seconds, you have +20 maximum Energy and your attacks deal +5...20 damage to foes activating Skills. Your attack skills interrupt foes activating Skills. This Skill is disabled for 120 seconds.
Avatar of Balthazar: For 10...74 seconds, you gain +40 armor, you move 33% faster, and your attacks deal holy damage. Your attack skills cannot be blocked. This Skill is disabled for 120 seconds.
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Nice avatars, but perhaps too good? No antimelee mechanism, except for block works against that dwayna, but even blocks wont be problem when lyssa is interrupting then and even they do get them on, the balthazar derv comes and pwns shit out of everything? ;D
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Oct 02, 2007, 02:35 PM // 14:35
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#3
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Zabe
Nice avatars, but perhaps too good? No antimelee mechanism, except for block works against that dwayna, but even blocks wont be problem when lyssa is interrupting then and even they do get them on, the balthazar derv comes and pwns shit out of everything? ;D
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Did change dwayna. Reduced the healing.
Balthazar can still be blinded, crippled, weakness, cracked armor, and hex shutdown.
Lowered the +dmg on lyssa and added in the interrupt. Its not that overpowered considering all anti melee works and you still have low armor in that form. I dought you'd be doing any overextending.
Mel's immunity and life increase is why people use it. The life increase off sets the low armor so you can overextend. The immunity only gives the option of hex shutdown and cannot be spiked down because of no DW. The other forms need something like Mel's anti melee resistance to be viable. Since we all know Izzy isn't going to nerf Mel's might as well bring the rest up to speed.
Last edited by twicky_kid; Oct 02, 2007 at 02:41 PM // 14:41..
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Oct 02, 2007, 02:36 PM // 14:36
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#4
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Europe
Guild: Friends Of The World [FTW]
Profession: E/
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Quote:
Originally Posted by twicky_kid
Dervish
Avatar of Dwayna: For 10...62 seconds, whenever you use an attack Skill you lose 1 Hex and lose 1 condition. This Skill is disabled for 120 seconds.
Avatar of Lyssa: For 10...74 seconds, you have +20 maximum Energy and your attacks deal +5...20 damage to foes activating Skills. Your attack skills interrupt foes activating Skills. This Skill is disabled for 120 seconds.
Avatar of Balthazar: For 10...74 seconds, you gain +20armor, you move 33% faster, and your attacks deal holy damage. Your attack skills cannot be blocked. This Skill is disabled for 120 seconds.
Wounding Strike: If this attack hits while you are under the effects of an Enchantment, target foe suffers from a Deep Wound and Bleeding for 5...17 seconds. If you do not have an Enchantment on you, this attack causes Bleeding for 5...17 seconds.
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No, dervish skills would be EXTREMELY imba with this. Heart of Fury + Lyssa = w00t! And Dwayna would be new melandru.
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Oct 02, 2007, 02:45 PM // 14:45
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#5
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Krytan Explorer
Join Date: Aug 2006
Location: Scandinavia
Guild: Straight Outta Kamadan [KMD]
Profession: W/
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Yes the Avatars seems to powerful like you listed them.
And why buff Toxic Chill?
It just means every Heroteam will take that with few hexes and kill shit.
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Oct 02, 2007, 02:45 PM // 14:45
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#6
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Crusheer
No, dervish skills would be EXTREMELY imba with this. Heart of Fury + Lyssa = w00t! And Dwayna would be new melandru.
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Only when you use an attack skill will it interrupt. Both Dwayna and Lyssa can be shut down and very spikeable unlike Mel's.
Dwayna would have to spend energy to remove the conditions and hexes. You can't do that forever.
If they turn out to be imba in real use (remember things always work different from when you see it on paper) reduce the duration.
Quote:
Originally Posted by d00m1n470r
And why buff Toxic Chill?
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Its kind of a buff and nerf at the same time. You'll need some way to contain the disease otherwise it could hurt your team just as much. Tainted works so well because it contains disease at the same time inflicting it.
Btw, this is just my list. Make your own list for your suggestions.
Last edited by twicky_kid; Oct 02, 2007 at 02:48 PM // 14:48..
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Oct 02, 2007, 02:56 PM // 14:56
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#7
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Krytan Explorer
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Quote:
Originally Posted by twicky_kid
Feral Agression: Bring this skill back to what it was. It got completely destroyed.
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The original was simply overpowered, I'd give it a 5 energy cost (maybe 10 at most) and change the skill to this: For 5...17...20 seconds, your pet attacks 33% faster and deals +0...2...3 additional damage for each Beast Mastery skill you have equipped (maximum 18 damage).
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Oct 02, 2007, 03:10 PM // 15:10
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#8
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Draikin
The original was simply overpowered, I'd give it a 5 energy cost (maybe 10 at most) and change the skill to this: For 5...17...20 seconds, your pet attacks 33% faster and deals +0...2...3 additional damage for each Beast Mastery skill you have equipped (maximum 18 damage).
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It was decent. You have feral, charm, comfort, res sig. There goes half your bar just to be able to bring your pet and have him do some decent dmg. Probably won't bring anymore beast skills because now you need utility, dmg and survival.
Decrease to 10 energy and increase the dmg 3 points.
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Oct 02, 2007, 03:52 PM // 15:52
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#9
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Quote:
Originally Posted by twicky_kid
Mantra of Persistence: Reduce to 10 energy cost.
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I think it's fine at 15, given that auspicious is as strong as it is. If you're running illusion there's a good chance you have auspicious+nightmare, and if this is the case, energy is very manageable.
Quote:
Avatar of Lyssa: For 10...74 seconds, you have +20 maximum Energy and your attacks deal +5...20 damage to foes activating Skills. Your attack skills interrupt foes activating Skills. This Skill is disabled for 120 seconds.
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That's just bad.
Last edited by Lord Natural; Oct 02, 2007 at 03:54 PM // 15:54..
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Oct 02, 2007, 04:04 PM // 16:04
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#10
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by twicky_kid
Monk
Blessed Light: Reduce to 5 energy...
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You started out right.
Quote:
Originally Posted by twicky_kid
Monk
Blessed Light: ...Lose 5 energy if a hex was removed.
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Then you ruined the skill.
Quote:
Originally Posted by twicky_kid
Dervish
Avatar of Dwayna: For 10...62 seconds, whenever you use a Skill you gain 15...30 Health, lose 1 Hex, and lose 1 condition. This Skill is disabled for 120 seconds.
Avatar of Lyssa: For 10...74 seconds, you have +20 maximum Energy and your attacks deal +5...20 damage to foes activating Skills. Your attack skills interrupt foes activating Skills. This Skill is disabled for 120 seconds.
Avatar of Balthazar: For 10...74 seconds, you gain +40 armor, you move 33% faster, and your attacks deal holy damage. Your attack skills cannot be blocked. This Skill is disabled for 120 seconds.
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NO, NO, and NO!!!
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Oct 02, 2007, 04:37 PM // 16:37
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#11
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Krytan Explorer
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Quote:
Originally Posted by twicky_kid
It was decent. You have feral, charm, comfort, res sig. There goes half your bar just to be able to bring your pet and have him do some decent dmg. Probably won't bring anymore beast skills because now you need utility, dmg and survival.
Decrease to 10 energy and increase the dmg 3 points.
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It was bit better than decent, it got nerfed into the ground for a reason. The current change might make it viable again, but I would prefer a change that would make it a powerful skill for builds that actually use their pet, and not for builds that just have their pet tag along like thumpers.
About Blessed Light, how about this: Heal target ally for 10...94...115 Health and remove one Condition and one Hex. If both a Hex and Condition were removed, you lose 5 energy.
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Oct 02, 2007, 04:45 PM // 16:45
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#12
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Draikin
About Blessed Light, how about this: Heal target ally for 10...94...115 Health and remove one Condition and one Hex. If both a Hex and Condition were removed, you lose 5 energy.
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Ya that works.
Quote:
Originally Posted by Draikin
It was bit better than decent, it got nerfed into the ground for a reason. The current change might make it viable again, but I would prefer a change that would make it a powerful skill for builds that actually use their pet, and not for builds that just have their pet tag along like thumpers.
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Barbs and Shadow of Pain need to be fixed then stuff like this wouldn't be a problem.
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Oct 02, 2007, 04:49 PM // 16:49
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#13
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Wilds Pathfinder
Join Date: Nov 2006
Guild: Be Aggressive B E Aggressive [AGRO]
Profession: E/Me
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So buff all mele type damage and either nerf or leave alone skills used by other classes and buff useless skills on mid and backline types? I'm guessing you play frontline a lot?
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Oct 02, 2007, 04:49 PM // 16:49
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#14
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Dwarven Battle Stance.
It wouldn't be a buff list without it.
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Oct 02, 2007, 04:53 PM // 16:53
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#15
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Lion's Arch Merchant
Join Date: Nov 2005
Location: pretty sure its all up in yo face
Guild: [WHAT]
Profession: R/
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why would you want to buff toxic chill to that you want it to be completely imba? or soemthing... your avatar of lyssa makes no sense to me... wth would you want to interrupt their action if you do more dmg to them whiel they are activating it? your dwayna would just make it way to powerful i believe... and yea thats all i see...
meh
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Oct 02, 2007, 05:09 PM // 17:09
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#16
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by KazeMitsui
your avatar of lyssa makes no sense to me... wth would you want to interrupt their action if you do more dmg to them whiel they are activating it?
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Because it allows you to choose. Deal more dmg with auto attacks while they are activating a skill or interrupt the skill by using an attack skill. Makes it very versatile.
With a sythe 3/4 attack is fastest you have compared to a war's 1/2 attack interrupts. Going to change the interrupt to you must hit with the attack skill.
Quote:
Originally Posted by Keithark
I'm guessing you play frontline a lot?
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I play frontline and mid line. Yet monk is my biggest list for buffs......go figure.
Last edited by twicky_kid; Oct 02, 2007 at 05:12 PM // 17:12..
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Oct 02, 2007, 05:43 PM // 17:43
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#17
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Peanut Butter Toasts [pT] Unknown Phenomenon [vK]
Profession: R/Mo
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So concerned about nerfs not sure what i'd like buffed. Nerfing defense should be a reasonable buff to all damage classes.
Active prot- would like to see a lot of the garbage skills reworked.
Examining classes i play:
For mesmer, (lots of this assuming MoR's death)
I'd like to see more E-denial used in competitive play.
Guilt: i'd like to see this on a lower recharge, MoR of course destroyed first.
Diversion: 10 second recharge pending MoR's death.
Complicate: 15 second recharge
Power spike: 10 second recharge
Would like to see buffs to : E-Drain, Drain Enchant (really don't like as it is), Feedback. Making e-denial a bit stronger would be more interesting, of course "fear me" spamming is not what i'm looking for. I'd hate to see E-denial overload build much the way overload condition and Hex builds are also degenerate. But if it were a bit better on mesmer and ranger then i think that it would be good for balanced gameplay.
Ranger:
Melandru's arrows: possibly 24 second duration, might need to rework bleeding duration a bit.
Debilitating shot: i like older version ..prefer -10 at 10-11 marks.
Concussion shot: would like it to be a bit better. Not sure the 15 energy would work though, of course i'd scale the daze much lower 2....6 or so. I'd probably hit the recharge up to 10 as well.
Warriors- would like to see some improvements to sword and hammer builds.
Bull's Charge- love this skill. Buff to 33% faster and only ends when you use an attack skill. OP- maybe, more fun, absolutely.
Crip slash/ gash and KD-crushing combos are really weak with 50% + blocking meta, if this is reduced i think these bars would become more viable. Nerfing enraging did little to help these guys.
The deep wound + damage of Eviscerate really outclases other options. plus their bars have more room for utility.
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Oct 02, 2007, 05:49 PM // 17:49
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#18
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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"I will survive!" Reduce recharge to 18 seconds.
Balanced stance. Reduce recharge to 25 seconds.
Barbarous slice. Reduce adrenaline cost to 5.
Hamstring. Reduce energy cost to 5, reduce recharge to 12, reduce cripple duration to 2...6...7.
Staggering Blow. Reduce adrenaline cost to 4.
Cure hex. reduce cast time to 3/4.
Divine Healing. reduce cast time to 1 second, reduce recharge to 20 seconds, reduce amount healed to 10..180..210.
Life Sheath. Reduce cast time to 1/4.
Words of comfort. Target ally is healed for 15...51...60 Health and an additional 10...25...30 Health for each condition on that ally.
The ones that stood out at first glance...
Quote:
Originally Posted by twicky_kid
Don't just respond to what is on my list.
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Ha.
Quote:
Axe Rake: Increase dmg to 10...30. (I don't see why this attack has so little dmg.)
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Axes are good enough as is imo.
Quote:
Charge: Reduce to 12 recharge (It is in tactics after all)
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A buff would be nice, but that's a bit too much. 15 seconds p'haps.
Quote:
Concussion Shot: Reduce energy cost to 15 reduce dazed duration 1.....8
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Eh..too powerful.
Quote:
Debilitation Shot: Increase to 1....10 energy loss.
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Yes. That nerf way back was a tad harsh.
Quote:
Spotless Mind: Target ally loses 1 hex. Every 5 seconds that ally loses 1 hex.
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You'd have to reduce the duration to 10 max, or it would rofflepwn all the other hex removals.
Quote:
Patient Spirit: Target ally is healed for 10....40. Target ally is enchanted for 3 seconds. When enchantment ends ally is healed 15....67. Increase recharge to 5 sec.
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Agreed - without some inital heal, it seems pretty lame.
Quote:
Blessed Light: Reduce to 5 energy. Lose 5 energy if a hex was removed.
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In light of the LoD domination, I'm all for a BL buff. I'd like a reduction to 5 energy, with less healing power (eg,80 at 12 DF) instead of the hex removal clause, tbh.
Quote:
Glimmer of Light: Increase healing 25.....100
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It will never be good.
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Oct 02, 2007, 05:52 PM // 17:52
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#19
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Byron
You'd have to reduce the duration to 10 max, or it would rofflepwn all the other hex removals.
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Max duration right now is 12 with an affect every 5 seconds. Its the same as if it was 10. I'd increase the recharge to 18.
We could remove the recharge from Glimmer of light all together
Last edited by twicky_kid; Oct 02, 2007 at 05:55 PM // 17:55..
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Oct 02, 2007, 06:28 PM // 18:28
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#20
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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I like what you did to Warrior's Cunning. In today's super-blockage metagame this is a good answer but the recharge has always been the death of this skill.
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I know this will only draw hatred but Savage Shot and Distracting Shot need an adition 3 or 4 seconds recharge to prevent spammage because it's commonplace to throw these interrupts out like turrets. At least mesmer interrupts require the caster to be sharp and preemptive.
Use of obstructions is a valid arguement in theory but arrows go through most rocks and walls anyway.
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