Not NERFED.
Here's a short list I created when looking at skills every now and then.
Amity
Lower recharge/duration in porportion. ~15-20 secs recharge
Storms Embrace
33% increase
Quick Shot
Unblockable atleast, +small damage or armor penetration. Or re amp entire skill.
Physical/Elemental Reistance
Reduce recharge 5-10
War's Endurance
Make into skill
Ertemies Zeal
lower cast to 1/4 or increase range to nearby
Runes
Change from % decrease of conditions to % chance of conditions failin, make stackable at cap 80%
Life Enchantment
Increase enchant removed to 1..xx..3? or all enchants.
Wastrel's Collapse
Decreade duration to 2-3 secs
Shadow Fang
After 5 seconds deep wound occurs
Glyph of Energy.
Also make skill cast 50% faster or link to energy storage and make 10..50% faster.
I know there's lots more. So post GO GO
ITT, skills you think should be buffed.
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Go to Sardalac and not Riverside Inn, threads like these in Riverside Inn only causes a flame war.
You've failed at a few things...
So really... while one or two I agree with at just a glance, I declare this thread as fail.
Quoted original in case you should decide to update your post:
- You didn't use the [] for your skills. This is just annoying really.
- You couldn't be bothered to properly spell the names of some of the skills.
- You didn't even bother to format your post so it could be easily read.
- You asked for skills to be improved. You must be confused. The GW community only nerfs things.
So really... while one or two I agree with at just a glance, I declare this thread as fail.
Quoted original in case you should decide to update your post:
Quote:
|
Originally Posted by TheRanger
Not NERFED.
Here's a short list I created when looking at skills every now and then. Amity Lower recharge/duration in porportion. ~15-20 secs recharge Storms Embrace 33% increase Quick Shot Unblockable atleast, +small damage or armor penetration. Or re amp entire skill. Physical/Elemental Reistance Reduce recharge 5-10 War's Endurance Make into skill Ertemies Zeal lower cast to 1/4 or increase range to nearby Runes Change from % decrease of conditions to % chance of conditions failin, make stackable at cap 80% Life Enchantment Increase enchant removed to 1..xx..3? or all enchants. Wastrel's Collapse Decreade duration to 2-3 secs Shadow Fang After 5 seconds deep wound occurs Glyph of Energy. Also make skill cast 50% faster or link to energy storage and make 10..50% faster. I know there's lots more. So post GO GO |
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Quote:
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Originally Posted by toastgodsupreme
You've failed at a few things...
So really... while one or two I agree with at just a glance, I declare this thread as fail. Quoted original in case you should decide to update your post: |
- Taking video game forums seriously.
Anyways, here's another skill I just looked up because this roast needs a meaning.
Watchful Healing
Decrease cast to 1/4
Mark of Protection
Lower recharge to 30 or lower. Remove disable of skills. And decrease casting time to 1/4 also thinking maybe 3/4
Also, here's a bunny.
(\__/)
(='.'=)
(")__(")
R
C
Avatar of Grenth- Make it strip attacks every time you use an attack skill (how it was before) and make it do X amount of damage more when you remove an enchantment in this way.
EDIT: Wiki also says there is a bug with it, as it does not actually make your attacks cold damage as the skill says.
EDIT (again): Not sure what to do with it after reading how it was used in pvp. Time to apply the pvp/pve split?
EDIT: Wiki also says there is a bug with it, as it does not actually make your attacks cold damage as the skill says.
EDIT (again): Not sure what to do with it after reading how it was used in pvp. Time to apply the pvp/pve split?
[Signet of Devotion]
It's twice the casting time of Signet of Rejuvenation, and even without the additional conditional healing of its younger brother, this signet still sucks in comparison. It hurts, because I used to love this skill. There's a reason it's never been used since the Signet of Rejuvenation buff.
[Healing Burst]
I can't think of anyone who would use this skill even without the 5 energy penalty. I can't think of anyone who would use this skill even if it wasn't elite. What tactical purpose is this skill supposed to serve? Heal Area already fills the niche of close range support healing of lots of people. Light of Deliverance and Heal Party already fill the niche of party-wide support healing. Nearby is not large enough to qualify as a "mid-range", so really--this skill needs a different role entirely.
[Amity]
Changes in the game over time to make hex removers more common has been great. However, Amity got forgotten the moment it was created. This skill has a 45 second recharge and is point blank. The negative effects were considered extremely conditional even back when it was created. However, now the hex can never stick.
[edit]Also, Amity is in a skill line full of amazingly great elite skills. It has very stiff competition, even if it had a very good recharge time.
[Aura of Faith]
The duration is too long, the recharge is too long, and the energy cost is too high. If you meant this for some sort of use, it's been very well hidden over the last couple of years.
[Mark of Protection]
Buffing this is potentially dangerous as hell. When this skill is snuck into a build, it's pretty funny. However, it's not very useful. If the skill didn't have the skill downtime and was moved to 15s recharge with a 5s uptime, it would probably see some use. Currently, it's not useful in a fully Prot-based build, and it's useless in a hybrid build. Skills need -somewhere- to work.
[Ray of Judgment]
Minion counters are all answered in Banishing Strike (and from general AoE). This skill is very situational, and the one situation it could be very good in is already covered by a non-elite attack skill that has other uses. It's expensive, it requires heavy committment into its attribute line and sacrifices the skills of that line for 10s when cast. The one place you'll run against minions is Alliance Battles, and this skill doesn't even have a home there.
[Peace and Harmony]
You keep lowering the recharge on it, and we'll keep repeating the same thing: The recharge is not the problem with this skill. The problem with this skill is that it's very bad at energy management, and even limits the player to keep it up. It takes 15 seconds for this skill to pay for itself after it is cast. Other energy management skills are recharged and ready to use again in that time. You find the answer to this problem, and you've properly fixed this skill.
[Withdraw Hexes]
The energy cost is phenomenal. The recharge is amazingly brutal. It's hard to think of a situation where you need hex removal so badly that you'd want to clean all of the hexes off of a person outright, and it's impossible to think of bringing this skill over Convert Hexes in that situation. Convert Hexes is just better than this skill in every way, and even then Convert Hexes is not on the short list of awesome monk skills.
[Pensive Guardian]
Can't think of why this skill was created. It's going to be compared to Guardian every time it is considfered for use, and it will be turned down every time. This skill needs a completely different mechanic.
It's twice the casting time of Signet of Rejuvenation, and even without the additional conditional healing of its younger brother, this signet still sucks in comparison. It hurts, because I used to love this skill. There's a reason it's never been used since the Signet of Rejuvenation buff.
[Healing Burst]
I can't think of anyone who would use this skill even without the 5 energy penalty. I can't think of anyone who would use this skill even if it wasn't elite. What tactical purpose is this skill supposed to serve? Heal Area already fills the niche of close range support healing of lots of people. Light of Deliverance and Heal Party already fill the niche of party-wide support healing. Nearby is not large enough to qualify as a "mid-range", so really--this skill needs a different role entirely.
[Amity]
Changes in the game over time to make hex removers more common has been great. However, Amity got forgotten the moment it was created. This skill has a 45 second recharge and is point blank. The negative effects were considered extremely conditional even back when it was created. However, now the hex can never stick.
[edit]Also, Amity is in a skill line full of amazingly great elite skills. It has very stiff competition, even if it had a very good recharge time.
[Aura of Faith]
The duration is too long, the recharge is too long, and the energy cost is too high. If you meant this for some sort of use, it's been very well hidden over the last couple of years.
[Mark of Protection]
Buffing this is potentially dangerous as hell. When this skill is snuck into a build, it's pretty funny. However, it's not very useful. If the skill didn't have the skill downtime and was moved to 15s recharge with a 5s uptime, it would probably see some use. Currently, it's not useful in a fully Prot-based build, and it's useless in a hybrid build. Skills need -somewhere- to work.
[Ray of Judgment]
Minion counters are all answered in Banishing Strike (and from general AoE). This skill is very situational, and the one situation it could be very good in is already covered by a non-elite attack skill that has other uses. It's expensive, it requires heavy committment into its attribute line and sacrifices the skills of that line for 10s when cast. The one place you'll run against minions is Alliance Battles, and this skill doesn't even have a home there.
[Peace and Harmony]
You keep lowering the recharge on it, and we'll keep repeating the same thing: The recharge is not the problem with this skill. The problem with this skill is that it's very bad at energy management, and even limits the player to keep it up. It takes 15 seconds for this skill to pay for itself after it is cast. Other energy management skills are recharged and ready to use again in that time. You find the answer to this problem, and you've properly fixed this skill.
[Withdraw Hexes]
The energy cost is phenomenal. The recharge is amazingly brutal. It's hard to think of a situation where you need hex removal so badly that you'd want to clean all of the hexes off of a person outright, and it's impossible to think of bringing this skill over Convert Hexes in that situation. Convert Hexes is just better than this skill in every way, and even then Convert Hexes is not on the short list of awesome monk skills.
[Pensive Guardian]
Can't think of why this skill was created. It's going to be compared to Guardian every time it is considfered for use, and it will be turned down every time. This skill needs a completely different mechanic.
Quote:
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Originally Posted by Spazzer
[Signet of Devotion]
It's twice the casting time of Signet of Rejuvenation, and even without the additional conditional healing of its younger brother, this signet still sucks in comparison. It hurts, because I used to love this skill. There's a reason it's never been used since the Signet of Rejuvenation buff. |


