Feedback:User/Shard/Skill balance notes

Miscellaneous notes from a long time ago, mainly for reference.


 * - "If this hits a moving foe, it deals + damage and that foe is crippled for seconds."
 * - New function - "If this attack hits, it deals + damage and causes a deep wound for seconds.  If your target has more than 10% health, you lose all adrenaline and all energy.  This attack always results in a critical hit."
 * -  "For  seconds, foes below 50% health can't block your attacks, and attacks against those foes do + damage.  This ends if you hit a foe above 90% health."
 * - "If target foe is below 50% health, you gain strikes of adrenaline and for 5 seconds, that foe can't block your attacks."
 * - "If target foe is below 50% health, all your attack skills become recharged and you gain 1 adrenaline for each skill recharged this way."

Tactics Rework
Tactics is weak, and for a profession nobody ever attacks, most of the skills here are useless. This is an attempt to give warriors new tactical options for dealing with enemies without breaking existing pve builds that utilize tactics.
 * - - (Melee Attack) If this hits an attacking foe, you steal  energy from that foe and they lose all adrenaline. This attack deals no damage.
 * - - (Sword Attack) If this attack hits, it interrupts target foe's action.  If this interrupts an attack skill, you deal + damage and all skills of that attribute are disabled for  seconds.
 * - - (Sword Attack) If this attack hits, it interrupts target foe's action.  If that foe was attacking, that foe takes  damage and begins bleeding for  seconds.
 * - - (Stance) For 8 seconds, % of damage dealt to nearby allies is redirected to you.
 * - - (Stance) For  seconds, you move 33% faster while suffering from a condition, attack 33% faster while hexed, and gain +5 health regeneration while health is under 50%.
 * - - (Shout) If target foe has less energy than you, that foe suffers from cripple and weakness for  seconds.
 * - - (Stance) For  seconds, adjacent allies block 100% of attacks.
 * - - (Stance) For 3 seconds, you take  less damage from all sources.  This is reapplied whenever you hit a foe with an attack.
 * - - (Stance) You move % faster for 2 seconds. This reapplies when you take damage.  If you are under a hex when this would end, it is reapplied.
 * - (Melee Attack) If this attack hits and you have more health than target foe, you deal + damage and gain  energy.  Otherwise, you deal no damage.


 * - "Target touched ally gains  health, nearby allies gain  health, and allies in the area gain  health."
 * -  Moved to Divine Favor.  "Transfer all conditions on all allies and their remaining durations to you.  Each party member gains  health for each condition they lost this way, and you gain  health for each condition acquired this way."
 * - - "Remove one hex from target ally.  If it was a necromancer hex, remove another hex from that ally and this recharges twice as fast."
 * - - Remove one hex from target ally.  If it was a necromancer hex, all allies in the area lose an additional hex.
 * - - "For each hex on target other ally, that hex is removed and that hex skill is disabled for all foes in earshot for  seconds."


 * - " - (Elite Weapon Spell) Target ally has Xinrae's Weapon for 3 seconds.  Whenever that ally becomes the target of an enemy spell, that spell is disabled on that foe and his party members for  seconds. (Spawning Power) "


 * - . "For seconds, allies' skills targeting you cast 50% faster and cost  less energy."


 * Protection Prayers vs Everything else in the game
 * Monks are at a loss. Recently, every profession has gotten bigger damage, more devastating hexes, or faster offense, while monk prot skills have been nerfed.  This doesn't make sense to me, mostly because I understand math.
 * The perfect prot monk should be able to stop single-target spikes and melee trains EASILY. Today, people bring TWO prot monks, and still can't stop the amount of damage the average teams bring.  Whereas warriors used to be able to do 60 DPS, now they can do 120.  Fire eles have too many aoe spike skills with no recharge, on top of their 450 damage savannah heats and their 250 aoe damage other heats.  Mesmers have aoe hexes which deal damage.  Necromancers have aoe hexes that kill entire teams.  Assassins have an attack chain that, if the first attack skill hits, is unstoppable and kills the target instantly.  What have monks been given?  Less spirit bond and slower SoA.
 * PvP should not be about "Who does the most damage the fastest," it should be about "Who can deal with what their opponents have better." Right now, each battle is a coin flip.  I have lost to teams in one match, then fought the same team with the same builds and the same people on the same map later in the same day and flawlessed them.  That is not a game of skill.  In a game of skill, if Team A beats Team B the first time, and nothing changes, they should be able to beat them almost every single time.
 * I've lost Annihilation maps in HA to teams, then fought the same team on a strategy map and wiped the floor with them, usually by mercy rule. The people I play with win "strategy maps" 90% of the time, and annihilation 50% of the time.  We don't specialize our build to the strategy maps, we run the standard "kill shit + 3 monks" build everyone else runs.  Obviously, something doesn't add up.