User:Cursed Angel/Reasoning

Assassin

 * : A conditional 3 health degeneration Elite will never see use.


 * : The underpowered possibilities aren't that many and none of them would need a skill like this, so i turned Locust's Fury into a non-elite by replacing this with it.


 * : i don't know if it'd work, but it would be fun if it did.


 * : overnerfed


 * : The cast time is too long to be used in combat to hinder ppl from escaping or kiting, its also too long to be used on moving foes before they stop moving.


 * : so assassins can't remove blind that easy.


 * : the degen is too low to make someone consider standing still for it to end.


 * : doesn't really do anything.


 * : assassins doesn't have any use for it and as it's more of a mesmer skill i'd suggest swapping it with Extend Conditions for the same reason.

Dervish

 * : Deep Wound covered by bleeding each third second on up to three ppl is not balanced.


 * : so it doesn't take 5 wind prayers to be able to use both Chilling Victory and Pious Assault for free each 15:th second.


 * : to take it out from sway


 * : 25% less cost and recharge of scythe attack skills are worthless when most of them cost 5 energy and recharge under 10 seconds

Elementalist

 * : the damage it cause is too high, thats all.


 * : It's inferior to Frigid Armor and Armor of Mist, and elementalists doesn't need one more of them.


 * : made it more active by decreasing the duration and recharge.

Mesmer

 * : The damage is too low to be useful, since MoI got nerfed signets like this needs a shorter recharge so i swapped the damage for it.


 * : The effect isn't useful anywhere against anything, so instead of decreasing cast or recharge time i thought making it an AoE would help it some.


 * : FC decreases the time signets activate, which means that the more FC u have; the less u need this, it'd be better in a build without fast casting at all.


 * : this skill needs a rework, the more signets u use; the more energy u get, the more signets u have; the less energy u need.


 * : Thought it should be used more if it was reverted and also countered shadowsteps.


 * : this skill has been worthless since it were added due to Soul Barbs, and that build were the only way this saw use.


 * : mesmers doesn't really have loads of conditions to extend, they can at most inflict deep wound and also cripple on themselves, the blind skills are both elites. i know mesmers can play with conditions but this skill is just meaningless, also inspiration magic WTH?


 * : Rip Enchantment with zero curses is better and not even conditional like this.

Monk

 * : to make it more active, this is meant to cancel melee spikes on allies.


 * : this change is also to make it more active and cancel spikes, but only works on one foe at a time.


 * : this is meant to spikeheal instead of healing for 30 health each hit.


 * : pretty inferior to guardian.


 * : this change is meant to make it a viable but still not overpowered smiting version of Word of Healing.


 * and : the recharge of these skills are terrible for the effect.


 * the profectile is too slow, not an issue but would need a buff.

Necromancer

 * : more of an ancestor's rage but poison instead of damage.


 * : too unreliable and inferior to Signet of Lost Souls.


 * : the duration is too short to hurt someone, this would be a more passive long duration effect.


 * : this is just an idea to make it take more skill to use.


 * : the skill itself isnt an issue, this is just to free Reccuring from what it is now to what it's supposed to be.

Paragon

 * : is a terrible skill for any reason.


 * : half minute recharge to trade 10 energy for a conditional 1 to 5 adrenaline.


 * : +0,33 adrenaline isn't worth it, there are other skills that does the same but better.

Ranger

 * : it's generally annoying, but doesn't help anywhere. the anti-stance effect is there to counter sway.


 * : too few skills cause exhaustion.


 * : compared to Power Shot this skill is sick, if used to spike with its unbalanced as hell.


 * : this skill have never been used or seen.

Ritualist

 * : too low damage reduction and only while casting spirits, no one cast spirits while being heavily pressured or spiked, and if they did they'd be interrupted or knocked down.


 * : pays 5 energy to give a melee ally 1..6..7 energy, with normal points in spawning it trades 5 energy from a caster to a melee for a skill slot.


 * : it would see use if it counter weaponspells.


 * : spirits like shelter and union dies before u can cast this on them


 * : dies too fast without really doing anything

Warrior

 * : the cost is too high.


 * : the damage it cause is too low, the rechagre is too long.


 * : 3 more adrenaline won't make the target die.


 * : reverted.

Elementalist

 * (PvP): this change is mainly to make secondary elementalists not able to use it, it's balanced for eles and is therefore unbalanced on anything else, also outshines elite energymanagement.


 * (PvP): can i has sum seerin flaems sir?

Ranger

 * (PvP): escape means running away, not into a fight and block every attack against u.

Monk

 * (PvP): PvE farmers makes this skill unable to be changed for more active play, but a PvP version of it would.


 * (PvP): This needs to be kept on a low duration and a bit lower recharge than what it is now, instead of being unused this would make it more active.