User talk:Titani Ertan/Update

Bull's charge needs small buff.Its an awesome skill already.People just underestimate mobility control Lilondra   *panda*  09:10, 5 July 2009 (UTC)
 * Maybe it does. But I thought that a good anti-KD control is needed on Warriors, and so my twisted Ram's Charge was born. It was a really hard skill to tweak, as if I gave it too much of a buff it would be overpowered. Titani   Ertan  User Titani Ertan Signature.JPG 09:19, 5 July 2009 (UTC)
 * Ugh... so many bad Paragon skills. Anybody who reads care to show me how to make the "hide" button, so this page wouldn't be... too long? Y'know, the neat button that you click on and it makes the list collapse. Demonstration will be helpful. Thanks in advance. Bonapetit. Titani   Ertan  User Titani Ertan Signature.JPG 09:31, 5 July 2009 (UTC)
 * You really love power creep don't you? Koda Kumi [[Image:User_Koda_Kumi_UT.jpeg‎|19px]] talk 14:05, 5 July 2009 (UTC)
 * Expand. Titani   Ertan  User Titani Ertan Signature.JPG 14:34, 5 July 2009 (UTC)

You know Mel's already has a 1 second cast time, right? It just activates in 1/2 second because it's an attack skill. Power SHot has a 1 second one as well, so you might mean 1/2 there when you say 1/4, otherwise it'd be 1/8. >.> And Wastrel's WOrry seems kinda strong/extremely gay if you're not gonna increase the recharge or anything.-Prose 16:59, 5 July 2009 (UTC)
 * Melandru's and Power Shot show they have 1 activation time, but they actually have 1/2 activation. Titani   Ertan  User Titani Ertan Signature.JPG 20:43, 5 July 2009 (UTC)
 * That's how it is for any attack skill with an activation time, so if you want them to be 1 and 1/4, the skills themselves need to show 2 and 1/2. -Prose 02:50, 6 July 2009 (UTC)

thoughts
Beguiling Haze is useless. Heart of Shadow is interesting now, though it might be a bit too buff. Twisting Fangs didn't really need a change. The Wounding Strike change is one I thought how it should work. With the skill changes, scythes are not so bad any more. Extend Enchantments is another interesting change, though it should like be "enchantments on you last 100% longer". Could spell danger for stuff like Patient Spirit. The Searing Flames change is good. Though I would have liked to see more Elementalist changes. Wastrel's Worry now doesn't affect the front line? What? Amity is now a giant version of Spirit Bond, not bad for a crappy elite. With a big energy cost like that, I think the recharge can come down. It's in Divine Favor in this version, so abuse by x/mo is limited. Thanks for the Mending Touch change. I would recommend that Ray of Judgment be split, not nerfed both ways. Not sure how I feel about the Smiter's Boon (PvP) change. I don't like elements of chance in a skill based game. Withdraw Hexes is now like Restore Condition for hexes, which I like. Might be too buff with the recharge unchanged. If your allies are dumb enough/the enemy is smart enough to pull a good AoE hex, then that should be punished/rewarded. AotL is an interesting change. I always thought "Help Me!" was a borked skill. Angelic Bond would end on ALL party members if ONE of them dropped below 30%, right? This has the major potential of being abused if it is allowed to be maintainable (bring more than one copy... etc). Also not as useful in smaller arenas. Aggressive Refrain actually makes sense to the name. Power Shot and Troll Unguent did not merit a change. Thanks for the change to Melandru's Shot. Mend Body and Soul is a good change, nice and simple. Bull's Charge's change is weird. Holy crap Headbutt! Rage of the Ntouka is a weird change. How does Skull Crack make sense to do a Deep Wound? Daze made more sense. -- Antioch 17:24, 5 July 2009 (UTC)
 * I was very afraid when I made Beguiling Haze, really, adding more E-denial isn't a very strong addition. I changed Twisting Fangs because by its recharge, it doesn't follow the normal Lead-Offhand-Dual way, so an interesting end to the combo might be nice. Extend Enchantments only work on enchantments you cast. Yeah, I know; I am going from class-to-class changed; I go to the list of skills, pick the ones I like to change, and change them. Wastrel's Worry affects casters, as I really think Mesmers should be more caster shutdown than anti-all. Hmm, good point on RoJ. I really thought of turning Smiter's Boon into a cross-attribute party-wide healing skill, as it applies for "Boon" better than other versions I thought of (+% damage... some odd health regeneration etc.). Yes, I intended Withdraw Hexes to be a Hex RC. I changed Help Me because it was useless before and half useless now, and now it also fits the name. Angelic Bond ends on all allies if a party member's health drops below 30%; it is a very profitable skill is used right, and also dangerous, as the damage applies to your healers as well; if you bring extra copies, it will still end when a party member's health drops below 30%. I mainly created this Angelic Bond so that spikes are also somewhat pressure, unless used efficiently and right. I really added the -25% Adrenaline to Aggressive Refrain so that Imbagons are harder to use. Yeah, Bull's Charge is weird... but still useful: think about a bunch of moronic warriors charging in with copies of this; we shall conquer YouTube! Headbutt was changed because its only use was with Plague Touch, and it eliminated the warrior's entire energy bar, so I made it as an armor ignoring skill. Rage of the Ntouka makes sense to me because when I see players running a hammer war, they usually run out of energy pretty quick. So I made energy-manage Hammer elite. Maybe I could try to change it to Strength? You crack a skull. That's gotta leave a mark, doesn't it? And besides, the target's brain leeks a bit if target doesn't have a condition :P

Thanks for responding! If only this was real... Titani  Ertan   20:43, 5 July 2009 (UTC)

Update
You need to explain these changes, especially for nerfs. They're kinda random. ~Shard  20:34, 5 July 2009 (UTC)
 * User:Titani Ertan/Update/Developer Update now soon on the interwebz near you! Titani   Ertan  User Titani Ertan Signature.JPG 20:43, 5 July 2009 (UTC)

Assassin
I personally don't like bhaze. Giving sins energy denial (And what sins? Caster sins, of course!) would make 4-man arenas stupid, period.
 * ~Caster Sins=Deadly Arts, or half-necro that wastes a party slot. As said, I was very careful when I made it, as giving Assassins energy denial as a fire-and-forget skill would be dangerous. So I made it very costful.
 * It would still be worse than SoJ sins in small arenas, and that's pretty bad.
 * ~Ummm, no, not much. Spec on a Shadow Arts skill with a high cost, recharge and activation time with a huge chance of interruption won't catch too much.

For Dancing Daggers, you said:
 * "Dancing Daggers was doing too much damage with too low recharge and energy, and it also led to a powerful attack chain. By increasing its energy cost, recharge and reducing its damage makes other skills a viable choice."

How does nerfing a skill make alternatives viable? Dancing Daggers simply doesn't have a viable alternative - nerfing it doesn't address that at all.
 * ~When you nerf a skill to be in par with other skills, it makes alternatives viable.
 * When you make a skill bad to be on par with its bad alternatives, then they're all bad and none of them are viable.
 * ~Then we can nerf all skill to be bad.

The reason most lead attacks suck is that they just do damage. Look at the lead attacks that have been popular in the past: Black Mantis Thrust, Leaping Mantis Sting, Unsuspecting Strike, and Golden Fox Strike. All of them have a strong feature in addition to the damage (in the case of Unsuspecting Strike, it's even more damage). The other lead attacks won't be popular until they bring something to the table other than mediocre bonus damage.
 * ~Lead Attacks are meh for a reason. They start your chain, and if your target has a negative effect when you start the pressure, it makes it much much more lethal. Think about 2 assassins, each coming to you, and you get for example Bleeding and Crippled and about 50 damage. And then you get your stance removed and dazed, and then knockdown, poison... and you are finished with a strong spike skill. If you had the chance to a)run b)not have constant health drained, you might have survived.
 * If you buff another lead attack into mediocrity, why would someone run it over one of the good lead attacks that I named already?
 * ~Because it is a)spammable b)adds damage c)has a cool name. Yeah, I've seen people run skills because they have cool names.

The Golden Phoenix Strike change is meh. Okay, they have to wait two seconds before switching targets now. That's going to make dagger sins see more play? Target swapping is one of the things that makes frontlining require skill, and this change dampens that aspect for sins.
 * ~No. The reason I made Golden Phoenix Strike is primarily because I think most dagger assassins focus on 1 target before moving on the another. Golden Phoenix made it easy for assassins to jump the need for a lead attack and switch target at ease.
 * Yes, being able to switch targets is good for frontline. In the absence of that, you end up with frontline that (1) has to train people and, because of that, (2) has skills which promote and facilitate training people.  That's not good.
 * ~I don't understand you. If you have no forks left, how can you teach someone to eat with forks?

Heart of Shadow is, currently, a favorite in 4-man arenas. Not only does it give you kiting room, but it allows you to shadow step through obstructions (which is lame, but very, very useful). If it's to be made into a shadow refuge-like skill, I'd at least keep the end effect as it currently is.
 * ~What end effect? I gave you and someone else a red bar pump. It's Shadow Refuge's end effectX2.
 * You shadow step to a location directly away from your target? It's how monks get to the tops of bridges and such in RA.
 * ~It's a Return, only on a nearest ally. Imagine the amazing effects it will have in HB or GvG.

Mirrored Stance is just energy denial as it is - if a stance fails (incurring 0 recharge), it can be activated again instantly, since they have no cast time, either.
 * ~Sorry, I intended it to re-recharge. I'll word it correctly.

Palm Strike wasn't popular before because it wasn't a good skill. It's introduction almost single-handedly made dagger sins viable again. What's going to make dagger mastery a useful attribute to spec with Palm Strike gone? Making this change would, likewise, all but remove dagger assassins from play.
 * ~Palm Strike was an excellent skill. I used Dagger Assassins since... I made assassins, with only 1 time of Assacaster for test sake. I still killed, and I killed good with almost no problems. I still use Assassins for RA, TA, PvE, not Palm Strike.
 * It had an enormous recharge. Lead attack -> Jungle Strike activated just as fast, did more damage, and had less than half the recharge.  Pre-buff Palm Strike never saw competitive play because it was fairly bad.
 * ~No, but more because it had more overpowered shit to cover up for it. It was a good skill. I and my peers used it very often, with all positive effects. It's like saying that Crippling Shot is bad, just because Melandru's Shot is "better".

Twisting Fangs is an interesting change, but I could see problems with it. For one, would it still count as a dual attack? Because something like that with Mobieus Strike -> Death Blossom could be... problematic.
 * ~Yes, it will still count as a Dual Attack. Ahhh, so now it is worth speccing into Dagger Mastery?
 * That would be a very good reason for bad players to spec dagger mastery. It promotes and facilitates training, which is good for bad players, since they can kill things without thinking like that.
 * ~I still don't see what you mean by "It promotes and faciliates training". And it is not too much broken. Maybe I will lower damage, by nothing much more.

As for things that you didn't address: The Lead -> Offhand -> Dual Attack model is conceptually flawed. It's rigid and, by nature, favors characters with 6 attack skills on their bar. Skills like Mobieus Strike and Palm Strike are strong because they give assassins flexibility - more skills that create flexibility would be a great boon for the class. Alternatively, the traditional Lead -> Offhand -> Dual attack system can be trashed completely by modifying the respective attacks so that they don't have to follow their traditional predecessors.
 * ~Umm, it favors characters with 3 or 4 attack skills on their bar in the traditional way. Palm Strike is now broken because of Trampling Ox thing. So you are contradicting yourself: you said before that Dagger Mastery wasn't worth speccing without Palm Strike, and now you say "concenptually flawed. It's rigid and, by nature, favors characters with 6 attack skills on their bar." Please decide.
 * No lead -> offhand -> dual chains are particularly strong. Not worth the risk of having the whole thing trashed on the first block, at any rate.  That's why sins run Lead -> Offhand -> Dual -> Offhand -> Dual chains - if it goes through, something dies.  The reward is worth the risk in that case.  Skills like Palm Strike, Mobieus Strike, and Golden Phoenix are good because they remove the whole "you're totally useless for 15 seconds if one of your attacks gets blocked" drawback from the class.
 * ~I use such things 99.99% of the time in PvP. Low end, and in the rare time that friends go HA/GvG, I only agree to run Lead-Off-Dual combinations. So far, I only use things that I know that I can a)pull off or b)if I can't, I will have a reliable activation time. And, Offhand-Dual-Offhand-Dual=Interrupt food.

Dervish
7-35 is smaller than axe damage (with Strength accounted for). Reducing a two-handed, slower weapon to axe damage stats removes it from play.
 * ~Axe on two people isn't good enough?
 * Hammer damage without Strength and maybe 10% of the utility with an AoE so tiny that your secondary damage is almost ignorable for a balancing perspective? Axe warriors have always pumped more raw damage than hammers, and you're essentially creating a weapon weaker than a hammer that's supposed to be used for damage.  Why wouldn't people run axes, again?
 * ~Fixed the damage a little. I still don't think they should be too powerful.com

Dervishes hang onto PvP by a thin thread, and Wounding Strike is a huge part of that. Let me quickly explain why self-enchantment removal skills are bad. Dervs have 8 skills on their bar. All 8 of them must be good skills, as is mandated by PvP. Being frontline, it's reasonable to assume that some of these skills will be attack skills, and at least one will be an IAS. It is also very likely that one of them will be an IMS. So, with three attack skills (this is actually less than any warrior bar), that leaves 4 slots for enchantments (and fewer if the IAS or IMS is a non-enchantment). Now, if two of them are your IAS and IMS, you're not going to want to remove them. That leaves you two skill slots for what are, essentially, cover enchantments. What makes a good cover enchantment? Short recharge, fast activation, low cost, long duration, and worthwhile effect. Dervishes have only one skill that really fits the ticket there: Grenth's Grasp is a very good enchantment for that purpose, but it's elite. Skills like Genth's Fingers and Aura of Thorns have potential in that niche, but they're typically expensive, slow-casting, or have bad effects. While the "lose one enchantment" clause does force a measure of skill requirement onto the user, there simply aren't skills to facilitate it. Because of this, your Wounding Strike change essentially kills the skill. With both WS and Chilling Victory out, you'd essentially remove Dervishes from play. Is this your intention?
 * ~Then all skills that remove 1 of your enchantments are dead skills. Oh wait, it isn't so true. But I will put extra damage on Wounding Scythe on both scenarios.
 * Open OBS. Tell me when you see a dervish use a "lose one enchantment" skill.  You *might* see someone use Pious Assault, but that's about it - it's just not worth it in most cases.
 * ~Here, fixed both ways.

Changing Eremite's Attack for the sake of Changing Eremite's Attack? k. Extend Enchantments monks, tbh.
 * ~Never heard of it.
 * With your change to the skill, I think you'd hear about it in the near future.
 * ~Nice to meet you.

Your change to Rending Touch is a typical anet update. You've addressed one facet of a huge issue, while making it bad in every other use. If it's "broken with Expertise" (odd how many places that shows up, right?), perhaps address the real problem?
 * ~No, it's broken in general. I said "especially on Rangers": it doesn't mean only on rangers.
 * The odd warrior might run it, sure. But where was it problematic?
 * ~every. where.

Winds of Disenchantment is now a strong skill, but is it something frontline should be doing at all? How well is the Frontline/Midline dervish model working now?
 * ~Wind and Earth prayers say hi.
 * Which one makes for successful midlining? You named two mostly-bad attributes and related them to frontline/midline dervishes... how?
 * ~90% of the Dervishes use Earth prayers. Dervish healers specialize in Earth Magic. Tbh, I have no idea what Wind Prayers are meant for, but at least Earth Prayers is a nice brach that is used.

Aura Slicer seems sort of... random. What is the skill's purpose? Zealous Sweep could be decent now, but I don't think it'll see preference over Lyssa's Assault.
 * ~Both of them are more of to put beefy damage.
 * "Scythes do too much damage" "oh here's some more damage". Huh?
 * ~I fixed scythes. So here's some more damage.

Elementalist
You've completely killed Searing Flames for single Elementalists. If the issue was stacking, then that should be fixed, no?
 * ~Yes, yes I know... It was the first thing that occured to me. I will fix it in a better way.

Mesmer
Wastrel's Worry is extremely strong for a non-elite skill. WoH recharging more than twice as slow is gg in arenas. You've essentially made a non-elite cover hex that half-Magebanes every spell on a caster's bar. :/
 * ~Hmm, you're right. Going to be changed.

Monk
Does Amity end after it triggers once? I don't really understand what it's supposed to do. What role is it supposed to fill?
 * ~Imagine a big Spirit Bond, with little faces glowing above tons of people. Doesn't it seem like a mirage?
 * Except it heals for small numbers and is too slow to catch spikes. It has a function kind of like Spirit Bond's, but what is it's purpose?
 * ~Party wide healing+damage mitigation in one.

The Mending Touch change is fine. RoJ seems weak for an elite, with those numbers.
 * ~It's more like a Searing Heat now, but with more burning and flashy stuff.
 * Searing Heat is non-elite with a larger AoE.
 * ~Burning remains.

I don't see Smiter's Boon being useful at all.
 * ~At least it's not out of the game completley.
 * If it's not useful, it won't be used. How is that not out of the game?
 * ~Because it can be used without being completley useless.

Withdraw Hexes is also a good change.

Necromancer
Your AotL has huge damage capacity. If there are two corpses near a target, one cast steals 140 health from them. Imagine what it does with IWAY teams, or in lordrooms with dead NPCs, or in PvE. It's interesting, sure, but AoE AoE is something that should be carefully balanced (exponential damage is exponential), and it doesn't look like you've done that here. :/
 * ~Yes, you are right again. I didn't think of it that way. Will change so a person is effected once, and increase damage slightly.

Paragon
"Brace Yourself!" doesn't seem like it'd cause huge issues. "Help Me!" is still pretty useless.
 * ~No shit sherlock.
 * Why buff a skill from useless to useless?
 * ~Useless to less useless.

"Incoming!" in PvP is very, very strong. I don't think it needed a buff.
 * ~It was Fall Back and wasted your elite slot.
 * Incoming doesn't end on attack. It's like "Charge!" in a better attribute.  In builds with lots of melee pressure, it's extremely strong.
 * ~Read the comment above.

"It's Just a Flesh Wound!" is pretty imba with its current numbers. "Make Your Time!" casterspikes, tbh.
 * ~Paragons in Casterspikes will at least introduce universality, tbh.
 * Remember [ttgr] and their SF spike? They used a paragon and it was lolimba.  Imagine that, but with *uninterruptable*, *faster* spikes and afterspikes.  Sounds like fun?
 * ~No, I wasn't in [ttgr] times. But I have read about them. And according to what I have seen, they're useless now. So, ?

"Never Give Up!" seems like a fine change. "Stand Your Ground!" is a very strong skill. It reduces armor-respecting damage by 33%. Something as strong as that shouldn't be maintainable with one Paragon.
 * ~I have yet to see it a problem, anywhere, anytime.
 * It was nerfed for a good reason.
 * ~On Command 15, there is about 1/4 second to recast this spell to be kept up indefinetly.

"The Power is Yours!" would be lolimba.
 * ~Umm, no, not much. It's an elite Blood Ritual, only in earshot.
 * Blood ritual minus all practical cost minus touch range minus activation time plus Leadership ON EVERYONE. You're giving everyone on your team maintainable energy regen that almost doubles base regen on casters - just ignore how utterly broken it would be on warriors or rangers, with twice their normal regen or more.
 * ~Good point there.

What's the point of making Aggressive Refrain give less adrenaline? Adrenaline-based characters have used IAS for gaining more adrenaline for a while now; what does this change accomplish?
 * ~To hinder Imbagons, and give other skills a chance on the playerbase instead of "Agressive Refrain" on 9/10 Paragon damage builds.
 * What other viable IAS do paragons have? If you nerf this, what are they going to run instead?  Aggressive Refrain is hardly OP; it's just the only real choice atm.  This is in the same boat as Dancing Daggers - nerfing skills does not make alternatives viable.
 * ~/W.

Angelic Bond would be insanely strong, especially since Paragons specialize in party heals. They'd become totally immune to both spike and pressure damage.
 * ~That forces another elite in the playerbase, in order to be insanely strong. Meaning that if your opposite team is smart, you can cause it to end soon enough. Degen+small damage=end on all=pew.
 * How would anyone ever reach 30% health? A 1400 damage spike (that's on the high end) would do ~170 damage to each player on the team.  That's *laughable*.  A couple of ballads, everyone's at full health again.  And that's a *huge* spike.  What are normal teams going to do?  The way to counter partywide healing is to isolate damage, and that's null and void with this skill.
 * ~Again, good point.

Angelic Protection is in the opposite boat. As you're dying, you're going to spend two seconds using a skill for a mediocre party heal? Okay. Anthem of Disruption would be fine. Anthem of Guidance would be pretty OP. :/
 * ~At least now it deserves its elite status. Otherwise you could put it as a non-elite Common skill.
 * You make it deserve its elite status by making it lolh4x?
 * ~I did exaggerate in unblockable number. Before it was a waste of your elite and an extra skill slot.

Anthem of Weariness would be fine. Awe didn't really need a change, but it'd be fine afterward. Blazing Finale would be fine. Burning Refrain is borderline useless without the renewal clause. It's way too much energy to be effective like that. Cautery Signet is a good change. Chorus of Restoration would become spammable in paraway teams. Coupled with Angelic Bond...
 * ~...it still needs the adrenaline.
 * Paraway teams have problems with adrenaline?
 * ~They can :P

Crippling Anthem is strong as-is; I don't think it really needs a buff.
 * ~Strong as is? Is this a joke?
 * On physical-heavy teams, you can maintain permanent cripple, an extremely strong condition, on whatever your frontline and midline wants. All of them.  That's no joke.
 * ~At your words: go to OBS. Show me 1 time where Crippling Anthem is used.

Defensive Anthem was nerfed because blockwebs aren't fun.
 * ~It isn't a blockweb now as well. I just removed the useless PvE/PvP split.
 * So not it has a higher uptime percentage. Partywide block promotes fun and interesting play!
 * ~The difference between the PvP and PvE version is 5 energy. If it was recharge or duration, I would understand, but not if it's 5 energy.

Energizing Chorus. Paraway. Glowing Signet isn't bad because of the recharge, but rather is bad because it's very niche and paragons have better energy management skills, like "Go for the Eyes!".
 * ~But now it has synergy in teams with Fire Elementalists.
 * Remember [ttgr] and their SF spike? They used a paragon with Glowing Signet.  Yay for broken builds!
 * ~Read above.

Harrier's Toss is a nasty spike skill; buffing it doesn't seem... good.
 * ~Again, it was not a buff. The difference between the PvE and PvP versions were so minor that it didn't matter.
 * Mystic Sweep was nerfed from 3/4 to 1s activation, and I feel it every time I use the skill. It may seem like a tiny problem, but it's often the difference between catching a spike and not.
 * ~Maybe it's just me, but an extra 1/4 second doesn't seem to be a life or death difference is almost all cases.

Two seconds on Hasty Refrain won't make it see play, I think. Inspirational Speech seems a little too strong. Also, what's the point of making it "lose 5 energy" instead of just upping the cost?
 * ~You are right it is too powerful. I should raise cost and recharge and activation. The lose 5 energy is well... for... gray text.

Lyric of Purification is a meh skill because it has a requirement. If casters have conditions on them, you probably want them off before they die rather than forcing them to cast to remove the conditions.
 * ~"I am under the Crippled condition!" "I'm using Lyric of Purification!" "I'm using Flare! YAY! I LOVE YOU GAY PARAGON!!!"
 * So, as you're trying to kite, you're going to spend Flare + aftercast seconds standing as someone wails on you still to remove your condition? Bad design is bad.
 * ~Hehe, yeah... But you can use another spell. A spell you actually need or intended to use already.

Is Natural Temper designed to make your Aggressive Refrain not bad? Because requiring two skill slots to be decent makes it not good still.
 * ~I buffed Natural Temper because it sucked. I didn't have Aggressive Refrain in mind.

You nerf Mending Touch because of secondary use, then make Remedy Signet even better? I'd use it on my monk, tbfh.
 * ~It's still not as useful.
 * It's free, instant, and spammable. Also, it's free.  Also, it's free.
 * ~It's not as spammable anymore.

Soldier's Fury with a renewal clause? Sweet, I don't have to risk having it dshotted to reduce the huge amount of pressure it pumps out. Furthermore, it becomes viable for axe warriors with paragon midlines (oh God).
 * ~Huge amount of pressure? Believe me, I was forced by my guild to try your "huge amount of pressure". We didn't get Soldier's Fury interrupted, and we still didn't get it done. But you are right and I should change it to only shouts.
 * Soldier's Fury is what I run on my para, and I know it does huge damage. You can spam Blazing Spear like it's going out of style, and that's srs bsns.
 * ~I play Soldier's Fury too. It only does huge damage if you use it carefully, and the careful use doesn't apply to paragay teams, unless they actually want.

Song of Purification is a nice change.

Ranger
Power Shot rspike is the new Searing Flames!
 * ~lol

Mel's is already 1s. If you meant making it 2s, Crippling Shot totally trumps this.
 * ~Mel's is 1/2. It has a wrong indication.
 * Attack skill. It reduces your base attack rate to 1s, and hits (leaves the bow, in this case) halfway through the attack sequence.  Like every other attack skill.  If you want it to leave the bow after 1s, then the activation would have to read 2s, in which case cripshot owns this.

Troll Unguent is a nice change.

Ritualist
You've very much hampered their ability to powerheal; what does this do to them as a class?
 * ~So they only have 2 skills that make them useful?
 * Ritualists have very, very, very few useful skills. But that's irrelevent.  Hurting their ability to push bars like this (by nerfing most of the rit redbarring skills) kind of makes them not viable as healers.
 * ~Fixed.

MBaS is strong because it has a condition removal tacked on with no downside. Instead of cutting heal power like that, I suggest making it heal less if conditions are removed, which still allows it to push redbars. So Spirit Light always has a sacrifice now?
 * ~Yes.

Xinrae's Weapon is broken as fuck. Can you say rspike? However, outside of that, it's decidedly meh.

Warrior
Bull's Charge seems kinda... meh. What's the point of reworking Burst of Aggression?
 * ~No cooldown between reactivation.
 * Wars typically don't camp stances. Increasing the duration is fine, I suppose, but I think lowering the recharge would've been better.
 * ~They can always start to.

Headbutt spikes are fun? It does waaaaaaaayyyyyy too much (armor ignoring!) damage, and it's unblockable to boot.
 * ~"Functionality changed to: "Elite Melee Attack."". But it is too strong, will change type to blunt.
 * Zidane is gonna deal bazillion damage whti that o.O 85.131.29.101 16:12, 2 September 2009 (UTC)
 * ~Who?

Hammer warriors will always run an elite knockdown. Always. Always. Always. What is Rage of the Ntouka for?
 * ~An extra option *shrug*
 * Hammer wars knocklock. That's what they exist for.  If there's a skill that doesn't do that, they're not gonna use it.  You've created another hammer elite that will never see play; what does this accomplish?
 * ~Not moved to Hammer anymoar.

Retreat is wtfstrong. You're putting maintainable Shielding Hands and Rush on *everyone* at the low low cost of oh there's a dead pet?
 * ~Yeah, pretty much.
 * And that's okay for a non-elite because...?
 * ~Because it's in Tactics.

Skull Crack seems kind of random. I mean, I don't see what role this skill is supposed to fill.
 * ~E-denial in 1 case, and deep wound in the second. Allows synergy with either condition clean teams (Vow of Strength can also fit good there) or with non-Deep Wound teams.

Those are my thoughts, in a very large nutshell. While several changes are well-intended, some of them don't seem entirely thought out, placed in context and examined. Changes like that inevitably cause problems, like Warrior's Endurance. On the other extreme, you can kill professions entirely like that (like you've done to rit healers, assassins, and dervishes). Once again, well-intended. Just be a little more careful.  Raine  - talk  17:39, 6 July 2009 (UTC)
 * Wow,she only wrote a few walls of text to say all this ! Lilondra  [[Image:User_Lilondra_Sig.png|21x21px]] *panda*  19:52, 6 July 2009 (UTC)
 * To make it easier to read, I replied to each point with a ~. Titani   Ertan  User Titani Ertan Signature.JPG 08:41, 7 July 2009 (UTC)
 * You don't need  tags on indented text.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  16:47, 7 July 2009 (UTC)
 * Thanks for reply. Unlike A.Net, I learn and reply. Maybe giving an open-balance day would be a good idea? Titani   Ertan  User Titani Ertan Signature.JPG 22:15, 7 July 2009 (UTC)