Feedback talk:User/Falconeye/Lightbringer rank PvE-only skills


 * Just to get the ball rolling.

Warrior

 * << offers the only thing that 1) Warriors need, 2) is unique from existing warrior skills.

Ranger

 * Elite Preperation (10 seconds +5 second for every 3 ranks of Expertise). You attack % faster and your arrows move twice as fast and deal + damage.

Monk

 * Enchantment spell (60 seconds). You heal for % more health.
 * - - (Lightbringer rank) - Enchantment Spell. (30 seconds.) Your Smiting Prayers have double Divine Favor healing bonus. You deal  holy damage to foes adjacent to target ally or foe.
 * - - (Lightbringer rank) - Signet. Deals 30 holy damage + 3 per rank in Divine Favor.  Knocks down target and nearby foes. Burns summoned creatures ( seconds.)
 * - - (Lightbringer rank) - Ward Spell. (5 seconds.) Non-spirit allies in the area have ** damage reduction and healed for double Divine Favor bonus. End effect: Heals for.

Necromancer

 * Elite Hex spell (10 seconds). Deals shadow damage and causes 5 health degeneration to target foe.
 * Summon a level 25 celestial horror. Your party members gain 25 Health and 3 Energy each time the celestial horror lands an attack.
 * - Enchantment Spell. (10 seconds.) You gain 5...41...50 Health whenever a creature dies.

Mesmer
The current Lightbringer's Gaze already seems like a Mesmer skill. Previously Unsigned 21:32, 23 April 2011 (UTC)


 * Elite Spell. Interrupts a skill. Interruption effect: steal energy from target foe.
 * - - (Lightbringer rank) - Hex Spell. For  seconds, target foe's attacks may damage any randam foe in range, including the target.

Elementalist

 * Elite Spell (5 seconds). Deals lightning damage each seconds to target foe and foes nearby target's inital location. Initial effect: causes knock down ( seconds) to target foe and foes nearby target. 25% armor penetration.
 * - - (Lightbringer rank) - Ward Spell. Remove all enchantments. For  seconds, allies in the area gain +2 Energy regeneration.

Assassin

 * Elite Enchantment spell (5 seconds +1 second for every rank of Critical Strikes). You attack 33% faster and have +% change to critical hit. Your attack skills inflict crippled condition ( seconds).
 * Seven-Celestial Strike - - (Lightbringer rank) - Spell. (10 seconds.) You gains double Critical Strikes bonus. Every successful critical hit summons a level  celestial attacker (maximum of ). This skill is disabled (15 seconds).
 * - - - (Lightbringer rank) - Trap. (90 seconds.) Inflicts Deep Wound, Crippled and Bleeding conditions  seconds). Easily interrupted.
 * - - (Lightbringer rank) - Trap. (90 seconds.) Inflicts Knockdown (Maximum 3 seconds) and Dazed for ) seconds, and you Shadow Step to that location. . Easily interrupted.

Ritualist

 * Elite Weapon spell. Target ally's next skill has + attribute points and activates and recharges % faster.
 * - - (Lightbringer rank) - Enchantment Spell. ( seconds.) Whenever you create a summoned creature, that creature gains double Spawning Power Health bonus and + Health regeneration.
 * Weapon of Death - - (Lightbringer rank) - Weapon Spell. (3 seconds.) Target other ally does not incure Death Penalty the next time they would.
 * - - (Lightbringer rank) - Item Spell. (60 seconds.) While you hold Saidra's Ashes, you gain +30 maximum Energy. Drop effect: all party members are healed for  Health.
 * - - (Lightbringer rank) - Item Spell. (15 seconds.) You gain 200 maximum Health. Drop effect: deal  damage to nearby enemies.

Paragon

 * Elite Shout (10 seconds). Next time allies in earshot deal damage they deal % more damage.
 * Jadoth's Storm of Judgment
 * - - (Lightbringer rank) - Chant. (10 seconds.) Party members in earshot move % faster, attack % faster and gain % more adrenaline. Ends when using an attack skill.

Dervish

 * Could really use help with this one; what should an Avatar of Komir offer that isnt provided by the existing Avatars? --Falconeye 02:47, 30 March 2011 (UTC)


 * Elite Form (15 second +5 seconds for every rank of Mysticism). You attack 33% faster with your scythe and your attacks deal holy damage. Nearby foes take holy damage whenever you cast a dervish enchantment. You are healed for  and gain  energy whenever you lose a dervish enchantment
 * - - (Lightbringer) - Enchantment Spell. (30 seconds.) Remove all enchantments. If you strike a foe who has less Health than you, that foe is knocked down and Intimidating Aura ends. Removal effect: knockdown adjacent foes with more Health than you. End effect: knockdown adjacent foes with more Health than you.

Discussion
I'm sorry, but the game doesn't need more Pve Only Skills.--Will Greyhawk 01:51, 11 April 2011 (UTC)
 * Any constructive criticism besides an opinionated statement perhaps? ^_^ --Falconeye 06:22, 19 April 2011 (UTC)
 * Sure, the shouts already up are completely overpowered. You basically have party-wide RaO with party-wide PnH with party-wide UA, etc. No where in the game is it difficult enough to warrant a skill which is no less than 3 Elite skills rolled into one. FleshAndFaith 16:01, 21 April 2011 (UTC)
 * except for UA-part which is meant to be an elite version of "We Shall Return!", neither are party-wide. --Falconeye 21:01, 23 April 2011 (UTC)
 * I'm going to have to say that there's enough skills in the game to balance. IMO, the only reason to add new skills would be to help lessen staleness or once all current skills are well balanced. And in such a case, I'd still say that PvE-only skills should be unique functions but underpowered (or at least not overpowered), akin to GW2's racial skills.
 * That said, I am wanting a change to the very first PvE-only skills and buffs (Sunspear Rebirth Signet, Lightbringer Rank, Lightbringer's Gaze, and Lightbringer Signet) to give them some green numbers and less wording - at least in their concise description. -- Konig / talk 18:33, 24 April 2011 (UTC)
 * Let's see here;
 * The ranger skill is relatively balanced but I doubt anyone would ever want to use it.
 * For a monk skill, perhaps have a skill that makes monk skills heal for an additional 5 health per rank.
 * That necromancer skill is just massively overpowered. In raw numbers it deals 300 damage and is perfectly upkeepable.
 * On the contrary to the necromancer skill, the mesmer skill is excruciatingly underpowered. "Interrupt a target and get up to all your spent energy back." Also take into account that Fast Casting makes it recharge almost twice as fast under normal conditions. Your energy experiences natural regen whilst interrupting 1 target over and over and over. Mesmer have better things to do.
 * The elementalist skill is an elemental skill, which does not exactly make sense to have as a PvE-only skill. In fact, afaik only Icicles is a would-be elemental skill that is not in its correct line, and that is only available during events.
 * The assassin skill is over-shadowed by the assassin sunspear skill.
 * The ritualist skill is designed to help improve what exactly? Ritualist is the last profession that would require such empowering skills.
 * A paragon skill should be an echo. Because we need more echos. (I am serious about that, actually.)
 * Avatar of Kormir cannot exist due to LOLspoilers. Even restricting these skills to post-Nightfall will not really improve their value.
 * Bottom line is basically: We really don't need more PvE-skill; especially these ones that have never even heard of the word balanced. - Infinite - talk 16:05, 3 May 2011 (UTC)