ArenaNet:Skill feedback/Warrior/Skull Crack

Edi's Issue -- 13:20, 8 March 2008 (UTC)
Discussion The cost is just too high given conditional nature of the skill. Bind to Strength attribute (Assasins...).
 * Issue
 * Suggestion


 * 7 [[Image:Tango-adrenaline.png]] ''Elite Melee Attack. If it hits, this attack interrupts the target's current action. If that foe was casting a Spell, that foe is Dazed for 2..6..10 seconds.

24.251.12.240's Suggestion 30 March 2008
The high adrenaline cost of this skill and its conditional nature makes it useless. Attribute: Strength (Assassins)
 * Problem
 * Suggestion


 * 6 [[Image:Tango-adrenaline.png]] 1⁄2 1 Elite Melee Attack. If it hits, this attack interrupts the target's current action and deals + 1..13..16 . If that foe was casting a Spell, that foe is Dazed for 2..10..12 seconds.

Olds' Suggestion 22 May 2008
The unreliable nature of adrenaline based interrupts combined with its high adrenaline cost makes the conditional daze a moot point. Attribute: Strength
 * Problem
 * Suggestion


 * 5 [[Image:Tango-energy.png]] Activation = 1⁄2 Recharge = 12 ''Elite Melee Attack. If it hits, this attack interrupts the target's current action. If that foe was casting a Spell, that foe is Dazed for 1..13..16 seconds.

Sneakys Suggestion 18 June 2008

 * Problem
 * No Dmg
 * High Cost
 * Adrenaline based interupt

Attribute: Strength
 * Suggestion


 * 8 [[Image:Tango-adrenaline.png]]/9 [[Image:Tango-adrenaline.png]] ''Elite Melee Attack. If Skull Crack hits, you strike for 1..21..27 damage. If this attack hits a foe suffering from Weakness that foe is Dazed for 1..8..11 and begins bleeding for 1..13..16

The only problem here that i can see is that you'll see alot of W/N with, but that could be negate by saying lose 1 enchantment or change swap bleeding and weakness around. Sneaky Take a Bow 01:47, 19 June 2008 (UTC)

Badly outclassed by Spear Swipe

 * Issue
 * Outclassed by spear swipe. Let's see, Spear Swipe gives you extra damage, UNCONDITIONAL daze, and isn't elite.


 * Suggestion
 * 5e 1/2s 15r "Elite Melee Attack. Inflicts +10...34...40 damage and causes Dazed condition for 5...9...10 seconds(maximum dazed duration:10 seconds). Attribute:Strength"

The maximum duration prevents use with skills that increase duration of conditions.

Slight Rework?

 * Issue
 * As above. However, as someone has mentioned on this skill's talk page, the presence of scythes make this potentially very dangerous with an unconditional daze (plus scythes can be used to charge adrenaline faster, making them extra powerful with this, arguably even more so than daggers).


 * Suggestion
 * I would suggest a rework like the following to make this a little more useable, but also less abusable:
 * . 8 1⁄2.
 * Elite Skill. If it hits, this skill deals blunt damage, interrupts target touched foe's current action and inflicts Daze for  seconds. If that foe was casting a Spell, that foe is Dazed for an additional 5 seconds. (Attribute: Strength).
 * Building up the adrenaline and then timing an interrupt with this will still be awkward, but as a touch attack it wouldn't be so easily countered by blocking (how annoying is it to build up 9 adrenaline, wait for the perfect chance to interrupt something and hit the button on your skillbar with impeccable timing only for it to fail?). It would also stop people from being able to hit multiple foes with it and a scythe. This would allow it to be buffed by having a small cost decrease and a semi-unconditional daze (most of the daze is conditional to reward skill, but this way you still get something even if you miss). The fact that it now partially scales with strength also means that it would be less effective on Assassins, who could otherwise have used their super-adrenaline chargers to spam it loads. The extra damage is more just to replace the damage caused by your weapon.

Bathory's Issue 08:59, 26 February 2009 (UTC)
Comments & Suggestions Here, Please
 * Issue
 * Compared it other unlinked interruption elites (Magebane Shot), it's lacking.


 * Suggestion
 * Elite Melee Attack. Interrupts an action. Inflicts Dazed (10 seconds) if action was a spell. Unblockable.
 * It still need to interrupt to take effect, but by removing the chance of it being blocked it'll be easier to deal with the high adrenaline cost and worrying about Stances and Guardian when facing an enemy monk in an arena.
 * It still need to interrupt to take effect, but by removing the chance of it being blocked it'll be easier to deal with the high adrenaline cost and worrying about Stances and Guardian when facing an enemy monk in an arena.