Feedback talk:User/Konig Des Todes/Duplicate Skills

"Personally, I do not see why there are duplicate skills. They were made so that those who do not have Factions can have Prophecies skills, and vice versa. ... All they really allow are builds using both skills of the same function in one build..."

The bolded part is actually the reason the devs said they made the duplicate skills - they thought it would promote fun and interesting gameplay and encourage tactics for some underused skills. Other than that I don't have any comment, since Touch Ranger is the only case I'd agree these skills are even worth caring about. Vili &#x70B9; 01:28, 18 October 2009 (UTC)
 * Reworking these skills is nice, but given parameters need tiny tweak. -- TeaCat._. [[Image:User RedTeaCat TeaCat.jpg|27px]] 06:23, 18 October 2009 (UTC)
 * @Vili, I thought it was said that they were made so that those who own only Factions could have Prophecies-only skills. I.e., another version of core skills. I at least recall it being said somewhere that it was done so that people are not harmed from not owning one of the two games for getting certain skills. Guess I could be wrong though. But it still seems silly when the skills could be changed and given even new and more skill combinations.
 * @Teacat, I tried to balance the skills out as best I could, but I knew there would be some complaints - no idea is perfect upon first conception. But perhaps you could tell me what numbers needs tweaking so that I can do that, instead of saying that things need change. -- Konig/ talk 11:28, 18 October 2009 (UTC)
 * Your suggestion is pretty good, just some of my thoughts ._. ~ 5or 4 is better |   need higher cost&recharge or it'd be op |  8 |, remove the activation time or 10 |   |  , every 7 seconds maybe, or it'd became the most annoying skill>_> | .  -- TeaCat._.  [[Image:User RedTeaCat TeaCat.jpg|27px]] 15:42, 18 October 2009 (UTC)
 * Most of your suggestions are very OP -Talamare-   feedback  15:50, 18 October 2009 (UTC)
 * Edited some skills per ReaCat's suggestion (not number for number). Talamare - just saying that they are OP doesn't help, please say which skills you think are OP so I can change them accordingly. -- Konig/ talk 16:29, 18 October 2009 (UTC)


 * alright then Ill list what I think is not OP - dodge, point blank shot, tiger fury, heal area, defile enchants, vamp bite/touch, every memsmer one, and maybe the ele ones -Talamare-   feedback  16:57, 18 October 2009 (UTC)
 * So basically you think all the warrior skills, Bestial Pounce, Sundering Attack, Jamei's Gaze, Holy Strike, Symbol of Wrath, Lifebane Strike, Shiver's of Dread, and Wallow's Bite are OP? Please, how? Shiver's of Dread I can get, it's the trickiest one, but the rest? -- Konig/ talk 18:43, 18 October 2009 (UTC)

I edited some values changed int he last edit that were obviously meant to be recharge time instead of cast time. When I found it the one took a number of adrenaline and had a 7 second cast time, and the other took adrenaline and had a 12 energy cost so I moved the 7 and 12 values to recharge. You might have meant to take out the recharge altogether but I wasn't sure so just kept it at recharge for now. Wasn't sure what if you meant 3 second cast or 1/2 second cast on divine healing so I left that alone.

I like the idea of getting rid of dupe skills because, even if the devs intended it to do so, it doesn't add very many interesting combos to the game. The only dupe skills I've ever seen used together are Searing Heat, Vampiric Touch, Divine Healing, and Penetrating Attack. Though, many skill suggestions here I find fault with.


 * Does 50% more damage than it's old clone and the has the benefit of being unblockable IN a stance instead of not being in a stance.


 * The ranger doesn't need any more armor against elemental damage because they already have 100 armor vs elemental damage and any small amount of additional armor is not likely to be noticeable. So it's eaily replaceable with storm's embrace assuming you're gonna get hit with ele damage at least once.


 * Is made useless since the ranger only has one skill to blind and already has expertise for energy anyway. The only build this skill would find it's way into is next to Ebon Dust Aura, if at all.


 * Allies aren't supposed to be able to be revived. That's why resurrection skills say they only work on party members. In PvE there are some cases where I think allies should revive automatically as in EOTN, but a skill that resurrects allies should never ever be made in PvP.

and : I would like to see 10energy multiple hex removal but Circle will never find use and Gaze needs a recharge increase or loss the healing.


 * There is a reason this skill is not ranged. It has way too much synergy with Ray of Judgment. The only reason RoJ is allowed to be more powerful than ele elites such as Savannah Heat is because fire magic has multiple AoEDoT spells that they can stack on top of each other. Symbol would just be used to stack on top of RoJ and the burning wouldn't matter. Many people echo RoJ anyway.


 * You doubled the health loss unconditionally. To much blood spike.


 * Waaaaaaaay too annoying. Making people stop using spells is more of a mesmer thing anyway.


 * Lower damage and backfires disease on yourself since it's used in touch range. There are better ways to kill the touch ranger anyway. (just remove touch skills from expertise)


 * You can't take out the disabling of a spell because that's the whole point of the skill. You made it into an interupt that can be used once every 40 seconds and for 20 seconds replaces itself with a skill you don't have attribute points for. Useless.


 * The devs have already thought of that. They called it Sum of All Fears and its energy and recharge are alot more friendly.


 * Interesting, maybe. Not sure if you mean an enchantment on their skill bar or enchantment that is applied to them. Use on a foe is silly since you don't know what enchants your foe is going to bring. Also this probably needs a recharge to make it's use more similar to Arcane Echo. All of the above applies to Revealed Hex


 * Too much energy gain. Skills like this usually have a problem with either too much or too little energy gain. Many e managment skills find a balance by adding utility to the skill with a low energy gain.

and: I think it's nice that you want to make other attributes blow things up like fire magic as well as have utility but people are never going to be hit by more than one of these.


 * Just like it's old version except because no one is going to stay in the AoE that long. And the Dmg/second is still the same. Only difference is, it costs more energy, has it's own 20 energy category created especially for it, and get's interrupted before it's ever cast.

Rypofalem 18:53, 18 October 2009 (UTC)
 * Thanks for the help with the numbers, forgot some | obviously - and for Divine Healing, it was meant to be 3.5 seconds.
 * Right... I originally had that damage+misses if not in a stance, thought the requirement was too harsh due to stance removal and the poor duration/recharge ratio of skills. I'll reduce the damage, and put an "or" possibility with current stats but misses if not in a stance.
 * I was going to have just normal armor, but that felt too powerful, so I went with elemental armor since that's a theme with the rangers. I guess turning it to physical damage would be better.
 * On the argument of energy, might as well get rid of body shot or scavenger's focus, prepared shot, and scavenger strike. For blinding, similar with Body Shot, I changed that skill to be more of a coordination skill.
 * Resurrection Orb. In PvE, it would only work with Ghostly Priest/Hero, AB and NPCs in FA/JQ. A PvP version which changes it to party members is viable, of course.
 * Well, it may get more usage than it does now... Only other thought I had would be a other-target AoE heal.
 * Seeing how the healing is mutually exclusive with the hex removal, and the amount is lower than the original form, and the recharge is already longer than the original form (by 2 seconds).
 * Hmmm, fair enough, I forgot about stacking the AoEDoT spells when making the new function. But keeping it a PBAoEDoT will keep it from seeing use. So either just have it an AoE, or a completely different function...
 * Lowered the damage and life stealing.
 * Was trying to keep with the theme as the original version. Except instead of cold damage (which, with winter especially, could be about every 3/4 of a second...) I went with automatic with a time between the interruption. If you have another functionality idea, I'm open to ideas.
 * The disease does backfire, but only when the target is under 50% health - and with health stealing, you would still gain health. Poison could replace the disease if it is that big of an issue.
 * Forgot a note: The recharge doesn't take place if another skill is taken. So it would be usable every 20 skills always.
 * There's a difference though - slower for attack and movement, and nothing for spells. Maybe increasing the slowing to 30% to make it more balanced with Sum of All Fears.
 * Enchantment (or hex for the hex version) applied on them. Added a 10 second recharge.
 * Now that I reduced the energy gain, it's practically a scaled version of . Just self targeting instead of other.
 * and Yeah, I figured they may be too easy to avoid, but the larger range should help with that issue. If not, could change the size to in the area instead of nearby.
 * Er... Searing Heat never gave exhaustion to the targets (was always burning), and the damage is doubled... And the interruption, same with Meteor Shower and the rest.
 * -- Konig/ talk 19:58, 18 October 2009 (UTC)


 * One more thing I think you missed, the recharge on the warrior adrenaline skills is too high.
 * Zojun's shot: All the other skills other skills you've listed give energy based on on conditions that are easy to meet. Blind isn't easily inflicted by rangers.
 * Divine Healing: Resurrection Orb doesn't work for NPCs. They reason it says "allies" is because in AB allies have multiple parties. Being able to res priests and guild lords and shrine NPCS with skills destroys the concept of them.
 * Healing Circle: You're right. It probably would see more use than it does now but not by much.
 * Jamei's gaze: The low recharge makes it too good at removing hexes and extra healing function gives it use whenever there arn't any hexes. Tye the (tuned down)healing to hex removal and increase recharge.
 * Lifebane Strike: Now it's just underpowered instead of over powered, if you're going to change it, give it a different functionality (for instance, have small shadow damage hit nearby foes and small life stealing only occur on the one foe if hp is high)
 * Arcane Thievery: Still just an interupt with a 20 second recharge while being replaced a skill you can't use because of attribute points. The old thievery also gave a skill with no attribute points but at least it disabled a spell. You're making a non-elite version of a skill that wasn't all that elite in the first place
 * Ancestor's Visage: I'm aware it's a self targeting version of blood ritual. That's why I don't like it.
 * Searing Heat: The smarter enemies will never stay in the AoE longer than 5 seconds, thus, only taking 2 pules of dmg(equivalent to 4 pules of the old dmg) and exhaustion won't be inflicted (not that 5 less max energy is a big deal for anyone but a few eles who spam obsidian flame or mind burn/freeze/shock). So that pretty much makes the old one better in every way.

Rypofalem 22:48, 18 October 2009 (UTC)
 * Reduced recharge on two warrior skills and removed the recharge on others. For Zojun's Shot, Cracked Armor is far harder a condition than Blindness - both for ranger and for overall. Divine Healing: The Resurrection Orb does work on NPCs (at least, it does for Unwaking Waters, never used it in AB to be honest...), and I'll add a PvP version of just party members. Increased recharge and reduced hex to 2 for Jamei's Gaze. I'll work on a new Arcane Thiever, Ancestor's Visage, Searing Heat, Lifebane Strike, Symbol of Wrath, and Shivers of Dread/Spinal Shivers later. -- Konig/ talk 23:10, 18 October 2009 (UTC)
 * In case you were wondering why res orb revives NPCs in Unwaking Waters, it's because it's a two-party mission and the henchmen there are to replace real people if no one on the opposite side joins. Just like in AB, res orb will revive allies that are in other parties but not allies that just happen to be their. Rypofalem 01:56, 19 October 2009 (UTC)


 * My reasons


 * Drunken blow - We dont need more grapples, not to mention adding on +40 to a unconditional KD is huge
 * Galrath - Fast activation is dangerous, especially fast activation with + damage
 * Griffon - unconditional knockdown that works with any weapon and even works when its blocked... INSANELY OP
 * Penetrating - Eviscerate with only a tiny bit less damage...
 * Pure strike - holy spike batman +55 fast activation...
 * Bestial Pounce - Unconditional KD with a powerful failsafe if you hit someone who is KDed
 * Dodge - Decent change, I would suggest you use a different(stronger) 2ndary effect
 * Penetrating - Martial classes cant have cracked armor - so no
 * Point Blank - holy spike batman +35 on a bow with fast activation
 * Tigers Fury - this suggestion makes it weaker then it currently is 10% ias is kinda of lame, not to mention its not maintainable, and additional crit chance isnt very "ranger" style
 * Divine Healing - we dont need more "unusable" rez skills, with a crappy 25e heal party... bad suggestion overall
 * Heal Area - decent suggestion
 * Heal Other - Removing 3 hexes none elite on a 5 second recharge is very OP, even if it cant self target
 * Holy Strike - my feeling on this suggestion is a confused one so I wont comment... yet
 * Symbol of Wrath - Could you please take a look at Searing Heat before making such a OP suggestion
 * Descrate Enchantment - great suggestion but it needs higher recharge
 * Shadow Strike - those numbers were higher when I called it OP, its fine now
 * Spinal Shivers - doesnt promote intelligent play, sure its better then the current version but that suggestion is bad too
 * Touch of Agony - bulls strike on a 3 second recharge that works every time once your target gets low enough... very OP
 * Vamp Touch - I think the current version is better - if you want to make touchers weaker you gotta figure out a diff way, bad suggestion i think
 * Arcane Thief - good suggestion but I suggest lowering recharge to 10 and making it only interrupt/steal spells
 * Kitah Burden - not a bad suggestion, but Im against it, I think the current is better
 * Revealed Enchant/Hex - really bad suggestions, their current are a LOT better
 * Ancestors Visage - gives 5-8 energy every 10 seconds, its a bit OP for unconditional energy management, i suggest bumping recharge to 15
 * Crystal Wave - its balanced but kinda of pointless
 * Dragon Stomp/Whirlwind - do we really need more meteor storms?
 * Searing Heat - weird way to nerf the crap out of it
 * Ice Prison - good change, but lower energy to 10 and raise snare to 66% and change damage to 5...50
 * -Talamare-  feedback  21:30, 18 October 2009 (UTC)


 * Seriously, when I got to the Symbol of Wrath suggestion I was rolling on the floor laughing. My stomach is aching now.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  22:20, 18 October 2009 (UTC)
 * Changed some skills on your comments, Tal. But I don't think Deep Wound is a "powerful" failsafe for Beastial Pounce. For Sundering Attack, you should take a look at the Cracked Armor page - specifically note Paragon and Common cracked armor giving skills. For Divine Healing, I went with 20e, but was said that was too OP, now I'm said 25e, the suggested change, is too under powered. Since a one rez is 10e usually, I'll go back to 20e for three nearby allies. For Symbol of Wrath, dunno what to do with it since the current idea is detested - same goes with Shivers of Dread/Spinal Shivers (think both should be changed now, tbh). Increased Wallow's Bite casting time and recharge, and made the knockdown a scaled % chance. Decided to change Disease to Poison on Vamp Touch (was it just that one, or both that you view bad?) Added a description to Arcane Thievery to prevent confusion. Earthquake/Whirlwind/Searing Heat I changed to in the area from nearby, so it is harder to avoid (should work with the intervals now). Also changed Earthquake to a hex with a snaring.
 * And Koda, I knew some things would be seen as imbalanced - I tried to keep things balanced, but I'm not perfect, no one is, so every suggestion wouldn't be perfect. In every suggestion out there, there will be things needing to be changed, especially if the suggestion is large. I tend to stay away from suggesting skill and build changes because I usually suggest things too imbalanced one way or another. Even if I do look at other skills for balance and practically balance skills compared to those, somehow they are still imbalanced... But hey, that's whats Feedbacks are about, right? -- Konig/ talk 22:33, 18 October 2009 (UTC)
 * I have no idea wtf your new earthquake does... reread it and reword it... - "Other Potential Changes" You should remove this section completely, the entire point of dupe skills is to have 2 of them on your bar... if not they would just be core skills... Your descrate enchantments/ice prison idea is so grand each should have its own feedback space to better discuss it...


 * warrior kd skills - you really, REALLY underestimate how insanely powerful KDs are
 * penetrating blow - without deep wound you can increase damage to 20 and lower adren to 6
 * wallow bite - this is a very "clunky" spell now with a "lucky" kd and 2 seconds cast, the original is better at this point
 * ancestor visage - 3 seconds cast time makes this completely unusable, lower it to 2
 * searing heat - maybe you should just remove the suggestion, searing heat is currently fine please other people dont start discussing how searing heat is broken in HA, thats a matter for another time
 * Teinai's wind - i want to see an ele Arcane Echo this edit - dont need arcane echo... just use its duplicate! and use glyph of sacrifice timed perfectly< to COMPLETELY knocklock everyone IN THE AREA for 20 seconds, while dealing 250 damage every 4 seconds since they CANT MOVE AT ALL
 * -Talamare-  feedback  23:11, 18 October 2009 (UTC)
 * Changed Earthquake's description (hope this helps) - if not, idea is to have AoEDoT, and everytime someone is hit, they are hexed with a snaring hex. Reason for 3 second cast time for Ancestor's Visage is to avoid expoilting from other professions (like elementalists, thus requiring some fast casting time. For your comment on Teinai's Wind, the duplicates would be different... First I'm told "too underpowered" for skill xyz then "too OP" for the same damn spell when I take their suggestion. As said above, I'll rethink skills. I changed a few and I won't for a while. Shesh, and here I thought people wouldn't be slaughtering for taking their feedback. Now I remember why I hate public suggestions. -- Konig/ talk 23:27, 18 October 2009 (UTC)
 * Balancing is tricky, so yes we might end up saying conflicting statements


 * Re-earthquake - Hex Spell. Deals earth magic and hexes foes every 5 seconds. Hexed foes move 50% slower (10 seconds).


 * So its a hex(with apparently undisclosed amount of time) that adds another, different hex every 5 seconds that snares for 10 seconds? -Talamare-   feedback  23:49, 18 October 2009 (UTC)
 * Er... no. AoEDoT that hexes when damage. I.e., if you get out of the area before getting damaged, no hex. -- Konig/ talk 00:41, 19 October 2009 (UTC)
 * So it creates something similar to a well... at that point I think typing up a new mechanic for one mediocre skill isnt worth it anymore -Talamare-   feedback  02:17, 19 October 2009 (UTC)
 * & : Nobody will use skills that require adrenaline AND have a recharge longer than 1 second. As adrenaline does not fuel for a skill when it is recharging, it will take forever to get these skills going.


 * Okay, nobody will use Sever anymore. Not that anyone did, but... nice power creep there.


 * No one cares.


 * Okay, you removed the activation time, but seriously, +55 damage? That is worthy of an elite slot.

Or: Sword Attack. Deals + damage. Unblockable if in a stance. (Attribute: Swordsmanship)

Quite dangerous, considering Sun and Moon Slash is also unblockable.


 * Unconditional KD's are bad. This skill was often used in the thumper meta, and nobody wants it back in an even more rediculous form.


 * Still inferior to Natural Stride, but about every running skill in the game is.


 * Thought, why is Sundering Weapon only used in gimmick builds? Also, this skill alone is enough to make a ranger spike with himself in 'lesser' arenas.


 * No one cares. Still half range, yadda yadda.


 * Nonelite Way of the Assassin for rangers. If rangers needed to crit often (outside of gimmicks), this would be a good skill. Sadly, they do not.


 * Okay, you changed the PvP version so it does not screw up CM's anymore :P Still, no monk is going to invest heavily in DF, so the few monks who are dumb enough to take a res with them need to position themselves terribly to use a skill that does even less than Light of Dwayna

Still 10 energy and 8s recharge, which is more than most hexes have.

Not that bad of a change, but.... see Karei's


 * LOL


 * Currently the skill is shit, but hexes that exist for the sole purpose of covering other hexes are a mistake to begin with and promote unskillful builds.


 * A 5 second recharging KD with no energy cost? No. The damage is irrelevant. You can keep someone inactive with this skill about HALF OF THE TIME.

and : The problem is really expertise. This just nukes the skill for necro primaries.


 * Snared enemies do not attack anyway, so this is just a nerf.


 * While I think Avisage should be a separate skill for farming reasons, turning it into a nonelite Lyssa's Aura will not help that much, especially if you can use them both. /shudder


 * Okay, it is not an earth Meteor Shower anymore.


 * 8s max duration, 15s recharge. Makes it more active.


 * Instead of 5 times 40 damage, it now does 4 times 80 damage AND inflicts exhaustion at foes IN THE AREA? Imagine that HoH will be like, or Fetid River. Corpses everywhere.


 * Of course, give air a Meteor Shower that triggers 4 times, does more damage and has half the recharge.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  09:21, 19 October 2009 (UTC)
 * Koda kumi some of your arguments are correct but right now Vamp Bite and touch aren't viable for necro primaries to start with so it doesn't change a thing.Konig you are hereby shot in the foot.Yes in the foot I'm a saddistic panda Lilondra  [[Image:User_Lilondra_Sig.jpg|21x21px]] 10:27, 19 October 2009 (UTC)
 * "candidate for deletion" - great now i feel like i wasted an hour trying to help him get it right -Talamare-   feedback  12:25, 19 October 2009 (UTC)
 * I put it up for deletion because one person says one skill is bad and says how to change it, then another person says its bad and suggests to put it back (though they don't know thats how it was). If I continue this, it'll just be a case of ping pong. I've attempted to find a middle ground, but even that doesn't seem to work. -- Konig/ talk 12:34, 19 October 2009 (UTC)
 * Its not that easy to find middle grounds and not everyones opinion of balanced is the same -Talamare-  [[Feedback:User/Talamare| feedback ]] 13:01, 19 October 2009 (UTC)
 * Ok, I've decided to get flamed longer, whatever afterall. I changed various skills a bit. And btw, The suggested Divine Healing is better than Light of Dwayna. And I know not everyons opinion of balance is the same, seeing how half the things I thought was balance apparently isn't (then again, I don't do "high end" PvP). -- Konig/ talk 13:36, 19 October 2009 (UTC)
 * The problem is pretty simple tbh : your suggestions are bad Lilondra  [[Image:User_Lilondra_Sig.jpg|21x21px]] 15:08, 19 October 2009 (UTC)
 * Mostly of them are better than current stats, duped skills are totally unfun.-- TeaCat._. [[Image:User RedTeaCat TeaCat.jpg|27px]] 15:55, 19 October 2009 (UTC)
 * If by 'better' you mean 'OMFGWTFLOLIMBA' then you are right, generic person I just met on teh internets who apparently translates chinese texts to german.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  22:18, 19 October 2009 (UTC)
 * I mean the ideas are better, the could be changed (also the only thing that former skill balancer could do, so called balancing) ,some R巨丁ARDs just failed to understand this, they couldn't do anything besides find flaming subject form other's userpage.  And yea, I translate them just wanted to be friendly, but nevermind , seems it's not worth me wasting time for them. :p -- TeaCat._.  [[Image:User RedTeaCat TeaCat.jpg|27px]] 05:56, 20 October 2009 (UTC)
 * Last time I checked, Lilondra and Koda, the Feedback space was meant for suggesting and feedback - i.e., if you're commenting on a suggestion, you help better the suggestion - and 'not for flaming without trying to better the suggestion like you two are doing. So I'm not the best at "balance" - everyone's view on balance is different anyways - so instead of saying they are bad, say why and how to fix! I swear, I thought this kind of stuff was only on Guru. -- Konig/ talk 23:49, 19 October 2009 (UTC)
 * Right new input - Griffon atm is stronger then hammer elites - I suggest changing the unconditional knockdown to knocksdown crippled or weakened targets (pick one)... also make it lose all adrenaline...... You new suggestion for Kitah burden is similar to this and that skill sucked so much they changed the functionality completely...... your ancestors visage gives only 5 energy over 10 seconds thats already a bit on the weak side it doesnt need the "Ends if you use a non-spell skill. Cannot have more than 8 pips of energy while enchanted with Ancestor's Visage." part...... for searing heat, drop the energy cost to 15, cast time to 2 or 3, recharge to 30...... for whirlwind bump the energy cost to 25 lower recharge to 45, and give the daze it causes a duration -Talamare-   feedback  03:05, 20 October 2009 (UTC)
 * First, I am not flaming anyone. Of course, my comments are 'less friendly' than what most people write on these pages, but these suggestions are 'less balanced' than other suggestions on the skill pages.
 * Second, instead of jotting down a list of skills that you think should be changed, make every skill a separate suggestion, you know, like almost everyone else did. You did create some good suggestions (I skipped them because I had nothing to comment on them), but they got drowned in the big pool of dog diarrhea. Separating each skill will get you more useful feedback, and, as Anet wants to balance things on skill-by skill basis, you will have a better chance they will look at your efforts.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  15:09, 20 October 2009 (UTC)
 * The skill changes were just a side-on of the suggestions. The main point is to remove the duplication of skills. I don't care if the skills are anything remotely like these, just that there are no more duplications. -- Konig/ talk 16:41, 20 October 2009 (UTC)

I would like to support the idea of unique skills, the whole function needs to be different from the doubled skills. --Kali Shin Shivara 00:32, 19 November 2009 (UTC)


 * Nice, but I would suggest having the Penetrating attacks to have the ability to inflict Cracked Armor similar to Sundering Weapon. That way, Warrior and Rangers would have some ability to use skills that synergies with Cracked Armor such as Body Shot and not to rely on secondary profession skills.  I do like your suggestions with the life stealing touch skills, as armor-ignoring and self-heal touch skills are just too powerful (particularly when dealing with Touch Rangers).  The visages, however, I don't like.  This gives players some form of overpowered energy management non-elite skill to use.--Dark Paladin X 01:28, 3 December 2009 (UTC)

Sheer Hate
i hate them,'nd i thought my SF Sudjestions were bad.-- Neil2250  21:11, 9 November 2009 (UTC)

Teinai's

 * Is there a way to make the four Teinai skills match thier skill nomenclature? --Falconeye 03:37, 12 June 2011 (UTC)