User:The Sins We Die By/Top Priority Skills

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Archive2 (20090610)

Archive3 (20090715)

= Top Skill Priorities =
 * I'm using a system that I am currently developing to score skill power. I rate them as Minor 1, Major 2, and Superior 3. Anything that is regularly higher than 3.5 should be nerfed. Anything below 1 should be buffed. Simple.  My system.

ANET LEARN TO STOP SCREWING WITH SKILLS TOO MUCH.
 * A slight tweak is all that is needed sometimes.

Nerfs

 * 1)Hexway **
 * 2)Ranger Interrupt Skills *
 * 3) *
 * 4) *
 * 5) *
 * 6) *
 * 7) *
 * 8) *
 * 9) *

=Nerf=
 * 1) Hexway.


 * Seriously? Penalize people for using their bar 50% of the time? And adjacent AoE...
 * Really now... Monks have to lose 200 health (VoR + Backfire) if they want to use any of their spells? So instead they help their team by doing nothing and watching their team degen + pressure out. That's cool...
 * Ok...so now players get to either take 85 dmg for using a skill or 95 ever 3 seconds for doing nothing... And I can sometimes use this as a cover hex! wow how awesome is that...
 * Oh cool Backfire with 50% less downtime...
 * Wait this is VoR with 2/5 of its dmg!? Ooohhh, it can be upkept on 2 people and triggers on attacks and skills...right
 * Wow awesome! I don't need skill to play i can cast passive effects like this to make people who are better than me easier to beat bcs they can't target ppl with less health unless they want to lose 1/6 of their health bar. Oh Oh Oh and I can upkeep it on two people!!! Yeah...
 * Wow totally awesome with a 40/40 set I can basically make two targets deal as much damage as they do with attacks to themselves too! Even if they miss...
 * See Empathy with 1 maintainable target + Health steal.
 * Passive Suffering + Backline is 33% less effective. Yup I don't have to think to use this skill, ADDED to bar...
 * Oh cool 3 degen and 50% less effective front and midlines. BECAUSE it can be maintained on 3 targets! Yay more passive non-skillful win...
 * Oh cool I can cover all my hexes instantly AND get healed for 100 at the same time! Yay for no skill required bars...
 * Potential shutdown of half a players bar for 40> seconds, guarenteed shutdown of a player on cast or as the diversions build up, yup this is easy mode.
 * Players fails at their next spell for 6 seconds, or they cast and lose energy to cast 3 spells. Wow I can cast this when someone is close to dying without having to think any beyond that I R SKILLED.


 * Oh I can't forget the best part about hexway It's only counters are Hex Eater Signet(somewhat), Convert Hexes (on two people), and Peace and Harmony (plus another hex removal or two). Actually there is one more counter, I guess if a team put 5 single hex removals and played perfectly they would stand a chance. But once you shutdown a teams backline you can watch them waste away...


 * 2)Shutdown Spam with no penalty. Does anything else really need to be said?
 * 3)(100 Dmg + Burning) * Area AoE = Enough Said
 * 4) +1 Energy From Regen + 3 Net Return + 2 Fire Attunement + 1 AoR = 10 Reasons players think skill spamming is good
 * 5)60 armor ignoring unblockable damage + Infinite Cripple on target + Dual Strikes every other second = "I R 1337 BCS I SPAM (-) MOAR THAN U SPAM (+)"
 * 6)WE as a skill for any attack oriented class.
 * 7)Invincibility to spike every 15 seconds and +14 energy. Oh look I can heal without energy issues Restoration line here I come!
 * 8)Infinite hex shutdown chains. Begs the question, is it this skill or the hexes that are OP?  The answer is both, but this combination is over the top.
 * 9)Deep Wound + Bleeding to Cover Every 4 seconds. I thought guild wars was about showing how people's "skill will be legendary" not spamming 100 health loss, 20% healing redux, and 3 degen on top.

=Balancing Changes=

Dervish
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5 10 - Scythe Attack. If you strike a foe neither attacking nor activating a skill target loses 1 enchantment and takes + damage.

- Scythe Attack. If you swing at a foe who is adjacent to another foe target foe and adjacent foes are knocked down for seconds and take + damage.

- Scale damage. Scale healing.

- 5 15 Skill. seconds, You attack and move 25% faster while under the effects of an enchantment.

- Enchantment Spell. For seconds, you have -3 Energy regeneration, and you gain  Energy every time you hit with an attack.

- Spell. Lose 1 enchantment, gain health and lose 1 hex and 1 condition, if an enchantment was removed in this way you gain 2 times the amount of Mysticism bonus.

(PvP) - 5 12 Stance. For seconds you gain 10 armor. While not attacking you gain 24 armor. Attribute Mysticism

- Enchantment Spell. For seconds you move 25% faster, and Conditions expire 50% faster. When this enchantment ends you lose 4 energy.

- 5 12 - Melee Attack. Remove one of your enchantments, if an enchantment was removed in this way lose 5 energy. Regardless deals + damage and inflicts a Deep Wound seconds.

- Melee Attack. Melee Attack. Remove one of your enchantments. If an enchantment was removed in this way attack twice and gain 20...44...50 Health. If that enchantment was a dervish enchantment receive double Mysticism bonus.

Example Roles (This profession is currently not reliable in gvg, it also has not had balanced functionality)

Mysticism - 10+1+1, Scythe Mastery - 12+1, Wind Prayers - 8, Healing Prayers 2.

Mysticism - 9+1, Scythe Mastery - 12+1+1, Wind Prayers - 9, Restoration Magic 3


 * Major roll is damage supported by crippling, deep wound, sustained IMS given 20% mod, and balanced IAS/cancel (notice featherfoot grace + pious fury are similar to frenzy + rush).
 * Minor roll is survival supported by medium heals, minor hex/condition control, sustained IMS given 20% mod, and armor buff.
 * Optional rolls supported by skill set are minor pressure supported by bleeding degen and minor disenchantment of enemies.

Warrior
= Viable Hex Removal =

= Viable Protection Prayers =