Feedback:User/Asendji/Skill Balance suggestions

I am trying to post this page to (at least try to) show that Professions in Guild Wars are not as "balanced" as Guild Wars itself mentions. I myself, like many other players thought at how to change skills in order to make EACH Profession deserve its role, in PvP. Sounds interesting enough? Maybe not, but do take a look at my skill rearranging and reasons and you might understand why each change should be like that. Maybe I have not thought long enough, but I just wanted to show "the finest skill rebalancing" so each player should enjoy each Profession, not necessarily the best ones in PvP. I will try to suggest some ways skills can be changed in order to make each Profession have a greater accent on what it can do best:


 * WARRIOR - tanking, being highly resistant as he should deserve
 * DERVISH - same damage dealer, with more balanced skills and (for the 1st time maybe) inter-linked skills
 * ASSASSIN - the same swift striker but with slightly different moves
 * RANGER - same condition spammer and wilderness survival guy, but less condition annoying (special :D)
 * PARAGON - the best PvP team supporter (really deserves a look)
 * MONK - the best healer and slightly reduced as smiter, so as not to forget his first role as main team protector and healer
 * RITUALIST - reshaped spirit summoner while improved healer (would sound fun, huh?)
 * ELEMENTALIST - same elemental destroyer but with different effects for some skills for self and over-all balance
 * NECROMANCER - exploiter of death and annoying damage dealer
 * MESMER - slightly reduced efficiency, but not to forget his annoying play-style

Sorry for not having any links, but I am still new to this community :D

First, I will start with WARRIOR. What this guy lacks is finesse (for a Warrior you might ask?). Well, yes, WARRIOR Profession is a mindless one, you don't need brains to be WARRIOR, has no skill mixing, rarely a chain, so where's the fun? Why not be as complex as an ASSASSIN, in what chains are concerned. Therefore, I would like to improve some skills from STRENGTH line, to better induce the idea of "tanker" and offer a wider variety of skills. Why just 1 skill for a Profession that really needs to be annoying by not dying fast (like many do, thanks to many ideas). What he lacks? Self-protection, as in Jade Quarry for example, you can rarely count on someone to heal you, and will be regarded as "fail" if you die, even though you almost alone took down a mine by yourself but died while the last guard had 1% of his HP left due to an unexpected Clumsiness. ..

WARRIOR REFINEMENT

 * Change functionality to: "Shout. (10 seconds) You have +5...25...30% chance of a critical hit with melee attacks against stationary foes. Foes attacking you deal -0...5...7 less damage with skills and attacks. No effect unless Strength 8 or higher and unless under the effects of a stance." 4 Adrenaline, 4 Seconds cool-down
 * <> Why would the Warrior need to make energy loss to foes? Can he hope to beat an ele by making him lose ALL Energy? You gotta be kidding I guess. This effect should be more balanced, and suit to a Warrior, while requiring Strength (to avoid use by other Professions like Assassins, who can benefit well from this skill) and a Stance.


 * Change functionality to: "Shout. (20 seconds) You gain 100% more Adrenaline from incoming damage." 5 Energy, 20 seconds cooldown.
 * <> Would sound better, moreover Warriors (and other Professions, like Paragons) will benefit from an easily recastable shout


 * Change functionality to: "Shout (10 seconds) Gain 1...3...3 Adrenaline. You move 25% faster. No effect unless you were knock-downed when activated." 5 Energy, 15 seconds cool-down
 * <> Would sound better this way, providing a smaller Adrenal gain, and also a shout Warriors can use in the Strength line, for many skills that I will also change.


 * Change functionality to: "Shout. (10 seconds) Other party members gain +0...15...18 armor. You gain 0...2...2 Adrenaline if more than 1 other ally except you were affected. No effect unless Strength or Leadership 8 or higher." 4 Adrenaline, 4 seconds cool-down
 * <> This way, the Warrior and Paragon can use this shout to give allies a slight armor bonus while not affected directly. The small Adrenal gain should compensate for his not gaining the bonus, while improving his adrenal management a bit.


 * Change functionality to: "Shout. (15 seconds) Gain 0...2...2 Adrenaline if activated on a foe with 50% Health or less. Target foe deals 0...5...5 less damage with attacks and skills. No effect unless Strength 8 or higher. No effect unless target foe had Health under 75%." 5 Energy, 15 seconds cool-down
 * <> The shout will only trigger if target has under 75% Health to trigger the damage reduction and will only affect the target. If target had Health equal to or lower than 50%, than the Adrenal gain will also trigger


 * Change functionality to: "Shout. (5...17...20 seconds) You move 25% faster. If you are under the effects of a shout, you also attack 25% and gain 25% more Adrenaline. You take double damage." 4 Adrenaline
 * <> This skill should sound more suitable this way and should not end if non-Adrenal skills are activated. Also requires a shout to have secondary effect, and with the way I changed some of the shouts, the combos should work fine (not perfect)


 * Change functionality to: "Elite Skill. (5 seconds) Instantly move to target foe. Causes knock-down the next time you hit with an Adrenal skill. Ends when you hit. Lose all Energy is this skill lasts its full duration. Requires Strength 8 or higher." 5 Energy, 20 seconds cool-down
 * <> A slightly improved version, without sounding overpowered, affordable cool-down and effect with a risky end that might require some thinking, right?


 * Change skill function to: "Elite skill. For 20 seconds you gain +20 armor, have 3...9...11 damage reduction and gain +90...280...300 maximum Health. Additionally you gain +0...1...2 Health regeneration for each Adrenal skill you have equipped (maximum 0...2...3 skills). No effect unless Strength 13 or more." Change skill cost to 10 Energy, increase cool-down to 20 seconds.
 * <> This highly-debated skill is yet the only "tanker skill" the Warrior has, and should also provide some protection. Defying pain after all, would require a little health regeneration to increase Warrior toughness. Skill cost change to Energy would be better to more efficiently maintain it, while 10 Energy should be enough to counter its better effect since Warriors have a small Energy pool.


 * Change skill function to: "Signet. (8...18...20 seconds) You gain 0...18...20 armor and cannot be knock-downed."  20 seconds cool-down
 * <> Might sound unfair to remove the movement decrease effect, but in order for a Warrior to be a tanker, he needs to move freely. The armor bonus was halved, so it should suffice. Plus, lots of armor don't help against hexes.


 * Change function to: "Skill (7...17...20 seconds) You have +90...258...300 maximum Health and 0...3...3 damage reduction. No effect unless Strength 13 or more and if under the effects of a shout." 5 Energy, 20 seconds cool-down
 * <> Like any other skill that would help the Warrior survive, it should at least be easy to maintain, right? Why die in the middle of the battle because such a skill ended. With Defy Pain costing 10 Energy, it should be harder to maintain both if a Warrior chooses to equip both. Plus, more skills in protection mean less in damage.


 * Change function to: "Skill. (10 seconds) Gain 0...1...1 Energy each time you use attack skills, for each Adrenal skill equipped (maximum 3 skills). Disables non-Warrior attack skills (10 seconds)" 5 Energy, 1 second cast-time, 8 seconds cool-down
 * <> This should provide the Warrior a good energy management in place of Warrior's Endurance, for which I have a different version, to reflect its name. Also does not allow the Warrior to use other attack skills other than his.


 * Change function to: "Elite Stance (5...10...11 seconds) You have 75% chances to block while attacking. Deal 0...10...12 damage to adjacent foes whenever you block an attack this way. No effect unless Tactics 13 or higher." reduce cool-down to 20 seconds, so as to be treated as a good Elite skill, slightly comparable to Flashing Blades


 * Change skill function to: "Skill. You gain 40...90...100 Health and 0...3...3 Adrenaline. Additionally, if you are in a Warrior stance when activating this skill you also lose 1 condition. No effect unless Strength 13 or more."
 * <> Might sound over-powered, but a Warrior really needs self protection as almost all other Professions have anti-condition, why shouldn't the Warrior have 1, plus it needs Adrenaline and that cannot be done that easily in different circumstances.


 * Change function to: "Elite Skill. (10 seconds) You move 25% faster and gain 33% more Adrenaline from attacks. You also take double damage unless under the effects of a shout. No effect unless Strength 8 or higher." 5 Energy, 15 seconds CD
 * <> Fairly enough, this elite could become a duplicate of Frenzy, allowing a better Adrenal management at the cost of Health.


 * Change function to: "Skill (5...10...11 seconds) Your melee attacks are unblockable. Disables non-Warrior skills (5...10...11 seconds). No effect unless Strength 8 or higher." 5 Energy, 25 seconds cool-down
 * <> This skill would sound better now with this effect, lower cost and cool-down, disabling any non-Warrior skills also.


 * Change function to: "Elite Skill. For 0...12...15 seconds gain +20 armor, conditions inflicted on you last 50% less, you have + 1...3 health regeneration for each condition on you and hostile spells have 50% chances to miss you (Each time this happens, the caster gains all Energy lost for that spell). Gain 1 damage reduction for each condition on you and an additional 1 damage reduction for each 5 levels of Strength (maximum 10 overall damage reduction). You cannot be targeted by signets and allied spells. Disables non-Warrior skills 0...12...15 seconds." 5 Energy, 25 seconds cool-down
 * <> This skill rebalance needs to be so done, so as to suit the name "Endurance" and allow the Warrior a wider variety of skills to choose for "tanking". Since he is a front-line he needs better protection, combining the effects of Shadow Form and Defy Pain, while offering some counterparts, like disabling non-Warrior skills like possible Monk heals, no longer being able to be targeted by allied spells and signets, including his own Healing Signet. Moreover, casters failing with spells also regain their energy lost for it. Might sound over-powered, but the Warrior needs better protection and will be 1 over-powered skill for the Warrior, compared to many other over-powered skills other Professions have.


 * Change function to: "Stance. For 10 seconds you gain 3 damage reduction for each 2 ranks of Strength (maximum 12 damage reduction). No effect unless Strength 10 or more and if you have a shield equipped." 5 Energy, 15 seconds CD


 * Change function to: "Signet. Gain 90...250...300 maximum Health. Ends if you miss, get blocked, knock-downed or enchanted. No effect if Strength 13 or more." 20 seconds cool-down
 * <> Should sound better with this effect, as the counterpart conditions are easy to meet.


 * Change function to: "Stance. Attack 33% faster and have 75% chances to block while under the effects of a shout (8 seconds). No effect unless you have a sword or axe and shield equipped. No effect if Tactics 13 or more." Increase cool-down to 15 seconds. 5 Energy, 15 seconds cool-down
 * <> What the Warrior lacked was a good block skill, that could be almost as efficient as those of the Assassin.

DERVISH SKILL CHANGE
What does the Dervish lack? Skill links and a better protection as front-line,


 * Change function to: "Enchantment Spell. (15 seconds) You gain +24 armor while in a stance and +1...2 Health regeneration for each enchantment on you (maximum 2 enchantments). In addition, you gain 0...10...15 damage reduction from opponents suffering from a condition (15 seconds). No effect unless wielding an earth weapon and Earth Prayers 13 or more." 10 Energy, 1/4 seconds cast time, 15 seconds cool-down
 * <> Dervishes do deserve some resilience as well as front-line, right? Higher cost, no more Weakness (so no longer the so much hated skill :D)


 * Change function to: "Scythe attack. Deals +10...22...25 damage and inflicts Bleeding (5...13...15 seconds). Unblockable if enchanted. 5 Energy, 12 seconds recharge
 * <> Thought to make the Dervish more scary :D


 * Change function to: "Enchantment Spell. You attack 25% faster while in a Dervish stance and gain 0...8...10 Health whenever you successfully hit with an attack skill (15 seconds)." 10 Energy, 1/4 cast time, 15 seconds recharge
 * ''<> This is only to suit the name "Rage", and that effect was too imbalanced, since in PvP you couldn't guarantee you could survive that much to see the Health gain if more spiked you.

''
 * Change function to: "Stance (20 seconds). You gain +24 armor and have +0...2...3 Health regeneration. In addition, for each enchantment on you, you have 25% chances to block (maximum 50%). No effect unless Earth Prayers 13 or more." Reduce duration to 20 seconds. 5 Energy, 20 seconds recharge.
 * <> Dervishes would require a block skill that costs slightly low Energy and are affordable. Lowered duration still, also needs enchantment management.


 * Change function to: "Spell. You gain 0...3...3 Energy for each foe in the area (maxim 4). Lose 1 enchantment."  5 Energy, 3/4 seconds cast-time, 8 seconds recharge
 * <> Better Energy management at the cost of 1 enchantment and increased area of effect.


 * Change function to: "Touch Spell. (5...17...20 seconds) For each enchantment on you, you deal 0...20...25 cold damage (maximum 100). Lose 1 enchantment. Double gain from Mysticism effect. End effect: 0...20...25 cold damage to foes adjacent to you." 10 Energy, 1 second cast-time, 20 seconds cool-down
 * <> Tried a good rebalancing of this skill.


 * Change function to: "Enchantment Spell. Your Dervish attack skills are unblockable if under the effects of a Wind Prayers stance (5 seconds for each Enchantment Spell on you - maximum 15 seconds). No effect unless Wind Prayers 13 or more." 5 Energy, 1 second cast-time, 20 seconds recharge
 * <> Tried to make a connection between the skills, Dervishes would need this.


 * Change function to: "Enchantment Spell. Remove an enchantment the next time you hit a foe with a condition. Removal Effect: Gain 50 Health and deal 40 earth damage to adjacent foes. No effect unless Scythe Mastery 13 or more." 5 Energy, 3/4 seconds cast-time, 15 seconds recharge.
 * <> Similar effect, but linked to conditions, so as to be better, lowered cost, cool-down, added a little damage and small Health gain while linked to Scythe Mastery to avoid use by other Professions


 * Change function to: "Spell. Heals target ally for 0...45...50 for each enchantment on you (maximum 2 enchantments). Cannot self-target." 5 Energy, 1/4 seconds cast-time, 3 seconds recharge.
 * <> Better made for small Dervish heal support.


 * Change function to: "Scythe Attack. Deals 5...17...20 damage. Inflicts Deep Wound (3...12...15 seconds) if enchanted. Gain 1...3...3 Energy if target foe was suffering from another condition. Remove 1 enchantment and double Health gain from Mysticism effect." 10 Energy, 10 seconds recharge
 * <> Pious Assault is better now, with lower rate, linked to mysticism and offering better energy and health management (not much, but could be a start)


 * Change function to: "Scythe Attack. Gain 0...20...25 Health for each condition on target foe (maximum 3). Deals +0...5...5 damage for each enchantment on you (maximum 15 damage). Lose 1 Enchantment and gain an additional 10 Health for each remaining Dervish Enchantment on you (maximum 30 health)." 10 Energy, 8 seconds recharge
 * <> Same cost and cool-down for better efficiency?


 * Change function to: "Enchantment spell. Inflict Weakness on adjacent foes (10 seconds). For 10 seconds you have 50% chances to block foes suffering from a condition. You deal 33% less damage with attacks." 5 Energy, 1/4 cast-time, 15 seconds recharge.
 * <> Tried to make it better, by balancing it with a damage decrease effect)


 * Change functionality to: "Touch Spell. Deals 15...55...65 cold damage to target foe. Removes 1 enchantment if you are enchanted. You also lose 1 enchantment and have double Energy gain from Mysticism effect." 5 Energy, 10 seconds recharge.


 * Change functionality to: "Stance. Gain 10 armor and 0...2...2 health regeneration for each enchantment on you (maxim 2 enchantments) for 15 seconds. Renewal effect: Whenever an enchantment ends on you." 10 Energy, 30 seconds cool-down.
 * <> Same protection at lowered cool-down and cost


 * Change functionality to: "Elite Enchantment Spell. Spells cannot target you. You cannot cast spells unless under the effects of Dervish stance (1...9...10 seconds)." 5 Energy, 1/4 cast-time, 10 seconds recharge.
 * <> Same annoying protection with a slightly different effect.


 * Change function to: "Elite Enchantment Spell. (20 seconds) Your scythe attack skills deal +5...41...50% more damage while wielding an earth weapon. No effect unless Earth Prayers 13 or more." 5 Energy, 1/4 seconds cast-time, 10 seconds recharge.
 * <> Same effect but without the need for foes to not suffer from conditions.


 * Change function to : "Elite Scythe Attack. Inflict Bleeding condition (5...17...20 seconds). Also inflicts Deep Wound condition (5...17...20  seconds) if you have more Health than target foe. Unblockable if enchanted. No effect unless wielding an earth or cold scythe and unless Scythe Mastery 13 or more." 5 Energy, 10 seconds recharge.
 * <> More balanced effect, chained to Scythe Mastery and Dervishes only. Should sound well balanced now.


 * Change functionality to: "Enchantment Spell. Gain 1 Energy whenever you hit a foe while Enchanted (15 seconds). Renewal effect: each time an enchantment ends on you. Disables your Wind Prayer skills (10 seconds)."
 * <> So as to suit the "renewal" name.

ASSASSIN SKILL REFIT
(everyone awaited this I think :D). What he lacks? Well, probably nothing, but let's refit it a bit, shall be? Then see if you like my new Assassin.


 * Change function to: "Skill. (20 seconds). While enchanted you lose 1 condition the next 0...6...7 times you use an attack skill. Lose all conditions and this skill ends if you land a critical strike. This way, this skill has +5 seconds recharge."   5 Energy, 20 seconds recharge.
 * <> Better protection for lower cost? Should have a match with "critical hits" since it is a Critical Strikes skill after all.


 * Change function to: "Elite skill. Remove 1 enchantment from target foe. No effect unless target foe is knock-downed." 5 Energy, 1/4 cast time, 2 seconds recharge.
 * <> Might not sound that effective as it no longer removes "all" enchantments, but Assassins can knock-down well, as you know it, so it wouldn't be hard to activate this effect. At least, no more Palm Strike in build :D and also removed the requirement for dual attack to proceed.


 * Change function to: "Elite Enchantment Spell. Shadow Step to target foe. If your Health drops under 50% this enchantment ends and Shadow Step to a random location, directly away from your target. No effect unless Health is 50% or more." 5 Energy, 3/4 seconds cast-time, 20 seconds cool-down
 * <> Lasts infinitely, no longer requires Energy maintenance and lower cost. Hope it's better.


 * Change skill function to: "Elite Half Range Skill. Shadow Step to target foe. Inflicts Dazed condition (3...8...9 seconds) if target foe was already suffering of another condition. No effect unless Critical Strikes 8 or more." 10 Energy, 3/4 seconds cast-time, 20 seconds recharge.
 * <> This skill needed balancing to avoid too fast shut-down of casters. Also has lower cost.


 * Change skill function to: "Hex Spell. Shadow Step to target foe. Cause knock-down if target was hexed with a non-Assassin hex or was Crippled. Target foe moves 33% slower (1...5...6 seconds). No effect if target was enchanted or had Health over 50%." 10 Energy, 1/4 seconds cast time, 20 seconds cool-down.
 * ''<> This skill should look smoother now.

''
 * Change skill function to: "Spell. Shadow Step to target foe. Causes knock-down if target foe had less Health than you. For 10 seconds, you gain 0...10...12 Health each time you land a critical hit on a foe suffering of a condition. Disables you attack skills 1 second." 5 Energy, 1/4 cast-time, 20 seconds recharge.
 * <> This effect should sound better for spiking, though not for Falling Spider :D Also has decreased cool-down.


 * Change skill function to: "Spell. Spell. Gain 40...112...130 Health if you have less Health than target foe. Shadow Step to a random ally in the area. No effect unless there are allies in the area." 5 Energy, 1/4 seconds cast-time, 15 seconds recharge.
 * <> Slightly improved version for the same heal. Easier to maneuver now.


 * Change skill function to: "Elite skill. Deals 10...54...60 damage. Causes knock-down if target foe is Crippled or Weakened." 5 Energy,3/4 seconds cast-time, 7 seconds recharge
 * <> Not that annoying anymore now :D no longer an off-hand, but deals Cripple itself and can be used by any profession now.


 * Change function to: "Elite Hex Spell. (1...6...7 seconds). If target foe has a condition, that foe takes 5...21...25 damage each second. While having a oondition, you have +0...15...20% chances to land a critical hit on that foe."     5 Energy, 1/4 seconds cast-time, 10 seconds cool-down.
 * <> Gave up the idea of "half-range" for longer range and to avoid the A/P hit and run gimmick, reduced cost and cool-down.


 * Change skill function to: "Elite Enchantment Spell. For 5...13...16 seconds you cannot be the target of enemy Spells and attacks against you fail. You move 25% faster. Disables your non-Assassin skills, including PvE-skills. Ends if you become the target of another enchantment or if you hit with an attack." 5 Energy, 1 second cool-down, 30 seconds recharge.
 * <> Made it good as a runaway skill. If not, ideal


 * Change function to: "Elite Hex Spell. Target foe's Spells targeting you have a 25% chance to fail (10 seconds). If this happens, the caster regains his Energy lost for that spell. You cannot activate Spells." 10 Energy, 1 second cast-time, 20 seconds recharge

RANGER SKILL CHANGES

 * Change function to: "Elite Signet. (1...19...24 seconds.) Conditions you apply bow attack skills last 100% longer." 1 second cast-time, 12 seconds recharge.


 * Change function to: "Elite Bow Attack. Unblockable. Inflicts Crippled condition (1...6...8 second[s])." 10 Energy, 6 seconds cool-down
 * <> Applying conditions should be balanced


 * Change function to: "Bow Attack. Interrupts an action if target foe has a condition. If interrupted action was a skill, that skill is disabled for +0...2...3 seconds for each of your recharging Marksmanship attack skills." 5 Energy, 15 seconds recharge


 * Change function to: "Elite Bow Attack. Inflicts Poisoned condition. (3...12...15). Recharges 50% faster if under the effects of a preparation." 5 Energy, 12 seconds recharge.
 * <> Sounds far balanced now, and with the effect of a preparation active, it recharges faster, but spams poison slower.


 * Change function to: "Bow Attack. Inflicts Cracked Armor 0...3...4 seconds. Hits for no damage." 5 Energy, 1 second cast-time, 6 seconds cool-down
 * <> Just for a good synergy with Body Shot. Same cast-time, lower cost, no longer easily interrupted, suits with the Ranger's annoying way of spamming conditions.


 * Change function to: "Bow Attack. Interrupts an action. If an action or skill was interrupted this way, this skill has +10 seconds recharge." 5 Energy, 1/2 seconds cast time, 1 second recharge
 * <> To better suit the name "quick".


 * Change function to: "Shout. (120...264...300 seconds.) Your pet has +1...3...3  Health regeneration. Half of all damage dealt to your pet is redirected to you. While having this skill equipped, your animal companion travels with you." 10 Energy, 55 seconds cool-down
 * <> Give the Ranger a free slot for choices, no longer occupy a slot with "Charm Animal".

PARAGON SKILL CHANGE
What does the Paragon lack? The question is, what does he HAVE? Being probably the worst choice of PvP character, I decided to make it really deserve his role as best team supporter.


 * Change function to: "Shout. (4...9...10 seconds.) Allies in earshot gain 5...13...15 Health per second while moving and move 25% faster." 5 Energy, 20 seconds cool-down


 * same effect but reduce cool-down to 20 seconds.


 * Reduce cost to 10 Energy and cooldown to 20 seconds, lower duration to 0...12...15 seconds


 * Change function to: "Elite Shout. (10 seconds) Target ally gains +1 Energy regeneration under the effects of another shout or chant." 4 Adrenaline
 * <> It better suits its name now.


 * Change function to: "Shout. (10 seconds). Allies in earshot take 0...15...20% less damage from Burning foes, 0...20...25% less damage from Fire Damage and gain 2 Energy each time this happens." 10 Energy, 10 seconds cool-down
 * <> Newer, better effect, more balanced, still suitable to it's name


 * Change function to: "Echo. (5...20...25 seconds) You attack 25% faster and cannot be knock-downed while attacking. You gain 25% more Adrenaline from attacks. Renewal effect: each time a shout or chant ends on you. No effect unless Leadership 8 or more. Ends if you are not under the effects of a shout or chant". 20 Energy, 25 seconds cool-down


 * Change function to: "Elite Echo. (15 seconds) Any time target ally takes damage from skills or attacks, 10...35...50% of that damage is redirected to you. You also gain any condition target foe gets. No effect unless Leadership 8 or higher. Cannot self-target." 5 Energy, 10 seconds cool-down
 * <> Might sound suicidal, but will help a lot and will help determine the Paragon as best team supporter. More importantly, no more Monks to borrow skills :D


 * reduce cooldown to 20 seconds


 * Change function to: "Chant. (10 seconds) The next spell that targets party members in earshot fails and the caster takes 0...2...3 seconds of Burn. Ends on that ally. No effect unless Leadership 8 or more. " 5 Energy, 1 second cast-time, seconds cool-down.
 * <> Only protects allies that are targeted by a spell, and that fails regardless of whether it targeted more foes, while the spell didn't target any other foe, so the chant does not end on other allies (supposed function)


 * Change function to: "Chant (10 seconds). Each time party members are healed, they gain an additional 10...40...45 Health. In addition, allies under the effects of a shout or chant also gain +0...2...2 Health regeneration for each shout or chant on them (maximum 2). No effect unless Leadership 8 or more." 10 energy, 1 second cast-time, 20 seconds cool-down
 * <> This highly improved effect should boost the Paragon's effectiveness as team supporter, the skill cost Energy but has lowered cool-down and directly affects the number of shout and chants the Paragon used. (The more the better)


 * Change function to: "Echo. Target ally has +20 armor and 50% chances to block while under the effects of a shout or chant (10 seconds). Renewal: Whenever a shout or chant ends on target ally." 10 Energy, 1 second cast-time, 10 seconds cool-down.
 * <> A little protection for some higher cost and increased cool-down (slightly just)


 * Change function to: "Skill. Target ally has +0...15...20% chances to block (1...6...7 seconds) for each Shout, chant or echo on him (maximum 3 overall). Deals 0...3...3 seconds of Burn to target whenever a successful block occurs. No effect unless target is wielding a shield." 5 Energy, 20 seconds recharge
 * <> Team support skill now. Could add a "cannot self-target" to not consider it over-powered :)


 * Change function to: "Chant. (10 seconds.) Party members in earshot are healed for 30...78...90 the next time they gain a shout or chant." 5 Energy, 1 second cast-time, 15 seconds recharge
 * <> Improved effect, good as a chain for spamming shouts and chants.


 * Change function to: "Elite Chant. (10 seconds) Party members in earshot have 50% chances to block while under the effects of a shout. Additionally, allies in earshot move 25% faster and have +20 armor if under the effects of another chant (10 seconds)." 10 Energy, 1 second cast-time, 20 seconds.
 * <> Now I feel it acts like a real Elite skill, don't you?


 * Change function to: "Chant. (10 second) The next 0...3...4 skills party members within earshot activate cost 0...2...3 less Energy. Double Energy gain from Leadership. No effect unless Leadership 8 or more. The caster is not affected."    10 Energy, 1 second cast-time, 20 seconds cool-down
 * <> This should suit the Paragon better as team supporter.


 * Change function to: "Skill. (5...17...20 seconds) Party members in earshot move 25% faster if under the effects of a chant." 10 Energy, 30 seconds cool-down
 * <> Suitable with the Paragon


 * Change function to: "Chant. (10 seconds). The next 0...2...2 hexes against party members in earshot fail and the caster regains the Energy lost for that hex spell." 6 Adrenaline, 2 seconds cast-time, 5 seconds recharge


 * Change function to: "Chant. (10 seconds) Party members in earshot lose 1 condition with their next 0...1...1 skill." 10 Energy, 1 second cast-time, 10 seconds recharge


 * remove "-20 armor" effect and increase cool-down to 10 seconds


 * reduce cool-down to 20 seconds

MONK SKILL CHANGE

 * Change function to: "Enchantment Spell. (10 seconds) Target all gains a 0...2...3 damage reduction for each Monk Enchantment Spell on him/ her (maximum 3). Ends if target ally gets hexed. No effect if target foe has non-Monk enchantments."   10 Energy, 1 second cast-time, 10 seconds recharge.
 * <> Increase the utily of this skill


 * Change function to: "Elite Enchantment Spell. (10 seconds) Monk Enchantment Spells you cast on target ally cost 0...4...5 Energy. Disables your Healing Prayers skills 5 seconds." 5 Energy, 1/4 cast-time, 8 seconds recharge
 * ''<> Specified "Monk", also affects enchantment spells cast on you.

''
 * Change function to: "Enchantment Spell. (10 seconds) Prevents the next knock-down against you and this enchantment ends. Prevention effect: other party members in the area are healed for 15...45...55 Health." 5 Energy, 1/4 seconds cast-time, 15 seconds cool-down
 * <> Monk would require self anti knock-down.


 * Change function to: "Elite Spell. Heal target all for 10...110...130 Health. Remove 1 condition and 1 hex." 5 Energy, 3/4 seconds cast-time, 4 seconds cool-down.
 * <> very slightly heal for a lower Energy cost and a bit higher cool-down


 * Change function to: "Elite Enchantment Spell. (10 seconds) You have 10...19...25% chances to block for each Enchantment on you (maximum 3 Enchantments). Gain 1 Energy for each enchantment on you (max 2) each time you successfully block this way. 5 Energy, 1/4 seconds cast-time, 5 seconds recharge
 * <> Better energy management and protection is still required.


 * Change function to: "Elite Enchantment Spell. (20 seconds). For 5 seconds at start a Ray of Judgment engulfs your character, dealing 0...10...15 Holy Damage per second to adjacent foes. Ends if you move in these 5 seconds. For 15 seconds you have +2 Smiting Prayers and deal +0...10...15 holy damage with Smiting Prayers spells. Disables your signets (10 seconds). No effect unless Smiting Prayers 13 or more."  10 Energy, 3/4 seconds cast-time, 20 seconds recharge.
 * <> No one could have thought of such effect I guess, I consider it highly balanced.


 * Change function to: "Enchantment Spell. Target ally has +20 armor and attacks deal holy damage. Ends if target all becomes hexed." 5 Energy, 3/4 seconds cast-time, 20 seconds recharge.
 * <> No more maintenance required, slightly improved effect I hope.

RITUALIST SKILL CHANGE

 * Reduce cost to 20 Energy, reduce spirit damage to 0...12...15 to avoid over-damage with Painful Bond.


 * Change functionality to: "Hex Spell. Target foe moves 50% slower (10 seconds) and takes 0...10...12 damage each second while moving. Ends if target foe takes damage from other skills or if another hex is applied to it." (rebalanced to have a longer duration, reduced movement for target foe to enable kiting again, and balanced it to no longer work with Mesmer or any other type of hex build).


 * Change functionality to: "Enchantment Spell. You receive 5 less damage for each nearby Spirit you control (minimum 15 damage)."


 * Change functionality to: "Elite Spell. Steal 5...49...60 Health from target foe. If a summoned creature was targeted, you steal double Health from it and this skill recharges 50 slower. Spirits you control also gain the same Health amount." Increase cool-down to 8 seconds.


 * Change functionality to: "Creates a level 1...7...8 spirit (10...30...35 second lifespan). Its attacks deal 5...17...20 damage and remove one enchantment if target foe's Health is under 50%. This spirit deals no damage and loses 30 Health if it attacks a foe without any enchantments." Decrease cool-down to 30 seconds, decrease cost to 20 Energy.


 * Change functionality to: "Binding Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Non-spirit allies within range have 75% chance to block while you control at least 1 more Spirit. Block effect: this spirit loses 5 Energy or it dies."


 * Change functionality to: "Binding Ritual. Creates a level 1...10...12 spirit (10...22...25 second lifespan). Its attacks deal 5...17...20 damage and interrupt actions on hexed foes. Interruption effect: this spirit loses 50 health." Decrease cool-down to 30 seconds.


 * Change Functionality to: "Hex Spell. Target foe takes 0...15...18 damage per second (10 seconds). No effect unless you are near s spirit you control. End effect: you gain 1...7...8 Energy."


 * Change functionality to: "Binding Ritual. Creates a level 1...5...6 spirit (30 second lifespan). Its attacks inflict Blindness condition (1...3...4 seconds) to foes suffering from another condition.

ELEMENTALIST SKILLS IDEAS FOR REBALANCING
(too imbalanced vs attackers with too many blind skills)


 * Increase cool-down to 10 seconds, reduce blindness condition to 1...7...8 seconds.


 * Reduce Blind duration to 6 seconds, increase cast time to 2 seconds, increase cool-down to 8 seconds, reduce Energy cost to 10 Energy.


 * Reduce Blind duration to 6 seconds, increase cast time to 1 second, increase cool-down to 8 seconds, reduce Energy cost to 10 Energy.


 * Transform damage type to earth (too many high-damage armor-ignorant skills). remove "Those foes are cured of any conditions." effect.


 * Reduce duration to 8 seconds due to high synergy with Glyph of Immolation.


 * Reduce Weakness to 0...8...10 seconds.


 * Change functionality to: "Elite Skill. (5 seconds.) All damage you take is reduced by 75% while Health is over 50%. End effect: gain 5...17...20 Energy." reduce cool-down to 15 seconds.


 * Change functionality to: "Elite Enchantment Spell. (5...15...17 seconds.) Each time you cast a spell, you gain 0...2...2 Energy and 0...7...10 Health for each enchantment on you (maxim 3 enchantments)."


 * Change functionality to: "Your next 1 spell casts instantly but costs twice the Energy price."


 * Add effect: "No effect unless Energy Storage 13 or less." (this is to no longer being able to be used with the new effect I thought for OBSIDIAN FLESH).


 * Change function to: "Spell. Deals 22...94...112 earth damage. Half damage to enchanted or hexed foes. Also deals knock-down to such foes. Knock-down applies only unless Earth Magic 13 or more." Increase cost to 10 energy, decrease cast time to 1 second, increase cool-down to 7 seconds, remove Exhausting effect.


 * Change function to: "Elite Enchantment Spell (8...18...20 seconds). You have +20 armor and enemy Spells cannot target you. No effect unless Earth Magic 13 or more."

NECROMANCER SKILL CHANGE

 * Reduce skill cost to 5 Energy, reduce duration by 1 second.


 * Change skill function to: "Enchantment Spell. (10 seconds) You have 3...5...6 Health degeneration. You are healed for 40...160...190 Health each time you sacrifice Health. Renewal effect: sacrifice Health." 10% HP, 1 Energy, 1 second cast-time, 7 seconds cool-down.


 * Change skill function to: "Enchantment Spell. (15 seconds) Deal 0...15...20 damage to adjacent foes whenever you take damage from skills or attacks. You begin Bleeding (15 seconds) each time this happens." 10 Energy, 1/4 seconds cast-time, 10 seconds recharge.
 * <> To avoid mass damage and bombing from previous effects.


 * Change function to: "Spell. Inflict Weakness on target foe (5...17...20 seconds)." 5 Energy, 1 second cast-time, 15 seconds recharge.


 * increase cast-time to 1 second and cool-down to 10 seconds.


 * halve skill duration, halve cost and remove degeneration effect.


 * Change function to: "Elite Spell. Deal 8...30...35 damage to target foe. Also steal 0...10...15 Health for each hex on target (maximum 3 hexes). No effect if target is not hexed." 10 Energy, 1 second cast-time, 15 seconds recharge.


 * Change function to: "Hex Spell. (5...13...15 seconds) Steal 5...8...10 Health from target foe for each Necromancer hex on it except this one (maximum 3 hexes) each time it attacks." 10 Energy, 1 second cast-time, 15 seconds recharge.


 * Remove Health Sacrifice, reduce damage by 10.


 * Change function to: "Signet. Deals 0...13...15 damage to target foe for each Necromancer hex on it and inflicts Weakness (0...5...6 seconds) for each hex on target foe (maximum 4 hexes). 1 second cast-time, 20 seconds recharge


 * increase recharge to 5 seconds.

MESMER SKILL CHANGE
(rebalanced so as to focus better on 1 target only)


 * Change functionality to: "Enchantment Spell. Foes attacking targets enchanted with this skill cannot gain Adrenaline and lose 3 Energy each time they attack."
 * <> Rebalanced effect for warriors, removed the energy loss for adjacent targets when a hit was done preventing fast mass energy loss; now it also affects long-range attackers).


 * Change functionality to: "Hex Spell. (10 seconds) Deals 10...20...25 damage to target for each Mesmer hex except this one whenever target foe casts a spell (maximum 3 other hexes." 10 Energy, 2 seconds cast-time, 20 seconds recharge


 * Change functionality to: "Hex Spell. (3...10...12 seconds) Target foe has 50% chance to miss with attacks. You take +24...13...10 damage if target foe hits you while affected by this hex. Miss effect: target foe receive 10...19...22 damage." 10 Energy, 1 second cast-time, 15 seconds recharge


 * Increase cool-down to 15 seconds, decrease Energy cost to 5 Energy.


 * Change functionality to: "Elite Hex Spell. (5...12...17 seconds) Target foe moves 50% slower and takes 0...5...8 damage per second while moving." 10 seconds, 1 seconds cast-time, 12 seconds recharge.


 * Change function to: "Hex Spell. (5...12...16 seconds). Target foe takes 0...8...10 damage for each hex on it (maximum 4) except this one whenever it hits with an attack." 10 Energy, 2 seconds cast-time, 10 seconds recharge


 * Change functionality to: "Hex Spell. (15 seconds) Target foe has -2...4...5 Health degeneration and takes 3...12...15 damage each time they activate a skill. Gain 1 Energy each time target foe takes damage due to this effect." 15 Energy, 1 second cast-time, 10 seconds recharge.


 * Change functionality to: "Hex Spell. (5...33...40 seconds) Target foe loses 1 Energy each time it is the target of your Mesmer spells. If target foe's Energy drops to 0, Mind Wrack ends and that foe takes 15...83...100 damage. Disables you non-Mesmer skills (20 seconds)." 5 Energy, 1 second cast-time, 10 seconds recharge


 * Change functionality to: "Elite Hex Spell. Target foe has -1...4...5 Health degeneration and activates spells 50% slower." (too imbalanced again with the new effect; would require a definite change)


 * Change functionality to: "Elite Hex Spell. Target foe takes 50% longer to activate spells, and any interrupt that interrupts target for also interrupts adjacent foes and deals 0...10...15 damage (15 seconds). Increase cool-down to 20 seconds.


 * Reduce Energy loss to 3...8...12 to avoid mass Energy loss.


 * Remove "Interruption effect: disables interrupted skill (+5...11...12 seconds). Your other skills are disabled (8 seconds)." effects;
 * <>it is already an imbalanced interrupt due to it's low cool-down. Mesmers also have good energy management, so the cost of 10 Energy isn't necessarily a problem.


 * Remove the "move 33% slower effect", reduce duration to 15 seconds.


 * Revert to previous effect. (why would the Mesmer need to knock-down foes?; casters are already powerful vs attackers)


 * Change functionality to: "Elite Touch Signet: "Inflict Blindness condition on target foe 5 seconds. You also suffer from Blind 5 seconds." Increase cool-down to 15 seconds, reduce cast time to 1 second.
 * <>this skill was a permanent shut-down for attackers and wasn't very balanced, since Mesmers aren't affected by blind and could use a Plague Touch skill to get rid of their Blind in case target foe had anti-condition, rending attackers as useless. This way, the skill is less effective, but can still be faster recharged due to some Mesmer skills.


 * Change functionality to: "Hex Spell. Target foe gains Adrenaline 50% slower (20 seconds)" (highly imbalanced against Paragons and Warriors, being a permanent shut-down for them).


 * Change functionality to: "Hex Spell. Target foe loses 5 Energy whenever hitting with attack skills, while hexed with at least another Mesmer hex." Increase cool-down to 15 seconds, reduce duration to 15 seconds.


 * Change functionality to be same as ANCESTOR'S VISAGE.


 * Lower damage to 5...45...50. Remove "Deals 5...41...50 damage to other adjacent foes if the target is hexed or enchanted" effect and reduce cool-down to 15 seconds. It can still be used very fast with Keystone Signet and other Mesmer skills that have the effect to lower the cool-down of signets.


 * Lower skill damage to 10...50...75 (Memsers already have enough damage dealing skills), increase hex duration to 4 seconds, change effect to "deals 10...50...75 damage to target foe", no longer affecting other foes, in order to avoid mass damage.


 * Change functionality to: "Hex Spell. Initial effect: interrupts a spell or chant. For 10 seconds it lasts on target foe and interrupts the next non attack-skill they use, dealing 40 damage and this hex ends." Decrease cool-down to 10 seconds.

I have written this list to show that many skills and especially Professions needed to be bettered. Therefore, I o hope that these changes will take effect.