User:Levil

Sorry for my bad English. If there is something I didn't explain clearly please help me with it :)

GuildWars is my favourite game (not "one of"). Most of the time I spent on this game is making new builds.However,with the effort of many smart players,there are almost only standard builds.In GVG,HA,RA,AB,CM or some parts of PVE u may find everyone uses the same builds. Seldom can you see or make new builds to play with. The main reason is that after playing a period of time players may have the ability to judge weather a skill is useful or useless. The skills in GW is really a big family. Some of them are underpowered. I want GW to be a more creative game. So I make some suggestions for the skill updates. I will appreciate it if you think my suggestion is a bit useful :)

Dervish Skills Update Suggestion
You can see few dervishes in PVP. The elite skill useful for PVP is only 1 (Wounding Strike). Dervish is frontline with much lesser armor while doing lesser damage than warriors. The characteristic of dervish is enchantment. However, the casting time and the after-cast time lower the attack rate of dervish, making enchantments not so useful for dervish. "Balthazar bless my strength, teach my hands to war, and my fingers to fight." As avatar of Balthazar, dervish really need a buff to get back to war.

Mysticism Skills
 Split into PvP and PvE. PvE version remains the former. PvP version: Elite Form. "For 10...80...90 seconds, you gain +20 armor, you move 33% faster, and your attacks deal holy damage. This Skill is disabled for 90 seconds."

 Split into PvP and PvE. PvE version remains the former. PvP version: Elite Form. "For 10...75...85 seconds, you gain 5...39...47 Health whenever you use a Skill, and hexes expire 50% faster on you. This Skill is disabled for 90 seconds."

 Elite Form. "For 10...80...90 seconds, you cannot be blocked by enchanted foes, and your attacks deal cold damage. This Skill is disabled for 90 seconds."

 Split into PvP and PvE. PvE version remains the former. PvP version: Elite Form. "For 10...75...85 seconds, you gain 1 Energy each time you hit with a scythe attack, your attacks deal +5...36...45 damage to foes activating skills. This Skill is disabled for 90 seconds."

 Split into PvP and PvE. PvE version remains the former. PvP version: Elite Form. "For 10...75...85 seconds, you lose one condition whenever you use a Skill, and your attacks deal earth damage. This Skill is disabled for 90 seconds."


 * Forms have a long casting time (2 seconds) and a long disable time (120 seconds), making them easily interrupted or unusable for a long time after death. Decreasing the disable time to 90 seconds and reducing the effect may lead forms to reworking. However, players can maintain forms by using Eternal Aura in PvE. So we split the forms into PvP and PvE, remaining the powerful form version for PvE.

 Stance. "For 3...7...10 seconds you move 33% faster. This Stance ends if you cast an Enchantment."


 * Dervish players prefer to take Enchanted Haste or Signet of Mystic Speed as an IMS skill. However, you have to spend some attribute points on Wind Prayers if you take one of them, and then your lower Mysticism rank will reduces the duration of your elite form skill. Pious Haste is an option for IMS but the enchantment removing effect is a pain for dervish. With this change you can only spend points on Mysticism and Scythe Mastery. Slightly shorter the duration.

 Stance. "Lose one Enchantment. For 2...5...6 seconds, you attack 33% faster. If an enchantment was removed in this way, this stance lasts for 2...6...7 seconds."

 Spell. "Lose 1 enchantment. If an enchantment was removed in this way, you gain 1...3...4 Energy for each foe in earshot (maximum 12 Energy)."
 * Unlike "To the Limit!", the casting time and the after-cast time of spells will significantly lower the attack rate. So this skill should be buffed.

 Enchantment. "For 5...12...15 seconds, Dervish Enchantments cast upon you last 25% longer."

Slightly Changes : . - Main enchantment should not be easy to be interrupted. : 0...2...3 Energy. :, 15 seconds duration. : 5...8...11 Health (maximum 30). - Compare it with Vigorous Spirit. :, 15 seconds duration.

Scythe Mastery Skills
 Melee Attack. "Deals +10...26...30 damage. For each Enchantment on you, transfer one condition and its remaining duration from yourself to target foe."

Slightly Changes : . +10...25...35 damage. - It is hard to attack more than one foe and the +damage is too little. : . +6...14...16 damage. - Spammable bleeding. : Deep Wound condition if target was below 75% Health.

Wind Prayers Skills
 Enchantment. "For 2...4...4 seconds, inflicts Cracked Armor (3...8...10 seconds) with your attack skills"
 * Making Dervish the only physical profession that has the ability to inflicts Cracked Armor.

 Stance. "For 5...13...15 seconds, you move 25% faster and deal +3...10...12 damage to moving foes. Harrier's Haste renews when you hit a moving foe with an attack skill."
 * Dervish has no KD skills. Powerful IMS is needed.

Slightly Changes ': . ': . :.

Fast Casting Skills
 Elite Skill. "For 1...25...31 seconds, this skill becomes the Elite of target foe and target foe's elite is disabled for 10 seconds. Elite spells you cast use your Fast Casting attribute instead of their normal attributes."

 Elite Spell. "Interrupt the target foe's action. If that action was a spell, target foe suffers Exhaustion."

Domination Magic Skills
 Hex Spell. "For 8 seconds, whenever target foe casts a spell, that foe takes 35...119...140 damage. If that foe was casting a spell, this Hex lasts for 10 seconds instead."

 Hex Spell. "For 5...7...9 seconds, whenever target foe attacks, that foe takes 10...46...55 damage. If that foe was attacking, this Hex lasts for 5...13...15 seconds instead."


 * Backfire and Empathy are too powerful and annoying in some conditions. With these changes players can reduce the duration if play smartly.

 Spell. "Remove one enchantment from target foe. All of that foe's party members also lose that same enchantment. If only one enchantment is removed, you gain 2...6...8 energy."

 Elite Spell. "Interrupt target foe's action. If that action was a skill, that skill is disabled for 5...17...20 seconds, and Simple Thievery is replaced by that skill. Elite spells you cast use your Dominance attribute instead of their normal attributes"

 Hex Spell. "For 0...4...6 second[s], target's next spell cause Exhaustion."

Slightly Changes : . - This skill is too conditional. : . - Compare it with other non-elite interrupt spells.

Inspiration Magic Skills
 Elite Skill. "For 5...18...30 second, each time a foe's skill is interrupted by you, you steal up to 3...4...5 energy from that foe. If your interrupt skill missed, that skill recharges instantly and Power Leech ends."
 * Useful for builds with many interrupt skills.

 Elite Enchantment Spell. "For 20 seconds, you gain +1 energy generation. Mantra of Recall ends if your energy drops to 0. You gain 10...22...25 Energy when Mantra of Recall ends."

Slightly Changes : . - Compare it with Rip Enchantment. :.

Illusion Magic Skills
Slightly Changes : PVP version:. No longer AOE. :.

No attribute Skills
 Elite Spell. "Remove up to 2 Hexes from target ally. You and target ally gain 3 energy."

 Elite Spell. "Target foe loses all Enchantments. For each Enchantment removed this way, Shatter Storm is disabled for an additional 5 seconds and you gain 5 energy."

Slightly Changes :.

Expertise Skills
 Version 1: Signet. "For 1...19...24 seconds, apply Poison and Bleeding for 15 seconds whenever you successfully interrupt a skill." Version 2: Signet. "For 1...19...24 seconds, when you hit a foe who is activating a skill, this skill is interrupted and Archer's Signet ends."
 * For skillful rangers.
 * Funny function.

 Elite stance. "For 1...12...16 second[s], you attack 25% faster and your arrows move twice as fast. Expert's Dexterity renews when you successfully interrupt a skill."
 * Useful skill for skillful players.

Slightly Changes : 24 seconds. :.

Beast Mastery Skills
Slightly Changes : . - Compare it with Natural Healing. ': . ': . - Compare it with Scavenger Strike. : . - Barbed Spear and Maiming Spear combo used in Ranger/Paragon builds can be spammable.

Marksmanship Skills
 Bow Attack. "If Determined Shot hits, you strike for +5...17...20 damage. If Determined Shot fails to hit, your next 3 attack skills cannot be blocked."

Slightly Changes ': . ': . : . - Compare it with Savage Shot. : . Damage target foe and adjacent foes if blocked.

Wilderness Survival Skills
 Nature Ritual. "Create a level 1...8...10 Spirit. Chants, Shouts and Echos cost 1...2...2 lesser Energy and last 25% longer. This Spirit dies after 30...54...60 seconds."
 * Roaring Winds was too narrow that you can see no one use it. Change it to buff chant, shout and echo ways.

 Elite Skill. "For 6...18...25 seconds your attacks deal +7 damage for each condition on foe (maximum 20)."

Slightly Changes ': . ': . ': . 4...7...9 ': . ': . ': . ': . ': . : 24 seconds. : Unblockable if target suffers no condition. - Compare it with Crippling Shot.

No attribute Skills
 Elite Bow Attack. "Shoot an arrow that moves twice as fast. If Quick Shot hits, your next 5 arrows also moves twice as fast."
 * The after-cast makes Quick Shot not quick at all.It needs a buff.

Monk Skills Update Suggestion
EVERY heal monk in PVP uses woh or Healer's Boon in HA. Monk has too many useless elite skills.

Divine Favor Skills
 Elite Spell. "Heal target ally for 10...114...140 Health and remove one condition and one hex. If one hex or one condition is removed in this way, you lose 5 energy."
 * In the past time, monks who use this skill also take Glyph of Energy for an energy management. But now this skill is too costly for Mo/W.

 Elite Enchantment Spell. "For 10...20...25 seconds, you gain 2 Energy whenever you use a Signet. Your Monk Signets activate 50% fast."
 * Good combo with Signet of Devotion. In addition to making Signet of Devotion rework.

 Enchantment Spell. "For 20 seconds, your Smiting Prayers have 150% the Divine Favor bonus."

 Elite Enchantment Spell. "Target ally loses 1 hex. For 2...10...12 seconds, next time target ally suffers from a new hex, that hex and Withdraw Hexes end together."

Slightly Changes : . - Compare it with Signet of Rejuvenation : Not only Monk enchantments.

Healing Prayers Skills
 Elite Enchantment Spell. "While you maintain this enchantment, your Healing Prayers spells heal for 25% less Health, but cost 50% lesser Energy."
 * After this change, this skill still reduces 3 energy when using Healing Prayers spells. It works better on  Healing Prayers spells (reduce 5 energy cost). Since  Healing Prayers spells are almost unusable in PVP, Healer's Covenant may lead them to reworking.

 Elite Enchantment Spell. "For 3 seconds, whenever target ally takes damage, that ally is healed for 5...39...45 Health."

 Elite Spell. "Heal target touched ally for 31...66...75 Health. Health gain from Divine Favor is doubled for this Spell. Health gain from Divine Favor is Tripled if the ally is not yourself."
 * It is too hard to touch allys for healing.

Slightly Changes : Heals for 10...114...140 Health. ': ': . Heals for 60...108...120

Protection Prayers Skills
 Elite Enchantment Spell. "For 2...6...8 seconds, the next time target ally is target of an attack skill or a hostile spell, that attack skill is blocked or that spell failed. End effect: target ally is healed for 20...60...70 health."

 Elite Enchantment Spell. "For 20 seconds, the next 40..136..168 damage target ally would take is negated."
 * Old version of Life Sheath but more powerful.

 Elite Spell. "Heal target ally for 30...150...180 Health. If target was below 50% Health, you gain 2 Energy. Otherwise you lose 5 energy"
 * Monks won't Q_Q if Zealous Benediction is interrupted.

Slightly Changes : End effect: Heals for 5..41..50 health.

Smiting Prayers Skills
 Elite Hex Spell. "For 2...14...18 seconds, the next time target foe would gain health, that foe takes that amount of damage instead, maximum 20...65...70."

Slightly Changes : If minion,die. : . Maximum 70. Only Monk Enchantment. : . Addition damage if target was activating a skill. : . Add additional recharge if under 50% health. ''- Mesmer with Unnatural Signet (PvP) or(and) Spiritual Pain (PvP) can do better spike. Word of Censure should be a pressure skill.''

Strength Skills
 Stance. "For 5...13...15 seconds, you gain 50% more adrenaline."

 Elite Stance. "For 5...7...9 seconds, you move 33% faster and if your attack skill hit a moving foe in melee, that foe is knocked down."

 Elite Melee Attack. "If this attack hits, you strike for +5...17...20 damage and you gain 1 strike of adrenaline. If your target is under the effects of an enchantment, this attack cannot be blocked."

Slightly Changes ': . ': . : Gain 3 energy if hit a stationary foe. ': . ': . ': . ': 1...18...20. :.

Axe Mastery Skills
 Axe Attack. "If Lacerating Chop hits, you deal +5...17...20 damage. If it strikes a knocked down or moving foe your target suffers from Bleeding for 5...17...20 seconds."

 Axe Attack. " If this attack hits, you strike for +5...29...35 damage. Swift Chop is Unblockable if target foe has a Deep Wound."
 * No one want an unreliable DW skill.

Slightly Changes ': . ': . : . ''- I don't think it would be overpowered. Spamming Cleave will make other adrenal skills very hard to be recharged. And the +damage of Cleave is too little for spike.'' : Unblockable. ' and ': Armor penetration stack with Strength attribute. : Nearby.

Swordsmanship Skills
 Sword Attack. "If Final Thrust hits, you deal 1...32...40 more damage. This damage is doubled if your target was below 50% Health and you lose all adrenaline."

 Sword Attack. "If this attack hits target foe begins bleeding for 25 seconds. Strikes for +1...16...20 damage if target foe's movement speed is unnormal."

Slightly Changes ': . ': . : . Unblockable if you or target foe is not in a stance. : . Unblockable if you or target foe is not in a stance. : Unblockable if you are in a stance. - Compare it with Jagged Strike or Barbed Spear. : . +1...27...35 damage. : . +1...27...35 damage.