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User:Damysticreaper/Sandbox
Contents |
[edit] Retro PvP; Skills
The idea is skill list for a retro pvp with the professions from GW1 for GW2 wich has the old PvP formats of GW1, RA, HA, FA, JQ and AB. I'm pretty sure that there are plenty of players who enjoyed it in GW1 would like to play it again in GW2. Also a reason is because GW2 has very little to offer after the story has been completed.
When listing the skills i tried to make a balanced list that has the level of balance of the early GW1 period.
Each profession except the Elementalist has 50 skills; 40 normal and 10 elites. The Elementalist is the exception with 70 skills, 60 normal and 10 elites, the reason being that they have 1 more main attribute than the other professions. All the skills combined make a total of 530 skills, 531 if you include Resurrection Signet. In comparison, GW1 PvP has 1235 available skills.
When selecting the skills i also tried to limit the ammount of skills that specificly disable a class of profession, primarily martial hate, and also reduced the ammount of skills that can inflict blind and daze.
The ammount of hex removal and enchantment removal has also been limited quite a bit. right now there are 9 enchantment removal skills with 3 of them being elite and the remaining ones being either conditional or with a recharge of at least 20 seconds.
For hex removal there are a total of 6 skills with one being elite. There are also 3 skills that can remove or prevent a hex from the user only.
For the conditions blind and daze there are 7 skills capable of inflicting blind and 4 skills capable of inflicting daze. Condition removal however is available in a larger number than hex removal, mainly because conditions are aplied much easier.
Since GvG is not included and many skills that have caused some balance issues when being combined with other skills are not available, multiple skills do not have a PvP version anymore.
Having removed most of the overpowered, duplicates and never used skills i hope this list will make a much better balanced PvP. And still has plenty of skills to offer for those who like being creative with their builds.
[edit]
Warrior
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Ranger
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Monk
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Necromancer
[edit]
Mesmer
[edit]
Elementalist
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Assassin
[edit]
Ritualist
[edit]
Paragon
[edit]
Dervish
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Guardian
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Engineer
[edit] Guardian Skills
[edit] Mace Mastery
Mace: deals 18-24 blunt damage, attack speed 1.33
Banishing Strike 4
Mace attack. Deals 10...42...50 holy damage. Deals double damage to summoned creatures.
Faithful Strike 5
Mace attack. Deals +1...12...15 holy damage. Heals you and adjacent allies for 15...43...50.
Holy Strike 6
Mace attack. Deals +1...12...15 holy damage. Deals 10...26...30 holy damage to foes adjacent to target foe.
Judgment Strike 8
1
Elite Mace attack. Causes a knock down and inflicts burning condition (1...4...5 second[s]).
Magehunter Strike 5
½
10
Elite Mace attack. Deals +1...12...15 holy damage and interrupts an action. Interruption effect: disables interrupted skill for 20 seconds. Unblockable if target foe is enchanted.
Protector's Strike 5
10
Mace attack. Inflicts cripple condition (3...13...15 seconds). Deals +15...27...30 holy damage if you hit a moving foe.
Pure Strike 5
8
Mace attack. Unblockable. Deals +1...12...15 holy damage. Lose a condition.
True Strike 5
½
10
Mace attack. Interrupts an action. Interruption effect: Deals 10...42...50 holy damage if you interrupted a skill.
Vengeful Strike 7
1
Mace attack. Deals +1...12...15 holy damage. Deals +15...27...30 holy damage if target foe is attacking or using a spell.
Wrathful Strike 5
10
Mace attack. Deals 15...27...30 holy damage to adjacent foes. Gain 3 energy and 1 strike of adrenaline for each foe you hit.
Zealot's Strike 7
Mace attack. Deals +1...12...15 holy damage and inflicts burning condition (1...3...3 second[s]).
[edit] Zeal
- For each rank of Zeal you have, Spirit weapons, Symbols and Consecrations cost 4% less energy.
Bow of Truth 15
3
30
Spirit weapon (15...27...30 seconds). Summon a level 1...12...15 Bow of Truth that deals 15...27...30 holy damage and inflicts bleeding condition (3...13...15 seconds) with it's attacks. While you control a Bow of Truth conditions on you expire 10...22...25% faster. You can only control 1 spirit weapon at a time.
Hammer of Wisdom 15
3
30
Spirit weapon (15...27...30 seconds). Summon a level 1...12...15 Hammer of Wisdom that deals 15...27...30 holy damage and inflicts weakness condition (3...13...15 seconds) with it's attacks. While you control a Hammer of Wisdom your symbols and consecrations recharge 10...22...25% faster. You can only control 1 spirit weapon at a time.
Shield of Wrath 5
15
Skill (5...13...15 seconds). You block the next 1 attack against you. Block effect: deals 5...41...50 holy damage and knocks down all adjacent attacking foes.
Shield of the Avenger 15
3
30
Elite Spirit weapon (15...27...30 seconds). Creates a level 5...17...20 Shield of the Avenger that deals 15...27...30 holy damage and heals you and nearby allies for 15...27...30 with it's attacks. While you control a Shield of the Avenger you lose 1 hex whenever you use a skill. You can only control 1 spirit weapon at a time.
Signet of Mercy 1½
8
Signet. Heals you for 30...126...150 and removes a hex.
Signet of Wrath ¾
20
Signet. Your next 1...3...3 attacks deal +1...8...10 holy damage. Heals your party for an ammount equal to the damage your attacks deal.
Sword of Justice 15
3
30
Spirit weapon (15...27...30 seconds). Creates a level 1...12...15 Sword of Justice that deals 15...27...30 holy damage to adjacent foes with it's attacks. While you control a Sword of Justice you deal 1...12...15 holy damage whenever your attacks are blocked. You can only control 1 spirit weapon at a time.
Symbol of Faith 10
2
20
Symbol. Deals 15...43...50 holy damage to foes near target ally or foe. Gives +1...8...10 health regeneration (10 seconds) to allies near the initial location of target ally or foe. This skill is disabled for 30 seconds.
Symbol of Judgment 15
2
20
Elite Symbol. Deals 15...43...50 holy damage and causes a knock down to foes near target ally or foe. Deals 15...27...30 holy damage each second (10 seconds) to nearby foes and heals for 15...27...30 each second (10 seconds) for allies near the initial location of target ally or foe. This skill is disabled for 30 seconds.
Symbol of Protection 15
2
20
Symbol. Deals 15...43...50 holy damage to foes near target ally or foe. Reduces damage to 20...12...10% of the maximum health (10 seconds) for allies near the initial location of target ally or foe. This skill is disabled for 30 seconds.
Symbol of Swiftness 15
2
20
Symbol. Deals 15...43...50 holy damage to foes near target ally or foe. Reduces skill casting time by 10...22...25% (10 seconds) for all allies near the initial location of target ally or foe. This skill is disabled for 30 seconds.
Symbol of Wrath 10
2
15
Symbol. Deals 15...43...50 holy damage to foes near target ally or foe. Increases damage by 1...8...10 for allies near the initial location of target ally or foe. This skill is disabled for 30 seconds.
Symbolic Power 10
1
20
Enchantment spell (5...25...30 seconds). You have +0...2...2 Zeal for your symbols.
Spirit Weapon Mastery 10
1
20
Enchantment spell (5...25...30 seconds). Your spirit weapons activate 33% faster.
Consecrated Ground 10
1
20
Enchantment spell (5...25...30 seconds). Your consecrations last 20% longer.
[edit] Honor
"I Will Avenge You!" 5
15
Shout (10...18...20 second[s]). You gain +1...3...4 health regeneration. Initial effect: you gain 1 strike of adrenaline for each ally within earshot (maximum of 1...5...6).
"I Will Survive!" 4
6
Shout (1...12...15 second[s]). You gain +1...12...15 armor and +10...50...60 maximum health.
"None Shall Pass!" 10
15
Shout (10...18...20 seconds). You gain +1...12...15 maximum energy. Initial effect: inflicts cripple condition (1...8...10 second[s]) to nearby moving foes.
Judge's Insight 10
1
20
Consecration (10 seconds). The next 1...3...3 attacks of nearby allies deal holy damage and have +20% armor penetration. End effect: inflicts weakness condition (1...8...10 second[s]) to adjacent foes.
Judge's Intervention 10
1½
20
Consecration (10 seconds). Negates the next damage for allies below 50% health and heals for 30...126...150. Prevention effect: effect: deals 15...43...50 holy damage to adjacent foes.
Judgment 15
2
25
Elite Consecration. Causes a knock down to nearby foes and deals 15...27...30 holy damage each second (5 seconds). End effect: inflicts burning condition (1...4...5 second[s]) to nearby foes.
Soldier's Defense 5
15
Stance (1...5...6 second[s]). You have 75% chance to block while under the effect of a shout or chant. Removes cracked armor condition.
Soldier's Fury 5
15
Elite Skill (1...12...15 second[s]). You gain 50% more adrenaline for your attacks while under the effect of a shout or chant. Gain 1...3...4 strike[s] of adrenaline. Removes weakness condition.
Soldier's Speed 4
Stance (1...12...15 second[s]). You move 25% faster while under the effect of a shout or chant. Removes cripple condition.
Soldier's Stance 5
15
Stance (1...12...15 second[s]). You attack 25% faster while under the effect of a shout or chant. Removes blind condition.
Soldier's Strike 8
Melee attack. Deals +10...34...40 damage. Unblockable and removes a stance if you are under the effect of a shout or chant.
[edit] Valor
"Hold the Line!" 10
30
Shout (2...8...10 second[s]). Party members in earshot have 50% chance to block and gain +24 armor against elemental damage when not moving.
"Retreat!" 5
20
Shout (1...3...4 second[s]). Party members in earshot move 50% faster and take 50% less damage. Ends when attacking or using a skill.
"Save Yourselves!" 4
4
Elite Shout (1...4...5 second[s]). Other party members in earshot gain +100 armor. Ends after taking damage.
Amity 10
1
20
Elite Consecration (8 seconds). Nearby allies gain +1...3...3 health regeneration for each ally affected by this consecration. These allies take 5...17...20 less damage. End effect: heals for 5...41...50.
Hallowed Ground 15
1
20
Consecration (5 seconds). Prevents the next knock down for nearby allies. Prevention effect: heals for 15...43...50.
Healing Ribbon 5
1
10
Spell. Heals target other ally and 2 nearby allies for 40...88...100. Cannot self-target.
Empower 5
¾
2
Enchantment spell (3...13...15 seconds). The next 2 skills target ally uses has +0...2...2 attribute point[s]. Cannot self-target.
Pacifism 15
1
20
Consecration (5 seconds). Reduces incoming damage by 1...12...15 for nearby allies. End effect: heals for 15...43...50. Ends after taking damage 1...3...3 time[s].
Purging Ribbon 5
1
10
Spell. Removes a condition from target other ally and 2 nearby allies. Cannot self-target.
Sanctuary 15
2
20
Elite Consecration (8 seconds). Removes 1...2...2 condition[s] and 1...2...2 hex[es] from nearby allies and heals nearby allies for 2...8...10 health each second. End effect: gives 1...4...5 energy.
Wall of Reflection 10
1½
20
Consecration (5 seconds). Blocks the next incoming attack for nearby allies. Block effect: deals 15...43...50 holy damage to adjacent foes.
[edit] No Attribute
Signet of Resolve 1
4
Signet. Removes daze, deep wound and bleeding from yourself, and one aditional condition.
Signet of Removal 1
5
Elite Signet. Removes a condition and a hex from target ally.
[edit] Engineer Skills
[edit] Alchemy
Weapons you wield use your Alchemy attribute instead of their normal attribute. No effect unless Alchemy is equal or higher than the weapon's attribute requirement.
Elixer A 1
Elite Elixer (60 seconds). Become an Assassin. You have 1...12...15 Critical Strikes, Dagger Mastery, Deadly Arts and Shadow Arts. No effect unless your second profession is Assassin.
Elixer D 1
Elite Elixer (60 seconds). Become a Dervish You have 1...12...15 Earth Prayers, Mysticism, Scythe Mastery and Wind Prayers. No effect unless your second profession is Dervish.
Elixer E 1
Elite Elixer (60 seconds). Become an Elementalist. You have 1...12...15 Air Magic, Earth Magic, Energy Storage, Fire Magic and Water Magic. No effect unless your second profession is Elementalist.
Elixer G 1
Elite Elixer (60 seconds). Become a Guardian. You have 1...12...15 Honor, Mace Mastery, Valor and Zeal. No effect unless your second attribute is Guardian.
Elixer H 1
Elite Elixer (60 seconds). Become a Monk. You have 1...12...15 Divine Favor, Healing Prayers, Protection Prayers and Smiting Prayers. No effect unless your second profession is Monk.
Elixer M 1
Elite Elixer (60 seconds). Become a Mesmer. You have 1...12...15 Domination Magic, Fast Casting, Illusion Magic and Inspiration Magic. No effect unless your second profession is Mesmer.
Elixer N 1
Elite Elixer (60 seconds). Become a Necromancer. You have 1...12...15 Blood Magic, Curses, Death Magic and Soul Reaping. No effect unless your second profession is Necromancer.
Elixer P 1
Elite Elixer (60 seconds). Become a Paragon. You have 1...12...15 Command, Leadership, Motivation and Spear Mastery. No effect unless your second profession is Paragon.
Elixer R 1
Elite Elixer (60 seconds). Become a Ranger. You have 1...12...15 Beast Mastery, Expertise, Marksmanship and Wilderness Survival. No effect unless your second profession is Ranger.
Elixer S 1
Elite Elixer (60 seconds). Become a Ritualist. You have 1...12...15 Channeling Magic, Communing, Restoration Magic and Spawning Power. No effect unless your second profession is Ritualist.
Elixer W 1
Elite Elixer (60 seconds). Become a Warrior. You have 1...12...15 Axe Mastery, Hammer Mastery, Strength, Swordsmanship and Tactics. No effetc unless your second profession is Warrior.
Elixer X 1
Elite Elixer (60 seconds). Become a Doppelganger. You gain target other player's skills, attributes and equipment. Cannot self-target.
Bomb Kit 1
10
Elite Device kit. Equip a bomb kit that replaces your skills with: Bomb, Fire Bomb, Concussion Bomb, Smoke Bomb, Glue Bomb, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Elixer Gun 1
10
Elite Weapon kit. Equip an elixer gun that replaces your skills with: Tranquilizer Dart, Elixer F, Fumicate, Acid Bomb, Super Elixer, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Flamethrower 1
10
Elite Weapon kit. Equip a flamethrower that replaces your skills with: Flame Jet, Flame Blast, Air Blast, Napalm, Smoke Vent, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Grenade Kit 1
10
Elite Device kit. Equip a granade kit that replaces your skills with: Grenade, Shrapnel Grenade, Flash Grenade, Freeze Grenade, Poison Grenade, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Medkit 1
10
Elite Device kit. Equip a medkit that replaces your skills with: Drop Bandages, Drop Bandages, Drop Bandages, Drop Antidote, Drop Stimulant, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Mortar Kit 1
10
Elite Device kit. Equip a mortar kit that replaces your skills with: Launch Mortar Shot, Launch Caltrops Mortar, Launch Elixer, Launch Ice Mortar, Launch Concussion Barrage, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Pistols 1
10
Elite Weapon kit. Equip two Pistols that replace your skills with: Explosive Shot, Poison Dart Volley, Static Shot, Blow Torch, Glue Shot, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Rifle 1
10
Elite Weapon kit. Equip a rifle that replaces your skills with: Hip Shot, Net Shot, Blunderbuss, Overcharged Shot, Jump Shot, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Tool Kit 1
10
Elite Weapon kit. Equip a pry bar and a gear shield that replace your skills with: Smack, Whack, Thwack, Box of Nails, Magnet, Healing Concoction, Smoke Screen, Unequip. You cannot auto attack. No effect unless Alchemy is 4 or higher.
Flame Turret 10
3
45
Turret (15...27...30 seconds). Deploy a level 1...12...15 flame turret that shouts a flame jet to foes in the area. Flame Jet: 2
5
. Deals 15...43...50 fire damage and inflicts burning condition (1...3...3 second[s]) each second (5 seconds) to target foe. Also hit foes between the target and the turret. You can only deploy one Flame Turret at a time.
Healing Turret 15
3
30
Turret (5...13...15 seconds). Deploy a level 1...12...15 healing turret that sprays a regenerating mist. Regenerating Mist: ¾
2
. Gives nearby allies +4...9...10 health regeneration (10 seconds). You can only deploy one Healing Turret at a time.
Net Turret 15
3
30
Turret (10...18...20 seconds). Deploy a level 1...12...15 net turret that shoots a net to foes within 100 feet range. Net: 2
5
. Slow-moving projectile. Target foe moves 50% slower (1...4...5 second[s]). You can only deploy one Net Turret at a time.
Rifle Turret 10
3
45
Turret (10...22...25 seconds). Deploy a level 1...12...15 rifle turret that shoots with an automatic fire attacking foes within 100 feet range. Automatic Fire: 1
5
. Fast-moving projectile. Deals 15...27...30 piercing damage and inflicts bleeding condition (3...13...15 seconds) each second (5 seconds) to target foe. You can only deploy one Rifle Turret at a time.
Rocket Turret 15
3
45
Turret (15...27...30 seconds). Deploy a level 1...12...15 rocket turret that launches rockets towards foes in the area. Rocket: 2
5
. Slow-moving projectile. Deals 10...82...100 fire damage to target foe and adjacent foes. You can only deploy one Rocket Turret at a time.
Thumper Turret 10
3
30
Turret (5...13...15 seconds) Deploy a level 1...12...15 thumper turret that thumps the ground. Thump: 2
10
. Causes a knock down to nearby foes. You can only deploy one Thumper Turret at a time.
Personal Battering Ram 10
2
20
Gadget (20 seconds). Equip a personal battering ram. Your next attack deals +10...34...40 blunt damage and inflicts cripple condition (3...13...15 seconds). Causes a knock down if you critical hit.
Rocket Boots 5
¾
15
Gadget (1...4...5 second[s]). Equip a pair of rocket boots. You move 50% faster. Adjacent foes take 15...43...50 fire damage. Lose cripple condition.
Slick Boots 10
1
20
Gadget (1...4...5 second[s]). Equip a pair of slick boots. Attacks made against you have 33% chance to miss. Nearby foes move 50% slower (5 seconds) and are knocked down when hit while moving.
Throw Mine 25
4
30
Gadget (30 seconds). Plant a mine field near your initial location. The next 1...4...5 time[s] a foe enters this location that foe takes 10...50...60 fire damage and is knocked down. Triggers once every 6 seconds.
Utility Goggles 10
1
15
Gadget (1...12...15 second[s]). Equip utility goggles. You are immune to blind condition and have +15...27...30% chance to critical hit.
Healing Concoction 5
1
8
Skill. Heals for 30...126...150. Removes a hex and a condition.
Smoke Screen 5
¼
15
Skill. Inflicts blind condition (1...4...5 second[s]) to adjacent foes and shadow step to target's location. Cannot self-target.
Supply Crate 10
2
30
Skill. Your Gadgets and Turrets are recharged. Gain 1...3...4 energy for each Gadget and Turret recharged.
[edit] Bomb Kit
Bomb ½
1
Trap (3 seconds). Place a bomb at your location. End effect: deals 10...42...50 fire damage to nearby foes. Easily interrupted.
Fire Bomb ½
10
Trap (30 seconds). Place a fire bomb at your location. Trigger effect: deals 15...63...75 fire damage and inflicts burning condition (5 seconds) to nearby foes. Easily interrupted.
Concussion Bomb ½
20
Trap (30 seconds). Place a concussion bomb at your location. Trigger effect: interrupts a spell and inflicts dazed condition (3...7...8 seconds) to nearby foes. Easily interrupted.
Smoke Bomb ½
15
Trap (30 seconds). Place a smoke bomb at your location. Trigger effect: interrupts an attack and inflicts blind condition (4...9...10 seconds) to nearby foes. Easily interrupted.
Glue Bomb ½
20
Trap (30 seconds). Place a glue bomb at your location. Trigger effect: causes a knock down (2...3...3 seconds) and inflicts crippled condition (3...13...15 seconds) to nearby foes. Easily interrupted.
[edit] Elixer Gun
Tranquilizer Dart ¾
1
Ranged attack. Deals 10...42...50 piercing damage and inflicts bleeding and weakness condition (2...8...10 seconds).
Elixer F ¾
8
Ranged attack. Inflicts crippled condition (3...13...15 seconds). Allies near target foe lose crippled condition and move 50% faster (3 seconds).
Fumigate 1½
10
Ranged attack. Also hits foes near your target. Inflicts poison and cracked armor condition (3...13...15 seconds). Nearby allies lose 2 conditions.
Acid Bomb ¾
15
Trap. Nearby foes suffer -4...9...10 health degeneration (10 seconds). Shadow step to a nearby location behind you.
Super Elixer 1½
10
Skill. Projectile. Heals target ally and allies in the area of the initial location of target ally for 5...13...15 each second (10 seconds).
[edit] Flamethrower
Flame Jet 1
1
Ranged attack. Half-range. Inflicts burning condtion (1...3...3 second[s]) to target foe and all foes between you and your target.
Flame Blast 1
10
Ranged attack. Half-range. Deals 10...66...80 fire damage and inflicts burning condition (1...4...5 second[s]) to target foe and nearby foes.
Air Blast 2
20
Ranged attack. Half-range. Causes a knock down (2...4...4 seconds).
Napalm 2
20
Ranged attack. Half-range. Deals 15...27...30 fire damage and inflicts burning condition (1...4...5 seconds) each second (5 seconds) to target foe and foes near your target's initial location.
Smoke Vent ¾
15
Skill. Inflicts blind condition (3...8...9 seconds) to all nearby foes.
[edit] Grenade Kit
Grenade 1
1
Skill. Slow moving projectile. Deals 5...41...50 fire damage to target foe and adjacent foes.
Shrapnel Grenade 1
5
Skill. Slow moving projectile. Deals 5...41...50 slashing damage and inflicts bleeding condition (3...13...15 seconds) to target foe and nearby foes.
Flash Grenade 1
15
Skill. Slow moving projectile. Inflicts blind condition (2...5...6 seconds) to target foe and nearby foes.
Freeze Grenade 1
20
Skill. Slow moving projectile. Deals 15...71...85 cold damage and causes 66% movement reduction (2...7...8 seconds) to target foe and nearby foes.
Poison Grenade 1
25
Skill. Slow moving projectile. Deals 15...71...85 damage and inflicts poison condition (8...22...25 seconds) to target foe and nearby foes.
[edit] Medkit
Drop Bandages ½
5
Item spell. Drop effect: heals nearby allies for 15...71...85.
Drop Bandages ½
10
Item spell. Drop effect: heals allies in the area for 15...71...85.
Drop Bandages ½
15
Item spell. Drop effect: heals your party for 15...71...85.
Drop Antidote ½
8
Item spell. Drop effect: removes 1...3...3 condition[s] from allies within earshot.
Drop Stimulant ½
30
Item spell. Drop effect: nearby allies attack 25% faster and move 25% faster (2...8...10 seconds).
[edit] Mortar
Launch Mortar Shot 2
5
Spell. Slow moving projectile. Target foe and adjacent foes take 7...91...112 fire damage.
Launch Caltrops Mortar 2
15
Spell. Slow moving projectile. Deals 10...70...85 piercing damage and inflicts crippled and bleeding condition (2...8...10 seconds) to target foe and nearby foes.
Launch Elixer 2
15
Enchantment spell (10 seconds). Slow moving projectile. Gives target ally and nearby allies +4...9...10 health regeneration and +15...27...30 armor.
Launch Ice Mortar 3
20
Hex spell. Slow moving projectile. Deals 25...85...100 cold damage to target foe and nearby foes. Struck foes move 66% slower (2...10...12 seconds).
Launch Concussion Barrage 4
30
Spell. Slow moving projectile. Deals 5...25...30 chaos damage and causes a knock down and inflicts dazed condition (2...6...7 seconds) each second (5 seconds) to target foe and foes near the initial location of target foe.
[edit] Pistols
Explosive Shot ¾
1
Ranged attack. Half-ranged projectile. Deals 10...42...50 fire damage and inflicts bleeding condition (2...8...10 seconds) to target foe and 2 adjacent foes.
Poison Dart Volley ¾
10
Ranged attack. Half-ranged projectile. Deals 10...34...40 piercing damage and inflicts poison condition and weakness condition (5...17...20 seconds) to target foe and 4 foes adjacent to your target.
Static Shot ¾
15
Ranged attack. Half-ranged projectile. Deals 15...71...85 lightning damage and inflicts blind condition and daze condition (3...5...5 seconds) to target foe and 3 other foes near your target. 25% armor penetration.
Blowtorch 1
15
Melee attack. Deals 10...50...60 fire damage and inflicts burning condition (1...3...3 second[s]) to foes in the area. Deals 10...50...60 fire damage and inflicts burning condition (1...4...5 second[s]) to nearby foes. Deals 10...50...60 fire damage and inflicts burning condition (1...6...7 second[s]) to adjacent foes.
Glue Shot 1
20
Ranged attack. Half-ranged projectile. Inflicts crippled condition (5...17...20 seconds). Causes a knock down (2...3...3 second[s]) if you hit a moving foe.
[edit] Rifle
Hip Shot ¾
1
Ranged attack. Fast moving projectile. Deals 10...42...50 piercing damage.
Net Shot ¾
10
Ranged attack. Fast moving projectile. Target foe moves 50% slower (1...4...5 second[s]).
Blunderbuss ¾
10
Ranged attack. Fast moving projectile. Deals 15...71...85 piercing damage and inflicts bleeding condition (3...13...15 seconds) to target foe and adjacent foes.
Overcharged Shot 1½
15
Ranged attack. Fast moving projectile. Deals 10...82...100 piercing damage and causes a knock down (2...3...3 seconds). 25% armor penetration. You are knocked down (2...3...3 seconds).
Jump Shot ¼
20
Skill. Shadow step directly away from target foe or shadow step to target ally. Initial effect: deals 15...71...85 fire damage to adjacent foes. Cannot self-target.
[edit] Tool Box
Smack ½
2
Lead attack. Smack your foe with your pry bar. Deals 5...29...35 blunt damage and inflicts cracked armor condition (2...8...10 seconds).
Whack ½
2
Off-hand attack. Whack your foe with your gear shield. Deals 10...34...40 blunt damage and inflicts weakness condition (2...8...10 seconds). Must follow a lead attack.
Thwack ½
2
Dual attack. Thwack your foe with both your pry bar and your gear shield. Deals 10...42...50 blunt damage and inflicts deep wound condition (2...8...10 seconds). Must follow and off-hand attack.
Box of Nails 1
15
Skill. Half-ranged projectile. Inflicts bleeding condition and crippled condition (2...8...10 seconds) to target foe.
Magnet 1
20
Skill. Half-ranged projectile. Target foe shadow steps to your location and is interrupted.
[edit] Skill changes
However there are still a few skills i suggest a change for.
Battle Rage 4
6
Elite Stance (2...8...10 seconds). You attack 33% faster and gain adrenaline 33% faster. Ends if you use a non-adrenaline skill.
- I changed it from a IMS into an IAS to give the warrior and elite IAS. Semi-maintainable at high investment and still has the same drawback. Should not give any balance issues in this form.
Cleave 5
5
Elite Axe attack. Deals +5...25...30 damage. Gain 1...3...4 strike[s] of adrenaline.
- I changed it into an energy attack that gives adrenaline and deals the same ammount of damage. As adrenaline attack with damage only it won't be able to compete with Eviscerate and with the high ammount of adrenaline attack and few energy attacks in Axe Mastery a skill that gives quick adrenaline will be very usable.
Dragon Slash 5
8
Elite Sword attack. Deals +10...34...40 damage. You gain 1...4...5 strike[s] of adrenaline of it hits.
- I changed it into an energy attack for a more diverse use. Also makes the use of Final Thrust easier since players can return the lost adrenaline more easily.
Hamstring 5
10
Sword attack. Inflicts cripple condition (3...10...12 seconds). Deals +3...13...15 damage if you hit a moving foe.
- Reduced it's cost to make it a viable snare and give a bonus damage to let it match Bull's Strike and the snaring capabilities of the Dervish as a martial profession.
Lightning Reflexes (PvP) 10
30
Stance. You have 75% change to block and attack 33% faster. Ends if you make a melee attack.
- Rebalanced it with the same drawback as Escape (PvP) instead of an increased recharge time.
Power Shot 5
3
Bow attack. Deals +5...17...20 damage.
- Old bonus damage is back and has it's cost reduced. Penetrating Shot is superior against almost any enemy in PvP. This function let's it match Penetrating Attack and gives the Ranger a good low cost damage skill.
Precision Shot 5
6
Bow attack. Deals +5...17...20 damage. Deals 5...17...20 damage if blocked.
- I changed it into an attack that punishes blocking instead of being unblockable. Called Shot is a much better balanced unblockable attack, no need for a difficult-to-balance unblockable attack. Also functions as a low cost damage attack.
Word of Healing 5
¾
3
Elite Spell. Heals target ally for 25...85...100. Heals for 30...126...150 more if target ally is below 50% maximum health. Cannot self-target.
- I gave it an increase in healing and returned it's old drawback of being unable to self-target. The drawback makes it an elite Heal Other again and should let Glimmer of Light see more play as an elite Orison of Healing and Light of Deliverance as an elite Heal Party, 3 core healing skills of the monk. It should also let some non-elite skill see more play again as well, mainly Orison of Healing, Heal Other and Healing Touch.
Shield of Regeneration 10
¼
8
Elite Enchantment spell (5...11...13 seconds). Target ally gains +4...9...10 health regeneration and +40 armor.
- A reduced cost to make it easier to use and letting it see play.
Heal Party (PvP) 10
2
15
Spell. Heals entire party for 5...57...70.
- A reduced recharge since there is no GvG wich it has been balanced for.
Mending -1
5
1
5
Enchantment spell. Target ally has +1...4...5 health regeneration.
- A reduced cost and activation time and a minor increase in regeneration to make it easier to use and let it see play.
Vocal Minority 10
2
20
Hex spell (2...8...10 seconds). Target foe cannot use shouts or chants.
- Target limited to 1 and duration has been reduced and can no longer be maintained. It is simply too strong against Paragons since it can disable them almost completely.
Soothing Images 10
3
20
Hex spell (3...10...12 second[s]). Target foe cannot gain adrenaline.
- Reduced duration and increased activation time and recharge time and changed it into a single target hex. As a maintainable hex it is too strong against Warriors, Paragons and Dervishes in PvP who rely strongly on adrenaline.
Assault Enchantments 5
¾
10
Elite Skill. Removes 2 enchantments from target foe. Must follow a dual attack.
- Enchantment removal limited to 2 for better enchantment vs enchantment removal balance.
Weapon of Fury 5
1
8
Elite Weapon spell (5...17...20 seconds). Target ally gains +1 strike of adrenaline and +1 energy when hitting with an attack.
- The adrenaline gain has been changed into an unconditional 1 strike. This allows it to function much better as a support skill for the martial classes.
Song of Restoration 5
1
10
Elite Chant (10 seconds). Allies in earshot are healed for 5...57...70 the next time they use a skill.
- Reduced the cost, recharge and healing to make it playable. The party members range has been changed into allies to make it more elite worthy when compared to Light of Deliverance with an instant party heal and Divine Healing a non-elite earshot range heal.
Disrupting Throw 5
½
10
Spear attack. Interrupts an action. Deals +5...25...30 damage if interrupted a skill.
- Unconditional interrupt and deals bonus damage when a skill has been interrupted. This makes it a more reliable interrupt and promotes better play.
Mighty Throw 7
Spear attack. Deals +10...34...40 damage. Moves 3 times faster than normal.
- Removed the long activation time and significantly increased the adrenaline cost. This makes it much more playable without disrupting the balance.
Unblockable Throw 5
1
10
Spear attack. Deals +5...17...20 damage. Unblockable.
- I changed it into an energy attack with a decreased activation time and damage. This makes it easier to use and has less balance issues when compared to Wild Throw.
Remedy Signet 1
4
Signet. Removes cracked armor, cripple, weakness and one more condition from yourself.
- Added cracked armor, cripple and weakness removal to let it match Antidote Signet.
Onslaught (PvP) 10
10
Elite Flash enchantment spell (2...8...10 seconds). You attack 25% faster and gain adrenaline 25% faster.
- Increased the duration to make it semi-maintainable. With the IMS removed and no Extend Enchantments it should not cause any balance issues.