User:Falconeye

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About Me

HI! ^_^ I'm Raymond S. Melendez (better known as Tranquility Of Soul to folks on Guild Wars).


This user plans to buy Guild Wars 2
This User is a member of the Luxon alliance.
PvX This user enjoys mostly PvE, but also enjoys some PvP.
This user plays all GW installations: Prophecies, Factions, Nightfall and Eye of the North.
This user is a title hunter
This user is a Ritualist by nature.
Image:User Lensor CanthaMissionIcon.png‎ This user is a Canthan at heart!
This user favors Grenth above All.
This user loves the Dragon Arena.
This user is NOT a fan of Polymock
Image:New-download-thing.png This user likes game updates.
Image:User Barinthus California.jpg This user resides in the State of California.
Image:User_Alce_infobox.png This user watches Alce's Build of the Day.
Not that illiterate This user enjoys the Guild Wars setting.
This user wants active binding rituals.
This user believes compromise is a virtue to be cultivated.

Characters

HRK Alliance Suggestions

Progressive A.R.C. System

My primary in-game character is Tranquility Of Soul. The others are of little consequences as they are merely spiritual essence of Soul's ancestors who possesses her...



A Profession's Role

DEFENDER    Paragon     LEADER
       Warrior        Monk
            Elementalist
     Dervish            Ritualist
            Ranger
       Assassin        Necromancer
STRIKER     Mesmer    CONTROLLER

Heavens Royal Knights: (HRKguild.com) (http://wiki.guildwars.com/wiki/Guild:Heavens_Royal_Knights)

Fixed On Christ: ([1])

(...add them here...)

Nealie
(All her issues addressed; thank you Nealie)

Nancy's -Active Rituals- Campaign: (http://guildwars.grupthink.com/) (http://www.nikiwiki.com/Gw2/index.php?title=Main_Page)

Binding Spells
  • Weapon Binds:
  • Armor Binds:
  • Item Binds:
  • Chakra Binds:
Binding Rituals
  • Attacker Rituals:
  • Shutdown Rituals:
  • Supporter Rituals:
  • Popper Rituals:
  • Utility Rituals:
File:Rit-change.jpg This player thinks the Ritualist needs a greater change to get re-involved in the game play of Guild Wars.

Skill Balance & Wish List

Guild Wars Suggestions
  • 25%Sacrifice, -1Image:Tango-upkeep.png, 10Exhaustion, 3Adrenaline, 5 Energy0 Activation time20 Recharge time,
  • 5 Adrenaline1 Activation time1 Recharge time, 33% Sacrifice1 Energy0 Activation time0 Recharge time
  • Warrior, Ranger, Monk, Necromancer, Mesmer, Elementalist, Assassin, Ritualist, Paragon, Dervish
  • (-A- & -B- represents duplicates; different skills with same name, or same skills with different names.)
  • AB
Notes
Summoned creatures include: A necromancer's Minion(s); Spirits summoned by a ritualist or a ranger, including the PvE skills Winds and Vampirism; The four Asura Summons; Golem (summon) created by Automaton Summoning Stone; The creatures summoned by the PvE skill Star Strike and Star Servant.
Demonic creatures are any creature affected by weapons of Demonslaying, including: Nightmare Horde, Margonites, and Torment creatures; Demons in the Dragon Festival, the wintersday monsters called Grentch, and Demons found in the Tomb of Primeval Kings; this may also include other demonic servant of Abaddon (but not Abaddon himself).
Constructs creatures are any creature affected by weapons of Constructbane, including: Carven Effigies, Stone Summit golems, Asuran GOLEMs, Graven Monoliths, Juggernauts, Jade constructs, Roaring Ethers, Shiro'kens, Stone guardians, Titans, and Enchanted armors or weapons.
Elementals creatures include: Djinns, Ethers, Golems, Stone Guardians, Wisps and Living Land; The four Asura Summons.
Undead creatures are any creature affected by weapons of Undeadbane or weapon of Skeletonslaying, including: Ghosts, Mummys', Skeletons, Zombies, Ancient Effigy, Shadows, all Spirits and all Animated Undead.
Unimplemented content
Bugged Skills & Anomalies
Sealed Play Deck << WE NEED THIS FOR PVP!
Fragile Bundles, Timed Bundles & Bundle Items
List of codex skills
OLD Skill feedback



[edit] Warrior

  • Dwarven Battle Stance Dwarven Battle Stance - 10 Energy0 Activation time20 Recharge time - (Hammer Mastery) - Elite Stance. (5...10...11 seconds.) You attack 33% faster. Interrupts actions if you attack with a hammer. Ends if you use a non-Hammer Mastery skill.

-

-

  • Charge! Charge! - 5 Energy0 Activation time20 Recharge time - (Tactics) - Elite Shout. (5...13...15 seconds.) Allies in earshot move 33% faster. Grants +0...3...4 adrenaline on their next attack. "Charge!" ends when an ally hits.

-

-

  • Soldier's Defense Soldier's Defense - 5 Energy0 Activation time10 Recharge time - (Tactics) - Stance. (1...4...5 seconds.) You have 75% chance to block while under the effects of a chant or shout. You take 5...17...20 less damage if attacking foe is near any of your allies.
  • Soldier's Speed Soldier's Speed - 5 Energy0 Activation time10 Recharge time - (Tactics) - Stance. (1...4...5 seconds.) You move 50% faster while under the effects of a chant or shout. You are healed for 50...98...110 if target foe is near any of your allies.
  • Soldier's Stance Soldier's Stance - 5 Energy0 Activation time10 Recharge time - (Tactics) - Stance. (1...4...5 seconds.) You attack 33% faster while under the effects of a shout or chant. Interrupts actions if target foe is near any of your allies.
  • Soldier's Strike Soldier's Strike - 5 Energy0 Activation time4 Recharge time - (Tactics) - Melee Attack. Deals +10...34...40 damage while under the effects of a shout or chant. Unblockable if target foe is near any of your allies.

-

[edit] Ranger

  • Ferocious Strike Ferocious Strike - 5 Energy0 Activation time8 Recharge time - (Beast Mastery) - Elite Pet Attack. Deals +13...25...28 damage to nearby foes. You gain adrenaline, 5...41...50 Health and 3...9...10 Energy if target foe is enchanted.
  • Enraged Lunge Enraged Lunge - 5 Energy0 Activation time5 Recharge time - (Beast Mastery) - Elite Pet Attack. Inflicts Deep Wound condition (5...17...20 seconds). Deals +10...42...50 damage and causes knocked down if target was suffering from a condition.
  • Heal as One Heal as One - 5 Energy1 Activation time8 Recharge time - (Beast Mastery) - Elite Skill. Heals you and your pet for 25...121...145. No effect unless either you or your pet are below 75% Health. (5 seconds.) Negates the next fatal damage you or your pet takes. Negation effect: heals both you and your pet for 15...83...100% Health. If your pet is dead, that pet is resurrected with 15...83...100% Health. If you have Heal as One equipped, your animal companion will travel with you.

-

  • Revive Animal Revive Animal - 10 Energy2 Activation time20 Recharge time - (Beast Mastery) - Skill. Resurrects all allied pets (10...50...60% Health) within range. (10 seconds.) Negates the next fatal damage an allied pet takes. Negation effect: heals that pet for 10...77...94% Health. If you have Revive Animal equipped, each party member's animal companion will travel with them.
  • Companionship Companionship - 5 Energy2 Activation time10 Recharge time - (Beast Mastery) - Skill. Heals you for 30...102...120 if you have less Health than your pet. Heals your pet for 30...102...120 if it has less Health than you. Both you and your pet gain 30...102...120 Health the next time damage drops your Health or your pet's Health below 50%.

[edit] Monk - See Lancy' Page -

[edit] Necromancer

Upkeep Cost: While you maintain this enchantment, you gain -1 Health degeneration for each minion you control.
  • Blood Bond Blood Bond - -1Image:Tango-upkeep.png 5 Energy1 Activation time2 Recharge time - (Blood Magic) - Elite Enchantment Spell. Target ally has +1...5...6 Health regeneration and sacrifices 33% less health. Cannot self-target.
Upkeep Cost: You have -3 Health degeneration for each ally enchanted with Blood Bond.

-

-

-

-

[edit] Mesmer - See Lancy' Page -


[edit] Elementalist

-

  • Savannah Heat Savannah Heat - 5 Energy2 Activation time25 Recharge time - (Fire Magic) - Elite Spell. Also hits foes near target's initial location. Deals 5...17...20 fire damage and inflicts Burning each second (5 seconds). Deals +5...17...20 fire damage for each second since casting this spell.

[edit] Assassin

Riposting Shadows


  • concise description = Elite Enchantment Spell. Conceal yourself (5...18...21 seconds) in shadows. Enemies cease attacking and cannot see or target you. This Enchantment ends if you move or deal damage.
  • concise description = Elite Enchantment Spell. (5...18...21 seconds.) Hostile spells targeting you fail and attacks against you miss. Ends if you attack or use a spell. End effect: lose all but 5...41...50 Health.
  • concise description = For 5...21...25 seconds, all hostile Spells and attacks against you miss or fail, but all Enchantments, Hexes, and Stances you cast last 0.5 ½ as long. Your current stance Ends and You deal 50% less damage with Spells and Traps.

[edit] Ritualist - See Lancy' Page -

  • Spawning Power:
supporting the use of Weapon Spells, Item Spells and Binding Rituals through improving skills
inherent effect:
Whenever you create a summoned creature, cast a weapon spell or hold an item spell, you gain 1 Energy for every 2 points in Spawning Power.

-

Your Summoned Creatures have 10% more Health for every 2 points in Spawning Power.
Your Weapon Spells duration last 5% longer for every 2 points in Spawning Power.
Your Item Spells grant base Damage Reduction 1 (stacking) for every 2 points in Spawning Power.

-

-

  • Displacement Displacement - 15 Energy¾ Activation time45 Recharge time - (Communing) - Binding Ritual. Creates a level 1...11...14 spirit (30...54...60 second lifespan). Non-spirit allies within range have 30...66...75% chance to block. Block effect cost: this spirit takes 100...40...25% damage.
  • Shelter Shelter - 25 Energy¾ Activation time45 Recharge time - (Communing) - Binding Ritual. Creates a level 1...10...12 spirit (30...54...60 second lifespan). Non-spirit allies within range cannot lose more than 25...13...10% maximum Health from a single attack. Damage prevention cost: this spirit takes 75...51...45% damage.
  • Union Union - 15 Energy¾ Activation time45 Recharge time - (Communing) - Binding Ritual. Creates a level 1...10...12 spirit (30...54...60 second lifespan). Non-spirit allies within range gain 5...17...20 Damage reduction. Damage reduction cost: this spirit takes damage (maximum 5...17...20 damage).

[edit] Paragon


Please use proper naming monikers to match skill functions...

Anthem - Triggered by Attack skills.
Aria - Triggered by Spell activation.
Ballad - Triggered by taking damage.
  • Angelic Bond Angelic Bond -aka- Angelic Ballad' or Ballad of Intervention - 5 Energy1 Activation time30 Recharge time - (Leadership) - Elite Chant. (10 seconds.) Negates the next fatal damage earshot allies takes. Negation effect: heals for 20...164...200. Ends on other allies.
Chorus - Triggered by Chant or Shout activation.
Lyric - Triggered by Signet activation.
Song - Triggered by Skill activation.
Finales - Instant effect triggered whenever a Chant or Shout ends on the target.
  • Inspirational Speech Inspirational Speech - 5 Energy1 Activation time20 Recharge time - (Leadership) - Echo. (10...30...35.) Target ally gains 1...3...4 strike(s) of adrenaline whenever a shout or chant ends on that ally. Cannot self-target. You lose all adrenaline whenever a chant or shout ends.
Harmonics - Enhanced effects while under the effects of a Chant or Shout.
  • Angelic Bond Angelic Bond - 5 Energy1 Activation time30 Recharge time - (Leadership) - Elite Echo. (10...30...35 seconds.) Target transfers half of incoming damage to you if under the effects of a shout or chant. Redirected damage is reduced by 3...25...30. Cannot self-target.
  • Angelic Protection Angelic Protection - 5 Energy1 Activation time30 Recharge time - (Leadership) - Echo. (10...30...35 seconds.) Each second that target ally takes damage over 250...130...100 while under the effects of a shout or chant, that ally is healed for any damage over that amount. Cannot self-target.


Refrains - Continuous effects with resetting durations whenever a Chant or Shout ends on the target ally.

-

  • "This Is Where They Die!" - 10 Adrenaline0 Activation time15 Recharge time - Elite Shout. (5...17...20 seconds.) Earshot allies deals +5...41...50 with attacks. These allies inflicts Cracked Armor and Deep Wound condition (5...17...20 seconds). Ends after the next successful attack. Ends on other allies.

[edit] Dervish

[edit] New Skill & Mechanics Wish-List -HERE-

(...coming soon...)

  • "Fetch Overhere!" - 5 Energy0 Activation time20 Recharge time - (Beast Mastery) - Shadow Shout. Your pet shadow steps to target foe and deals +1...13...16 damage. If your pet dealt critical damage, both target foe and pet shadow steps to your location. You lose all energy.
  • "On Your Feet!" - 10Adrenaline0 Energy0 Activation time0 Recharge time - (Command) - Rez Shout. Lose all adrenaline. (10 seconds.) Ends the next time an party member within earshot dies. End effect: One random party member within earshot teleports to your location and is resurrected with 20...44...50% Health and 20...44...50% Energy. Ends on other allies.

[edit] PvE-Skills & Removed Skills Wish-List -HERE-

(http://wiki.guildwars.com/wiki/List_of_removed_skills)

[edit] Lightbringer PvE-Skills

rank of Lightbringer

[edit] Monk

[edit] Ritualist

[edit] Elementalist

[edit] Mesmer


[edit] PvE-turned into Normal Skills

Avatar of Kormir / Avatar of Abaddon Avatar of Abaddon / Avatar of Kormir


Your non-Beast Mastery attributes are set to 0 and bear attacks replace your 1-5 skills. You have 80...104...110 armor and 750...870...900 Health, and gain 0...2...2 Energy every time you take or deal damage.
Your non-Beast Mastery attributes are set to 0 and raven attacks replace your 1-5 skills. You have 60...84...90 armor and 550...670...700 Health, and 20...32...35% block chance.
Your non-Beast Mastery attributes are set to 0 and wolf attacks replace your 1-5 skills. You have 70...94...100 armor and 650...770...800 Health, and 1...3...4 Health regeneration.

--Falconeye with an implement like this, how long do you think it will take to see Wild-Shaped rangers outnumbering the Daggers, Scythes, Spears, and Hammers rangers?


--Falconeye Summoning skills may be a tad underpowered because they can only use one Skill. You have to give up one of your skill slots to create a creature that can only cast one spell... and you don't even get to pick the target. While having an extra 'Helper' to aggro is advantageous in-itself... giving another spell or two - at cost of upkeep and Summoning Sickness - really gives them the edge they need to be good competition for non-elite skill slot. That sounds fair, sacrificing one of your own skills for a helper with 2-attack skills and 3-utility skills, that doesn't degrade/kill itself off or die due to Lifespan, but without the ability to control what it does.

Trash Bin
Your Energy returns to maximum and you have -2 Energy degeneration. Ends when your Energy drops to 0.


[edit] Random Sandbox

Armor bonuses
Factions Berserker's, Dreadnought's, Gladiator's, Knight's, Legionnaire's, Sentinel's, Stonefist
Armor bonuses
Factions Acolyte's, Ascetic's, Disciple's, Judge's, Monk's, Shepherd's, Wanderer's
Armor bonuses
Factions Charlatan's, Enchanter's, Masquerade, Mesmer's, Rogue's, Savant's, Virtuoso's
Armor bonuses
Core Emissary's, Halcyon's, Harbinger's, Mystic's, Oracle's, Ritualist's, Shaman's
Armor bonuses
Factions Infiltrator's, Nightstalker's, Saboteur's, Shrouded, Valkyrie's, Vanguard's


"Rune of Resistance (Cracked Armor & Burning)"
example, damage+15%/Health Regeneration-1. There were also mods for different atts that could be found on non-corresponding off-hand items. For example, a Strength shield with +1 Air Magic (20%).
extend hexes by 20%' upgrade


Name Bonus

[edit] Any Runes

Knight's Received physical damage -3
Lieutenant's Reduces Hex durations on you by 20%
and damage dealt by you by 5% (Non-stacking)
Armor -20
Stonefist Increases knockdown time on foes by 1 second.
(Maximum: 3 seconds)
Bloodstained Reduces casting time of spells
that exploit corpses by 25% (Non-stacking)

[edit] Any Common

Survivor Health +15 (on chest armor)
Health +10 (on leg armor)
Health +5 (on other armor)
Radiant Energy +3 (on chest armor)
Energy +2 (on leg armor)
Energy +1 (on other armor)
Saboteur's Armor +10 (vs. physical damage)
Armor +15 (vs. Slashing damage)
Infiltrator's Armor +10 (vs. physical damage)
Armor +15 (vs. Piercing damage)
Vanguard's Armor +10 (vs. physical damage)
Armor +15 (vs. Blunt damage)
Stormbound Armor +10 (vs. elemental damage)
Armor +15 (vs. Lightning damage)
Earthbound Armor +10 (vs. elemental damage)
Armor +15 (vs. Earth damage)
Frostbound Armor +10 (vs. elemental damage)
Armor +15 (vs. Cold damage)
Pyrebound Armor +10 (vs. elemental damage)
Armor +15 (vs. Fire damage)
Anchorite's Armor +5 (while recharging 1 or more skills)
Armor +5 (while recharging 3 or more skills)
Armor +5 (while recharging 5 or more skills)
Armor +5 (while recharging 7 or more skills)

[edit] Warrior Warrior

Dreadnought's Armor +10 (while in a stance)
Armor +15 (while attacking)
Sentinel's Received Damage reduction -3 (Requires 13 Strength)
Armor +20 (vs. elemental damage)

[edit] Ranger Ranger

Scout's Armor +10 (while affected by a Preparation)
Armor +15 (while attacking)
Beastmaster's Armor +10 (while your pet is alive)
Armor +15 (while affected by a Nature Ritual)

[edit] Monk Monk

Blessed Armor +10 (while affected by an Enchantment Spell)
Armor +20 (while affected by a Hex Spell)
Disciple's Armor +10 (while -not- attacking)
Armor +15 (while affected by a Condition)

[edit] Necromancer Necromancer

Minion Master's Armor +5 (while you control 1 or more minions)
Armor +5 (while you control 3 or more minions)
Armor +5 (while you control 5 or more minions)
Armor +5 (while you control 7 or more minions)
Armor +5 (while you control 9 or more minions)
Undertaker's Armor +5 (while health is below 100%)
Armor +5 (while health is below 80%)
Armor +5 (while health is below 60%)
Armor +5 (while health is below 40%)
Armor +5 (while health is below 20%)
Tormentor's Armor +10 (versus all damage-types [except Holy damage])
Armor -20 (versus Holy damage)
Holy damage you receive increased by 1 (for each equipped Hex Spell)
All damage receives Damage reduction -1 (for each equipped Hex Spell)

[edit] Mesmer Mesmer

Virtuoso's Armor +10 (while in a stance)
Armor +15 (while activating skills)
Artificer's Armor +3 (for each recharging Spell)
Armor +3 (for each equipped Signet)

[edit] Elementalist Elementalist

Voidmancer Armor +10 (versus foes with less energy then you)
Armor +15 (while exhausted)
Prismatic Armor +5 (requires 9 Energy Storage)
Armor +5 (requires 9 Air Magic)
Armor +5 (requires 9 Earth Magic)
Armor +5 (requires 9 Fire Magic)
Armor +5 (requires 9 Water Magic)

[edit] Assassin Assassin

Nightstalker's Armor +10 (versus a hexed or conditioned foe)
Armor +15 (while attacking)
Executioner's Immunity to 50% of critical hits (Requires 13 Critical Strikes)
Armor +20 (vs. physical damage)

[edit] Ritualist Ritualist

Ghost Forge Armor +10 (while holding an item)
Armor +15 (while affected by a Weapon Spell)
Spirit Lord's Armor +5 (while you control 1 or more Spirits)
Armor +5 (while you control 2 or more Spirits)
Armor +5 (while you control 3 or more Spirits)
Armor +5 (while you control 4 or more Spirits)
Armor +5 (while you control 5 or more Spirits)

[edit] Paragon Paragon

Warlord's Armor +5 (while earshot of 1 or more foes)
Armor +5 (while earshot of 3 or more foes)
Armor +5 (while earshot of 5 or more foes)
Armor +5 (while earshot of 7 or more foes)
Armor +5 (while earshot of 9 or more foes)
Centurion's Armor +10 (while affected by a Shout, Echo, or Chant)
Armor +15 (while attacking)

[edit] Dervish Dervish

Windwalker Armor +5 (while affected by 1 or more Enchantment Spells)
Armor +5 (while affected by 2 or more Enchantment Spells)
Armor +5 (while affected by 3 or more Enchantment Spells)
Armor +5 (while affected by 4 or more Enchantment Spells)
Armor +5 (while affected by 5 or more Enchantment Spells)
Forsaken Armor +10 (while -not- affected by an Enchantment Spell)
Armor +15 (while attacking)
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