User:The Sins We Die By/Top Priority Skills/Archive

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Top Skill Priorities[edit]

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

ANET LEARN TO STOP SCREWING WITH SKILLS TOO MUCH.

A slight tweak is all that is needed sometimes.

Nerfs[edit]

1)Hexway
2)Searing Flames Searing Flames
3)Mind Blast Mind Blast
4)Warrior's Endurance Warrior's Endurance
5)Palm Strike Palm Strike
6)Foul Feast Foul Feast
7)Ether Prism Ether Prism
8)Peace and Harmony Peace and Harmony
9)Wounding Strike Wounding Strike


Buffs[edit]

1)Hex Removal
2)Crippling Dagger Crippling Dagger
3)Tactics
4)Divine Favor

Reworks[edit]

Paragon

Break Down[edit]

Nerf[edit]

1) Hexway.
  • Visions of Regret Visions of Regret Seriously? Penalize people for using their bar 50% of the time? And adjacent AoE...
  • Backfire Backfire Really now... Monks have to lose 200 health (VoR + Backfire) if they want to use any of their spells? So instead they help their team by doing nothing and watching their team degen + pressure out. That's cool...
  • Wastrel's Worry Wastrel's Worry Ok...so now players get to either take 85 dmg for using a skill or 95 ever 3 seconds for doing nothing... And I can sometimes use this as a cover hex! wow how awesome is that...
  • Soul Leech Soul Leech Oh cool Backfire with 50% less downtime...
  • Spiteful Spirit Spiteful Spirit Wait this is VoR with 2/5 of its dmg!? Ooohhh, it can be upkept on 2 people and triggers on attacks and skills...right
  • Spoil Victor Spoil Victor Wow awesome! I don't need skill to play i can cast passive effects like this to make people who are better than me easier to beat bcs they can't target ppl with less health unless they want to lose 1/6 of their health bar. Oh Oh Oh and I can upkeep it on two people!!! Yeah...
  • Empathy Empathy Wow totally awesome with a 40/40 set I can basically make two targets deal as much damage as they do with attacks to themselves too! Even if they miss...
  • Insidious Parasite Insidious Parasite See Empathy with 1 maintainable target + Health steal.
  • Lingering Curse Lingering Curse Passive Suffering + Backline is 33% less effective. Yup I don't have to think to use this skill, ADDED to bar...
  • Faintheartedness Faintheartedness Oh cool 3 degen and 50% less effective front and midlines. BECAUSE it can be maintained on 3 targets! Yay more passive non-skillful win...
  • Parasitic Bond Parasitic Bond Oh cool I can cover all my hexes instantly AND get healed for 100 at the same time! Yay for no skill required bars...
  • Diversion Diversion Potential shutdown of half a players bar for 40> seconds, guarenteed shutdown of a player on cast or as the diversions build up, yup this is easy mode.
  • Shame Shame Players fails at their next spell for 6 seconds, or they cast and lose energy to cast 3 spells. Wow I can cast this when someone is close to dying without having to think any beyond that I R SKILLED.
Oh I can't forget the best part about hexway It's only counters are Hex Eater Signet(somewhat), Convert Hexes (on two people), and Peace and Harmony (plus another hex removal or two). Actually there is one more counter, I guess if a team put 5 single hex removals and played perfectly they would stand a chance. But once you shutdown a teams backline you can watch them waste away...
2)(100 Dmg + Burning) * Area AoE = Enough Said
3)+4 Energy From Regen + 3 Net Return + 2 Fire Attunement + 1 AoR = 10 Reasons players think skill spamming is good
4)Strength + 100% Rank 13 Critical Strike e-return --> The question... Do I even need this 2 energy regen?
5)60 armor ignoring unblockable damage + Infinite Cripple on target + Dual Strikes every other second = "I R 1337 BCS I SPAM (-) MOAR THAN U SPAM (+)"
6)If you really want necros to manage conditions fine. But the elite version of Draw doesn't have elite status.
7)Invincibility to spike every 15 seconds and +14 energy. Oh look I can heal without energy issues Restoration line here I come!
8)This skill emerged because ANet made offensive pressure too effective. This needs nerfed at the same time you decide to tone things down.
9)Deep Wound + Bleeding to Cover Every 4 seconds. I thought guild wars was about showing how people's "skill will be legendary" not spamming 100 health loss, 20% healing redux, and 3 degen on top.

Buff[edit]

1)Hex Removal buffs are below.
2)Seriously? 1 second cast, half range, slow projectile, cripple on moving. What do you expect people to cripple with this skill besides the newbiest of newbs? A speed buff + direct line to the caster and your there before they cast. If i forgot my speed buff, "Wait is that? Yup that's crippling dagger. Now that I spent 3/4 of a second thinking this I should stop to avoid being crippled or just side step to dodge the projectile." WTF ANet, honestly I've thought that in my own head and I never expected the sin to even have that skill. There's a point where luck just takes over skillful use way too much.
3)This almost needs a rework its that bad. I don't even know where to start.
4)Make Divine Favor ignore healing reduction such as deep wound and lingering curse. Don't make it uneffected by healing buffs though such as Aura of Faith.

Rework[edit]

Paragons need help. They can't do anything better than another class can. Rits can run double command runs better than paras simply bcs rits are useful. Not to mention rits run spears better and so do warriors and even assassins. Maybe if this was prophecies only + paragons, but sorry they just need help at this point.

Balancing Changes[edit]

AssassinAssassin[edit]

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Palm Strike Palm Strike - 1) Add Conditional "If this skill follows a dual attack it is disabled for 15 seconds." 2)Change to Attack Skill 3)Scale Damage 5...41...50, Set Cripple Duration to 3 Seconds.

Assassin's Remedy Assassin's Remedy 5 Energy2 Activation time8 Recharge time - Cure yourself of Poison and Bleeding at Critical Strike 3, Blind and Weakness at Critical Strike 8, and Crippling at Critical Strike 13. This skill can not be interrupted. (Get rid of the PvP version)

Deadly Paradox Deadly Paradox - 10Energy 12Recharge time - Stance. Your attack skills are disabled for 3 seconds. For 0...12...15 seconds your assassin, non-dagger attack, skills recharge 33% faster. You attack 33% faster while wielding daggers. (Don't let this get bugged to where you can activate it with daggers then use a bow or something for the IAS.)

Exhausting Assault Exhausting Assault 10 Energy½ Activation time10 Recharge time - Dual Attack. (No pre-req lead/offhand/dual) Target foe's action is interrupted. If that action was casting a Spell, target foe suffers from Exhaustion.

Disrupting Stab Disrupting Stab 5 Energy1 Activation time10 Recharge time - Lead Attack. Interrupts an action. If a skill was interrupted in this way it is disabled for 20 seconds.

Impale Impale 5 Energy½ Activation time15 Recharge time - Touch Skill. Must follow a dual attack. Deals 5...57...70 piercing damage and deep wound for 5...17...20 seconds.

Crippling Dagger Crippling Dagger 1/2Activation time

DervishDervish[edit]

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Wounding Strike Wounding Strike - 1)

5 Energy1.75 Activation time6 Recharge time 2)Reorder Conditions + Remove Enchant from self on strike

Eremite's Attack (PvP) Eremite's Attack (PvP) - 5 Energy1 Activation time7 Recharge time

Mystic Sweep (PvP) Mystic Sweep (PvP) - 5 Energy1 Activation time7 Recharge time

Victorious Sweep Victorious Sweep - Scale damage 5...17...20

Onslaught Onslaught - 5Energy 15Recharge time Skill. 3...17...20 seconds, You attack and move 25% faster while under the effects of an enchantment.

Zealous Vow Zealous Vow - 5 Energy¼ Activation time12 Recharge time Enchantment Spell. For 2...16...20 seconds, you have -3 Energy regeneration, and you gain 1...6...7 Energy every time you hit with an attack.

ElementalistElementalist[edit]

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Searing Flames Searing Flames - Scale Burning Duration 1...3...4, Scale Damage 8...75...88

Mind Blast Mind Blast - Scale Energy Return 1...4...5, Increase Recharge to 3 Seconds.

Ether Prism Ether Prism - 1) Make into enchant spell with an activation time of 1, scale energy return like offering of spirit 8...15...17 and keep 3 seconds of receiving 0 damage. 2) Change Damage Immunity to Recieve Half Damage, Scale Energy Gain 5...12...14

MesmerMesmer[edit]

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Visions of Regret Visions of Regret - 1)Invent New Mechanic 2)3 Charges then end, Scale Damage 0...60...75 (5 per attribute level)

Wastrel's Worry Wastrel's Worry - Scale Damage 15...75...90 (base dmg 0 + 5 for each attribute level), Increase recharge to 2, Increase Cast Time to 3/4

Backfire Backfire - Scale Damage 40...100..115 (base damage 40 + 5 for each attribute level)

Empathy Empathy - Scale Duration 2...10...12 (11@14)

Diversion Diversion - Scale Duration 2...4...6 (5@14), Scale Recharge Penalty 0...36...45 (3 seconds per attribute level)

Shame Shame - Scale Duration 2...4...6 (5@14), Scale Energy Steal 1...8...9

MonkMonk[edit]

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MonkDivine Favor. Since this only works with monk spells and that seems like it won't change, make DF effect all who receive monk spell benefits. Aegis, Heal Party, Healing Burst, Heaven's Delight/Divine Healing, Empathic Removal, Heal Area, etc. It's not like that slight buff would counteract powerful passive health loss effects by much, but it would help a little and give the monk more of an edge as compared to other professions that heal.

Peace and Harmony Peace and Harmony - Set Enchant Duration to 2 Seconds, Increase Recharge to 8, Scale Hex/Condition Reduction 30...70...80%

Life Sheath Life Sheath 5 Energy¼ Activation time8 Recharge time - Enchantment Spell. For 3 seconds target ally takes only 1/2 damage and loses 0...2...3 conditions on cast then 0...2...3 when this skill ends.

Word of Healing Word of Healing - Spell. Heal target ally for 20...90...105 Health. Heal for an additional 20...90...105 Health if that ally is below 50% Health.

Patient Spirit Patient Spirit - Scale healing 25...95...110

Boon Signet Boon Signet 3/4Activation time 7Recharge time

Blessed Light Blessed Light 5 Energy¾ Activation time4 Recharge time - Remove a Hex and Condition from target other ally. If a condition is removed target is healed for 5...49...60. If a hex is removed target is healed for 5...49...60. This skill gains double Divine Favor Bonus.

NecromancerNecromancer[edit]

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Spoil Victor Spoil Victor - Decrease Recharge to 8 Seconds, Scale Duration to 1...13...16 (base 1 + 1 per attribute level)

Parasitic Bond Parasitic Bond - Scale Duration to 2...14...17 (base 2 + 1 per each attribute level), Decrease Scale Healing 10...70...85 (base 10 + 5 for each attribute level), Increase Recharge to 4 Seconds

Lingering Curse Lingering Curse - Scale Duration to 1...13...16 (base 1 + 1 per each attribute level), Decrease Degen to 1, Scale Decrease Healing 7...27...33% (base 7 + 2 per each attribute level)

Faintheartedness Faintheartedness - Scale Duration to 1...13...16 (base 1 + 1 per each attribute level), Scale Decrease Attack Speed 5...41...50% (base 5 + 3 for each attribute level)

Foul Feast Foul Feast - Scale Energy Per Condition 0...1...1, Increase Recharge to 3 Seconds, (PvE)Scale Health Gain 3...11...13 (PvP)Scale Health Loss 23...15...13 (Health gain/loss = 1/2 Draw Conditions)

Weaken Knees Weaken Knees 5 Energy1 Activation time8 Recharge time - Hex Spell. For 5...17...20 seconds, target foe suffers 0...2...3 Health degeneration and loses 5...17...20 health while moving. (Change to health loss so direct damage reduction can't protect against movement punishment i.e dark escape, ether prism, shield of absorbtion, shielding hands, etc)

Consume Corpse Consume Corpse 10 Energy3 Activation time0 Recharge time - Spell. Exploit a random corpse. You teleport to that corpse's location and gain 25...85...100 Health and 5...17...20 Energy. For 1...10...12 seconds at the location adjacent to the target targets can not be rezed. (I think a good idea would be to alloy rez skills to activate fully, but to change the 0% health a target would be rezed for to 0. That way interesting dynamics would arise, such as rez sigs would be burned, rebirth would work, and Naomi would not work. However, death pact signet might become bugged. Of course there's always the simple way of making skills fail on dead targets in the AoE.)

Necrotic Traversal Necrotic Traversal 10 Energy3 Activation time0 Recharge time - Spell. Teleport to a corpse's location. Inflicts Poisoned condition (5...17...20 seconds). Affects all nearby foes. Exploits a fresh corpse. For 1...13...16 seconds at the location adjacent to the target targets can not be rezed.

NecromancerGeneral necromancy well suggestion. Make wells all have a self targetting casting time of 4 seconds with an if condition where they cast in 2 seconds on corpses within spell range, Minimum 10Recharge time. Start by making this change without worrying about or changing hero mechanics as wells don't have a huge impact on PvE and it allows programmers to change the hero behavior when they can get to it.

ParagonParagon[edit]

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Barbed Spear Barbed Spear - Increase Adrenaline to 3 (4 would be better but 3 you don't have to consider PvP/PvE split due to QQ), Scale Bleeding 2...14...17 (Compare to Sever Artery)

"Help Me!" "Help Me!" 10Energy - For 1...6...7 seconds you receive 25% more benefit from healing and foes adjacent to you take 1...13...16 more damage from attacks

"The Power Is Yours!" "The Power Is Yours!" 10Adrenaline - Shout. Lose all energy, however much energy you lose target ally gains that much energy.

RangerRanger[edit]

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Magebane Shot Magebane Shot - Increase Recharge to 10 Seconds, Add Conditional "If you Interrupt A Spell Gain 2 Energy"

Escape Escape 10Energy

Distracting Shot Distracting Shot 5 Energy½ Activation time10 Recharge time - Bow Attack. Interrupts an action. Interruption effect: interrupted skill is disabled for +20 seconds. Hits for only 1...13...16 damage. If this attack does not interrupt a skill it is disabled for 2 seconds.

Savage Shot Savage Shot 10 Energy½ Activation time5 Recharge time - Bow Attack. Interrupts an action. Interruption effect: deals +13...25...28 damage if action was a spell. If this attack does not interrupt a skill it is disabled for 2 seconds.

RitualistRitualist[edit]

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Ritualist Spawning Power. Change Boon of Creation because it will be pointless with this suggestion, it's terrible that it's not already added into spawning power's functionality already and wastes a skill slot. "For every 2 ranks in Spawning Power you gain 1 energy rounded down for each foe within spirit range (max 4 energy) when you create a creature and 5 health for each rank whenever you create a creature." This should be added to the already weak functionality of the attribute.

The resulting effects of this would be current ritualist builds using spirits would be rewarded for successful casts of a spirit. Health gain for a successful cast during immobility is a justifiable reward. During splits ritualists will find the energy return to have minimal effectiveness. While this would be promoting degenerate spirit spamming in 4 man arenas there are plenty of counters to spirit spamming such as nuking, interrupts, and knockdowns. Not to mention their inherent lack of health.

Xinrae's Weapon Xinrae's Weapon - Reduced life steal to 15...51...60 (vengful). (If this skill must stay as a vengful weapon offshoot)

Brutal Weapon Brutal Weapon 10 Energy1 Activation time20 Recharge time - Weapon Spell. (10...38...45 seconds.) Attacks deal +2...11...13 damage. No effect while target ally is enchanted by a Smiting Prayer or Elementalist Skill.

Warmonger's Weapon Warmonger's Weapon 10 Energy2 Activation time25 Recharge time - Weapon Spell. For 3...9...10 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted.

Weapon of Quickening Weapon of Quickening 10 Energy2 Activation time8 Recharge time - Weapon Spell. For 1...13...16 seconds target ally attacks, moves, and casts spells 20% faster.

Dulled Weapon Dulled Weapon 5 Energy1 Activation time12 Recharge time - Hex Spell. For 0...6...8 seconds, target foe and all adjacent foes deal 5 less damage with attacks and cannot achieve a critical hit.

Ritualist Ritualist suggestion. In regard to weapon spells they have always been considered irremovable, which I think is a fine mechanic since it is so limited. However, there is in fact 1 way to remove a weapon spell and that is quite simply to cast another weapon spell on a target already under the effect of 1. This makes it impossible for teams to remove from opposition as there are no weapon spells that can target an enemy.

So, my suggestion is this. Take Dulled Weapon, the only spell with weapon in its name that isn't a weapon spell, and try it out as a weapon spell that only targets foes. This adds the dynamic of a limited removal of benificial weapon spells to opposing teams. I would suggest using my variant of Dulled Weapon above, simply because the effect is simple, its not as long lasting, and the AoE is much smaller than the current version. To make it easy to tell whether a weapon spell is desired or not, give dulled weapon its own image in game User The Sins We Die By Dulled Weapon.PNG vs Weapon spell.png

WarriorWarrior[edit]

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Warrior's Endurance Warrior's Endurance - Decrease Energy Return to 2 Decrease Recharge to 12, Scale Duration 0...12...15

Primal Rage Primal Rage 5Energy 8Recharge time - Stance. You suffer from cracked armor for 1...9...11 . For 1...9...11 seconds you move 25% faster and while under the effects of a condition attack 33% faster. Every time you sucessfully strike you suffer from cracked armor for 2 seconds. You take double damage.

Viable Hex Removal[edit]

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Monk
Spotless Mind Spotless Mind

5 Energy¾ Activation time12 Recharge time - Enchantment Spell. Remove hex from target other ally. If a hex was removed in this way for 1...8...10 (9@14) seconds that ally loses 1 hex every 5 seconds.

Holy Veil Holy Veil

5 Energy1 Activation time12 Recharge time -1Tango-upkeep.png - Enchantment Spell. If target ally has 2 or more hexes that ally loses one, hexes cast on target ally take twice as long to cast. When this enchantment ends remove hex from ally. OR Enchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast and ends 50% sooner. When Holy Veil ends, one Hex is removed from target ally.

Convert Hexes Convert Hexes 10Energy - Change conditional to be all inclusive. (At least include mesmer hexes)
Reverse Hex Reverse Hex

5 Energy¾ Activation time10 Recharge time - Enchantment Spell. For 3 seconds whenever target ally would be the target of a hex the hex applies onto the caster instead. 50% chance to fail with protection prayers of 7 or less.

Remove Hex Remove Hex 6Recharge time
Signet of Removal Signet of Removal 1Activation time 5Recharge time - Remove 1 condition and 1 hex from target ally. If a hex was removed a second condition is removed.
Withdraw Hexes Withdraw Hexes

10 Energy1 Activation time5 Recharge time - Removal all hexes. Effects nearby allies. Increase recharge by 3 for each hex removed. Mesmer

Expel Hexes Expel Hexes - Spell. Remove two hexes from target ally. For 3 seconds the next hex to target ally fails and Expel Hexes ends.
Shatter Hex Shatter Hex 10Energy

Viable Protection Prayers[edit]

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Life Sheath Life Sheath - Suggestion under "Balancing Changes"
Convert Hexes Convert Hexes - Suggestion under "Viable Hex Removal"
Reverse Hex Reverse Hex - Suggestion under "Viable Hex Removal"
Reversal of Fortune Reversal of Fortune -

5 Energy¼ Activation time2 Recharge time Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains 1.5 times that amount of Health instead, maximum 15...67...80.

Shielding Hands Shielding Hands - 10Recharge time Scale duration or set it to 6-7 seconds to avoid farm builds capitalizing on it.
Extinguish Extinguish - 10Energy