User:Cursed Angel/Reasoning

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PvE and PvP[edit]

Assassin[edit]
  • Seeping Wound Seeping Wound: A conditional 3 health degeneration Elite will never see use.
  • Deadly Haste Deadly Haste: The underpowered possibilities aren't that many and none of them would need a skill like this, so i turned Locust's Fury into a non-elite by replacing this with it.
  • Locust's Fury Locust's Fury: i don't know if it'd work, but it would be fun if it did.
  • Shameful Fear Shameful Fear: The cast time is too long to be used in combat to hinder ppl from escaping or kiting, its also too long to be used on moving foes before they stop moving.
  • Enduring Toxin Enduring Toxin: the degen is too low to make someone consider standing still for it to end.
Dervish[edit]
  • Wounding Strike Wounding Strike: Deep Wound covered by bleeding each third second on up to three ppl is not balanced.
  • Onslaught Onslaught: 25% less cost and recharge of scythe attack skills are worthless when most of them cost 5 energy and recharge under 10 seconds


Elementalist[edit]
  • Swirling Aura Swirling Aura: made it more active by decreasing the duration and recharge.


Mesmer[edit]
  • Signet of Disruption Signet of Disruption: The damage is too low to be useful, since MoI got nerfed signets like this needs a shorter recharge so i swapped the damage for it.
  • Sum of All Fears Sum of All Fears: The effect isn't useful anywhere against anything, so instead of decreasing cast or recharge time i thought making it an AoE would help it some.
  • Symbolic Celerity Symbolic Celerity: FC decreases the time signets activate, which means that the more FC u have; the less u need this, it'd be better in a build without fast casting at all.
  • Symbols of Inspiration Symbols of Inspiration: this skill needs a rework, the more signets u use; the more energy u get, the more signets u have; the less energy u need.
  • Distortion Distortion: Thought it should be used more if it was reverted and also countered shadowsteps.
  • Extend Conditions Extend Conditions: mesmers doesn't really have loads of conditions to extend, they can at most inflict deep wound and also cripple on themselves, the blind skills are both elites. i know mesmers can play with conditions but this skill is just meaningless, also inspiration magic WTH?
Monk[edit]
  • Amity Amity: to make it more active, this is meant to cancel melee spikes on allies.
  • Pacifism Pacifism: this change is also to make it more active and cancel spikes, but only works on one foe at a time.
  • Supportive Spirit Supportive Spirit: this is meant to spikeheal instead of healing for 30 health each hit.
  • Spear of Light Spear of Light the profectile is too slow, not an issue but would need a buff.


Necromancer[edit]
  • Poisoned Heart Poisoned Heart: more of an ancestor's rage but poison instead of damage.
  • Atrophy Atrophy: the duration is too short to hurt someone, this would be a more passive long duration effect.
  • Wail of Doom Wail of Doom: this is just an idea to make it take more skill to use.
  • Soul Barbs Soul Barbs: the skill itself isnt an issue, this is just to free Reccuring from what it is now to what it's supposed to be.
Paragon[edit]
  • "Make Your Time!" "Make Your Time!": half minute recharge to trade 10 energy for a conditional 1 to 5 adrenaline.
  • Natural Temper Natural Temper: +0,33 adrenaline isn't worth it, there are other skills that does the same but better.


Ranger[edit]
  • Muddy Terrain Muddy Terrain: it's generally annoying, but doesn't help anywhere. the anti-stance effect is there to counter sway.
  • Equinox Equinox: too few skills cause exhaustion.


Ritualist[edit]
  • Armor of Unfeeling Armor of Unfeeling: too low damage reduction and only while casting spirits, no one cast spirits while being heavily pressured or spiked, and if they did they'd be interrupted or knocked down.
  • Weapon of Renewal Weapon of Renewal: pays 5 energy to give a melee ally 1..6..7 energy, with normal points in spawning it trades 5 energy from a caster to a melee for a skill slot.
  • Signet of Binding Signet of Binding: spirits like shelter and union dies before u can cast this on them
  • Agony Agony: dies too fast without really doing anything


Warrior[edit]


PvP Changes[edit]

Elementalist[edit]
  • Glyph of Lesser Energy Glyph of Lesser Energy (PvP): this change is mainly to make secondary elementalists not able to use it, it's balanced for eles and is therefore unbalanced on anything else, also outshines elite energymanagement.


Ranger[edit]
  • Escape Escape (PvP): escape means running away, not into a fight and block every attack against u.
Monk[edit]
  • Shield of Judgment Shield of Judgment (PvP): PvE farmers makes this skill unable to be changed for more active play, but a PvP version of it would.
  • Mark of Protection Mark of Protection (PvP): This needs to be kept on a low duration and a bit lower recharge than what it is now, instead of being unused this would make it more active.