User:Halogod35/Private Server

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The problem is, GW2 sucks. It's not GW1. It's WoW, the expansion pack but with less pandas.

Bigger notes[edit]

Bucket List[edit]

  • Remove all duplicate skills. This is pretty self explanatory. If a skill is strong, it shouldn't have to be split into two bars. It wastes space and more skills that could be added into the game. It also adds super over-or-under balance.
  • Balance primary professions. This is also very straightforward. Primary attributes will have to work more on it's own profession better than others. We want all secondary skills work on all professions. But when a skill works on another profession better due to their primary attribute (to me) that's imbalanced. A ranger should be proficient with bows and monks should be proficient with healing.
    • Example: Shield of Regeneration. It can work really well on a warrior. But when a monk uses it, he can use the new Blessed Signet.
  • Retweak skills to remove bullshit excuses such as "Disables Smiting Prayers for 20 seconds."
  • Update textures to Gigapixle or Terapixle.


Condition Removal Skills To Inspect[edit]


New Mechanics[edit]

Consumables[edit]

Weed[edit]

  • Weed can now be purchased at 420gp.
    • +1 Energy Regeneration.
  • Added stoner title.

Dyes[edit]

  • Dying armor now accepts hex code, and will display recipe order of dyes in order to achieve said color.

Bank System[edit]

  • Replaced anniversary tab with a new dye storage.
  • Material Storage has unlimited space. (up to 2,147,483,647)
  • Added Mini pet storage with unlimited space. (Non dedicated minipets only)

Skill Updates[edit]

Monk[edit]

Foreword[edit]

  • This game has become very diverse. Because of this, simplistic monk heals cannot keep up with the game. With diverse skills, comes with diverse heals. Monks will be completely revamped to handle most situations better.
  • We want to promote the use of high cost/risk spells with the help of the revamped Blessed Signet. For example, Shield of Regeneration.

Divine Favor[edit]

  • Divine Favor was left alone as a tree that was optional for an extra heal. It's been revamped to see more primary profession staples.

5 Energy0.25¼ Activation time4 Recharge time Elite Enchantment Spell. (8 seconds.) Prevents the next damage target ally would take (maximum 10...58...70) and you gain Energy equal to 10% of that damage instead.

-1 Upkeep5 Energy0.25¼ Activation time8 Recharge time - Elite Enchantment Spell. When you cast a Healing Prayers spell, target ally absorbs the next incoming 3...18...22 damage. When you cast a Protection Prayers spell, target ally is healed for 3...18...22 health. When you cast a Smiting Prayers spell, they gain double the Divine Favor bonus.

5 Energy0.25¼ Activation time8 Recharge time - Elite Enchantment Spell. Transfer all hex and conditions of all allies in the area to yourself. For 1...3...3 seconds, you gain +0...1...1 energy regeneration and 0...3...4 health regeneration for each alignment suffering.

1 Activation time - Elite Signet. Remove a hex or condition and target ally is healed for double divine favor. If you removed a hex, the cooldown is increased by 5. If you removed a condition, the cooldown is increased by 2.

5 Energy0.75¾ Activation time8 Recharge time - Elite Enchantment Spell. For 12 seconds, you prevent the next hostile spell against target ally. If a spell was prevented in this way, all party members within earshot are healed for double your divine favor bonus. If it was a hex spell, you gain 7 energy.

5 Energy0.25¼ Activation time8 Recharge time - Elite Enchantment Spell. For 2...8...10 seconds, all spells you cast remove a hex or condition. For a hex or condition removed in this way, target ally is healed for an additional 5...29...35 health and you lose 3 energy.

2 Activation time - Signet. Remove all conditions and hexes from all party members. Cool down is increased by 7...5...4 for each condition removed and 15...9...8 for each hex.

5 Energy12 Recharge time - Spell. Every time you cast a monk spell for the next 12 seconds, allies near the target are healed for divine favor bonus.

5 Energy1 Activation time8 Recharge time - Spell. For 3 seconds, allies nearby this location are healed 5...41...50 health per second.

-1 Upkeep5 Energy1 Activation time - Enchantment Spell. Hexes and conditions expire 10...34...40% faster on target ally. All incoming damage is reduced by 2...6...7%.

5 Energy0.75¾ Activation time12 Recharge time - Enchantment Spell. Target ally gains 25...105...125 health and 5 energy over the next 5 seconds. If target ally health drops below 50% during this time, he gains 50% block for 5 seconds.

-1 Upkeep5 Energy0.25¼ Activation time12 Recharge time - Elite Enchantment Spell. All monk enchantment spells cost 0...2...2 less energy to cast and last 5...21...25% longer.

0.75¾ Activation time12 Recharge time - Signet. Your next monk spell is free, and you gain 1...3...3 energy.

0.75¾ Activation time12 Recharge time - Signet. Heal target ally for 15...43...50 health. All of your monk spells against this ally heal for 8% more health and cost 20% less energy. This effect ends if you heal a different target.

Protection Prayers[edit]

  • Protection Prayers do not heal directly. To compensate, protection prayers will have low cast times for spike prevention. These skills will greatly aid allies when timed correctly.

10 Energy0.75¾ Activation time12 Recharge time - Remove hexes from target ally and all nearby allies. Each hex is disabled on their respective bars for an additional 2...7...8 seconds.

10 Energy0.25¼ Activation time15 Recharge time - Elite Enchantment Spell. For 20 seconds, whenever you prevent or reduce damage in any way, gain 0...2...2 mana.

5 Energy0.25¼ Activation time3 Recharge time - Elite Enchantment Spell. For 8 seconds, target ally absorbs the next 25...125...150 damage.

10 Energy0.75¾ Activation time3 Recharge time - Elite Spell. Heal target ally for 30...150...180 health. If target ally was under 50% health, you gain 7 energy.

15 Energy0.25¼ Activation time8 Recharge time - Elite Enchantment Spell. For 5...11...12 seconds, target ally gains 3...13...15 health regeneration, 50% chance to block, and +40 elemental armor.

5 Energy0.75¾ Activation time12 Recharge time - Elite Spell. Remove up to 1...3...3 hexes from target ally. For each hex removed, target ally absorbs the next 7...17...20 damage.

15 Energy0.75¾ Activation time5 Recharge time - Spell. Remove on condition on all nearby allies and grant them immunity to burning for 3 seconds. Allies on fire are healed for 18...64...75.

5 Energy0.75¾ Activation time4 Recharge time - Spell. For 2...7...8 seconds, target ally has a 50% chance to block attacks.

5 Energy0.25¼ Activation time8 Recharge time - Enchantment Spell. For 3 seconds, all party members in the area have +5...20...24 armor and 10...28...33% chance to block.

  • There are too many condition removal skills that do the same thing. Most will be reworked for different effects.

5 Energy0.25¼ Activation time12 Recharge time - Enchantment Spell. For 1...12...15 seconds, conditions on target other ally expire 5...41...50% faster.

Healing Prayers[edit]

5 Energy0.75¾ Activation time3 Recharge time - Elite Spell. Heal target ally for 5...69...85. If target ally was under 50% health, he is healed for an additional 25...97...115

  • Some underused skills were revamped to compete with other skills.

5 Energy0.25¼ Activation time1 Recharge time - Elite Spell. Heal target ally for 15...103...125 health. If this spell is used again within 2 seconds, it's cost is reduced by 1 energy. (minimum of 1 energy)

5 Energy0.25¼ Activation time8 Recharge time - Elite Enchantment Spell. For 8 seconds, target ally and all allies within earshot are enchanted with Healing Hands. When you cast a spell on an ally with Healing Hands, all allies enchanted are healed for 18...37...42 health.

5 Energy1 Activation time3 Recharge time - Spell. Heal target ally for 25...85...100 health. If target ally was enchanted, you gain 3 energy.

-1 Upkeep5 Energy2 Activation time - Enchantment Spell. You gain 1...3...4 health regeneration and lose a condition every 2 seconds. For each condition removed in this way, you are healed for 8...29...34 health.

      • If an ally IS suffering from conditions, it is effectively +10 health regeneration at level 15. (Also, I miss wammos)

Smiting Prayers[edit]

  • Smiting Prayers will be revamped to be an offensive way to keep someone alive. It won't heal them, but it'll still hurt foes in the process.

10 Energy0.25¼ Activation time12 Recharge time - Elite Enchantment Spell. For 3 seconds, reflect 33...107...125% damage on target ally back to the source.

5 Energy1 Activation time20 Recharge time - Elite Hex Spell. For 30 seconds, whenever target foe uses a shout, all affected party members take 10...62...75 holy damage. Every time this happens, you gain 2 mana.

5 Energy0.75¾ Activation time10 Recharge time - Enchantment Spell. Next time target ally would have been hexed, the hex fails and target foe takes 8...46...55 holy damage.

5 Energy0.75¾ Activation time8 Recharge time - Signet. Target ally's next attack or spell deals an additional 10...46...55 holy damage and sets target on fire for 1...3...3 seconds.

15 Energy2 Activation time20 Recharge time - Enchantment Spell. For the next 8 seconds, target ally converts 5...27...33% of the damage received into additional attack damage.

5 Energy12 Recharge time - Melee Attack. You deal 15...47...55 holy damage. If that action was a spell, he is dazed for 0...2...2 second(s). If it was an attack, he is blinded for 0...2...2 second(s).

25 Energy1 Activation time20 Recharge time - Enchantment Spell. For 30 seconds, target ally's attacks and spells now deal holy damage and set target foe on fire for 0...2...3 seconds.

Paragon[edit]

Leadership[edit]

  • The energy gain from shouts has been changed to affect paragon skills only. However, all shouts last 0...16...20% longer with higher ranks.

Warrior[edit]

Strength[edit]

  • Some skills are used in a completely wrong sense. They have been updated for consistency.

5 Energy15 Recharge time - Stance. For 3...10...12 seconds, you run 25% faster. This stance ends when you hit target foe in melee. You gain 1 adrenaline for each second this skill was in effect. (Max of 0...3...4

Swordsmanship[edit]

  • Swordsmanship was one of the weaker trees. It needed to see some actual utility and active play.

9 Adrenaline - Sword Attack. You deal +10...30...35 damage. If target foe was suffering from Deep Wound, he is dazed for 2...4...5 seconds.

Tactics[edit]

  • NOBODY uses tactics. Unless there's that one broken skill in the tree. Entire tree was revamped.

4 Adrenaline - Shout. For 8 seconds, you and all nearby allies gain 8...21...24 armor.

2 Activation time - Signet. You heal for 30...102...120 health.

Assassin[edit]

Foreword[edit]

Critical Strikes[edit]

5 Energy12 Recharge time - Stance. For 20 seconds, your offhand and dual attacks cost no energy. You attack 5...21...25% faster while wielding daggers.

5 Energy12 Recharge time - Stance. For 20 seconds, you have an additional 25...33...35% chance of landing critical hits. You attack 5...21...25% faster while wielding daggers.

5 Energy12 Recharge time - Stance. For 15 seconds, your dual attacks return 3...7...8 energy. You attack 5...21...25% faster while wielding daggers.

5 Energy12 Recharge time - Stance. For 15 seconds, your attacks cannot miss. Every time you would have missed, you lose 11...5...4 energy. You attack 5...21...25% faster while wielding daggers.

5 Energy12 Recharge time - Stance. For 15 seconds, your non-dagger weapons use your Dagger Mastery as its attribute. You attack 5...21...25% faster while wielding daggers.

5 Energy12 Recharge time - Stance. For 15 seconds, you gain 8...38...45 health whenever you land a critical strike. You attack 5...21...25% faster while wielding daggers.

      • This skill was renamed to Way of the Perfectionist.

Dagger Mastery[edit]

  • There will be two types of attack skills. The spammable ones, and the pure spike ones.
  • Pure Spike Skills: High damage, strong effects, quicker chains, ~8-12 second cooldowns.

10 Energy12 Recharge time - Elite Off-Hand Attack. If you are not under the effects of an enchantment, this skill misses. If this attack hits, you deal +5...29...35 damage and target foe is dazed for 1...3...4 seconds.

10 Energy12 Recharge time - Off-Hand Attack. If target foe is under the effects of a hex and this attack hits, you gain 4...11...13 energy and deal +8...22...25 damage.

5 Energy0.5½ Activation time12 Recharge time - Off-Hand Attack. Must follow a lead attack. This attack cannot be blocked and deals +8...30...35 damage. If it hits, you apply deep wound for 5...17...20 seconds.

5 Energy0.5½ Activation time12 Recharge time - Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is crippled for 3...13...15 seconds. If target foe is already crippled, this attack deals +10...34...40 damage instead.

10 Energy12 Recharge time - Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10...18...20 damage. If you're an Assassin, target foe suffers from Bleeding and Deep Wound for 5...17...20 seconds.

      • The off-hand attacks that can open without lead attacks will not have an 0.5½ activation time, since they do not have to chain through another attack.
  • Spammable Skills: Medium to no damage, average to no effects, normal chains, ~2-6 second cooldowns.

5 Energy0.5½ Activation time2 Recharge time - Lead Attack. If this attack hits, target foe starts bleeding for 5...17...20 seconds. If target foe is already bleeding, this attack deals +3...13...15 damage instead.

5 Energy4 Recharge time - Off-Hand Attack. Must follow a lead attack. You deal +5...21...25 damage. If this attack hits, you gain 1...5...6 energy.

5 Energy4 Recharge time - Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +15...35...40 damage and all adjacent foes take 15...35...40 damage.

5 Energy4 Recharge time - Off-Hand Attack. Must follow a lead attack. Lose all adrenaline and deal +8...26...30 damage. If this attack hits, remove any stance used by target foe. This attack cannot be blocked.

      • The adrenaline loss is to prevent the abuse of "Coward!" Assassins. Being able to remove stances and constantly KD is not okay.

Shadow Arts[edit]

-0 Energy5 Activation time - Elite Enchantment Spell. You cannot take damage from spells, cannot be the target of spells, and all attacks miss. You suffer from -10 health degeneration. Your attacks cannot critical but deal shadow damage and heals you for the same amount.

      • This is skill is not final. But it is a step in a certain direction.

Deadly Arts[edit]

  • This tree will be set up for pure offense.

Mesmer[edit]

Foreword[edit]

  • All mantras have been changed to mantras. They work like stances.

Illusion Magic[edit]

  • Illusionary Weaponry Illusionary Weaponry - Elite Enchantment Spell. For 30 seconds, your melee attacks neither hit nor fail to hit. Instead, Illusionary Weaponry deals 8...38...45 damage to your targets for each melee attack. For each rank in Fast Casting, you gain +2 armor.

Necromancer[edit]

Blood Magic[edit]

7% Sacrifice1 Energy12 Recharge time - Skill. For 20 seconds, you steal 5...13...15% more life from those who are bleeding.

10% Sacrifice0.75¾ Activation time12 Recharge time - For 12 seconds, your next 4 offensive necromancer spells cause bleeding for 2...7...8 to foes adjacent to your target.

    • This is designed to prevent direct fragility spikes, but it does apply pressure to the foe's party.
  • Blood is Power Blood is Power

5 Energy0.25¼ Activation time5 Recharge time - For the next 8 seconds all party members near you gain +1...3...3 energy regeneration. Any time an ally uses a skill, you sacrifice 2% of your maximum health.

Soul Reaping[edit]

10 Energy1 Activation time12 Recharge time - For 20 seconds, you sacrifice 50...18...10% more health and you deal 15...39...45 dark damage to all foes adjacent to target ally whenever you sacrifice health.