User:Soldier198/SkillBalanceIdeas

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Hello. This is a page to collect ideas on improving underused skills. I only make suggestions for skills which are widely regarded by the community as being either not useful or outclassed by alternatives. I aim to keep these changes in line with the current designs and functionalities of Guild Wars. The goal of any suggested change to a skill is to make that particular skill viable in atleast one game mode (PvE, PvP), if not both. Please feel free to comment on the discussion page regarding any of these suggestions.



Restoration Magic[edit]

Ghostmirror Light[edit]

Spell. Target other ally is healed for 15...75...90 Health. If you are within earshot of a spirit, allies adjacent to your target are also healed for 15...39...45 Health.

Concise description

Spell. Heals for 15...75...90. Adjacent allies gain 15...39...45 Health if you are within earshot of a spirit. Cannot self-target.


Progression
Other heal
Adjacent heal
0
15
15
1
20
17
2
25
19
3
30
21
4
35
23
5
40
25
6
45
27
7
50
29
8
55
31
9
60
33
10
65
35
11
70
37
12
75
39
13
80
41
14
85
43
15
90
45
16
95
47
17
100
49
18
105
51
19
110
53
20
115
55
21
120
57


Suggested Change: Typically when a party is taking damage, the healers are not the recipients of that damage. Ghostmirror Light is apt to sit on a players bar for a long period of time before the conditions that would make it useful are available. Even so, with how fast healing spells recharge, a healer is poised to have a spell ready to cast on himself in only a few seconds. This change of functionality, which has the added benefit of keeping the skills title appropriate for its functionality, could see play as a way to heal front liners or any allies for that matter which are grouped together. It is comparable to Healing Ribbon, but cheaper in cost, weaker in effect, and smaller in AoE.


Anticipated Use: Many areas of the game across PvE and PvP feature instances where grouping together and AoE damage are unavoidable. Shrines, gates, and control points in the Jade Quarry, Fort Aspenwood, and Alliance Battles competitive arenas are good examples of where these instances may occur in PvP. In PvE, there are numerous areas where your party will be hit with AoE damage, from Splinter Weapon wielding Warden of Seasons' in the Echovald Forest to Meteor Shower casting Charr Flameshielder's in the Charr Homelands. Ghostmirror Light would function as an adequate way to counter these threats.

Alternative Idea

Spell. Target other ally is healed for 15...75...90 Health. For each spirit within earshot, one ally near your target is also healed for 15...39...45 Health.

Concise description

Spell. Heals for 15...75...90. One nearby ally gains 15...39...45 health for each spirit within earshot. Cannot self-target.


Progression
Other heal
Nearby heal
0
15
15
1
20
17
2
25
19
3
30
21
4
35
23
5
40
25
6
45
27
7
50
29
8
55
31
9
60
33
10
65
35
11
70
37
12
75
39
13
80
41
14
85
43
15
90
45
16
95
47
17
100
49
18
105
51
19
110
53
20
115
55
21
120
57

An alternative idea that would increase the AoE to nearby range while restricting the number of allies healed to match the number of spirits in earshot.

Mending Grip[edit]

Spell. Target ally is healed for 15...75...90 Health. If that ally is under the effects of a weapon spell, that ally loses one condition.

Concise description

Spell. Heals for 15...75...90. Removes one condition if target ally is under a Weapon [sic] spell.


Progression
0
15
1
20
2
25
3
30
4
35
5
40
6
45
7
50
8
55
9
60
10
65
11
70
12
75
13
80
14
85
15
90
16
95
17
100
18
105
19
110
20
115
21
120

Suggested Change: Consider the skill Mend Body and Soul. It casts faster, heals for more, and recharges in half as much time when compared to Mending Grip. It's conditional condition removal scales with any spirits in earshot, yours or the enemies. Spirits have the drawback of being immobile (mostly in PvP) and can be destroyed. Regardless, they are easily spammed in PvE, and usually around when you need them. Now consider Dismiss Condition. It heals for the same amount as Mending Grip, casts fasters, always removes a condition, recharges in half as much time, and its conditional heal is activated by enchantments, of which, there are many across every profession but three. Mending Grip is arguably weaker than both these skills across all fronts. It's main advantage is supposed to be mobility, in that it does not need a spirit to remove conditions, as does Mend Body and Soul. However, the weapon spell requirement is typically only able to be fulfilled by one individual in the party, usually the Ritualist himself. This skill, in my honest opinion, was an obvious candidate for a buff ever since it was released, and all it really needs to be useful is some fine tuning. A slight increase in its raw healing output, a casting time reduction to 3/4, and a drop in recharge to only 4 seconds would make it a much more potent, and fairly balanced, skill.


Anticipated Use: In PvE, Mending Grip, even with the suggested change, would likely remain overshadowed by Mend Body and Soul. This is because Mendy Body and Soul provides a superior heal, and its condition removal, while having a Spirit prerequisite, scales with the number of spirits in earshot and is easily met due to the popularity of Signet of Spirits summoners and Soul Twisting protectors, in addition to the reduced casting times and increased armor levels for all Binding Rituals that make their presence more reliable. PvP is where this change would most likely have the greatest impact. Spirits do not have the same superiority in PvP that they do in PvE, namely due to their increased casting times, lower spirit levels, and the prevalence of interruption skills used by opposing players. Because of this, Mend Body and Soul suffers as a condition removal skill, for its spirit prerequisite cannot be as easily met. Mending Grip would therefore be a more reliable condition removal skill. Though it relies on Weapon Spells to remove conditions, Weapon Spells themselves cannot be stripped and furthermore do not limit the Ritualist to earshot range as Mend Body and Soul does, greatly aiding the Ritualist in one place where they are at their weakest, mobility.

Preservation[edit]

Elite Binding Ritual. Create a level 1...11...14 spirit. Every 4 seconds, this spirit heals all non-spirit allies in the area for 10...42...50 Health. This spirit dies after 90 seconds.

Concise description

Elite Binding Ritual. Creates a level 1...11...14 spirit (90 second lifespan). Every 4 seconds this spirit heals all non-spirit allies in the area for 10...42...50.


Progression
Level
0
1
10
1
2
13
2
3
15
3
4
18
4
4
21
5
5
23
6
6
26
7
7
29
8
8
31
9
9
34
10
10
37
11
11
39
12
11
42
13
12
45
14
13
47
15
14
50
16
15
53
17
16
55
18
17
58
19
17
61
20
18
63
21
19
66


Before we begin discussing the weaknesses of Preservation, lets start by discussing its strengths. It costs only 5 energy (the cheapest cost for any Binding Ritual), recharges in only 20 seconds (the shortest recharge for any Binding Ritual), has a lengthy duration of 90 seconds, and in PvP has the lower casting time of 3 seconds for a Binding Ritual. Those factors alone make it rather potent at its roots for a Binding Ritual, and furthermore require its effect to be balanced around them. However, its active effect, while potentially strong, is unfortunately quite weak, and this is solely because the healing is ally targeted and completely random. Sometimes, the healing will not target an ally who needs it. And if it does, that ally might not need as much health as Preservation heals for. Most often, it simply goes to waste. Suggestions I've seen thrown around on the wiki and elsewhere tend to lean towards making the skill party member targeted only and always having it heal the party member with the lowest health. I do agree that that particular change would make the skill much better than it is, however, I believe Preservation would be more effective as a strong anti-pressure skill for allies. By retaining its limited In the Area AoE and adjusting the functionality of the skill as suggested above, Preservation would become a strategic skill, able to be placed behind combat or in the midline as a zone of relief. Its effect, of course, cannot be too strong when we take into consideration its fantastic energy cost and recharge time.

Defiant Was Xinrae (PvE)[edit]

Elite Item Spell. Hold Xinrae's ashes for up to 15...51...60 seconds. While you hold her ashes, you cannot lose more than 15% of your max health from a single hit. When you drop her ashes, one random other party member in earshot is resurrected with 20...68...80% health and 0...48...60% energy.

Concise description

Elite Item Spell. (15...51...60 seconds.) You cannot lose more than 15% of your max health from a single hit. Drop effect: One random other party member in earshot is resurrected (20...68...80% health and 0...48...60% energy).


Progression
% Energy
0
15
20
0
1
18
24
4
2
21
28
8
3
24
32
12
4
27
36
16
5
30
40
20
6
33
44
24
7
36
48
28
8
39
52
32
9
42
56
36
10
45
60
40
11
48
64
44
12
51
68
48
13
54
72
52
14
57
76
56
15
60
80
60
16
63
84
64
17
66
88
68
18
69
92
72
19
72
96
76
20
75
100
80
21
78
104
84


Suggested Change: Defiant Was Xinrae is a rather lackluster skill. It's 20% damage cap isn't quite useful and can be easily surpassed by the likes of Protective Spirit and Shelter. It does have an advantage in that it cannot be stripped, but considering the fact that most players have between 480 and 600 health, being struck for 96-120 damage remains painful. It's drop effect is nice to recoup damage taken, yet is nothing special and arguably inferior to Unholy Feast, discounting the double drop ability. Additionally, most players utilize Vengeful Was Khanhei when it comes to low hp farming builds on the Ritualist. The idea above would be a mild change in functionality. The passive effect would be slightly enhanced to a 15% damage cap, while the drop effect would be changed to be a more useful resurrection. I think this change in functionality would offer an attractive elite skill for the Restoration Ritualist. Additionally, there would have to be a PvP split for this skill, with the PvP version being the unchanged prior version.


Anticipated Use: Though this change would be restricted to PvE only, this skill would remain a generally useful Elite. Instant resurrections are always appreciated from a healer, and whether or not Defiant Was Xinrae would be worth taking depends on whatever potential Elite Skill the wielder would be losing. However, for general PvE usage, I anticipate it being an appreciated skill. The 15% damage cap is likely to be not as important as the instant resurrection, however, it would came in handy in cases where big damage packets are expected.

Spawning Power[edit]

Wielder's Zeal[edit]

Elite Enchantment Spell. For 10...26...30 seconds, whenever you cast a Weapon Spell on an ally, you gain 1...4...5 Energy and that ally is healed for 5...41...50 Health.

Concise description

Elite Enchantment Spell. (10...26...30 seconds.) You gain 1...4...5 Energy and target ally gains 5...41...50 Health whenever you cast a weapon spell.


Progression
Energy gain
0
10
1
5
1
11
1
8
2
13
2
11
3
14
2
14
4
15
2
17
5
17
2
20
6
18
3
23
7
19
3
26
8
21
3
29
9
22
3
32
10
23
4
35
11
25
4
38
12
26
4
41
13
27
4
44
14
29
5
47
15
30
5
50
16
31
5
53
17
33
6
56
18
34
6
59
19
35
6
62
20
37
6
65
21
38
7
68

Suggested Change: This skill is rather outclassed when it comes to spamming Weapon Spells. Attuned Was Songkai or Spirit Channeling tend to have better usage and their effects are not limited to Weapon Spells. Morever, the effectiveness of this skill is limited due to the inherent mechanics of Weapon Spells, that being their inability to stack. An Elite skill whose sole function is to enhance Weapon Spells should have a little more "oomph". A change such as this would add a bit of needed utility without overpowering its abilities.


Anticipated Use: In PvE, this change to Wielder's Zeal would prove generally useful to supportive Ritualists across all fronts. Those dedicated to combined healing and protection would find it to be quite the boon as Vengeful Weapon would become something like a spot heal, while Weapon of Warding and Resilient Weapon would perform admirable as combined healing and protection skills. However, I believe that this change would be most impactful in PvP, and this is for a few reasons. In PvE, there are generally characters dedicated to solely healing or protection in 8 man areas, negating the combined healing and protection aspects of Weapon Spells. In PvP, many arenas, especially those with randomized teams, are more favorable towards characters who combine both healing and protection, therefore enabling them to respond to a larger variety of threats without specializing to a degree that would end up hurting their supportive capabilities. Wielder's Zeal would effectively support Weapon Spell based builds which intend to provide healing and protection, while avoiding the drawbacks of a Spirit based build (namely mobility and vulnerability to shutdown). The counter to this skill would of course lie in the enemies ability to enchantment strip Wielder's Zeal from their opponent.

Reclaim Essence[edit]

Elite Skill. You gain 5...15...17 energy. For 30 seconds, your next 1...3...3 binding rituals have 50% more base health.

Concise description

Elite Skill. Gain 5...15...17 energy. (30 seconds.) Your next 1...3...3 binding rituals have 50% more base health.


Progression
Energy gain
0
5
1
1
6
1
2
7
1
3
7
1
4
8
2
5
9
2
6
10
2
7
11
2
8
11
2
9
12
2
10
13
2
11
14
2
12
15
3
13
15
3
14
16
3
15
17
3
16
18
3
17
19
3
18
19
3
19
20
4
20
21
4
21
22
4

Problem Statement and Suggested Change: The problem with this skill is that there isn't much of a reason to use it when compared to powerful alternatives such as Soul Twisting or Ritual Lord. That said, let's identify where these three skills differ. Soul Twisting intends to provide energy management and recharge time reduction. It does so by reducing the energy cost of a spirit, to a limit of 10, while eliminating its recharge. Ritual Lord is intended to create stronger spirits by raising your attributes, thereby increasing the effectiveness of any binding ritual you cast, while simultaneously reducing their recharge by a scaling percentage. Reclaim Essence provides energy management through a scaling energy return, while always destroying your spirits, and furthermore grants recharge reduction through a one time instant recharge of all binding rituals. Reclaim Essence is most similar in functionality to Soul Twisting, and arguably weaker due to its self-destruction element, necessitating a recasting of your spirits. Its energy return is good, but Soul Twisting provides sufficient energy relief on its own for higher cost spirits, while any spirit costing 10 energy or less can be suitably managed through Boon of Creation or Spirit Siphon. However, between these three elite skills, we do not have a skill that focuses on energy management while also increasing the strength of your spirits. My proposed change would do exactly that. A one time energy gain, followed by increasing the base health of your next 1-3 binding rituals would be a boon for Defensive Spirit spammers and Restoration Ritualists using Rejuvenation. It probably would not be as effective as Ritual Lord for using your spirits to tank, as Ritual Lord increases your spirit level and therefore their armor, which is generally more important for spirit tanking rather than their health. However, Reclaim Essence and Ritual Lord would still have their respective differences as one returns energy and one reduces recharge time, therefore always granting the player a choice in which aspect of these skills they would prefer. For this change in functionality, changing the skill type of this skill from a spell to just a skill while also reducing its recharge to 20 seems like an appropriate adjustment.


Anticipated Use: Reclaim Essence in this form may become an alternative to Soul Twisting and Ritual Lord for PvE spirit spammers. It cannot match the spammability provided by those skills, yet the increase in spirit health would surely be a significant boon to those Ritualists utilizing defensive spirits, and possibly to those who intend to have their spirits tank enemies in the form of a spirit wall. In PvP, the skill may be valuable as a way to manage energy while reinforcing your spirits with the added health, making it more difficult for your opponents to destroy them.

Weapon of Renewal[edit]

Weapon Spell. For 3...7...8 seconds, the next time target ally hits with an attack skill, that ally gains 1...6...7 Energy and 0...2...2 strikes of adrenaline.

Concise description

Weapon Spell. (3...7...8 seconds.) Target ally gains 1...6...7 Energy and 0...2...2 strikes of adrenaline the next time this ally hits with an attack skill.


Progression
Energy gain
0
3
1
0
1
3
1
0
2
4
2
0
3
4
2
0
4
4
3
1
5
5
3
1
6
5
4
1
7
5
4
1
8
6
5
1
9
6
5
1
10
6
6
1
11
7
6
1
12
7
7
2
13
7
7
2
14
8
8
2
15
8
8
2
16
8
8
2
17
9
9
2
18
9
9
2
19
9
10
3
20
10
10
3
21
10
11
3

Suggested Change: I like the idea of this skill very much. A soft battery for martial players to be used when a build has a left over skill slot. While this skill will likely remain overshadowed by the likes of Great Dwarf Weapon in PvE, the addition of a scaling adrenaline gain could help its potential in other areas of the game. A slight reduction in duration would accompany this buff in order to reduce the Ritualist's ability to keep this skill active on an ally before that ally has engaged in combat.


Anticipated Use: I cannot foresee Weapon of Renewal replacing powerful staples in PvE such as Splinter Weapon and Great Dwarf Weapon. However, the added adrenaline gain, in combination with the current energy gain, would make for a powerful martial support skill. In PvP, this may result in Weapon of Renewal becoming a useful skill for supporting the damage dealing capabilities of any martial class by allowing them to use their energy and adrenaline based skills more frequently.

Doom[edit]

Spell. Strike target foe for 10...34...40 lightning (maximum 100) damage for every summoned creature you control within earshot.

Concise description

Spell. Deals 10...34...40 lightning damage (maximum 100) for each summoned creature you control within earshot.


Progression
0
10
1
12
2
14
3
16
4
18
5
20
6
22
7
24
8
26
9
28
10
30
11
32
12
34
13
36
14
38
15
40
16
42
17
44
18
46
19
48
20
50
21
52


Suggested Change: Doom is a skill that is rather clumsy to use. It has a high damage potential, but that potential is locked behind the requirement of four recharging spirits (provided your Spawning Power is at or between 12 and 17). In PvE, this effect tends to be defeated by skills which hasten the recharge times of Binding Rituals, such as Soul Twisting or Ritual Lord. In PvP, considering the lengthy cast times of spirits, trying to place four of them on the battlefield is risky and not always a viable strategy. The above change would lower the damage potential of the skill to a maximum of 100 damage instead of 135 while reducing the recharge and simultaneously making that damage more accessible. This improved accessibility would be achieved by changing the damage prerequisite from requiring a recharging binding ritual to instead requiring the player control a summoned creature within earshot.


Anticipated Use: This change would be quite effective for spirit spammers of all types in PvE. Signet of Spirits spammers would instantly meet the damage cap for this skill at a Spawning Power level of 12 or higher, while Soul Twisting based ritualists would meet it with ease. Other spirit spammers, such as those utilizing damage oriented communing spirits would find the skill to be reliable single target damage. Restoration based Ritualists could additionally utilize it to inflict damage while retaining a high attribute in the Spawning Power line. In PvP, even with the change, this skill may not see much use because of the difficulty in summoning and retaining more than one spirit in PvP formats. Nonetheless, it remains much improved over the prior version.


Empowerment[edit]

Binding Ritual. Create a level 1...11...14 spirit. Non-spirit allies within its range gain +1 energy regeneration. This spirit dies after 5...25...30 seconds.

Concise description

Binding Ritual. Creates a level 1...11...14 spirit (5...25...30 second lifespan). Non-spirit allies in range gain +1 energy regeneration.


Progression
Level
0
1
5
1
2
7
2
3
8
3
4
10
4
4
12
5
5
13
6
6
15
7
7
17
8
8
18
9
9
20
10
10
22
11
11
23
12
11
25
13
12
27
14
13
28
15
14
30
16
15
32
17
16
33
18
17
35
19
17
37
20
18
38
21
19
40


Problem Statement and Suggested Change: Empowerment is essentially intended to serve as a replacement for a characters lost health and energy while holding an item. Though this is dandy on paper, in practice it isn't too useful. Additionally, the number of allies it will affect is quite limited due to the fact that item spells are available on only one profession, and not universally used in builds. All in all, the skill is simply too niche to be effective. The suggested change would increase the energy cost of Empowerment to 25, cut its duration in half, and change the functionality to grant +1 energy regeneration to allies.


Anticipated Use: Energy regeneration is a powerful and inherently useful boon. Although the regeneration granted by Empowerment would be limited to +1 only, it is unconditional, affects allies, and is unstrippable, with the only counter being to destroy the spirit or force its beneficiaries out of range. As such, it is necessary to make the skill quite costly to use, and by matching its duration to its recharge, vulnerable to destruction. Nonetheless, increased energy regeneration remains valuable, and this skill could see much use across both PvE and PvP if changed in this way.



Spirit to Flesh[edit]

Spell. Target allied spirit is destroyed. All allies in the area are healed for 15...71...85.

Concise description

Spell. Destroys target allied spirit. Heals allies in the area for 15...71...85.


Progression
0
15
1
20
2
24
3
29
4
34
5
38
6
43
7
48
8
52
9
57
10
62
11
66
12
71
13
76
14
80
15
85
16
90
17
94
18
99
19
104
20
108
21
113


Problem Statement and Suggested Change: Spirit to Flesh is a powerful but limited skill. The touch range requirement presents an issue in usability, as a Ritualist may have to spend time running to a spirit in order to heal. The skill does have an advantage over Feast of Souls in that it heals allies, not just party members, and has a much higher initial heal, yet this healing effect is limited to nearby range in comparison to Feast of Souls party range, while also being less spammable due to a longer recharge. To better balance this skill against its counterpart, I would suggest increasing its area of effect to a wider in the area range while significantly reducing its healing output, removing the touch range, and cutting down its recharge time. This way, Spirit to Flesh can be utilized as a quick allied healing ability, yet cannot match Feast of Souls in terms of range and total healing output.


Anticipated Usage: Spirit to Flesh would be a useful skill in any area of the game where party and multi-ally healing is crucial. Additionally, as it is linked to Spawning Power, it can be taken in a wide range of builds. The skill would more or less be a variant over Feast of Souls for those would desire its mildly different effect.

Channeling Magic[edit]

Clamor of Souls[edit]

Elite Spell. Target foe and all nearby foes take 20...64...75 lightning damage. If you are within earshot of a spirit or holding a bundle item, you gain 7 Energy.

Concise description

Elite Spell. Deals 20...64...75 lightning damage to target and nearby foes. You gain 7 Energy if you are within earshot of a spirit or holding a bundle item.


Progression
0
20
1
24
2
27
3
31
4
35
5
38
6
42
7
46
8
49
9
53
10
57
11
60
12
64
13
68
14
71
15
75
16
79
17
82
18
86
19
90
20
93
21
97


Suggested Change: This skill is outshined by a lot of ritualist elites when it comes to doing damage. It has a big advantage in that its two conditionals are both easy to meet, but the effect, though free, is mediocre. Similar to Mending Grip, Clamor of Souls is a skill which only needs some fine tuning to be effective. A small boost to damage and recharge, while lowering the energy return, would be an appropriate change without overpowering its abilities.


Anticipated Use: In PvE, it is difficult to replace the extraordinary firepower of other Ritualist elites such as Signet of Spirits, Signet of Ghostly Might and Destructive Was Glaive. Nonetheless, this skill would still have its place for beginner Ritualists as they make their way through game, unlocking skills and discovering builds. That said, in PvP I envision this skill becoming quite capable in formats such as Alliance Battles, the Jade Quarry, and Fort Aspenwood. It's increased damage and lowered recharge would allow it to compare favorably to skills from other classes routinely used in these game modes to deal AoE damage, such as Invoke Lightning or Ray of Judgement.

Divine Favor[edit]

Withdraw Hexes[edit]

Elite Spell. Remove one hex from each party member. If a hex is removed in this way, that party member is healed for 15...51...60 health. (50% failure chance with Divine Favor 4 or less.)

Concise description

Elite Spell. Affects all party members. Removes one hex. Heals for 15...51...60 if a hex is removed. 50% failure chance unless Divine Favor is 5 or more.


Progression
0
15
1
18
2
21
3
24
4
27
5
30
6
33
7
36
8
39
9
42
10
45
11
48
12
51
13
54
14
57
15
60
16
63
17
66
18
69
19
72
20
75
21
78

Withdraw Hexes doesn't see much use in neither PvE nor PvP, namely due to superior alternatives such as Peace and Harmony and the non-elite Convert Hexes. I believe the big issue with this skill is that its AoE function just isn't altogether useful. Adjacent range is rather small, and depending on how many hexes you eat, this skill can disable itself for a very long time. I think an agreeable change to this skill would be to make it what is essentially an elite version of Extinguish that removes hexes instead of conditions, while also tacking on a conditional heal to reduce pressure. Such a change would necessitate increasing its recharge while also retaining the high energy cost due to the powerful effect. Additionally, out fear that competitive PvP arenas might abuse the skill by stacking it on secondaries, I have added a failure chance with Divine Favor being at an attribute level of 4 or less, thereby limiting usage to primary monks only. This failure chance would not be applied to the PvE version of the skill, however.


Signet of Devotion[edit]

Signet of Devotion

293
  • 01.5Activation
  • 5 Recharge
Profession
Monk
Attribute
Divine Favor
Type
Signet
Campaign
Core
Animation
Click to view

Signet. Heal target ally for 14...83...100 Health.

Concise description

Signet. Heals for 14...83...100.


Progression
0
14
1
20
2
25
3
31
4
37
5
43
6
48
7
54
8
60
9
66
10
71
11
77
12
83
13
89
14
94
15
100
16
106
17
111
18
117
19
123
20
129
21
134

Signet of Devotion would be a good candidate for usage of the 1 and 1/2 second cast time introduced by Arenanet during the Elementalist update of 2012.

Healing Prayers[edit]

Healing Light[edit]

Elite Spell. Heal target ally for 30...102...120 Health. If your target has an enchantment, you gain 1...3...3 Energy.

Concise description

Elite Spell. Heals for 30...102...120. You gain 1...3...3 Energy if target ally is enchanted.


Progression
Energy gain
0
30
1
1
36
1
2
42
1
3
48
1
4
54
2
5
60
2
6
66
2
7
72
2
8
78
2
9
84
2
10
90
2
11
96
2
12
102
3
13
108
3
14
114
3
15
120
3
16
126
3
17
132
3
18
138
3
19
144
4
20
150
4
21
156
4

Healing Light is an elite skill which, in my opinion, is close to being a good skill. A slight bump in its healing output may bring it up to par with alternatives such as Word of Healing and Healing Burst while retaining the distinct disadvantage of a higher casting time . However, being that Healing Light deals with energy management, it is a skill that cannot be buffed too greatly in consideration of Arenanet's tendency not to grant Monks overtly powerful energy management options.


Healer's Covenant[edit]

Elite Enchantment Spell. While you maintain this enchantment, your Healing Prayers spells heal for 15% less Health, but cost -1...3...3 Energy.

Concise description

Elite Enchantment Spell. Your Healing Prayers spells cost 1...3...3 less Energy. These spells heal for 15% less.


Progression
Energy reduction
0
1
1
1
2
1
3
1
4
2
5
2
6
2
7
2
8
2
9
2
10
2
11
2
12
3
13
3
14
3
15
3
16
3
17
3
18
3
19
4
20
4
21
4

A slight reduction in the negative healing modifier coupled with a doubling of the recharge time as a tradeoff. As stated in the above paragraph, Arenanet is cautious in granting Monks powerful energy management tools. Nonetheless, this elite rarely sees use, especially when compared to more favorable enchantments like Healer's Boon or Unyielding Aura. Slightly increasing its healing output could turn the tide more in its favor.

Protection Prayers[edit]

Mark of Protection[edit]

Elite Enchantment Spell. For 8 seconds, whenever target ally would take damage or life steal, that ally is healed for that amount instead, maximum 6...37...45.

Concise description

Elite Enchantment Spell. (8 seconds.) Converts incoming damage or life steal to healing (maximum 6...37...45).


Progression
Maximum healing
0
6
1
9
2
11
3
14
4
16
5
19
6
22
7
24
8
27
9
29
10
32
11
35
12
37
13
40
14
42
15
45
16
48
17
50
18
53
19
55
20
58
21
61

Problem Statement and Suggested Change: Mark of Protection is a skill which has a very powerful effect that is unfortunately countered by drawbacks much too strong for the skill to see much use, if at all. First off, the disabling of your own skills effect is unnecessary as, unlike the similar disable by Gift of Health, this is a not skill which Healing Prayer Monks are going to use when dipping into Protection Prayers when considering that they have an alternative in the form of Healing Hands. Therefore, I think we can eliminate that portion of the skill. I find it necessary to reduce its long recharge time to a more usable 25 seconds, otherwise the down time is too long. To counteract this recharge reduction, I believe the duration of the enchantment should be reduced only slightly to 8 seconds, while the damage conversion also sees a slight reduction. Furthermore, Mark of Protection will now convert life stealing to healing in addition to damage, preserving consistency between this skill and those with similar functionalities such as Life Sheath and Reversal of Fortune. Lastly, the one second cast time is going to stay as this skill is likely not intended by Arenanet to be anti-spike but rather anti-pressure. All in all, the skill would remain quite powerful, essentially negating all damage up to 84 and below at 14 Protection Prayers, provided it isn't stripped.


Anticipated Use: With this change, Mark of Protection would remain distinct from other Protection Prayer's elites while neither overshadowing nor nullifying their abilities. This skill would essentially be brought up to par with its alternatives, and considering that its very general functionality (damage and life steal conversion) has purpose in all modes of the game, Mark of Protection would be useful in most any area.

Smiting Prayers[edit]

Amity[edit]

Elite Hex Spell. For 5...17...20 seconds, target foe and all nearby foes lose 3 energy whenever they attack and deal 5...17...20 less damage.

Concise description

Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). Lose 3 energy when attacking. Reduces damage by 5...17...20.


Progression
0
5
5
1
6
6
2
7
7
3
8
8
4
9
9
5
10
10
6
11
11
7
12
12
8
13
13
9
14
14
10
15
15
11
16
16
12
17
17
13
18
18
14
19
19
15
20
20
16
21
21
17
22
22
18
23
23
19
24
24
20
25
25
21
26
26

Amity's current function is not very useful and difficult to properly balance. The suggested change of functionality would be a targeted hex with nearby range that reduces damage in addition to having a soft energy denial effect. Such a change would necessitate an energy cost and casting speed increase, yet also a decrease in recharge time. An attribute switch to Smiting Prayers would also be appropriate.

Pacifism[edit]

Hex Spell. For 5...13...15 seconds, target foe attacks 33% slower and gains 50% less adrenaline.

Concise description

Hex Spell. (5...13...15 seconds.) Target foe attacks 33% slower and gains 50% less adrenaline.


Progression
0
5
1
6
2
6
3
7
4
8
5
8
6
9
7
10
8
10
9
11
10
12
11
12
12
13
13
14
14
14
15
15
16
16
17
16
18
17
19
18
20
18
21
19

Suggested Change: Pacifism as a skill is not very effective, moreover difficult to balance. In PvE, progress is generally made by killing monsters, and in the case where shutdown is needed, there are easier and more powerful ways to do so than to rely on Pacifism. In PvP, the ends on receiving damage clause tends to negate most instances where Pacifism may be used. The above suggestion would place Pacifism in Smiting Prayers and offer the Smiting monk a potent tool to counter martial players, especially those reliant on adrenaline. Its effects would be balanced by a combination of energy cost, cast time, and recharge.


Anticipated Use: Single target shutdowns are generally not as effective in PvE as those affecting multiple creatures. Additionally, Mesmers retain superiority over other professions when it comes to shutdown ability thanks to powerful skills such as Ineptitude or Panic. In PvP, this skill would complement a smiting monk quite well, allowing to them shutdown martial players while remaining vulnerable to typical counters such as hex removal and disruption. In terms of overall effectiveness, I believe it to compare favorably to anti-martial staples such as Faintheartedness and Empathy.

Strength[edit]

Signet of Strength[edit]

Signet. Your next 1...13...16 attack[s] deal +5 damage.

Concise description

Signet. Your attacks deal +5 damage. Ends after 1...13...16 attack[s].


Progression
Strength
Attacks
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22


A slight recharge reduction to encourage use of this skill. Considering that Signet of Strength has an infinite duration, cannot be stripped, and adds armor ignoring damage, it should not be buffed too greatly.



Marksmanship[edit]

Splinter Shot[edit]

Bow Attack. If Splinter Shot hits, you deal +3...13...15 damage and all foes adjacent to your target take 5...29...35 damage.

Concise description

Bow Attack. Deals +3...13...15 damage. Deals 5...29...35 damage to adjacent foes.


Progression
Damage to adjacent foes
0
3
5
1
4
7
2
5
9
3
5
11
4
6
13
5
7
15
6
8
17
7
9
19
8
9
21
9
10
23
10
11
25
11
12
27
12
13
29
13
13
31
14
14
33
15
15
35
16
16
37
17
17
39
18
17
41
19
18
43
20
19
45
21
20
47

Splinter Shot as a skill is not quite useful. It deals low damage, has the higher energy cost of 10 for bow attack skills, and its conditional effect, while decent, finds very few areas in the game that make it worth using. The above suggestion would instead take the conditional AoE damage effect of the skill and make it unconditional while also lowering its damage potential to an appropriate level. This change would likely make Splinter Shot preferable in any area of the game where enemies are expected to be constantly grouped together.


Power Shot[edit]

Bow Attack. If Power Shot hits, target foe takes 25...53...60 damage.

Concise description

Bow Attack. Target foe takes 25...53...60 damage.


Progression
0
25
1
27
2
30
3
32
4
34
5
37
6
39
7
41
8
44
9
46
10
48
11
51
12
53
13
55
14
58
15
60
16
62
17
65
18
67
19
69
20
72
21
74

Power Shot does not retain its usefulness past the very beginning of the game. It deals relatively high damage at low Marksmanship levels (25-35) which makes it effective when a character is fresh in the tutorial sections, but this advantage rapidly dissipate as enemies level and gain more health. Power Shots scaling as it currently is is unable to keep up with the progression of the game once more powerful skills and damage modifiers are unlocked. The proposed change would be a modest increase in damage coupled with a slight recharge increase as compensation. This change would encourage use of the skill past the early game.

Punishing Shot[edit]

Elite Bow Attack. If Punishing Shot hits, you strike for +10...18...20 damage and your target is interrupted. If the interrupted action was a spell, your target loses 1...4...5 energy.

Concise description

Elite Bow Attack. Deals +10...18...20 damage. Interrupts an action. Interruption effect: causes 1...4...5 energy loss if you interrupt a spell.


Progression
Energy loss
0
10
1
1
11
1
2
11
2
3
12
2
4
13
2
5
13
2
6
14
3
7
15
3
8
15
3
9
16
3
10
17
4
11
17
4
12
18
4
13
19
4
14
19
5
15
20
5
16
21
5
17
21
6
18
22
6
19
23
6
20
23
6
21
24
7


Suggested Change: Punishing Shot is an Elite skill that is overshadowed by the likes of other powerful Ranger Elites such as Melandru's Shot, Burning Arrow, or Magebane Shot. It has an advantage in that it deals damage unconditionally and has a rather low recharge time of 5 seconds, however, a common comparison is often made between this skill and Savage Shot, and while they have their respective differences, it does make one question why Punishing Shot is elite. The suggested change would give Punishing Shot an edge over other Ranger interrupt skills by providing it with a small energy denial effect that only triggers upon interrupting a spell. Since no other Ranger interrupt functions the same way, this change could possibly give interrupt Rangers another avenue of play. As a bonus, Punishing Shots new functionality would correspond aptly with Debilitating Shots, considering that the words Debilitating and Punishing are often used in the same context.


Anticipated Use: In PvE, energy denial is not always effective, especially when playing in Hard Mode. This is due to the fact that monsters usually have more energy than their respective professions would be expected to provide. Therefore, this change would likely find PvP as its preferred format. Being able to interrupt skills while combining damage and energy denial is an effective way to pressure any team. Yet the tradeoff would come in the lost potential of other elite skills. Magebane Shot provides unblockable interruption and disabling that can be crucial in the right circumstances. Incendiary Arrows spreads conditions and causes immense pressure that can result in even the most capable healer struggling to keep up. Crippling Shot provides a fast recharging, unblockable snare valuable to any team. Punishing Shot would compare favorably to all these skills and find usage depending on the team and build it integrates with.

Disrupting Shot[edit]

Bow Attack. If this attack hits, target foe's action is interrupted. If that action was a Skill, you strike for +10...28...32 damage.

Concise description

Bow Attack. Interrupts an action. Interruption effect: +10...28...32 damage if you interrupt a skill.


Progression
0
10
1
11
2
13
3
14
4
16
5
17
6
19
7
20
8
22
9
23
10
25
11
26
12
28
13
29
14
31
15
32
16
33
17
35
18
36
19
38
20
39
21
41


Disrupting Shot has a strong effect that is unfortunately countered too heavily by its recharge time. Disrupting Shot does have an advantage over other Ranger interrupts since its additional damage is activated by skill interruption and not restricted solely to spell interruption. An appropriate change would be to lower its recharge time to a less punishing 10 seconds, while also lowering its damage output as compensation.


Wilderness Survival[edit]

Dryder's Defenses[edit]

Stance. For 5...10...11 seconds, you gain 75% chance to block attacks and 17...27...30 armor against elemental damage.

Concise description

Stance. (5...10...11 seconds.) You have 75% chance to block and +17...27...30 armor against elemental damage.


Progression
0
5
17
1
5
18
2
6
19
3
6
20
4
7
20
5
7
21
6
7
22
7
8
23
8
8
24
9
9
25
10
9
26
11
9
27
12
10
27
13
10
28
14
11
29
15
11
30
16
11
31
17
12
32
18
12
33
19
13
33
20
13
34


Dryder's Defenses is another one of those skills with an exceptionally powerful effect that is hampered by an equally long recharge time. Reducing the recharge to a more appropriate 45 seconds would be a decent way to encourage use. As a trade-off, the elemental armor boost would be axed by 50%, however, seeing as Rangers already have an inherent 100 armor against elemental damage, they would remain well protected against such attacks.


Domination Magic[edit]

Power Flux[edit]

Elite Hex Spell. If target foe is casting a spell or chant, that skill is interrupted and for 4...9...10 seconds, that foe has -3 Energy degeneration.

Concise description

Elite Hex Spell. Interrupts a spell or chant. Interruption effect: -3 Energy degeneration (4...9...10 seconds).


Progression
0
4
1
4
2
5
3
5
4
6
5
6
6
6
7
7
8
7
9
8
10
8
11
8
12
9
13
9
14
10
15
10
16
10
17
11
18
11
19
12
20
12
21
12


Suggested Change: Power Flux has to compete against other powerful Mesmer shutdown skills and finds itself most often falling short. Power Block, though tougher on energy and having twice the recharge compared to Power Flux, has more a more catastrophic, unavoidable effect. Power Leech is similar to Power Flux but considerably stronger, stealing upwards of 15 energy every time its target casts a spell. Power Leak is often drawn in comparison to Power Flux, and as a non-elite skill could arguably be considered superior to Power Flux; it causes more than twice as much energy loss on its target, though this loss of energy can be partially negated through energy hiding, whereas Power Flux's degeneration cannot be avoided, yet in turn may be removed through hex removal. Increasing the degeneration amount to -3 would improve Power Flux's ability to pressure an opponent while retaining the advantage of a lower cooldown in comparison to most other Mesmer interruptions.


Anticipated Use: Power Flux may become a viable alternative to the aforementioned skills. As with most skills featuring pure energy denial, Power Flux is likely to remain less preferred when compared to other, more powerful methods of shutdown for PvE. PvP is likely where this change would find its footing, granting Domination Mesmers another tool in their varied arsenal.

No Attribute[edit]

Remedy Signet[edit]

Signet. You lose 2 conditions.

Concise description

Signet. You lose two conditions.


This skill is outclassed by Antidote Signet if profession is not a factor. Straight buff to unconditional removal of two conditions instead of one, along with a recharge increase to compensate, seems like an appropriate change.






Light of Dwayna[edit]

Light of Dwayna

304
  • 5 Energy
  • 1 Activation
  • 20 Recharge
Profession
Monk
Type
Spell
Campaign
Prophecies
Animation
Click to view

Spell. All party members in earshot are healed for 50 health.

Concise description

Spell. Heals all party members in earshot for 50.



AoE resurrection skills are not always among the most useful categories of skills. Generally, if more than one member of your party is dead, your party is in a dangerous situation, and continuing to battle may lead to a wipe. In the case where a battle has ended and more than one member of your party needs to be revived, multi-member resurrection skills are unnecessary as a player can simply resurrect one party member after the other. Using Light of Dwayna in the heat of battle is also unwise as the energy cost, small health pool and zero percent energy with which your teammates will be revived with places them at great risk for being immediately targeted by enemy AI. The suggested change of functionality would be an unlinked party healing option. It is moderately weaker than mainstream party healing skills, such as Heal Party or Protective Was Kaolai, in terms of range, healing, and recharge; this is justified due to the fact that it requires no attribute investment to be effective. The advantage to this skill would therein lie in its ability to be used by most any party member with equal effectiveness.

Signet of Removal[edit]

Signet of Removal

1690
  • 0.25¼ Activation
  • 5 Recharge
Profession
Monk
Type
Elite signet
Campaign
Nightfall
Animation
Click to view

Elite Signet. If target ally is under the effects of an enchantment, that ally loses one hex and one condition.

Concise description

Elite Signet. Removes one hex and one condition. No effect unless target ally is enchanted.



Suggested Change: Signet of Removal falls rather flat when compared to alternatives. The most prominent of these would be Empathic Removal, sharing a similar functionality while having the benefit of being unconditional, affecting you and the ally while also healing for a small amount, though it is not self-targetable and costs energy. Signet of Removal requires a prerequisite of the target being enchanted to function, and while this can be easy to fulfill, it does create a small hassle in general play. Certain skills which have the prerequisite of their target being either enchanted or under the effects of a similar boon (such as weapon spells) may have reduced casting times to compensate for this requirement, such as Contemplation of Purity or Wielder's Boon. Granting Signet of Removal a 1/4 second cast time would be a fair buff to distinguish it from its most comparable alternative without pushing it any closer towards being merely a copy of that same skill.


Anticipated Use: Signet of Removal would perform admirably in teams extensively utilizing enchantments across all areas of the game. It's non-attribute and reduced casting time would make it quite effective on secondary Monks, while being balanced by the requirement of its target being enchanted, and therefore vulnerable to anti-enchantment spells.