User:The Sins We Die By/Currently Balanced Skills
My credit to Shard, this idea is somewhat based off of his "Skill of the Day."
Running totals: -3 -3 -3 -2 -2 -7 -3 -2 -2 -2
Mend Condition -
5 ¾ 2 - "Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 5...57...70 Health."
Concise Description:The Actual Concise Description due to how balanced it is."Spell. Removes one condition. Removal effect: heals for 5...57...70. Cannot self-target.
Dismiss Condition -
5 ¾ Remove Bleeding From Wounding Strike - "Spell. Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 15...63...75 Health."
Concise Description:"Conditional healing Mend Condition, but you can target yourself and +1 Recharge. Conditional Orison of Healing for Prot monk.
Ignite Arrows -
5-7 D-Shot Fodder 50% of uptime - "Preparation. For 24 seconds, your arrows explode on contact, dealing 3...15...18 fire damage to target and all adjacent foes."
Concise Description:"You've chosen Incendiary Arrows as your elite. You become the target of Splinter Weapon. You now may cluster bomb any mini-mob for 45 fire damage and 150 armor ignoring damage."
Aggressive Refrain - All but 5 D-Shot Fodder Who Cares it wont end - "Echo. For 5...21...25 seconds, you attack 25% faster but have Cracked Armor for 20 seconds. This Echo is reapplied every time a Chant or Shout ends on you."
Concise Description:"For the rest of the match your attack rate with spears becomes 1.125, you also now only have 8 more armor than a caster with a shield."
Defile Defenses - You're a necro does it matter? 1 Guardian +1 - Hex Spell. For 5...17...20 seconds, the next time target foe blocks, that foe takes 30...102...120 damage.
Concise Description:"If you block while hexed with this skill you've just been auto axed 3-4 times instantly, but you've avoided taking 6+ attacks, attack skill damage, and maybe deep wound (if your lucky) from being ganked."
Savage Shot -
w/ expertise 5-6 ½ No net energy gain - Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +13...25...28 damage.
Concise Description:"Interrupt target (do +13...25...28 damage if if you interrupt a spell), if you fail you lost energy until this skill recharges.
Frenzy -
5 0 4 - Stance. For 8 seconds, you attack 33% faster but take double damage.
Concise Description:"You attack 33% faster and activate rush when you take damage.
Rush -
4 0 0 - Stance. For 8...18...20 seconds, you move 25% faster.
Concise Description:"You move 25% faster in battle and may stop taking double damage."
Expel Hexes -
5 1 1/2 of remove hex - Spell. Remove up to 2 Hexes from target ally.
Concise Description:"Take away 1 important hex and 1 cover hex. Foe mesmer cries, foe necromancer is healed 100+ health.
Unsuspecting Strike -
over 1/3 of your 1.33 Short enough to let noobs make themselves useless - "Lead Attack. If this attack hits, you strike for +19...29...31 damage. If your target was above 90% Health you deal an additional 15...63...75 damage."
Concise Description:"You take away 1/5 health of target foe with full health or else deal 45 damage, regardless manage energy or fail."
Eviscerate -
The # of hits to land until your teams next spike 1.33 However long you decide to take - "Elite Axe Attack. If Eviscerate hits, you strike for +1...25...31 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 5...17...20 seconds."
Concise Description:"You deal 130 guaranteed damage on hit at the cost of chasing kiters for 12...14...15 seconds.
Apply Poison -
Too much for other class abuse D-Shot Fodder 12 - Preparation. "For 24 seconds, foes struck by your physical attacks become Poisoned for 3...13...15 seconds."
Concise Description:"Every 24 seconds you must avoid being interrupted, if you do then you effectively can spread/cover Crip Shot."
- Attunements -
Enough to matter in battle D-Shot Fodder Disenchant Hating - "Enchantment Spell. For 36...55...60 seconds, you are attuned to magic. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use spells."
Concise Description:"For 1.2x seconds you can spam your elemental build spells, must take some care in managing energy when disenchanted."
Rotting Flesh -
Enough To Somewhat balance out Soul Reaping D-Chop Fodder Who Cares once Disease is out - "Spell. Target fleshy foe becomes Diseased for 10...22...25 seconds, slowly losing Health."
Concise Description:"Target Foe is diseased if you catch the other team sleeping or hit a HCT effect, then targets on map are diseased too."
Hex Breaker -
5 Faster than any hex 15 - "Stance. For 5...65...80 seconds, the next time you are the target of a hex, that hex fails and the caster takes 10...39...46 damage."
Concise Description:"Every 30 seconds you laugh at the next two hex spells cast upon you, regardless you pray to Dwayna you are not versing hex way."
Spirit Bond -
Too high to spam spike failing 5 - "Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40...88...100 Health."
Concise Description:"If you have some skill as a monk, for 8 seconds during a spike target ally's health bar moves like a horizontal stereo sound visual."
Spirit Light -
About 100 Health or 17% energy cost before sacrifice buff 1 4 - "Spell. Target ally is healed for 60...156...180. If any Spirits are within earshot, you don't sacrifice Health."
Concise Description:"If you don't sacrifice health when using this skill a ranger failed, buy your monk time to cast WoH on target spiked ally."
Spear Swipe -
Who cares you're a paragon 1½ 20 - Spear Attack. If this attack hits, you deal +5...17...20 damage and target foe is Dazed for 4...9...10 seconds. This attack has melee range.
Concise Description:"You deal an unimportant amount of damage to target foe, the only balanced daze skill in the game not underpowered."
Watchful Intervention -
you now have < 15 WTF but I'm a dervish?!, 1 15 - "Enchantment Spell. For 60 seconds, the next time target ally's Health drops below 25%, that ally is healed for 50...170...200 Health."
Concise Description:"For 60 seconds the world stands still because wtf a dervish used an unselfish skill. If target ally isn't disenchanted counteract deep wound from enemy spike."
Healing Seed -
10 Pray for HCT 20 - "Enchantment Spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3...25...30 Health."
Concise Description:"For 10 seconds while being attacked, holy water rains down on you in the form of blue numbers, the power of Christ compels your team to huddle with you (except for the necros)."
Infuse Health -
of current health 50% 10 <--For that it better be instant Instant - "Spell. Lose half your current Health. Target other ally is healed for 100...129...136% of the amount you lost."
Concise Description:"If your mouse double clicks on accident you fail, even if you fail spike on target other ally fails."
Holy Veil -
5 1 Too long when it comes to hexes - "Enchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally."
Concise Description:"While you maintain this enchantment if target ally is being hexed your ranger takes a vacation then uses D-Shot; if your ranger takes an extended vacation recast and remove two hexes."
Sundering Weapon -
5 1 2 seconds too quick - "Weapon Spell. For 4...9...10 seconds, target ally's next 3 attacks have 10% armor penetration and cause Cracked Armor for 5...17...20 seconds."
Concise Description:"Target ally dervish does 10 more damage when it criticals, if you aren't using a dervish Balthazar bless you. Regardless someone can spread cracked armor.
Spirit's Strength -
5 1 Just long enough to be disenchanted again - "Elite Enchantment Spell. For 15...51...60 seconds, your attacks deal 5...29...35 more damage while under the effects of a weapon Spell."
Concise Description:"For 15...51...60 seconds, you cast Weapon of Aggression Every 14 seconds and attempt to use daggers, a scythe, or a sword. But you can do a crap load of damage, if you have some luck."
Reaper's Sweep -
5 1.75 Actually Reasonable! Talking to you wounding strike - "Scythe Attack. If this attack hits, you deal +10...34...40 damage. If your target was below 50% Health, you also inflict a Deep Wound for 5...17...20 seconds."
Concise Description:"Every 8 seconds + activation you deal Executioner's Strike Damage, or use as a skillful non-passive Augury of Death"
Disrupting Dagger -
5 Normal interrupt 10 - "Send out a Disrupting Dagger at target foe that strikes for 10...30...35 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range."
Concise Description:"Half range slow D-Shot that doesn't disable, but guaranteed interrupt. AKA most balanced interrupt in the game."
Restore Condition -
5 ¾ 2 - "Spell. Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target other ally. For each Condition removed, that ally is healed for 10...58...70 Health."
Concise Description:"For The Entire Match you also equip Mending Touch, and make spikes on target other ally with deep wound and 2 other conditions fail.
Unsteady Ground -
Does it matter you're an ele D-Shot Fodder 20 - "Spell. You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take 10...34...40 earth damage each second. Attacking foes struck by Unsteady Ground are knocked down."
Concise Description:"For 5 seconds allies nearby target foe are immune to melee damage. Enemy warriors, dervishes, thumpers, pets, and assassins fail while your casters huddle inside unsteady ground, they fail more if they take 200 earth damage."
Eruption -
OMG that's 1/3 of my energy D-Shot Fodder 30 - "Spell. Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10...34...40 earth damage and are Blinded for 10 seconds."
Concise Description:"For 5...13...15 <Attributed to: enemy teams skill> seconds allies nearby target foe are immune to melee damage. Enemy warriors, dervishes, thumpers, pets, and assassins fail while your casters huddle inside eruption, they fail more if they take 200 earth damage (but you are only 90% immune to melee if they fail more)."
Scythe w/ 15%+20% dmg bonus Avg Dmg 47 Attack Rate 1.75 Avg Dps 27 33% Attack Rate 1.17 33% Avg Dps 40
Axe w/ 15%+20% dmg bonus Avg Dmg 32 Attack Rate 1.33 Avg Dps 24 33% Attack Rate 0.89 33% Avg Dps 36