User:The Sins We Die By/Top Priority Skills

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Archive2 (20090610)

Archive3 (20090715)

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)Ranger Interrupt Skills *
3)Searing Flames Searing Flames *
4)Mind Blast Mind Blast *
5)Palm Strike Palm Strike *
6)Zealous Vow Zealous Vow *
7)Ether Prism Ether Prism *
8)Glyph of Renewal Glyph of Renewal *
9)Wounding Strike Wounding Strike *


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)Shutdown Spam with no penalty. Does anything else really need to be said?
3)(100 Dmg + Burning) * Area AoE = Enough Said
4) +1 Energy From Regen + 3 Net Return + 2 Fire Attunement + 1 AoR = 10 Reasons players think skill spamming is good
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)WE as a skill for any attack oriented class.
7)Invincibility to spike every 15 seconds and +14 energy. Oh look I can heal without energy issues Restoration line here I come!
8)Infinite hex shutdown chains. Begs the question, is it this skill or the hexes that are OP? The answer is both, but this combination is over the top.
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.


Balancing Changes[edit]

AssassinAssassin[edit]

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Assassin Critical Strikes. For each rank of Critical Strikes you have, you gain an additional 1% chance to critical hit. Whenever you critical hit, you gain 1 energy at ranks 3 and above, 2 energy at ranks 8 and above, and 3 energy at 13 ranks above. If critical strikes is 8 or higher whenever you critical deal +5 damage.

Temple Strike Temple Strike 10Energy 15Recharge time - Elite Offhand Attack. Must follow a lead attack. This attack deals +1...13...16 damage on strike, always criticals, and target foe's skills are disabled for 2 seconds.

Golden Skull Strike Golden Skull Strike 5Energy 12Recharge time - Elite Offhand Attack. This attack deals +8...20...23 damage on strike, if you are under the effects of an enchantment target foe's spells and attack skills are disabled for 2 seconds.

Caltrops Caltrops 5 Energy¼ Activation time12 Recharge time Reduce Crippled duration to 2...8...10

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 NOT DAGGER ATTACK 3)Scale Damage 5...41...50, Set Cripple Duration to 3 Seconds.

Assault Enchantments Assault Enchantments 5Energy 6Recharge time - Elite Skill. Your next dual attack removes enchantments on strike. If an enchantment is removed in this way you strike for 1...13...16 more damage.

Assassin's Remedy Assassin's Remedy 5 Energy2 Activation time8 Recharge time - Cure yourself of Poison, Disease, 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 a skill was interrupted this skill strikes for critical hits. If that action was casting a Spell target foe suffers from Exhaustion.

Disrupting Stab Disrupting Stab 5 Energy1 Activation time8 Recharge time - Lead Attack. Interrupts an action. If a skill was interrupted in this way, and critical strikes is 8 or higher, 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

Shadow Refuge Shadow Refuge 1/4Activation time

Dash Dash For 3...4...4 seconds move 50% faster. Attribute Critical Strikes

Example Roles (This profession is currently not reliable in gvg, it also has not had balanced functionality)

Disrupting Stab.jpg
Temple Strike.jpg
Exhausting Assault.jpg
Bull's Strike.jpg
Caltrops.jpg
Heart of Shadow.jpg
Dash.jpg
Resurrection Signet.jpg
Disrupting Stab.jpg
Golden Skull Strike.jpg
Critical Strike.jpg
Shadow Refuge.jpg
Caltrops.jpg
Heart of Shadow.jpg
Dash.jpg
Death Pact Signet.jpg
  • Major roll is Damage supported by crippling, knockdown, plus damage, deep wound, dual strikes, cancels/unsustained IAS, unsustained IMS.
  • Minor roll is Disruption supported by interrupts, exhaustion, disabling, and knockdown.
  • Optional rolls supporting by skill set are damage spiking and pressure through degen.

DervishDervish[edit]

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Wounding Strike Wounding Strike -

5 Energy1.75 Activation time6 Recharge time

Eremite's Attack (PvP) Eremite's Attack (PvP) - 5 Energy1 Activation time6 Recharge time

Mystic Sweep (PvP) Mystic Sweep (PvP) - 5 Energy1 Activation time6 Recharge time

Aura Slicer Aura Slicer 5Energy 10Recharge time - Scythe Attack. If you strike a foe neither attacking nor activating a skill target loses 1 enchantment and takes +10...22...25 damage.

Farmer's Scythe Farmer's Scythe 5 Energy1 Activation time8 Recharge time - Scythe Attack. If you swing at a foe who is adjacent to another foe target foe and adjacent foes are knocked down for 1...3...3 seconds and take +5...17...20 damage.

Victorious Sweep Victorious Sweep - Scale damage 5...17...20. Scale healing 10...50...60.

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.

Pious Renewal Pious Renewal - 5 Energy¼ Activation time7 Recharge time Spell. Lose 1 enchantment, gain 0...24...30 health and lose 1 hex and 1 condition, if an enchantment was removed in this way you gain 2 times the amount of Mysticism bonus.

Conviction Conviction (PvP) - 5Energy 12Recharge time Stance. For 1...4...5 seconds you gain 10 armor. While not attacking you gain 24 armor. Attribute Mysticism

Featherfoot Grace Featherfoot Grace - 5 Energy¼ Activation time12 Recharge time Enchantment Spell. For 3...15...18 seconds you move 25% faster, and Conditions expire 50% faster. When this enchantment ends you lose 4 energy.

Pious Assault Pious Assault - 5Energy 12Recharge time - Melee Attack. Remove one of your enchantments, if an enchantment was removed in this way lose 5 energy. Regardless deals +5...17...20 damage and inflicts a Deep Wound 5...17...20 seconds.

Twin Moon Sweep Twin Moon Sweep 5 Energy1.75 Activation time6 Recharge time - Melee Attack. Melee Attack. Remove one of your enchantments. If an enchantment was removed in this way attack twice and gain 20...44...50 Health. If that enchantment was a dervish enchantment receive double Mysticism bonus.

Example Roles (This profession is currently not reliable in gvg, it also has not had balanced functionality)

Mysticism - 10+1+1, Scythe Mastery - 12+1, Wind Prayers - 8, Healing Prayers 2.

Pious Renewal.jpg
Pious Assault.jpg
Farmer's Scythe.jpg
Signet of Pious Restraint.jpg
Healing Breeze.jpg
Featherfoot Grace.jpg
Pious Fury.jpg
Resurrection Signet.jpg

Mysticism - 9+1, Scythe Mastery - 12+1+1, Wind Prayers - 9, Restoration Magic 3

Wounding Strike.jpg
Farmer's Scythe.jpg
Crippling Sweep.jpg
Conviction.jpg
Heart of Fury.jpg
Faithful Intervention.jpg
Featherfoot Grace.jpg
Death Pact Signet.jpg
  • Major roll is damage supported by crippling, deep wound, sustained IMS given 20% mod, and balanced IAS/cancel (notice featherfoot grace + pious fury are similar to frenzy + rush).
  • Minor roll is survival supported by medium heals, minor hex/condition control, sustained IMS given 20% mod, and armor buff.
  • Optional rolls supported by skill set are minor pressure supported by bleeding degen and minor disenchantment of enemies.
Anomaly Anomaly.Something many people don't realize is the beautiful design of the +25 health dervishes have. Radiant Insignias can be used on the chest and leg pieces to make them have the base health and energy of casters would while wearing Survivor Insignias. Likewise, armor buffing insignias can be used in the body and chest pieces for a likely chance at damage reduction on attacking builds.

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

Glyph of Renewal Glyph of Renewal - 5 Energy1 Activation time15 Recharge time

Fire Storm Fire Storm (PvP) - 5 Energy2 Activation time6 Recharge time - Spell. Deals 1...11...14 fire damage each second (10 seconds). Hits foes adjacent to target's initial location.

Breath of Fire Breath of Fire (PvP) - 10 Energy2 Activation time12 Recharge time - Spell. Deals 1...5...6 fire damage and causes burning for 0...1...1 second each second (5 seconds). Hits foes adjacent to target's initial location.

Searing Heat Searing Heat Teinai's Heat Teinai's Heat (PvP) - 10 Energy2 Activation time15 Recharge time - Spell. Deals 5...17...20 fire damage each second (5 seconds). Hits foes near target's initial location. End effect burning for 1...7...8 seconds.

Savannah Heat Savannah Heat (PvP) - 15 Energy2 Activation time12 Recharge time - Spell. Deals 2...8...10 fire damage and causes burning for 1...4...5 seconds each second (5 seconds). Hits foes near target's initial location.

Churning Earth Churning Earth (PvP) - 15 Energy2 Activation time20 Recharge time - Spell. Target foe is knocked down if moving. Deals 10...22...25 damage each second (5 seconds). Hit's foes adjacent to target's initial location. Causes knock down to foes moving faster than normal. Fails with earth prayers of 8 or lower. You are Exhausted.

Maelstrom Maelstrom (PvP) - 15 Energy2 Activation time20 Recharge time - Spell. Deals 10...22...25 damage and interrupts spells each second (5 seconds). Hits foes adjacent to target's initial location. Fails with water magic 8 or lower. You are Exhausted.

MesmerMesmer[edit]

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Visions of Regret Visions of Regret

5 Energy¼ Activation time4 Recharge time - Hex Spell. If target foe is attacking or activating a skill, foe is hexed with Visions of Regret for 2 seconds. When this hex ends target foe takes 20...68...80 damage.

Wastrel's Worry Wastrel's Worry 5 Energy¼ Activation time4 Recharge time - Hex Spell. Target foe is hexed with Wastrel's Worry for 3 seconds, this skill ends prematurely if target foe uses a skill and you gain 3 energy. Otherwise after 3 seconds target foe takes 35...83...95

Backfire Backfire - Scale Damage 40...100..115 (base damage 40 + 5 for each attribute level). When this skill ends it is disabled for 4 seconds minus 1 second for each time it triggers on target foe.

Empathy Empathy - When this skill ends it is disabled for 5 seconds minus 1 second for each time it triggers on target foe.

Diversion Diversion 10 Energy¾ Activation time12 Recharge time - Hex Spell. If target foe is attacking or activation a skill foe is hexed with diversion for 3 seconds. If target foe uses a skill while hexed with diversion it is disabled for 1...37...46 seconds.

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.

Life Sheath Life Sheath 5 Energy¼ Activation time8 Recharge time - Enchantment Spell. For 4 seconds target ally takes only 1/2 damage and loses 0...2...2 conditions on cast then 0...2...2 when this skill ends.

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 time5 Recharge time - Remove 0...1...1 Hex and 0...1...1 Condition from target other ally. If a hex or condition is removed target is healed for 0...38...48. This skill gains double Divine Favor Bonus.

Mend Ailment Mend Ailment 10 Energy¾ Activation time12 Recharge time - Remove 1 Hex and 1 Condition from target ally. For each remaining ailment target ally is healed for 10...34...40 health.

NecromancerNecromancer[edit]

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Spoil Victor Spoil Victor - When this skill ends it is disabled for 10 seconds minus 3 seconds for each time it triggers on target foe.

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 7 Seconds

Lingering Curse Lingering Curse - If this skill only effects 1 foe it is disabled for 5 seconds.

Suffering Suffering - If this skill only effects 1 foe it is disabled for 5 seconds.

Faintheartedness Faintheartedness - If this skill does not effect an attacking it is disabled for 5 seconds.

Weaken Knees Weaken Knees 5 Energy1 Activation time14 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. If this skill targets a moving foe it recharges 50% faster (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)

"Find Their Weakness!" "Find Their Weakness!" 10 Energy0 Activation time15 Recharge time - Shout. For 1...4...5 seconds your next 3 attacks deal critial hits. Your 4th hit inflicts deep wound for 3...15...18 seconds.

"Never Give Up!" "Never Give Up!" 5 Energy0 Activation time14 Recharge time - Shout. For 1...4...5 seconds target ally gains 1 adrenaline each time they miss with an attack.

"They're on Fire!" "They're on Fire!" (PvP) 10 Energy0 Activation time12 Recharge time - Shout. Your next two attacks deal no damage in attack and instead deal 20...44...50 fire damage and cause burning for 1 second to target foe and adjacent foes.

"Help Me!" "Help Me!" (PvP) 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.

"Stand Your Ground!" "Stand Your Ground!" 10 Energy0 Activation time25 Recharge time Shout. (1...8...10 seconds.) Party members in earshot gain +24 armor when not moving. End's early on effected allies if they are knocked down.

Burning Shield Burning Shield 5 Energy1 Activation time16 Recharge time - Skill. Strike foe with your shield dealing 5...17...20 damage and cause burning for 1...3...3 seconds. While activating this skill you block all attacks against you. If this skill does not finish casting after being activated it is disabled for 20 seconds.

Mending Refrain Mending Refrain 10 Energy2 Activation time10 Recharge time

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. Weapon Spells last 4% longer per rank. Creatures you create have +10 more health per rank. Spirits live for 1 additional second per rank. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.

Ritualist Ritualist suggestion. Binding Rituals durations and activation changes for PvP. The durations should linger between 5-20 seconds plus the spawning power bonuses. Activations should range from 1-3 seconds. The reasoning for this is current skill settings make play too passive, hit and forget. This way more attention must be payed to position and useful timing of several spirits. Examples of these changes are under suggestions for modification to spirit effects.

Empowerment Empowerment (PvP) 10 Energy2 Activation time25 Recharge time - Binding Ritual. Create a level 1...10...12 spirit that lasts for 10 seconds. Allies in range gain 20...44...50 more maximum health, 5 more maximum energy, and with spawning power of 8 or higher +1 to all attributes.

Shelter Shelter (PvP) 15 Energy3 Activation time35 Recharge time - Binding Ritual. Create a level 1...10...12 Spirit that lasts for 15 seconds. Enemy projectile attacks on party members have a 50% chance to miss and with spawning power of 8 or higher non-attack Projectile skills fail against allies within spirit range. (include meteor)

Restoration Restoration (PvP) 10 Energy3 Activation time40 Recharge time - Binding Ritual. Create a level 1...10...12 Spirit that lasts for 10...22...25 seconds. Whenever a party member within spirit range would take fatal damage that ally's health is reduced to 1 and does not suffer from health degeneration. This spirit recieves damage for each point of damage over what would have been fatal to a party member. (Swap effects and elite status with preservation, just for the sake of names matching effects).

Preservation Preservation (PvP) 10 Energy2 Activation time25 Recharge time - Binding Ritual. Create a level 1...13...16 Spirit that lasts for 1...13...16 seconds. Every 5 seconds, this Spirit heals one non-Spirit ally within earshot for 25...49...55 Health. Note With spawning power of 8 or higher this skill prioritizes healing allies that are under 80% health, but heals randomly between allies under 80%.

Displacement Displacement (PvP) 15 Energy3 Activation time40 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit that lasts for 8 seconds. All party members within spirit range below 50% health have a 50% chance to block incoming attacks. With spawning power of 8 or higher party members always have a 50% chance to block.

Pain Pain (PvP) 5 Energy1 Activation time20 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Pain that lasts for 10...14...15 seconds. This spirit's attacks deal 10...22...25 damage and cause Cracked Armor for 1...4...5 seconds. With spawning power of 8 or higher when this spirit dies all foes in earshot suffer from cracked armor for 5 seconds.

Anguish Anguish (PvP) 10 Energy2 Activation time30 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Anguish that lasts for 10...14...15 seconds. This spirit's attacks deal 10...22...25 damage and cause Weakness for 1...3...3 seconds. With spawning power of 8 or higher when this spirit dies all foes in earshot suffer from weakness for 3 seconds.

Bloodsong Bloodsong (PvP) 5 Energy2 Activation time25 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Bloodsong that lasts for 10...14...15 seconds. This spirit's attacks steal 10...22...25 damage and cause Bleeding for 1...2...2 seconds. With spawning power of 8 or higher when this spirit dies all foes in earshot suffer from bleeding for 2 seconds.

Shadowsong Shadowsong (PvP) 15 Energy2 Activation time35 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Shadowsong that lasts for 10 seconds. This spirit's attacks deal 10...22...25 damage and cause Blind for 1...3...3 seconds. With spawning power of 8 or higher when this spirit dies all foes in earshot suffer from blind for 3 seconds.

Dissonance Dissonance (PvP) 15 Energy2 Activation time30 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Dissonance that lasts for 10 seconds. This spirit's attacks deal 10...22...25 damage and interrupt target foe's actions. With spawning power of 8 or higher when this spirit dies all foes in earshot casting spells or chants are interrupted.

Wanderlust Wanderlust (PvP) 15 Energy2 Activation time35 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Wanderlust that lasts for 10 seconds. This spirit's attacks deal 10...22...25 damage and knockdown target non-moving foe. With spawning power of 8 or higher when this spirit dies foes in the area are knocked down.

Disenchantment Disenchantment (PvP) 15 Energy3 Activation time35 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Disenchantment that lasts for 15 seconds. When this spirit dies nearby foes lose 1 enchantment and with spawning power of 8 or higher foes within earshot lose 1 additional enchantment.

Earthbind Earthbind (PvP) 15 Energy2 Activation time30 Recharge time - Binding Ritual. Create a level 1...9...11 Spirit of Earthbind that lasts for 1...13...16 seconds. Knock downs inflicted by allies within spirit range last for at least 3 seconds. With spawning power of 8 or higher when this skill ends nearby foes are knocked down.

Recovery Recovery (PvP) 10 Energy2 Activation time35 Recharge time - Binding Ritual. Create a level 1...11...14 Spirit of Recovery that lasts for 5...17...20 seconds. Conditions on allies within spirit range expire 20...44...50% faster. With spawning power of 8 or higher when this spirit dies allies within earshot lose 1 condition.

Recuperation Recuperation (PvP) 15 Energy3 Activation time35 Recharge time - Binding Ritual. Create a level 1...11...14 Spirit of Recuperation that lasts for 5...17...20 seconds. Allies within spirit range gain 1...3...4 health regeneration.

Soothing Soothing (PvP) 15 Energy2 Activation time30 Recharge time - Binding Ritual. Create a level 1...11...14 Spirit of Soothing that lasts for 5...9...10 seconds. Foes within take twice as long to gain adrenaline. With spawning power of 8 or higher nearby foes lose all adrenaline when this spirit dies.

Union Union (PvP) 10 Energy3 Activation time35 Recharge time - Binding Ritual. Create a level 1...11...14 Spirit of Union that lasts for 10 seconds. Allies within spirit range take 5...9...10 less damage from all sources

Destruction Destruction (PvP) 5 Energy1 Activation time15 Recharge time

Energetic Was Lee Sa Energetic Was Lee Sa 10 Energy1 Activation time20 Recharge time - Item Spell. For 5...29...35 seconds while you hold her ashes you have +5 Armor and a 20% chance to half the casting and recharge times of spells. Drop effect: Gain 1...7...9 Energy and Gain 40...100...115 Health.

Boon of Creation Boon of Creation 10 Energy¾ Activation time4 Recharge time - Spell. Heal target ally for 30...150...180 Health. If target was a summoned creature gain 7 energy. Attribute: Spawning Power

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 time10 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 1...4...5 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

Example Roles (The ritualist has been overpowered and underpowered. The hope is to make area control matter with effects that mean something without being overpowered)

Weapon of Quickening.jpg
Dulled Weapon.jpg
Resilient Weapon.jpg
Wielder's Boon.jpg
Spirit Light.jpg
Shelter.jpg
Life.jpg
Glyph of Lesser Energy.jpg
Caretaker's Charge.jpg
Protective Was Kaolai.jpg
Resilient Weapon.jpg
Wielder's Boon.jpg
Spirit Light.jpg
Empowerment.jpg
Life.jpg
Dash.jpg

WarriorWarrior[edit]

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Primal Rage Primal Rage 5Energy 8Recharge time - Stance. 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.

Whirling Axe Whirling Axe 5Adrenaline

"Coward!" "Coward!" 5Adrenaline

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 4 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