User:The Sins We Die By/Top Priority Skills
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 *
- 4) Mind Blast *
- 5) Palm Strike *
- 6) Zealous Vow *
- 7) Ether Prism *
- 8) Glyph of Renewal *
- 9) Wounding Strike *
Nerf[edit]
- 1) Hexway.
- Visions of Regret Seriously? Penalize people for using their bar 50% of the time? And adjacent AoE...
- 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 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 Oh cool Backfire with 50% less downtime...
- 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 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 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 See Empathy with 1 maintainable target + Health steal.
- Lingering Curse Passive Suffering + Backline is 33% less effective. Yup I don't have to think to use this skill, ADDED to bar...
- 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 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 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 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]
Assassin[edit]
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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 10 15 - 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 5 12 - 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 5 ¼ 12 Reduce Crippled duration to 2...8...10 Palm Strike - Assault Enchantments 5 6 - 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 5 2 8 - 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 - 10 12 - 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 10 ½ 10 - 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 5 1 8 - 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 5 ½ 15 - Touch Skill. Must follow a dual attack. Deals 5...57...70 piercing damage and deep wound for 5...17...20 seconds. Crippling Dagger 1/2 Shadow Refuge 1/4 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)
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Dervish[edit]
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Wounding Strike -
Eremite's Attack (PvP) - 5 1 6 Mystic Sweep (PvP) - 5 1 6 Aura Slicer 5 10 - 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 5 1 8 - 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 - Scale damage 5...17...20. Scale healing 10...50...60. Onslaught - 5 15 Skill. 3...17...20 seconds, You attack and move 25% faster while under the effects of an enchantment. Zealous Vow - 5 ¼ 12 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 - 5 ¼ 7 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 (PvP) - 5 12 Stance. For 1...4...5 seconds you gain 10 armor. While not attacking you gain 24 armor. Attribute Mysticism Featherfoot Grace - 5 ¼ 12 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 - 5 12 - 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 5 1.75 6 - 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. Mysticism - 9+1, Scythe Mastery - 12+1+1, Wind Prayers - 9, Restoration Magic 3
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.
Elementalist[edit]
Mesmer[edit]
Monk[edit]
Necromancer[edit]
Paragon[edit]
Ranger[edit]
Ritualist[edit]
Warrior[edit]
Viable Hex Removal[edit]
Viable Protection Prayers[edit]
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