Feedback:User/Damysticreaper/Remove PvP version from CM
Remove PvP version from CM | |
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User | Damysticreaper |
Categories | Player vs. Player |
Note: This suggestion is not yet complete |
As the name suggests remove the PvP versions from the skills in CM. It's already an area designed for PvEers and it's outright annoying that working builds that are not a problem in those formats are being nerfed because of GvG balances. I would like to add it that PvE-only skills are still forbidden to take.
I do realise that skills like binding spirits and Shadow Form will be incredibly powerful and likely OP in the current setup of CM so this suggestion also includes a change to the NPC setup offering counters to those play-styles.
When redoing the skills i do not limit them to factions only because players are not limited to just factions only either, same goes for the professions.
Starting with Fort Aspenwood
Fort Aspenwood[edit]
Kurzicks[edit]
FA has always been in favor for the kurzicks because it is very easy to defend. The ability to run amber to speed up the progress also puts the luxons in a disadvantage since they can only use the mines as resurrection point and nothing more. Altough as you can see below the builds are updated making the NPC's more powerful on the kurzick side comparing to the small ammount the luxons have i also suggest to give the luxons aditional NPC's to support them depending on the mines they have.
Gunther's Chamber[edit]
Gunther's skill bar has been updated with "For Great Justice!" and "Save Yourselves!" to protect his allies, no other changes to him.
The gatekeepers have received a great increase in supportive skills. They now have Selfless Spirit for energy managment and can remove conditions and hexes from Gunther and other allies. They have also gained Mark of Protection to counter a spike for a short and Dwayna's Kiss for aditional healing. These changes makes priorizing them more important and should reduce the ability of the luxons being able to kill Gunther with the gatekeepers still alive.
Gunther
"Charge!" | "For Great Justice!" | "Save Yourselves!" (Kurzick) | "Watch Yourself!" | Endure Pain | Protector's Defense | Gunther's Gaze | Blank |
Radik & Poletski
Dwayna's Kiss | Jamei's Gaze | Mark of Protection | Protective Spirit | Selfless Spirit (Kurzick) | Spotless Mind | Spotless Soul | Blank |
Green Gate[edit]
The mesmers have received a small adjustment. Their enchantment removal is now a more effective Mirror of Disenchantment and they have gained Spiritual Pain giving them the ability to counter spirit spammers.
The elementalist has gained a better defense with Stone Striker and Ward Against Elements giving him the ability to take in the siege attack of the turtles better.
Kurzick Mesmer (x2)
Complicate | Empathy | Mirror of Disenchantment | Power Spike | Psychic Instability | Spiritual Pain | Blank | Blank |
Kurzick Elementalist (x1)
Obsidian Flame | Sliver Armor | Stone Striker | Unsteady Ground | Ward Against Elements | Ward Against Melee | Blank | Blank |
Center Plaza[edit]
Since these NPC's do not resurrect unlike the gate and mine NPC's i all gave them the ability to heal themselves so they last longer. Currently they die incredibly fast.
The warriors and assassins now are behind both gates instead of just one of them and have much better offensive abilities now as well as defensive abilities. The warriors have gained Quivering Blade a powerful attack increasing their DPS, combined with Sprint they are able to daze kiting casters. Seeking Blade has been replaced with Leviathan's Sweep giving them a conditional KD and a skill less heavy on their energy.
Assassins now have Assault Enchantments as elite giving them the ability to remove spell negating enchantments such as Shadow Form and Spell Breaker. Their attack chain has been changed into the typical death blossom spam giving letting them to deal damage much better than they currently do. They have also gained Unseen Fury giving them defense against the luxon warriors and able to bypass blocking.
The skills of the center NPC's have been changed quite a bit.
The rangers now have Glass Arrows and Triple Shot increasing their DPS significantly. The new skills of the necromance makes them more dangerous than they currently are.
The necromancer now has her focus on supporting the ranger with Barbs and Mark of Pain. She can also hinder attackers trough Meekness and Enfeebling Blood more effectively. To counter protection and self-managment enchantments she now has the elite Pain of Disenchantment. Altough she doesn't has any serious damage of her own her ability to support her allies and disrupt her foes increases her effectiveness significantly.
The elementalist now fully has his focus on damage. His new fire magic skills greatly improve his DPS and can also take care of summoned creatures. Altough dealing more damage he is also alot more fragile now.
Kurzick Warrior (1x orange, 1x purple)
"Watch Yourself!" | Defensive Stance | Healing Signet | Leviathan's Sweep | Quivering Blade | Savage Slash | Sprint | Blank |
Kurzick Ranger (center x2)
Bestial Fury | Glass Arrows | Lightning Reflexes | Savage Shot | Sundering Attack | Triple Shot (Kurzick) | Troll Unguent | Blank |
Kurzick Necromancer (center x1)
Barbs | Enfeebling Blood | Hexer's Vigor | Mark of Pain | Meekness | Pain of Disenchantment | Signet of Lost Souls | Blank |
Kurzick Elementalist (center x1)
Breath of Fire | Double Dragon | Glowing Gaze | Glyph of Lesser Energy | Glyph of Restoration | Fireball | Lava Arrows | Blank |
Kurzick Assassin (1x orange, 1x purple)
Assault Enchantments | Critical Eye | Death Blossom | Fox Fangs | Jagged Strike | Shadow Refuge | Unseen Fury | Blank |
Inner Orange Gate and Inner Purple Gate[edit]
The elementalist uses the same build as the one at the green gate, the necromancer however uses a different build than the ones in the center plaza.
The necromancer now has it's focus on life stealing abilities with Strip Enchantment and Unholy Feast and the ability to regenerate their own health with Life Siphon and Life Transfer. They can also hinder attackers trough Shadow of Fear and Enfeebling Blood.
Kurzick Necromancer (x2)
Enfeebling Blood | Life Siphon | Life Transfer | Shadow of Fear | Strip Enchantment | Unholy Feast | Blank | Blank |
Kurzick Elementalist (x1)
Obsidian Flame | Sliver Armor | Stone Striker | Unsteady Ground | Ward Against Elements | Ward Against Melee | Blank | Blank |
Orange Corridor and Purple Corridor[edit]
Like those in the center plaza these NPCs also posses the ability to self-heal since they are not resurrected. The setup and the builds they use have been changed a lot. Now there is one of each on each side with builds designed for offense rather than stalling and defense. The reason is that when you add a healer to it it will become too difficult for the luxons to breach it and besides the best offense is a strong defense.
In front there is the kurzick warrior who is quite resilient with "Watch Yourself!" and Soldier's Defense. On the outer side is the assassin to catch foes running and on the inner side the mesmer with energy denial to take care of the hostile casters. Behind them is the ranger who uses barrage at a long range.
Kurzick Warrior (x1)
"To the Limit!" | "Watch Yourself!" | Distracting Blow | Healing Signet | Silverwing Slash | Soldier's Stance | Standing Slash | Blank |
Kurzick Ranger (x1)
Barrage | Distracting Shot | Lightning Reflexes | Troll Unguent | Blank | Blank | Blank | Blank |
Kurzick Mesmer (x1)
Energy Burn | Energy Surge | Ether Feast | Ether Nightmare (Kurzick) | Guilt | Mind Wrack | Blank | Blank |
Kurzick Assassin (x1)
Black Mantis Thrust | Blades of Steel | Falling Lotus Strike | Jungle Strike | Trampling Ox | Seeping Wound | Shadow Refuge | Blank |
Outer Orange Gate and Purple Gate[edit]
You know them by now
Kurzick Elementalist (x2)
Obsidian Flame | Sliver Armor | Stone Striker | Unsteady Ground | Ward Against Elements | Ward Against Melee | Blank | Blank |
Amber Mines[edit]
The elementalist at green now has it's focus on air magic to increase it's offensive abilities for defending the mine. The ritualist now have Clamor of Souls to improve their damage and an aditional spirit
Kurzick Elementalist (x1 refined mine only)
Air Attunement | Elemental Lord (Kurzick) | Glyph of Lesser Energy | Lightning Hammer | Lightning Orb | Lightning Surge | Blank | Blank |
Kurzick Mine Cleanser (x2)
Anguish | Bloodsong | Clamor of Souls | Displacement | Pain | Painful Bond | Blank | Blank |
Command Points[edit]
Protecting the command points when captured are the Kurzick Rangers, Kurzick Necromancers and new the Kurzick Dervishes. All 3 of them posses self-healing but are more offense than defense. The only bit of defensive abilities they have comes from the necromancers with Enfeebling Blood and Shadow of Fear. Because they are not that important to the Kurzicks and vital to the Luxons they are less defended when possessed by the Luxons.
Kurzick Ranger (x1)
Expert's Dexterity | Pin Down | Savage Shot | Sundering Attack | Triple Shot (Kurzick) | Troll Unguent | Blank | Blank |
Kurzick Necromancer (x1)
Barbs | Enfeebling Blood | Shadow of Fear | Signet of Corruption (Kurzick) | Strip Enchantment | Vampiric Spirit | Blank | Blank |
Kurzick Dervish (x1)
Aura of Holy Might (Kurzick) | Pious Assault | Pious Fury | Pious Renewal | Signet of Pious Restraint | Vow of Piety | Blank | Blank |
Luxons[edit]
The ones who have always been at a disadvantage due to the easily defendable location and that it's easier to play any profession on the Kurzick side than there is on the Luxon side.
Turtle Squads[edit]
For the turtle squads i reduced the number of warriors to 3 but made them stronger and replaced the 4th warrior with a protection monk. "Coward!" has been replaced with the varsetile Enraged Smash wich can also knock down moving foes and they their stance is now Sprint instead of Berserker Stance. I also replaced Renewing Smash with Hammer Bash giving them an unconditional knock down and added "Watch Yourself!" to give them some defense, they do lack a shield afterall.
The monk is focused on protection prayers supporting the warriors but mainly defending the turtle. Altough she has healing abilities her only healing spell is Gift of Health wich cannot be used on herself and only has Life Sheath and divine favor to heal herself.
When God's Vengeance reaches it's completion the luxons gain aditional lvl 28 NPC's to assist them, each possessing the Luxon title skill at rank 12. Per 25% they gain 2 new allies, one spawning at orange command point and the other at the purple command point. At 25% of completion the luxons gain the elementalist and the ranger as ally to improve damage. At 50% of completion they gain the ritualist and the dervish as aditional allies increasing the pressure further. At 75% of completion the Luxons gain the Necromancer and the Mesmer as allies. Unlike the previous 4 these 2 are designed to counter healing and protection, since at 75% you can easily assume the Kurzicks have at least 1 healer with them doing it's job.
In total the Luxons gain 6 aditional allies troughout the match depending on how much they are losing the battle.
Luxon Warrior (x3)
"Watch Yourself!" | Auspicious Blow | Enraged Smash | Hammer Bash | Healing Signet | Sprint | Staggering Blow | Blank |
Luxon Monk (x1)
Gift of Health | Guardian | Holy Veil | Life Sheath | Protective Spirit | Selfless Spirit (Luxon) | Shield of Absorption | Blank |
Luxon Ranger (x1 at 25%)
Antidote Signet | Burning Arrow | Distracting Shot | Keen Arrow | Kindle Arrows | Natural Stride | Triple Shot (Luxon) | Troll Unguent |
Luxon Elementalist (x1 at 25%)
Elemental Lord (Luxon) | Fire Attunement | Fireball | Flame Djinn's Haste | Glowing Gaze | Glyph of Restoration | Glyph of Lesser Energy | Searing Flames |
Luxon Ritualist (x1 at 50%)
Anguish | Armor of Unfeeling | Bloodsong | Boon of Creation | Pain | Painful Bond | Signet of Spirits | Summon Spirits (Luxon) |
Luxon Dervish (x1 at 50%)
Aura of Holy Might (Luxon) | Conviction | Crippling Victory | Fleeting Stability | Heart of Fury | Staggering Force | Twin Moon Sweep | Wounding Strike |
Luxon Necromancer (x1 at 75%)
Angorodon's Gaze | Blood Renewal | Defile Defenses | Enfeebling Blood | Lingering Curse | Signet of Corruption (Luxon) | Suffering | Well of the Profane |
Luxon Mesmer (x1 at 75%)
Air of Disenchantment | Arcane Conundrum | Diversion | Ether Feast | Ether Nightmare (Luxon) | Illusion of Haste | Power Spike | Signet of Humility |
Amber Mines[edit]
The resurrection shrines now have a stronger offense but their defensive capabilities still remain the same.
The Luxon Longbows now make use of Incendiary Arrows and Triple Shot powered by Kindle Arrows to deal damage, they also gained Savage Shot to interrupt their foes.
The Luxon Monk no longer has Healing Breeze but has gain Bane Signet and Castigation Signet giving them damage and Selfless Spirit as energy managment. Their healing capabilities still remain the same.
Luxon Longbow (x2)
Bestial Fury | Incendiary Arrows | Kindle Arrows | Pin Down | Savage Shot | Triple Shot (Luxon) | Blank | Blank |
Luxon Monk (x1 refined mine only)
Bane Signet | Castigation Signet | Karei's Healing Circle | Selfless Spirit (Luxon) | Signet of Rejuvenation | Word of Healing | Blank | Blank |
Command Points[edit]
Since the command points are very important for the Luxons i increased the power of their defense significantly. Currently the command points can be easily captured by the Kurzicks putting the Luxons in a disadvantage because their main offense the siege turtles come from these 2 points. With this setup capturing the command points requires at least 2 Kurzicks reducing the number that are defending the fortress putting them in a disadvantage if they do so.
The Luxon Commanders now have Glass Arrows as elite and gained Triple Shot, Hunter's Shot and Needling Shot increasing the damage they deal, Barrage and Splinter Shot have been removed.
The Luxon Priests have gained Healing Whisper and Selfless Spirit giving them a better abilitiy to heal their allies but not themselves. They also gained an elite, Boon Signet. Boon Signet gives them a good healing skill combining well with the skills they have and possessing a skill able to heal themselves.
Last are the Luxon Paragons who are new to the shrine. The Luxon Paragons makes use of defensive shouts to support their allies. They posses some offensive support as well with "Go for the Eyes!" and Spear of Fury. For Spear of Fury's effect to trigger they will have to rely on Hunter's Shot from the Commanders since they cannot inflict a condition on their own.
Luxon Commanders (x1)
Glass Arrows | Hunter's Shot | Needling Shot | Savage Shot | Triple Shot (Luxon) | Troll Unguent | Whirling Defense | Blank |
Luxon Priests (x1)
Boon Signet | Healing Breeze | Healing Whisper | Protective Spirit | Remove Hex | Resurrection Chant | Selfless Spirit (Luxon) | Blank |
Luxon Paragon (x1)
"Brace Yourself!" | "Can't Touch This!" | "Go for the Eyes!" | "It's Just a Flesh Wound." | "Never Surrender!" | "Stand Your Ground!" | Spear of Fury (Luxon) | Blank |
The Jade Quarry[edit]
Lets have something done about those bots running rampant in JQ first.