Feedback talk:User/Falconeye/Lightbringer rank PvE-only skills

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Just to get the ball rolling.

Suggestions[edit]

Warrior[edit]

  • "Tango Down!" "Tango Down!" << offers the only thing that 1) Warriors need, 2) is unique from existing warrior skills.

Ranger[edit]

10 Energy2 Activation time18 Recharge time Elite Preperation (10 seconds +5 second for every 3 ranks of Expertise). You attack 15...29...33% faster and your arrows move twice as fast and deal +7...13...15 damage.

Monk[edit]

15 Energy1 Activation time45 Recharge time Enchantment spell (60 seconds). You heal for 20...84...100% more health.

10 Energy¼ Activation time10 Recharge time - (Lightbringer rank) - Enchantment Spell. (30 seconds.) Your Smiting Prayers have double Divine Favor healing bonus. You deal 20...40 holy damage to foes adjacent to target ally or foe.

0 Energy1 Activation time7 Recharge time - (Lightbringer rank) - Signet. Deals 30 holy damage + 3 per rank in Divine Favor. Knocks down target and nearby foes. Burns summoned creatures (3...7 seconds.)

15 Energy1 Activation time10 Recharge time - (Lightbringer rank) - Ward Spell. (5 seconds.) Non-spirit allies in the area have **10...25 damage reduction and healed for double Divine Favor bonus. End effect: Heals for 40...100.

Necromancer[edit]

10 Energy1 Activation time10 Recharge time Elite Hex spell (10 seconds). Deals 20...84...100 shadow damage and causes 5 health degeneration to target foe.

  • Summon a level 25 celestial horror. Your party members gain 25 Health and 3 Energy each time the celestial horror lands an attack.
  • Bloodletting Bloodletting - Enchantment Spell. (10 seconds.) You gain 5...41...50 Health whenever a creature dies.


Mesmer[edit]

The current Lightbringer's Gaze already seems like a Mesmer skill. Previously Unsigned 21:32, 23 April 2011 (UTC)

5 Energy¼ Activation time7 Recharge time Elite Spell. Interrupts a skill. Interruption effect: steal 2...8...10 energy from target foe.

15 Energy2 Activation time20 Recharge time - (Lightbringer rank) - Hex Spell. For 8...18...21 seconds, target foe's attacks may damage any randam foe in range, including the target.

Elementalist[edit]

25 Energy2 Activation time30 Recharge time Elite Spell (5 seconds). Deals 10...34...40 lightning damage each seconds to target foe and foes nearby target's inital location. Initial effect: causes knock down (2...4...4 seconds) to target foe and foes nearby target. 25% armor penetration. You are exhausted.

25 Energy3 Activation time30 Recharge time - (Lightbringer rank) - Ward Spell. Remove all enchantments. For 15...51...60 seconds, allies in the area gain +2 Energy regeneration.

Assassin[edit]

10 Energy1 Activation time20 Recharge time Elite Enchantment spell (5 seconds +1 second for every rank of Critical Strikes). You attack 33% faster and have +15...27...30% change to critical hit. Your attack skills inflict crippled condition (4...10...12 seconds).

25 Energy1 Activation time60 Recharge time - (Lightbringer rank) - Spell. (10 seconds.) You gains double Critical Strikes bonus. Every successful critical hit summons a level 14...20 celestial attacker (maximum of 3...7). This skill is disabled (15 seconds).

5 Energy2 Activation time30 Recharge time - (Lightbringer rank) - Trap. (90 seconds.) Inflicts Deep Wound, Crippled and Bleeding conditions (3...15) seconds). Easily interrupted.

5 Energy2 Activation time30 Recharge time - (Lightbringer rank) - Trap. (90 seconds.) Inflicts Knockdown (Maximum 3 seconds) and Dazed for 4...10) seconds, and you Shadow Step to that location. . Easily interrupted.

Ritualist[edit]

5 Energy¼ Activation time3 Recharge time Elite Weapon spell. Target ally's next skill has +1...3...4 attribute points and activates and recharges 30...46...50% faster.

5 Energy¼ Activation time12 Recharge time - (Lightbringer rank) - Enchantment Spell. (40...60 seconds.) Whenever you create a summoned creature, that creature gains double Spawning Power Health bonus and +3...7 Health regeneration.

5 Energy¼ Activation time8 Recharge time - (Lightbringer rank) - Weapon Spell. (3 seconds.) Target other ally does not incure Death Penalty the next time they would.

5 Energy1 Activation time30 Recharge time - (Lightbringer rank) - Item Spell. (60 seconds.) While you hold Saidra's Ashes, you gain +30 maximum Energy. Drop effect: all party members are healed for 100...200 Health.

15 Energy1 Activation time30 Recharge time - (Lightbringer rank) - Item Spell. (15 seconds.) You gain 200 maximum Health. Drop effect: deal 100...300 damage to nearby enemies.


Paragon[edit]

4 Adrenaline Elite Shout (10 seconds). Next time allies in earshot deal damage they deal 20...84...100% more damage.

10 Energy1 Activation time20 Recharge time - (Lightbringer rank) - Chant. (10 seconds.) Party members in earshot move 25...33% faster, attack 25...33% faster and gain 25...33% more adrenaline. Ends when using an attack skill.

Dervish[edit]

10 Energy¼ Activation time8 Recharge time - (Lightbringer) - Enchantment Spell. (30 seconds.) Remove all enchantments. If you strike a foe who has less Health than you, that foe is knocked down and Intimidating Aura ends. Removal effect: knockdown adjacent foes with more Health than you. End effect: knockdown adjacent foes with more Health than you.


Avatar Damage Vow Dervish Modifier Mystic Dervish Enchantment Pious Dervish Teardown Notes
Avatar of Abaddon Abaddon Dark Scythe attacks remove 1 enchantment and causes Exhaustion
Derv enchants deal 2 damage per point of Energy you have
Knockdown adjacent foes
(Whenever you cast a Dervish enchantment)
Hexed adjacent foes (1...3...4 sec) Monster skill
All attacks deal Dark damage.
Avatar of Balthazar.jpg Balthazar Fire Adrenaline +20...44...50%
AR +20 vs Physical
Attack & Move 33% faster
(While you are Dervish enchanted)
Burn adjacent foes (1...4...5 sec)
(Max teardown damage: 70)
All attacks deal Fire damage.
Avatar of Dwayna.jpg Dwayna Lightning Scythe attacks have 10% armor penetration
Derv enchants lasts 20...44...50% longer
Lose 1 Hex
(Whenever you cast a Dervish enchantment)
Earshot party healed 5...41...50 All attacks deal Lightning damage.
Avatar of Grenth.jpg Grenth Cold Immune to disease
Scythe attacks steal 0...12...15 health
Enchanted foes cannot block you
Steal 5...21...25 Health from adjacent foes
(Whenever you cast a Dervish enchantment)
Disease adjacent foes (1...4...5 sec)
(Max teardown damage: 40)
You lose disease.
All attacks deal Cold damage.
Avatar of Kormir Kormir Holy Scythe attacks deal +25...50 damage to foes activating skills
AR +30 vs Magical
You cannot miss or be blocked
(While you are Dervish enchanted)
Dazed adjacent foes (3...5...5 sec) PvE-only skill
All attacks deal Holy damage.
Avatar of Lyssa.jpg Lyssa Chaos EP +30
Derv enchants recharge 20...44...50% faster
Interrupts adjacent foes
(Whenever you cast a Dervish enchantment)
Steal 1Energy from adjacent foes Caution when it wears off
All attacks deal Chaos damage.
Avatar of Melandru.jpg Melandru Earth HP +150
AR +30 vs Elements
Damage reduction 1...8...10
(While you are Dervish enchanted)
Earshot party lose 1 condition Caution when it wears off
All attacks deal Earth damage.
Could really use help with this one; what should an Avatar of Komir offer that isnt provided by the existing Avatars? --Falconeye 02:47, 30 March 2011 (UTC)

5 Energy2 Activation time20 Recharge time Elite Form (15 second +5 seconds for every rank of Mysticism). You attack 33% faster with your scythe and your attacks deal holy damage. Nearby foes take 20...24...25 holy damage whenever you cast a dervish enchantment. You are healed for 15...43...50 and gain 2...8...10 energy whenever you lose a dervish enchantment This skill is disabled for 45 seconds.

Discussion[edit]

I'm sorry, but the game doesn't need more Pve Only Skills.--Will Greyhawk 01:51, 11 April 2011 (UTC)

Any constructive criticism besides an opinionated statement perhaps? ^_^ --Falconeye 06:22, 19 April 2011 (UTC)
Sure, the shouts already up are completely overpowered. You basically have party-wide RaO with party-wide PnH with party-wide UA, etc. No where in the game is it difficult enough to warrant a skill which is no less than 3 Elite skills rolled into one. FleshAndFaith 16:01, 21 April 2011 (UTC)
except for UA-part which is meant to be an elite version of "We Shall Return!", neither are party-wide. --Falconeye 21:01, 23 April 2011 (UTC)
I'm going to have to say that there's enough skills in the game to balance. IMO, the only reason to add new skills would be to help lessen staleness or once all current skills are well balanced. And in such a case, I'd still say that PvE-only skills should be unique functions but underpowered (or at least not overpowered), akin to GW2's racial skills.
That said, I am wanting a change to the very first PvE-only skills and buffs (Sunspear Rebirth Signet, Lightbringer Rank, Lightbringer's Gaze, and Lightbringer Signet) to give them some green numbers and less wording - at least in their concise description. -- Konig/talk 18:33, 24 April 2011 (UTC)
Let's see here;
  • The ranger skill is relatively balanced but I doubt anyone would ever want to use it.
  • For a monk skill, perhaps have a skill that makes monk skills heal for an additional 5 health per rank.
  • That necromancer skill is just massively overpowered. In raw numbers it deals 300 damage and is perfectly upkeepable.
  • On the contrary to the necromancer skill, the mesmer skill is excruciatingly underpowered. "Interrupt a target and get up to all your spent energy back." Also take into account that Fast Casting makes it recharge almost twice as fast under normal conditions. Your energy experiences natural regen whilst interrupting 1 target over and over and over. Mesmer have better things to do.
  • The elementalist skill is an elemental skill, which does not exactly make sense to have as a PvE-only skill. In fact, afaik only Icicles is a would-be elemental skill that is not in its correct line, and that is only available during events.
  • The assassin skill is over-shadowed by the assassin sunspear skill.
  • The ritualist skill is designed to help improve what exactly? Ritualist is the last profession that would require such empowering skills.
  • A paragon skill should be an echo. Because we need more echos. (I am serious about that, actually.)
  • Avatar of Kormir cannot exist due to LOLspoilers. Even restricting these skills to post-Nightfall will not really improve their value.
Bottom line is basically: We really don't need more PvE-skill; especially these ones that have never even heard of the word balanced. </criticismprovided> - Infinite - talk 16:05, 3 May 2011 (UTC)