User:The Sins We Die By/Top Priority Skills/Archive
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)
Searing Flames
- 3)
Mind Blast
- 4)
Warrior's Endurance
- 5)
Palm Strike
- 6)
Foul Feast
- 7)
Ether Prism
- 8)
Peace and Harmony
- 9)
Wounding Strike
Buffs[edit]
- 1)Hex Removal
- 2)
Crippling Dagger
- 3)Tactics
- 4)Divine Favor
Reworks[edit]
Break Down[edit]
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)(100 Dmg + Burning) * Area AoE = Enough Said
- 3)+4 Energy From Regen + 3 Net Return + 2 Fire Attunement + 1 AoR = 10 Reasons players think skill spamming is good
- 4)Strength + 100% Rank 13 Critical Strike e-return --> The question... Do I even need this 2 energy regen?
- 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)If you really want necros to manage conditions fine. But the elite version of Draw doesn't have elite status.
- 7)Invincibility to spike every 15 seconds and +14 energy. Oh look I can heal without energy issues Restoration line here I come!
- 8)This skill emerged because ANet made offensive pressure too effective. This needs nerfed at the same time you decide to tone things down.
- 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.
Buff[edit]
- 1)Hex Removal buffs are below.
- 2)Seriously? 1 second cast, half range, slow projectile, cripple on moving. What do you expect people to cripple with this skill besides the newbiest of newbs? A speed buff + direct line to the caster and your there before they cast. If i forgot my speed buff, "Wait is that? Yup that's crippling dagger. Now that I spent 3/4 of a second thinking this I should stop to avoid being crippled or just side step to dodge the projectile." WTF ANet, honestly I've thought that in my own head and I never expected the sin to even have that skill. There's a point where luck just takes over skillful use way too much.
- 3)This almost needs a rework its that bad. I don't even know where to start.
- 4)Make Divine Favor ignore healing reduction such as deep wound and lingering curse. Don't make it uneffected by healing buffs though such as Aura of Faith.
Rework[edit]
Paragons need help. They can't do anything better than another class can. Rits can run double command runs better than paras simply bcs rits are useful. Not to mention rits run spears better and so do warriors and even assassins. Maybe if this was prophecies only + paragons, but sorry they just need help at this point.
Balancing Changes[edit]
Assassin[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Dervish[edit]
Press [hide] to Collapse --> |
---|
![]() 5
|
Elementalist[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Mesmer[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Monk[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Necromancer[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Paragon[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Ranger[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Ritualist[edit]
Press [hide] to Collapse --> |
---|
![]() The resulting effects of this would be current ritualist builds using spirits would be rewarded for successful casts of a spirit. Health gain for a successful cast during immobility is a justifiable reward. During splits ritualists will find the energy return to have minimal effectiveness. While this would be promoting degenerate spirit spamming in 4 man arenas there are plenty of counters to spirit spamming such as nuking, interrupts, and knockdowns. Not to mention their inherent lack of health.
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 |
Warrior[edit]
Press [hide] to Collapse --> |
---|
![]()
|
Viable Hex Removal[edit]
Press [hide] to Collapse --> |
---|
![]() 5 5
5
10
|
Viable Protection Prayers[edit]
Press [hide] to Collapse --> |
---|
5
|