User:Godliest2534/skills

Awesome McDisregard of balance. I'll do my best to "change" all skills to make them viable for both PvP and PvE. Expect great overpoweredness. I'm never sure about specific numbers, see it more as a overall "thought" than an exact concept".

Axe Mastery
- PvP/PvE 8 Adrenaline. If this attack hits you deal +5..40 damage and target foe suffers from Cracked Armor and Bleeding.
 * Synergies with Body Blow. Decently powerful spike skill.

- PvP 10 Adrenaline. Attack target foe 1...3 times, these attacks deal 30..10% less damage.
 * Kind of Dragon Slash except for Axes. 4 attacks may be too much.

- PvP/PvE 4 Adrenaline. +5...18 damage and unblockable.
 * Kind of like Cleave.

- PvP/PvE 5 Energy, 4 second recharge. For each fully charged adrenaline skill you deal +0..9 damage.
 * Strong spike skill.

Hammer Mastery
- PvP 6 Adrenaline. For each fully charged adrenaline skill you cause 1 second knockdown (max 3).
 * Boring idea, but still better in PvP now. Cheaper knockdown that still requires some other adrenaline skills... Doesn't count itself.

- PvP/PvE 7 Adrenaline. +10...23 damage and knockdown.
 * Another generic hammer elite. Still the only reason you take a hammer is because of the knockdowns.

Strength
- PvP Stance, 6 second recharge, 5 Energy. For 1..10 seconds move 33% faster and the next time you strike a moving foe in melee they're knocked down and the stance ends.
 * Kind of like Charging Strike except better since you got a knockdown every 10th second as well as a cancel for any stances and so on.

- PvE Skill, 7 adrenaline. The next time you strike an attacking foe in melee that foe and all nearby foes are knocked down.
 * Doesn't make sense at all, but at least decently good for PvE.

- PvP/PvE Melee attack, 8 adrenaline. Shadowstep to target foe and strike once dealing +10..30 damage.
 * Makes more sense considering the name... Got an aftercast. Overpowered.

- PvP/PvE Stance, 6 adrenaline. 2...10 seconds duration. 33% faster attack, interrupts target foes action.
 * Interruptions and IAS. Can easily be outkited.

- PvP/PvE Melee attack, 6 adrenaline, 1 sec recharge. All attack skills recharge. Gain 1...6 adrenaline. For 5 seconds whenever you use an adrenaline skill it got 5 seconds recharge.
 * Got synergies with itself now O.o

- PvP/PvE skill, 8 adrenaline. Deal 40..76 damage and knock target down.
 * Makes sense now. And is viable.

- PvP/PvE Melee attack, 5 energy, 5 second recharge 1/2 activation. Deals +1...23 damage, interrupts target foes action. If that action was a spell you gain 0...5 energy.
 * Actually plausible to spam and use as an interrupt.

- PvP/PvE Stance, 7 adrenaline. 33% faster attack, attacks got 20% armor penetration. Lasts 1...10 seconds.
 * Strong spike skill. Izzy did it, and better.

Swordsmanship
- PvP Sword attack, 5 adrenaline. Strike target foe twice.
 * Swords are good at pressure so this way it makes sense.

Tactics
Tactics is a overall horrible skill line that I'll reject to "balance" until I can actually be bothered to fix pretty much every skill in the whole line. - PvP - PvP - PvP/PvE 6 adrenaline, 1/2 activation. Interrupt target foes action. If that action was a spell target foe is knocked down for 4 seconds.
 * Unreliable knockdown that compensates for it by lasting longer. May be overpowered...

- PvP/PvE Stance, 6 adrenaline. While under the effects of a shout or chant you attack 33% faster and deal +1...15 damage. - PvP/PvE - PvP/PvE

Unlinked
- PvP/PvE Melee attack, 5 adrenaline. 5 seconds duration Daze.

Beast Mastery
- PvP/PvE Nature Ritual. Creatures within it's range suffer from -1 health degeneration, and an additional -5 if suffering from a condition.
 * Inferior to Toxicity in it's current state. Better for stupid gimmicks now.

- PvP/PvE Shout, 15 energy, 10 second recharge. For 20 seconds you and your pet attack 25% faster and your attacks deal 5...15 additional damage.

Expertise
- PvP/PvE Signet, 15 second recharge, 1 sec casting. For 1...30 seconds your arrows move twice as fast and whenever you interrupt a skill that action is disabled for 5...10 seconds.
 * Stacks with Dshot.

- PvP/PvE zzz.
 * I hate skills that rely on luck of some form. Fucking name :<

- PvP/PvE Preparation, 1 sec casting, 20 recharge. For 25 seconds your trap skills can't be interrupted.
 * meh

Marksmanship
- PvP Preparation, 1 sec casting, 15 recharge. For 18 seconds whenever you use a bow attack skill you an additional arrow is shot.
 * lolrangerspike. The additional arrow is just like a autoattack one.

- PvP/PvE Moved to bow mastery. Bow attack, 1/2 activation, 5 energy. Moves twice as fast and strikes for +5...12 damage.
 * meh, will only be used in some gay forms of ranger spike now.

Wilderness Survival
- PvP/PvE ups
 * to be added

- PvP Nature Ritual. All creatures in range suffering from a condition also suffer -2 health and energy degeneration.
 * seems neat. Ups forgot to add that part.

- PvP ups
 * to be added.

- PvP/PvE Nature Ritual. All creatures move 20% slower and knocked down when interrupted while casting a spell.
 * Just had to.

Divine Favor
- PvP/PvE Signet, 3/4 casting, 3 recharge. Heal target other ally for 5...80 health, if you're under the effects of an enchantment gain 0..3 energy.
 * Healing and energy management in one.

- PvP/PvE Enchantment, 5 energy, 1 sec casting, 10 recharge. For 0..54 seconds target ally can't be interrupted while casting a spell targeting an ally.
 * <3

- PvP/PvE Enchantment spell, 5 energy, 1 sec casting, 10 recharge. For 30 seconds the healing from Divine Favor is doubled.
 * Divine Boon except elite. Smiteway won't be as strong when everyone needs to waste their elite on this shit.

- PvP Enchantment spell, 5 energy, 1/4 casting, 7 recharge. For 0...3 second(s) any spells targetting target ally fails and target ally is healed for 6..45 health.
 * Good anti-spike against caster teams.

- PvP/PvE Make target deal 25% additional damage as well.
 * Inferior to Vengeance before, now it's equal. The nerf to the skill in PvE was reverted.

- PvP/PvE Spell, 5 energy 3/4 activation, 8 recharge. Remove 0...3 hexes from target ally. For each hex removed in this way target ally is healed for 30...54 health.
 * Makes it more able to cope with hexgay.

Healing Prayers
MENDING - PvP/PvE INCREASE MAXIMUM EFFICIENCY TO 30! - PvP/PvE Spell, 5 energy, 3/4 activation, 3 recharge. Target other ally and one nearby ally is healed for 10...110 health.
 * Makes it better for party wide healing.

- PvP/PvE Enchantment spell, 5 energy, 3/4 activation, 8 recharge. For 3 seconds target ally takes 10...50% less damage and all party members are healed for 5...10 health whenever target ally takes damage.
 * Might work.

- PvP/PvE Spell, 5 energy, 3/4 activation, 4 recharge. Heal target ally for 15...97 health, if target was enchanted target ally also lose one hex and one condition.
 * Conditional Blessed Light. May or may not be overpowered. Not sure if it would become meta-worthy though.

Protection Prayers
- PvP/PvE Enchantment, 5 energy, 1/4 activation, 7 recharge. For 6...12 seconds enchantments you cast cost 5 less energy (minimum 1 energy) and heal for an additional 30...45 health.
 * Some additional healing and more spammability.

- PvP/PvE Enchantment, 5 energy, 3/4 activation, 4 recharge. For 0...7 seconds target other ally got 50% chance to block and have 3...9 health regeneration. This enchantment ends the next time target other ally uses a skill.
 * Something like that.

Smiting Prayers
- PvP/PvE Moved to Smiting Prayers. Spell, 5 energy, 3/4 activation, 4 recharge. Transfer 1..2 hexes from target ally to one nearby foe.
 * Fuck you, you fucking hexway fucker. Just had to.

- PvP Spell, 5 energy, 3/4 activation, 4 recharge. All foes nearby target ally take 10..55 holy damage and you gain 0...5 energy for each foe hit in this way.
 * energy management skill.

- PvP/PvE Spell, 5 energy, 3/4 activation, 7 recharge. Remove 0..2 hexes and conditions from target ally, for each condition and hex removed in this way nearby foes take 20...30 holy damage.
 * ups.

- PvP Enchantment, 5 energy, 1/4 activation, 3 recharge. For 8 seconds the next time target ally suffers from a condition, is hexed or take damage the source of the condition, hex or damage take 60...70 damage and this enchantment ends.
 * Also makes the damage dealt - not dealt... Some kind of combination of all different meta smiting prayers skills.

- PvP/PvE Spell, 5 energy, 1/2 activation, 3 recharge. If target allies health is below 50...75% health target ally is healed for 10...40 health and all nearby foes take 30...60 damage.
 * ups.

Blood Magic
Overall horrible attribute line, I refuse to change anything. - PvP/PvE - PvP/PvE - PvP/PvE - PvP/PvE - PvP/PvE

Curses
- PvP - PvP/PvE Hex, 10 energy, 1 activation, 7 recharge. For 8...12 seconds target foe gains only one third health healing and suffers from -3 health degeneration. This hex is reapplied every time target foe attacks or uses a skill.
 * Makes sense.

- PvP/PvE - PvP/PvE Signet, 1 activation, 5 recharge. If target foe is under the effects of a hex target foe takes 10...60 cold damage and suffers from Cripple and Weakness.
 * o.O Linebacking is strong.

- PvP/PvE Hex, 10 energy, 1 activation, 7 recharge. For 25 seconds target foe suffers -0...2 energy degeneration and 2 health degeneration.
 * Kind of like new Soul Bind except for shitting on peoples energy.

Death Magic
- PvP Enchantment, 5 energy, 1 activation. For 25...40 seconds target ally deal 5...8 more damage in melee and deal 5...15 cold damage whenever any foe strikes that ally in melee.
 * To be more versatile and some form of Pressure.

- PvP - PvP Enchantment, 5 energy, 1 activation. For 25...40 seconds target allies attacks causes bleeding and anyone striking that ally in melee suffers from bleeding.
 * Yet more bitch-skills.

- PvP Enchantment, 5 energy, 1 activation. For 5 seconds whenever a party member who's not under the effects of another Order hits a foe with physical damage that attack got 20% armor penetration.
 * No idea how good/bad this is since I cba to learn how armor penetration actually works.

Soul Reaping
- PvP/PvE Hex, 10 energy, 1 activation, 8 recharge. For 5...18 seconds target foe receives one fourth less healing and when this hex ends all foes in the are take 20...100 damage.

Unlinked
- PvP/PvE

Domination Magic
- PvP/PvE Spell, 10 energy, 1 activation, 10 recharge. Remove one enchantment from target foe, if an enchantment is removed in this way all foes in the area take 50...110 damage.
 * Nice enchantment removal and powerful domages.

- PvP/PvE Hex, 10 energy, 1/4 activation. If target foe is casting a spell that spell is interrupted and for 4...12 seconds whenever target foe is interrupted that foe loses 5...8 energy.
 * Makes more sense considering the name.

Fast Casting
- PvP/PvE Hex, 10 energy, 1/4 activation, 8 recharge. Interrupt target foes action, if that action was a spell then the spells attributes are set at 0 for 0...6 seconds.
 * Powerful. Kind of like Power Block...

- PvP/PvE Spell, 10 energy, 1 activation, 10 recharge. For 4...16 target foes spell can't be activate faster than 1 second and got double aftercast delay.
 * obaby!

- PvP/PvE Enchantment, 5 energy, 1 activation, 7 recharge. For 10...16 seconds signets activate and recharge 60...170% faster.
 * Meh. Needs more signets to be really powerful, but still.

Illusion Magic
- PvP/PvE Hex, 15 energy, 1 activation, 12 recharge. For 6..17 seconds target foe moves 90% slower and whenever target foe is struck while moving target foe takes 20...78 damage.
 * Makes sense and is more powerful.

- PvP Spell, 10 energy, 1/4 activation, 14 recharge. If target foe was casting a spell that foe is interrupted, if target foe was suffering from a condition all foes in the area take 15...70 damage.
 * Damage and interrupt.

- PvP Hex, 15 energy, 1 activation, 7 recharge. For 5...12 seconds the next time target foe attacks that foe and all nearby foes are knocked down and take 15..90 damage.
 * Powerful.

- PvP/PvE Hex, 15 energy, 1/4 activation, 10 recharge. Interrupt target foes action, for 5..12 seconds the next time target foe casts a spell all nearby foes take 10..78 damage.
 * Kind of like Web of Disruption but with a domage when it ends.

- PvP/PvE Hex, 15 energy, 1 activation, 16 recharge. For 6...30 seconds target foe and all nearby foes are hexed with Sharen Burden and whenever any of these foes is interrupted or an attack fails to hit all these foes take 5...50 damage.
 * O.o Kind of complicated. Basically hex target 1,2,3 but not 4-> target 1 misses an attack-> 1,2,3 take 50 damage.

- PvP/PvE Spell, 10 energy, 1 activation, 12 recharge. Remove one enchantment from target foe and all nearby foes, those foes suffer 5...30 damage for each enchantment removed in this way.
 * Moved to Illusion.

Inspiration Magic
- PvP/PvE Hex spell, 10 energy, 1/4 activation, 12 recharge. Interrupt target foes action, if a spell was interrupted you gain 5...25 energy and target foe and all nearby foes suffer -2 energy degeneration, you receive 2 energy generation for each affected foe.
 * Powerful energy management and AoE energy denial.

- PvP/PvE Skill, 5 energy, 10 recharge. For 5...30 seconds the next time you're interrupted you steal 1...10 energy from the source and your skill recharges instantly, your next spell can be cast instantly.
 * Steal energy, recharge instantly and next spell can be cast instantly =o

Air Magic
- PvP/PvE Enchantment, 5 energy, 1 activation, 12 recharge. For 1...16 seconds your air magic spells can be cast 10...70% faster and cause blind.
 * For more utility.

- PvP/PvE Spell, 5 energy, 1 activation, 7 recharge. Target foe is knocked down for 3 seconds.
 * Knockdowns make me happy.

- PvP/PvE Spell, 10 energy, 1 activation, 12 recharge. Target foe and all adjacent foes take 50...100 lightning damage. This spell has 30% armor penetration.
 * Powerful.

- PvP/PvE Enchantment, 10 energy, 1 activation, 15 recharge. For 10...50 seconds your Air Magic spells cause 3...30 damage and causes knockdown against attacking targets.
 * O.o I'll fix this shit later.

- PvP/PvE Spell, 5 energy, 1 activation, 3 recharge. If you have more energy than target foe, that foe suffers 5..30 lightning damage and is knocked down if attacking. If you have less energy than target foe you gain 1...6 energy and deal 30...70 lightning damage. This spell has 25% armor penetration.
 * I'll make all "Mind..." skills have this way of working.

- PvP/PvE Spell, 10 energy, 1 activation, 6 recharge. Target foe takes 60...80 damage and if target foes health was below 75% that foe suffers from burning for 0...5 seconds.
 * ... Since it's referring to electrocution and people started burning from it...

- PvP/PvE Spell, 10 energy, 1 activation, 15 recharge. Target foe and all foes in the area are knocked down.
 * ups.

Earth Magic
- PvP Enchantment, 10 energy, 1 activation, 20 recharge. For 20...60 seconds your Earth Magic spells cause weakness and cause foes suffering from weakness to move 66% slower.
 * kind of strange.

- PvP/PvE Spell, 10 energy, 1 activation, 20 recharge. Create a sandstorm at target foes location. For 5 seconds nearby foes take 10...40 damage and attacking foes move 66% slower and are blinded for 5..10 seconds.
 * lol. Became Unsteady Ground but with blind... Maybe boost something like damage or shit.

- PvP Spell, 10 energy, 1 activation, 15 recharge. Target foe and all nearby foes are struck for 5..30 damage and foes attacking or casting a spell are knocked down.
 * Yet another anti-melee spell...

Hex, 10 energy, 1 activation, 10 recharge. Target foe and all nearby foes deal 5...15 less damage with attacks and suffer from Weakness whenever their attacks fail to hit.
 * The name is stupid as hell, but sheath=protective covering so they deal less damage...

Energy Storage
- PvP/PvE Enchantment, 5 energy, 1 activation, 20 recharge. For 20...60 seconds whenever you gain energy from an elemental spell you gain the double amount.
 * You can gain as much as ~20 energy from one of the energy management spells...

- PvP/PvE Spell, 5 energy, 1 activation, 20 recharge. For each Elemental spell on your bar you gain 0...8 energy.
 * zzz. Way too many energy management skills.

- PvP/PvE Enchantment, 5 energy, 1 activation, 20 recharge. For 20...60 seconds you have +0...3 energy regeneration and you gain 0...4 energy whenever you use an elemental skills. This enchantment is reapplied whenever you use an elemental skill.
 * Renewal makes sense.

Fire Magic
- PvP/PvE Spell, 10 energy, 1 activation, 20 recharge. Target foe and all adjacent foes are struck for 10...120 damage twice.
 * meh. Shortened recharge a little.

- PvP/PvE Spell, 5 energy, 1 activation, 3 recharge. If you have more energy than target foe, that foe takes 5..30 fire damage and is set on fire for 1...5 seconds. If you have less energy than target foe you gain 1...6 energy and deal target foe takes 30..70 fire damage.
 * ups

- PvP/PvE Spell, 15 energy, 1 activation, 8 recharge. Target foe and all nearby foes are struck for 5...90 fire damage.
 * I'll fix this shit after contest.

Water Magic
- PvP/PvE Spell, 5 energy, 1 activation, 3 recharge. If you have more energy than target foe, that foe is struck for 5..30 cold damage and moves 66% slower for 1...5 seconds. If you have less energy than target foe you gain 1...6 energy and target foe is struck for 30...70 cold damage.
 * zzz.

- PvP Enchantment, 10 energy, 1 activation, 5 recharge. Your Water Magic hexes also makes target foe have a 50% chance of missing.
 * Something that dims or conceals.

Unlinked
- PvP/PvE Spell, 5 energy, 1 activation, 12 recharge. Target foe is hexed with Second Wind for 3 seconds. When Second Wind ends target foe falls over.
 * LOL!

Critical Strikes
- PvP/PvE Attack, 5 energy, lead attack, 8 recharge. Target foe is struck for 5...40 damage and loses two enchantments.
 * o.o

- PvP/PvE Enchantment, 10 energy, 12 recharge. For 8...20 second you got +30% chance to double strike, and you can get double strikes when using skills. Only works with Daggers.
 * fixed, kind of. May want to change to daggers only though.

- PvP/PvE Attack, 5 energy, 1/4 activation, 8 recharge. Target foe takes 5...60 damage and is knocked down.
 * Indeed.

- PvP/PvE Hex, 5 energy, 3/4 activation, 10 recharge. For 8...20 seconds the next time target foe is struck by a critical strike while suffering from a condition target foe suffers from Deep Wound and Poison.
 * Poison covers deep wound.

Dagger Mastery
- PvP Dual Attack, 5 energy, 8 recharge. Must follow a lead attack.If it it hits this attack deals +5...40 damage target foe is knocked down. This attack can't be blocked.
 * fucking needed it already.

Deadly Arts
- PvP - PvP/PvE - PvP/PvE - PvP/PvE - PvP/PvE Hex, 5 energy, 3/4 activation, 10 recharge. For 5...16 seconds target foe moves 33% slower and the next time target foe is struck target foe is knocked down and this hex ends.
 * May consider changing this.

- PvP/PvE Enchantment, 5 energy, 1 activation, 12 recharge. For 5...30 seconds your assassin skills cost 1...7 (minimum 1) less energy and recharge 50% faster.
 * I like Deadly Arts sins.

Shadow Arts
- PvP - PvP/PvE Enchantment, 5 energy, 1 activation, 12 recharge. For 5...25 seconds you move 33% faster and you're immune to conditions.
 * Perma immunity to conditions? Aren't sins already over-powered in PvP? (not talking high-end) Lol in RA/TA. Change to : PvP/PvE Enchantment, 15 energy, 2 activation, 15 recharge. For 5...15 seconds you move and attack 33% faster and are immune to conditions. [[Image:Goodnight_la_sig_2.png‎]] 21:04, 15 March 2009 (UTC)

Unlinked
- PvP/PvE Hex, 5 energy, 3/4 activation, 12 recharge. For 3 seconds target foe moves 66% slower and the next time target foe is struck in melee this hex ends. This hex ends prematurely if target foe uses a skill. When this hex ends target foe is knocked down.
 * What it should be.

Channeling Magic
- PvP/PvE Spell, 5 energy, 1 activation, 7 recharge. For each foe nearby target other ally all nearby foes take 20...60 damage.
 * forgot to write a non-saying text here.

- PvP/PvE Item, 10 energy, 3/4 activation, 12 recharge. For 6...22 seconds you hold Kuurong's Ashes. While you hold his ashes your ritualist spells deal an additional 5...40 damage against foes above 90...70% health. When you drop his ashes all foes in the area take 10...50 damage and foes above 100...85% health are knocked down.
 * upselidupsy.

- PvP/PvE Signet, 1 activation, 12 recharge. Deal 5...80 damage to target foe. If a spirit was in range you gain 10...80 health and 1...8 energy.
 * Some kind of everything.

- PvP Moved to Channeling Magic. Item, 10 energy, 1 activation, 15 recharge. Hold Khanhei's ashes for 8...20 seconds. While you hold his ashes your ritualist spells steal an additional 5...40 health from affected targets. When you drop his ashes you steal 5...70 health from all nearby foes.
 * osht. I just made rit spike so much more viable.

Communing
- PvP/PvE Reduce casting time to 1 second.
 * not so likely to get interrupted.

Restoration Magic
- PvP/PvE Item, 5 energy, 1 activation, 12 recharge. Hold Xinrae's ashes for 5...20 seconds. While you hold her ashes your Restoration Magic skills heal for an additional 5...40 health. When you drop her ashes all party members are healed for 5..100 health.
 * something here.

- PvP Moved to Restoration Magic. Item, 10 energy, 3/4 activation, 15 recharge. Hold Songkai's ashes for up to 5...16 seconds. While you hold her ashes, your spells and Binding Rituals cost -5...50% of the base Energy to cast.
 * spawning power sucks anyway.

Spawning Power
- PvP/PvE Spell, 5 energy, 1 activation, 20 recharge. One of your Spirits die. You gain 5...17...20 Energy and all of your Binding Rituals are recharged if a Spirit died in this way. For 5...10 seconds your bind rituals cast 5...50% faster. You can target a specific spirit.
 * not like anyone is gonna use it anyway.

- PvP/PvE Also add a faster cast equal to the faster recharge.
 * they are so tedious to use.

- PvP/PvE Enchantment, 5 energy, 1 activation, 15 recharge. For 0...30 seconds you gain +1...4 additional energy regeneration and your ritualist spells recharge 25% faster. If you're not withing earshot of a spirit when you cast a spell you sacrifice 10...2% of your health.
 * I really got no idea why I use this shit to write here...

Command
- PvP/PvE Shout, 6 adrenaline. For 1...10 seconds all party members within earshot take 1...15% less of the base damage.
 * Makes it stack with other damage reduction shouts.

Leadership
- PvP/PvE 5 energy, 1 activation, 7 recharge.
 * rest is the same.

- PvP/PvE Reduce recharge to 30 seconds, duration stays at 45.
 * not maintainable is just gay.

Motivation
- PvP/PvE Shout, 6 adrenaline. For 5...8 seconds all allies withing earshot suffering from a condition or below 75...90% health receive an additional +1....15 armor and +1...3 health regeneration.
 * meep.

- PvP Shout, 7 adrenaline. All allies in earshot are healed for 5...45 health and all Echos and Finales on those allies are reapplied.
 * ups.

Unlinked
10 recharge - PvP/PvE Target ally loses all conditions. For 1...3 seconds, target is immune to conditions. 21:06, 15 March 2009 (UTC)

Earth Prayers
- ''PvP/PvE

Mysticism
- PvP

Scythe Mastery
- PvP/PvE Scythe attack, 5 energy, 5 recharge. If it hits, this attack strikes for +5...35 damage and target foe suffers from Deep Wound for 5..9 seconds.
 * Makes it more powerful.

- PvP/PvE Revert to only inflicting Deep Wound while enchanted, and bleeding while not.
 * because it's necessary.