User:Frostels/lolupdate

Lets try and make an update the way anet does it, randomly good, randomly stupid!

Assassin

 * Falling Spider -> Recharge increased to 11.
 * Jagged Strike -> +5...15 damage, recharge inreased to 4.
 * Fox Fangs -> Damage reverted, recharge inreased to 4.
 * Horns of the Ox -> 1/2 activation.
 * Dark Escape -> duration reduced to 2...13.
 * Hidden Caltrops -> Elite Hex Spell. Hex target foe with Hidden Caltrops, for 1...10 seconds, target foes moved 33% slower. If this hex lasts it's full duration, that foe is crippled for 1...5 seconds.seconds. 5 Energy, 1 Activation, 15 Recharge.
 * Mark of Insecurity -> Elite Hex Spell. For 1...15 seconds, stances and enchantments on target last half they're normal duration. (50% chance of failure with Critical Strikes 3 or less).
 * Temple Strike -> reduced recharge to 12, reduced energy cost to 10, this skill now inflicts Deep Wound instead of Blind.

Falling Spider is one of the key skills to a BB sin, with a nerf to the recharge, you can no longer perform reliable mini spikes inbetween full chains, reducing overpowered effectiveness. Jagged Strikes recharge meant target switching was too easy and made good protting redundant, an increased to damage but higher recharge balance this out. Fox Fangs' damage buff was unnecassary and reverted, a slight increase to the recharge keeps it in line with other off-hand attacks. Horns of the Ox lacks big + damage as is over shadowed my trampling ox most of the time, a 1/2 activation makes it a much more desirable skill. Dark Escape is a simple fire and forget low spec stance which gives you big damage reduction, the need for a higher spec now evens this out. Hidden Caltrops was unnusable by assassins due to a lack of viable IAS', now they are available, it has been slightly nerfed so it requires a decent spec. Mark of Insecurity is now usable by assassins, however it's effect was too powerful for casters who were abusing it, now assassin's have to ability to use this skill. Temple Strike was lacking in potential, a new form of deep wound and lowered recharge make it a lot more usable.

Dervish

 * Armor of Sanctity -> increased recharge to 12.
 * Avatars -> Reduced disable to 90 seconds, all avatars now have a 3 second casting time.
 * Wearying Sweep -> Weakness only applies if you are not enchanted.
 * Wounding Strike -> increased recharge to 5.

Armor of Sanctity provided immense damage reduction which could be used every 5 seconds, far too quick, so the recharge has been increased. Avatars have falled out of play in recent years, to promote them they now have a 30 second reduced recharge, but are a lot easier to shutdown mid-match. Wearying Sweep always punished the user with damage reduction, this update means it can be by-passed. Wounding Strike's powerful effect was not balanced with a 3 recharge so it has been increased.

Elementalist

 * Immolate -> Reverted Immolate buff (damage reduced to 60 @15).
 * Mind Blast -> increased recharge to 3, increased energy gain to 1...9.
 * Aura of Restoration -> increased recharge to 20.
 * Blinding Surge -> Increase recharge to 6. Increased damage to 5...65.
 * Ether Prism -> Elite Enchantment. For 0...3 seconds, you take 75% less damage, when this enchantment ends, you gain 5...20. (no effect if the enchantment ends early). Reverted recharge to 15.
 * Glowstone -> Increased speed of projectile by 100%.
 * Grasping Earth -> reduced duration to 1...12.
 * Lava Arrows -> reverted recent buff (now half-range).
 * Master of Elements -> attributes to 14.
 * Mind Shock -> Armor Pentration now only effects first packet of damage.
 * Mirror of Ice -> Now deals Water Damage.

Immolate's damage compared to energy and recharge was insane, it has been slightly reduced. Mind Blast has been nerfed and buffed at the same time to keep it viable while reducing DPS. AoR's cover ability meant it was too hard to counter Attunements let alone itself, so it has been increased. BSurge's effect was too powerful for a 4 recharge, it has been increased with a minor buff to damage. Ether Prism being a skill meant it was the ultimate anti-spike, now it is slightly less effective while being counterable, the energy gain is now also counterable. Glowstone was lacking in the energy gain Energy storage linked skills, so it has been buffed. Grasping Eart offers a massive low spec snare, the duration has been nerfed to compensate. Lava Arrows has been nerfed to keep in line with Immolate and Mind Blast. Master of Elements has recieved a buff to promote multi spec builds. Mind Shock's damage was too high in a spiking teams and has thus been reduced. Mirror of Ice was never meant to deal armor ignoring damage, fixed.

Mesmer

 * Channeling -> In the Area reduced to Nearby.
 * Hex Eater Vortex -> reduced recharge to 10.
 * Keystone Signet -> reduced recharge to 15.
 * Signet of Humility -> no longer causes recharge to non-mesmer skills, duration reduced to 1...13.
 * Visions of Regret -> Elite Hex Spell. The next time target foe uses a skill, that foes skills are disable for 1...7 seconds. increased Casting Time to 3.

Channeling gave monks in HA too much energy gain, a nerf means you need some skill to actually spam skill! Hex Eater Vortex and Keystone are standard a-net randomness. Hum Sig giving disabled skills was dumb, so now it has been nerfed but doesn't cuase recharge. VoR is now like an elite Diversion while not causing 1 skill to have a big recharge, but giving all of your opponents skill bar a short recharge.

Monk

 * Aegis (PvP) -> Enchantment Spell. For 1...3 seconds, target foe takes 0 damage from attacks and spells.
 * Blessed Light -> energy reduced to 5, recharge increased to 5.
 * Healing Burst -> recharge reduced to 2.
 * Word of Healing -> Heal target for ally for 5...110 health, if target ally is under 50% health, that ally is healed for an additional 5...70.

Aegis was being used for anti-rupt on /P in HA, we don't like that. Blessed Light and Healing Burst buffed because of... Word of Healing nerfed because it heals for too much.

Necromancer

 * Barbs, increased recharge to 10.
 * Defile Defenses -> damage reduced to 20...70.
 * Enfeeble -> increased casting time to 1 second.
 * Lingering Curse -> Elite Hex Spell. Target foe is hexed with Lingering Curse for 3...16 seconds, this foe has a 50% chance to miss with attacks and takes 10...55 damage when it hits with an attack. 10 Energy. 1 Cast. 15 recharge.
 * Rend Enchantments -> (50% chance of Failure if Curses 7 or below).
 * Vampiric Spirit -> Elite Enchantment Spell. You steal 5...50 health from target foe, gain 1...8 health regeneration if target foe is below 50% health.
 * Signet of Agony -> Bleeding now affects nearby foes and not the caster.

Barbs' recharge was too short for it's long lasting ability. Defile Defenses did too much damage for it's low cost low recharge, fixed. Lingering Curse is now a mix between Price of Failure and Reckless Haste, reducing opponents DPS as well as dealing damage. Rend Enchantments was too effective at low spec, it now requires 8 spec for guarenteed success. Vampiric Spirit and Signet of Agony directly nerf B-Spike.

Paragon

 * "It's just a flesh wound!" -> If target was suffering from more than 2 conditions, you gain 4 energy.
 * "Make Haste!" -> reduced duration to 5...15 seconds.

Ijafw was too costly to reliably use, now good use of the skill means it becomes free with leadership. Make Haste was too needed in HA, so now the reduction either forced harder spec or assisted running IMS'.

Ranger

 * Lightning Reflexes -> recharge increased to 40.
 * Distracting Shot -> recharge increased to 12.
 * Escape -> ends if you hit in Melee.
 * Hunter's Shot -> 1 second activation (still 10 recharge).
 * Kindle Arrows -> damage is now counted towards initial bow damage, and not treated seperately.
 * Melandru's Shot -> Elite Bow Attack -> If Melandru's Shot hits, it inflicts bleeding for 5...25 seconds. If target foe was moving, that foe is crippled for 1...8 seconds and takes an additional 5...25 damage. Recharge reverted to 8.
 * Savage Shot -> reduced damage to 5...15.

LR's long lasting block was too powerful for a 30 recharge, etc etc. D-Shot is simply too good for a 10 recharge. Escape on melee professions was abusive, now it is no more. Hunter's Shot was a great skill, now with a 1 second activation and 10 rechare it is once again good. Kindle Arrows along with nightmare weapon was causing great damage, a nerf to the wat Kindle works makes this no longer. Melandru's Shot now provides its great damage reduction but with reduced cripple. No one uses Savage Shot for a rupt anyway.

Ritualist

 * Recuperation -> reduced recharge to 25, reduced spirit length to 1...25, reduced energy cost to 15.
 * Resilient Weapon -> Recharge increased to 8.

Recup is a drop and forget support spirit, now its more passive. Resilient Weapon's recharge is op.

Warrior

 * Balanced Stance -> Now ends after 1 KD prevention. reduces duration to 2...10. reduces recharge to 20.
 * Primal Rage -> Reduced recharge to 8, reduced IAS to 25%.

BStance is op shit. Same with PR.