User:SomeGuy/Skill Buffs

Some Skills Anet could/should buff with some suggestions on how to do it (eventually). Feel free to comment on talk page if for some reason you are looking at this page. From now on, I will also explain why I feel the skill needs to be buffed and how it should be buffed. All skills are on a 1..15 progression. = Warrior = Srength: This skill is inferior to enraging charge because this requires the foe to be under 50% health. This condition is hard to meet in PvP since it is a very bad idea as a monk to let players stay under 50% health for long. Instead of activating just when <50% health also when foe is affected by deep wound. Reduce the adren gain to though. With 3 adrenaline only at rank 15. Enraging Charge is a far better choice since it gives instant adrenaline and IMS. Raise the amount of adrenaline gained to 100%, lower the recharge to 15 or remove the penalty of ending when using a skill. If it doesn't end when using a skill, the recharge should be left as is to prevent it from being too strong as just an IAS. Rework skill to "Melee Attack. . This attack deals + damage and if target foe was attacking or moving, that foe is crippled for seconds." These skills are not very useful because, even if you knock down a blocking foe, you cannot keep pressuring the same target. This is an unreliable kd and not very useful either. Rework skill to "Melee Attack. . This attack deals + damage and, if it hits a foe casting a spell, that foe is knocked down." This skill has a too long recharge to make it useful. Lower recharge to 20 and make conditions and hexes expire % faster. This can give a way for warriors to fight impairing conditions and hexes such as cripple, blind, blurred vision, etc. This skill has a very long recharge compared to its effect. Lower recharge to 30 seconds.
 * "I Meant to Do That!"
 * "You Will Die!"
 * Berserker Stance
 * Counterattack
 * Griffon's Sweep
 * Leviathan's Sweep
 * "I Will Survive!"
 * Signet of Strength

Axe Mastery: This skill isn't worth a skill slot since weakness by itself is not that great. Add an unconditional interuption effect. This skill is outclassed by Agonizing Chop because it can be used more often and the interupt is not conditional. Reduce the recharge to 8 and add deep wound if the attack is a critical hit. This skill does not deserve a place on your skill bar because it is a conditional way of gaining adrenaline when better alternatives exist. Ex: Enraging Charge. Rework the skill to "Axe Attack. . This attack deals + damage. If this attack hits, you gain adrenaline." This skill is very weak overall. No great damage and conditional bleeding. Add a spell-disabling effect for seconds if it hits a knock-downed foe. This gives the user's team a little time window to kill a target if used on a monk. The damage is a bit weak since these skills are designed for pressuring. Make armor penetration 25% or lower adren cost to 4. This skill is a bit odd since, if Swift Chop is blocked and the foe has a deep wound, you probably won't be able to follow up with any attacks since they will be blocked too. If Swift Chop is not blocked, then the bonus damage dealt is not much. Rework the skill to "Axe Attack. . This attack deals - damage, cannot be a critical hit, and interupts target foes action." This will make Swift Chop into an energy-based Agonizing Chop. The reduction of damage will keep it from being too strong in spikes, but the unconditional interupt makes it more useful generally. Hammer Mastery: This skill is very odd since you usually would not want to blind a knock-downed foe but instead follow up with some strong attack skills to use the time that your foe is disabled wisely. Also, the long recharge makes it too weak to effectively be used for line-backing and, generally, it is just not worth a skill slot. Rework to "Hammer Attack. . If this attack hits a knock-downed foe, that foe is blinded and dazed for seconds." This makes the skill generally more useful since it can be used to disable healers for small periods of time and also be used to disable opposing melee for small periods of time. The long activation time makes the skill very easy to interupt and anticipate. Sword Mastery: Tactics: Since buffing this skill too much could make it too dangerous since reducing the recharge a lot would make it even better than bull's strike, which is already a powerful skill. Rework the skill to "Shout. . All moving nearby foes take damage and are crippled for  seconds." This way it can still be used offensively and defensively and requires and investment in Tactics but the lack of a knock-down keeps it from disabling anyone. This skill's effect is acceptable but the recharge makes it not very useful most of the times. Lower the recharge to 15 or rework the skill to "Shout. . For seconds, all allies in earshot have + maximum health." This would make the warrior have more supportive shouts in the Tactics line, which would be appropriate. No Attribute: Elite Skills: This skill is inferior to Bull's Strike since, although bull's charge lasts for a while, you are limited in the number of times you can knock down your opponent because foes don't always move whenever you hit and the duration is pretty short. The recharge is too long to make this an effective cancel stance for the popular skill Frenzy. In addition to all of that, this skill is elite. Other elites are a lot more attractive for axes or swords such as Primal Rage, Eviscerate or Crippling Slash. Make this skill into an elite rush + bull's strike. Keep duration but change cost to 7 adrenaline to make this skill more usable as a cancel stance but the high adren cost stops you from using Frenzy too often and, thus, reducing the pressure generated by a build using this skill. This skill is a bit useless since you have to wait for the right moment to interupt for it to have the daze. In higher-end PvP, the daze is removed quickly anyways. Reduce the adren cost to 4 strikes and lower the daze duration to 3 seconds. This makes the attack more spammable and more useful for general pressure. Since it uses adrenaline constantly, it would take longer to charge your other adrenaline skills which would make this skill less useful for spikes. The low daze duration makes it somewhat annoying and since the skill can be used often, removing daze doesn't have much of an effect. This skill is underpowered and would never be used by warriors since they could just use Frenzy. Although it requires a cancel stance, it is not elite. There are better elites to use than this. Also, shouts/chants that are maintanable when using attack skills are hard to come by so this skill had hard conditions to meet and had an effect that could be produced with other skills. Make this skill also increase movement speed by 33%. This would make the skill like Primal Rage with no double damage but the shout/chant requirement balances it. = Ranger = Expertise: Beast Mastery: This skill is never used because, although it can be used on party members' pets, it takes too long to cast and, more importantly, it only affects a small range. Improve skill to "Skill. . Revive all allied pets in earshot with % health." This way, it can actually be efficently be used to revive allied pets. The 2 second casting time still makes it very easy to interupt and the lower % of health the pets are revived with is to limit its effectiveness, especially with multiple pets. Marksmanship: Wilderness Survival: No Attribute: Elite Skills: This skill is not very useful since, although it has a 1 second activation time, it doesn't deal any bonus damage, thus making it unsuitable for spikes. Plus, the 1 second recharge negates the benefits of the 1 second activation time since you don't fire more arrows by spamming Quick Shot than by autoattacking with a short bow. Remove the recharge time and add a "this skill cannot be disabled for more than 15 seconds" clause and maybe this skill could be used with Expert's Focus as a pressure ranger. The limitation on the disable time would keep the skill from being shut down for too long by skills such as Distracting Shot and Diversion since the ranger will be spamming the skill. The lack of bonus damage would still limit its effectiveness in spikes. This spirit is useless in pvp and almost useless in pve. It's effect is not very useful in most situations and this skill doesn't deserve its elite status. Rework to "Elite Nature Ritual. . For seconds, whenever a non-spirit creature in range takes fire damage, they start burning for  seconds. When this spirit dies, all non-spirit creatures in range under 90% health begin burning for  seconds. This would make it like Lacerate except for burning. It would increase the damage dealt by nuking and teams based around fire damage. This spirit is even more useuless than Greater Conflagaration since there are only a handful of skills that can cause exhaustion and only one skill that can cause exhaustion on foes (Arcane Languor). Rework to "Elite Nature Ritual. . For seconds, whenever a non-spirit creature in range uses a skill, they gain 1 energy if they had less than 10 energy or lose 1 energy if they had more than 10 energy." This would follow the actual meaning of Equinox since it would be making the energy pools of players 'equal'. Also, this change could be very interesting since this skill could be used as energy management or energy denial.
 * Axe Twist
 * Critical Chop
 * Furious Axe
 * Lacerating Chop
 * Penetrating Blow
 * Penetrating Chop
 * Swift Chop
 * Auspicious Blow
 * Belly Smash
 * Overbearing Smash
 * Knee Cutter
 * Seeking Blade
 * Galrath Slash
 * Silverwing Slash
 * "None Shall Pass!"
 * Deflect Arrows
 * Soldier's Strike
 * Thrill of Victory
 * "To The Limit!"
 * Wary Stance
 * Frenzied Defense
 * Bull's Charge
 * Dwarven Battle Stance
 * Flourish
 * Victory is Mine!
 * Skull Crack
 * Forceful Blow
 * Decapitate
 * Magehunter Strike
 * Charging Strike
 * Soldier's Stance
 * None
 * Feral Lunge
 * Revive Animal
 * Arcing Shot
 * Splinter Shot
 * Conflagaration
 * Storm's Embrace
 * Called Shot
 * Quick Shot
 * Ferocious Strike
 * Marksman's Wager
 * Practiced Stance
 * Punishing Shot
 * Greater Conflagaration
 * Equinox
 * Quicksand

= Monk = Divine Favor: Healing Prayers: Protection Prayers: Smiting Prayers: No Attribute: Elite Skills: This elite is completely useless. Although it basicaaly makes an ally invincible for 10 seconds, its recharge is way too long and it can be easily stripped. Rework to "Elite Enchantment Spell. For  seconds, target ally Although the condition and hex removal is nice, this skill doesn't heal enough to make it useful. In addition to that, this elite carries a hefty 10 energy cost which makes it very inefficient, even if you heal and remove a hex and a condition. Change it to "Elite Spell. Target ally is healed for health and loses 1 condition and 1 hex. For each condition and hex removed, that ally is healed for health." This way, Blessed Light becomes more versatile but, since the unconditional healing is relatively low, smart usage is encouraged. = Necromancer = Soul Reaping: Blood Magic: Curses: Death Magic: No Attribute: Elite Skills:
 * Release Enchantment's
 * Smiter's Boon
 * Spell Shield
 * Watchful Healing
 * Healing Ring
 * Healing Ribbon
 * Healing Whisper
 * Supportive Spirit
 * Pacifism
 * Kirin's Wrath
 * Symbol of Wrath
 * Smite
 * Light of Dwayna
 * Resurrect
 * Unyielding Aura (PvP)
 * Healing Hands
 * Amity
 * Withdraw Hexes
 * Healing Burst
 * Healing Light
 * Word of Censure
 * Scribe's Insight
 * Glimmer of Light
 * Healer's Covenant
 * Mark of Protection
 * Blessed Light
 * None
 * Blood Bond
 * Jaundiced Gaze
 * Oppressive Gaze
 * Cacophony
 * Envenom Enchantments
 * Poisoned Heart
 * Vile Touch
 * Bitter Chill
 * Necrotic Traversal
 * Putrid Flesh
 * None
 * Offering of Blood
 * Ravenous Gaze
 * Soul Leech
 * Feast of Corruption
 * Signet of Suffering

= Mesmer = Fast Casting: Domination Magic: Illusion Magic: Inspiration Magic: No Attribute: Elite Skills: = Elementalist = Energy Storage: This skill cannot be used to heal oneself reliably because, even after casting it, you must cast another spell. Change its functionality so that it heals the player when you start casting a spell, not after completion of a spell to make it more useful. Air Magic: Earth Magic: Fire Magic: Water Magic: No Attribute: Elite Skills:
 * Persistence of Memory
 * Symbolic Posture
 * Signet of Disruption
 * Signet of Weariness
 * Spiritual Pain
 * Wastrel's Demise
 * Calculated Risk
 * Confusing Images
 * Images of Remorse
 * Signet of Clumsiness
 * Mantra of Concentration
 * Hex Eater Signet
 * Signet of Recall
 * Hypochondria
 * Lyssa's Balance
 * Signet of Disenchantment
 * Glyph of Restoration
 * Arc Lightning
 * Chain Lightning
 * Lightning Touch
 * Armor of Earth
 * Iron Mist
 * Magnetic Aura
 * Burning Speed
 * Elemental Flame
 * Phoenix
 * Armor of Frost
 * Frigid Armor
 * Icy Prison
 * Swirling Aura
 * Glyph of Essence
 * Glimmering Mark
 * Gust
 * Sandstorm
 * Stone Sheath
 * Energy Boon
 * Ether Renewal (PvP)
 * Mind Burn
 * Star Burst
 * Second Wind