User:Guild of Deals/Skill Balance 2

Now with non-Elite skills. Don't mind the elite skills, I'm just not done.

Axe Mastery
- PvP/PvE 5 Adrenaline, 1 second activation. If this attack hits, it deals +1...20 damage and has a 10...70% additional chance to make a Critical hit
 * Hello Battle Rage.

- PvP/PvE 8 Adrenaline. If this attack hits, it deals +1...34 damage and you gain 1...4 strikes of adrenaline.
 * Weaker Executioner's Strike with adrenaline gain.

Hammer Mastery
- PvP 10 Adrenaline, 1/2 second duration, 5 second recharge. If target foe is knocked down, that foe is Dazed for 0. 3...11 seconds and that foe is knocked down for 1 additional second.
 * Meh

Strength
- PvE/PvP Melee attack, 5 energy, 20 second recharge. Must hit an attacking foe. If this skill hits, target foe is knocked down. If target foe was using an attack skill, that skill is disabled for 5...10 seconds.
 * Disarm anyone?

- PvE/PvP Shout, 5 energy, 15 second rehcarge. Lose all Shouts and Chants. Remove 1...2 Hexes and Condition from yourself. You are healed for 10...40 health for each Hex and Condition removed.
 * Meh, better alternative to Healing Signet in some aspects.

Tactics
- PvP Shout. 6 Adrenaline. If target ally is being attacked, that ally moves 33% faster. Otherwise, that ally moves 15% faster.
 * Lol Flail.

- PvP/PvE Reduce recharge to 15.
 * For fuck's sake, it's a Conditional Sprint. Atleast make it maintainable at a decent level.

- PvP Shout. 4 adrenaline, 10 second recharge. Target ally takes 10...60% less damage from the next 1...7 attack skills or spells.
 * IDK.

Beast Mastery
- PvP/PvE Skill, 5 energy, 1 second activation, 15 second recharge. You and your pet are both healed for 40...102 health.
 * 99/100 times your pet will have less health than you, so this skill was practically worthless. It's still in a rather medicore attribute outside of certain builds, but it can have its uses.

Expertise
- PvP/PvE Signet, 15 second recharge, 2 sec casting. For 8 seconds, all your attack skills without activation times have a 1/2 second activation.
 * IDK

- PvP/PvE Skill, 5 energy, 1 second activation, 30 second recharge. Take away the touch requirement.
 * It still wouldn't be that good anyway.

- PvP/PvE Increase energy cost to 10.
 * GASPPPPP!

Bow Mastery
- PvE Bow attack, 8 second recharge. If this attack hits, target foe takes +10...22 damage and all adjacent foes are struck for 5...53 damage.
 * It's PvE for fuck's sake, and this is an incredibly terrible skill.

PvP/PvE Make energy gain effect trigger on Deep Wound as well.
 * Rangers don't have any DW skills, and this skill is nearly worthless because Cracked Armor isn't as abundant

Wilderness Survival
- PvP/PvE Nature Ritual, 5 energy, 5 second cast, 30 second recharge. Summon a level 2...10 Spirit of Conflagration for 10...120 seconds. All foes set on fire are set on fire for 10...30% longer.
 * Look at my other skill balances and see Greater Conflagration.

- PvP/PvE Nature Ritual, 5 energy, 5 second cast, 60 second recharge. Summon a level 2...12 Spirit of Roaring Winds for 10...70 seconds. All Shouts within range are reduced to nearby range.
 * If it's load because of ROARING WINDS, you wouldn't be able to hear as far, right?

- PvP Stance, 5 energy, 20 second recharge. For 5...10 seconds, your next 1...4 attacks have 1 second activations and no aftercast delays..
 * Lol Rspike, or be creative and go with an Assassin chain!

Divine Favor
- PvP/PvE Enchantment, 5 energy, 1 second activation, 10 second recharge. The next time target ally's health goes below 250...150, that ally is healed for 50...230 health. If this skill would be removed prematurely, that ally is healed for 10...120 health.
 * Meh. 1 second activation makes it not too reliable as an anti-spike.

- PvP/PvE Enchantment, 10 energy, 1/4 second activation, 15 second recharge. For 1...6 seconds, the next 1...4 Hex spells against target ally fail. If any Necromancer Hexes would fail because of Spell Shield, that ally receives +5 armor. All your Smiting Prayers are disabled for 10...6 seconds.
 * Lol.

Protection Prayers
- PvP/PvE Spell, 5 energy, 1/4 activation, 12 second recharge. All enchantments on target ally are reapplied. All enchantments reapplied have their attributes boosted by 2 and last 10...50% longer.
 * Meh, could work well with Guardian and other small Prots.

- PvP/PvE Spell, 5 energy, 3/4 activation, 15 recharge. All foes adjacent to target ally deal 10...50% less damage and attack 25% slower for 5...10 seconds.
 * Anti-spike against phyiscals.

Smiting Prayers
- PvP/PvE Enchantment spell, 5 energy, 1/4 activation, 2 second recharge. For 10...30 seconds, Whenever target ally would be hit by an attack, that ally and you receieve 1 energy and that foe takes 10...30 holy damage.
 * Meh, makes energy gain less but makes it easier to apply and deals a little bit of damage too.

- PvP/PvE Spell, 10 energy, 2 second activation, 10 recharge. Target foe and all nearby foes take 10...105 holy damage. Any foes not under the affects of an enchantment are knocked down. Any foes under the effects of a Hex are set on fire for 1...3 seconds.
 * Might be a little overpowered, but has a long cast.

- PvP Enchantment, 5 energy, 1/4 activation, 10 recharge. Target ally takes 3...15 less damage and whenever that ally is hit by a foe, that foe takes 10...50 Holy damage.
 * Shielding Hands for Smiting Prayers.

- PvP/PvE Spell, 5 energy, 1/2 activation, 5 recharge. Heal target ally for 10...120 health. For each Enchantment on that ally, Word of Censure heals for 40...20 less health.
 * Strong heal for Smiters that is terrible on antispikes.

Blood Magic
- PvP/PvE Spell, 15 energy, 1 second activation, 20 second recharge. If you are below 50% health and target foe is above 90% health, steal 10...50% of target foes life.
 * Might be overpowered in a few gimmicks, but this is Grenth's Balance for Blood Magic.

- PvP/PvE Spell, 5 energy, 3/4 activation, 15 second recharge. Sacrifice 25% maximum health. Steal 20...110 health from target foe.
 * Overpowered Blood Spike skill.

Curses
- PvP/PvE Signet, 1 activation, 5 recharge. For each Hex on target foe, that for suffers from -1...3 health degeneration.
 * Could be used with lots of Hexes for lots of degeneration. on a party.

Death Magic
- PvP Enchantment, 5 energy, 1 second activation, 3 second recharge. For 3...20 seconds, Whenever target ally hits with an attack or is hit by an attack, that foe suffers from Bleeding for 10...24 seconds.
 * For Condition spreading.

- PvP Enchantment, 10 energy, 1 activation, 17% health sacrifice. For 5 seconds, all allies deal +5...17 damage with attack skills and cause Weakness and Bleeding for 5...17 seconds.
 * Lolpressure

Domination Magic
- PvP/PvE Hex, 10 energy, 1/4 activation, 10 second recharge. If target foe is casting a spell, that spell is interrupted and that foe looses 5...10 energy. For 3...8 seconds, the next spell targeting that foe fails and you steal 3...7 energy from that foe.
 * Interrupts and may be viable for spikes. Fucking up an Infuse is pretty funny.

PvP/PvE Hex, 10 energy, 1 second activation, 20 second recharge. Remove all Enchantments from target foe. For each enchantment removed, 1 random skill is disabled on that foe's bar for 1...10 seconds.
 * A funny Rend. Although you might not use on spikes, it's good for pressure.

Fast Casting
- PvP/PvE Hex, 10 energy, 1/4 activation, 12 recharge. For 15 seconds, target foe moves, cast spells, and attacks 50% slower.
 * Your big ol' universal Hex.

- PvP/PvE Spell, 5 energy, 1/4 second activation, 8 second recharge. Interrupt target foe's action. If that action was a spell, your next spell casts 10...80% faster.
 * Interrupts and gets Diversion off quick

- PvP/PvE Enchantment, 5 energy, 1 activation, 20 second recharge. For 10...30 seconds, all your spells trigger skills as though they were Signets.
 * Your token funky Mesmer skill, like IW and SoI.

Illusion Magic
- PvP/PvE Hex, 5 energy, 1 activation, 10 second recharge. Health degeneration increased to 1...5
 * Cheaper with more degen and shorter recharge.

- PvP/PvE Hex, 5 energy, 1 activation, 15 recharge. Target foe casts spells 20...100% slower and moves 50% slower. When Shared Burden ends, that foe and all foes near that foe are knocked down.
 * Pesky Hex skill

Inspiration Magic
- PvP/PvE Stance, 5 energy, 20 second recharge. For 5...17 seconds, you cannot be interrupted. When Mantra of Recall ends, You gain 2 energy for each time you would've been interrupted.
 * Powerful anti-interruption and energy management.

Air Magic
- PvP/PvE Enchantment, 5 energy, 1 activation, 20 second recharge. For 5...30 seconds, all Conditions from Air Magic skills last 25...100% longer.
 * Helps buff skills like Blinding Flash and Shell Shock.

- PvE Spell, 10 energy, 2 second activation, 15 second recharge. Target foe is struck for 10...70 lightning damage. For 10 seconds, each second, one random foe in the area of that foe is struck for 10...70 lightning damage and suffers from Cracked Armor for 5...17 seconds
 * A good PvE Air Magic elite.

- PvP/PvE Enchantment, 5 energy, 1 activation, 10 recharge. For 5...20 seconds, you move 33% faster and whenever you are hit with a melee attack skill, that foe is knocked down. This enchantment ends if you use a non-Air Magic spell.
 * Meh, another Air Magic IMS skill.

- PvP/PvE Hex, 10 energy, 1 activation, 15 recharge. Target foe is struck for 10...54 lightning damage. After 3 seconds, target foe is struck for 10...54 lightning damage and is Dazed for 5...12 seconds.
 * Now you can't dodge it oh-so-easily.

Earth Magic
PvP Enchantment, 5 energy, 1 activation, 20 second recharge. If target ally is wielding an Earth weapon, that ally's attack skills have a 10...25% chance to knockdown moving targets.
 * Meh, conditional Great Dwarf Weapon for PvP.

Water Magic
- PvP Enchantment, 10 energy, 1 activation, 12 recharge. The next 1...8 attack skills against target ally miss. When Mist Form ends, all nearby foes have a 50% chance to miss with attacks for 4...10 seconds.
 * Meh, combines some sort of anti-spike with Blurred Vision for awesomeness.

Critical Strikes
- PvP/PvE Enchantment, 5 energy, 1 second activation, 10 second recharge. For 10...30 seconds, your offhands srike twice
 * Meh, might be a little overpowered with double damage from offhands like Jungle Strike, but it's hard to fit into a build

- PvP/PvE Enchantment, 5 energy, 6 second activation. For 6...200 seconds, your weapon becomes a Hammer.
 * STOP. HAMMATIME!

- PvP/PvE Spell, 5 energy, 1/4 second activation, 8 second recharge. If target foe is suffering from Bleeding or an Assassin Hex, that foe moves 50% slower and is Crippled for 8...12 seconds.
 * Meh, conditional HC.

Dagger Mastery
- PvP Stance, 5 energy, 20 second recharge. For 10...23 seconds, your Dagger attacks deal 20...10% less damage but have 1/2 second activation times.
 * Ups, pseudo awesome IAS, but less damage.

Deadly Arts
- PvP Hex spell, 5 energy, 1/4 second activation, 5 second recharge. Shadowstep to target foe. For 3...10 seconds, that foe moves 50% slower. If target foe dies before Assassin's Promise ends, you gain 6...11 energy. If Assassin's Promise ends before target foe dies, Assassin's Promise is disabled for 30 seconds and you lose 11...6 energy.
 * Uber Shadowstep, but can have a long downtime.

- PvP Hex spell, 10 energy, 3/4 second activation, 10 second recharge. For 3...9 seconds, target foe moves 33% slower and receives 50% less from healing. If Mark of Insecurity is removed before its duration ends, that foe takes 10...110 damage.
 * Sorta a spike skill, I guess.

- PvP/PvE Hex spell, 10 energy, 1/4 second activation, 15 second recharge. For 5...20 seconds, target foe and all adjacent foes move 50% slower and take an additional 10...44 damage from holy and shadow damage.
 * Lol Judge's Insight gimmicks.

- PvP/PvE Enchantment, 5 energy, 1 second activation, 10 second recharge. For 5...15 seconds, your offhand attacks do not require lead attacks. This enchantment ends if you use a lead attack.
 * Meh, wierd chains ahoy.

Shadow Arts
- PvP Enchantment, 10 energy, 1 second activation, 20 second recharge. For 5...23 seconds, whenever your attacks are blocked, that foe receives 12...53 shadow damage.
 * Meh. Could see for some hardcore Critscythes with this.

Channeling Magic
- PvP/PvE Signet, 1 second activation, 10 second recharge. All spirits within earshot are healed for 50...220 health and all foes adjacent to them receive 10...88 lightning damage.
 * Lolminefield

- PvP Moved to Channeling Magic. Item, 10 energy, 1 second activation, 20 second recharge. You hold the ashes of Vengeful Khanei for 10...17 seconds. While holding his ashes, all damage dealt to you is reduced by 10...30% and all nearby allies are healed for the amount of damage reduced. When you drop his ashes, all nearby foes lose 10...30 health and all nearby allies are healed for 10...30 health.
 * Meh, you never know.

Restoration Magic
- PvP Moved to Restoration Magic. Item, 10 energy, 3/4 activation, 15 recharge. Hold the ashes of Attuned Songkai for 10...45 seconds. When holding the ashes of Attuned Songkai, all allies and spirits within earshot receive +1...4 health regeneration. When you drop her ashes, all nearby allies receive 5...15% less damage for 5 seconds.
 * Meh, you never know... again.

Spawning Power
- PvP/PvE Enchantment, 5 energy, 1 activation, 20 recharge. For each spirit in the area, you receive 1...3 health regeneration and 0...1 energy regeneration.
 * It might actually work.

- PvP/PvE Enchantment, 10 energy, 2 activation, 10 recharge. All allies under the effects of a weapon spell deal +1...9 damage and receive 1 energy whenever they hit with an attack.
 * Strength of Honor + Conjure + random weapon spell + this = loldamage

Command
- PvP/PvE Shout, 5 energy, 10 second recharge. For 4 seconds, all allies within earshot receive 10...30% less damage.
 * Decent damage reduction in PvP that takes and edge off spikes. Might be a little overpowered.

Leadership
- PvP/PvE Reduce adrenaline gain scale from 10...100%, decreased duration and recharge to 30 seconds.
 * Takes off useless adrenaline (lol 120% adrenaline) and makes it maintainable.

Motivation
- PvP/PvE Shout, 5 energy, 5 second recharge. All aliies within earshot are relieved of Deep Wound. If you are suffering from Deep Wound, 0...1 random Conditions are removed from each ally within earshot.
 * Meh, sort of like a better Song of Purification for PvP.

- PvP/PvE Chant, 5 energy, 20 second recharge. For 5 seconds, whenever an ally takes damage, that ally loses 0...1 Hexes and 0...1 Conditions.
 * Meh, not a terrible option

Unlinked
- PvP/PvE Signet, 1 second activation, 10 second recharge. Target foe loses Deep Wound and is set on fire for 3 seconds. If Deep Wound is removed this way, all allies within earshot lose one Hex and Condition.
 * Can be used in Judas play, possibly.

Scythe Mastery
- PvP/PvE Scythe attack, 5 energy, 3/4 second activation, 8 recharge. If Reaper's Sweep hits, target foe takes +10...34 damage. If that foe is suffering from a Condition, that foe suffers from Deep Wound for 5...17 seconds.
 * Easily met Condition

- PvP Make it only able to target one foe.
 * Now you can't spread it with such incredible ease.

Wind Prayers
- PvP Attack skill, 5 energy, 1 activation, 10 recharge. If this attack hits, it deals +10...20 damage and target foe is Crippled for 5...17 seconds. If that foe was moving, that foe moves 66% slower for 5...10 seconds.
 * Side note, that foe isn't Crippled if the other effect works.