User:Guild of Deals/Skill Balance

Stolen shamelessly from Godliest

Axe Mastery
- PvP/PvE 8 Adrenaline. Lose all adrenaline. If this attack hits, it results in a Critical Hit and deals +10...34 damage and causes Deep Wound for 5...17 seconds.
 * Stronger damage than Eviscerate, but with downsides

- PvP 10 Adrenaline. Attack target foe 3 times. This attack cannot be blocked.
 * Powerful Sun and Moon Slash for Axes. It's still got a high adrenaline cost and doesn't cause Deep Wound though.

- PvP/PvE 8 Adrenaline. If this attack hits, target foe takes +5...24 damage. If target foe is under the effects of Deep Wound, that foe is Dazed for 5...10 seconds.
 * Daze on Axes! It is Conditional, however.

Hammer Mastery
- PvP 8 Adrenaline. If this attack hits, target foe is knocked down for 2 seconds. This attack deals +1...10 damage for each fully charged adrenaline skill you have.
 * A higher damage Hammer attack. It still won't deal stupidly high amounts of damage, as Hammer bars usually only bring 3 adrenaline skills (Flail, your elite, and Hammer Bash)

- PvP/PvE 4 Adrenaline. Target foe is knocked down for 2 seconds.
 * Stonefist Insignias and Earthbind don't apply to this. It's a lower timed knockdown in exchange for less adrenaline.

Strength
- PvE Stance, 5 energy, 10 second recharge. You move 33% faster. Bull's Charge ends when you hit a foe with an attack. When Bull's Charge ends, you deal +5...12 damage, gain 1...3 adrenaline, and all adjacent foes are knocked down.
 * AoE knockdown, strong alternative to Enraging Charge

- PvP/PvE Melee attack, 4 adrenaline. Rest is the same
 * Gets rid of energy issues to make it a good alternative to Rush.

- PvP'. Stance, 8 adrenaline. For 2...10 seconds, you attack 33% faster and cannot be knocked down. Whenever you would be knocked down, that foe is knocked down.
 * Fuck you, linebacking.

- PvP/PvE Melee attack, 2 energy, 1 second recharge, 1/2 activation. If target foe is under the effects of an enchantment, target foe takes +5...17 damage and this attack cannot be blocked.
 * It's an elite, unblockable, Prot Strike.

- PvP/PvE Stance, 5 energy, 4 second recharge. For 5...15 seconds, you suffer from Cracked Armor, attack 33% faster, and deal +5...10 damage with your attack skills. When Primal Rage ends, you are relieved of Cracked Armor.
 * A viable Frenzy alternative. It's elite, but it's less dangerous and deals +damage.

Tactics
- PvP Attack skill. 6 Adrenaline, 1/2 activation. Move to Sword Mastery. If this attack hits, target foe is interrupted. If a skill was interrupted, that skill is disabled for 3...10 seconds. If that skill was an attack skill, that foe is also knocked down.
 * A skill that works against most anything and makes for funny linebacking.

- PvP/PvE 5 energy, 3/4 activation, 15 second recharge. Target foe is knocked down and takes 20...70 damage.
 * It's an elite Shock, basically. It takes longer to recharge and is elite, but deals more damage and doesn't cause Exhaustion.

- PvP/PvE Stance, 6 adrenaline. For 3...8 seconds, you attack 33% faster. If you are under the effects of a Shout or Chant, you also move 33% faster.
 * A conditional RaO, essentially.

- PvP/PvE Shout, 8 adrenaline. If target foe is below 50% health, that foe and all adjacent foes suffer from Deep Wound and Weakness and take 10...70 damage.
 * Good supportive semi-spike skill. AoE range is useful for PvE and such and occasional heavy clumping in high end PvP.

Beast Mastery
- PvP/PvE Skill, 5 energy, 10 second recharge. For 10 seconds, the next attack skill used by you and your pet cause a knockdown and deals +10...25 damage.
 * Swap out Enraging Lunge on Pet/Spear bars for this and it's lols.

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.
 * Lol Rspikes.

- PvP/PvE Preparation, 10 energy, 20 second recharge. For 24 seconds, whenever your arrows hit, that foe suffers from Poison and Bleeding for 5...24 seconds. If your arrows miss, you suffer from Cracked Armor for 5...10 seconds.
 * Spreads degen, but can be a little risky.

- PvP/PvE Preparation, 5 energy, 1 sec casting, 20 recharge. For 20 seconds, all your trap skills cannot be interrupted and Conditions from your traps last 50% longer.
 * No one really brings it because non-Trap elites on Trapper bars are meh, but this has a few upsides.

Bow Mastery
- PvP Preparation, 1 sec casting, 8 second recharge. Shoot 1...3 arrows at target foe.
 * Barrage R-spike.

Wilderness Survival
- PvP/PvE Nature Ritual, 5 energy, 60 second recharge. Summon a level 2...10 Spirit of Equinox for 10...120 seconds. All allies in its range are not affected by other Nature Ritual effects
 * Takes away downsides from Nature Rituals like Tranquility, Nature's Renewal, and EoE.

- PvP/PvE Nature Ritual. Summon a level 2...10 Spirit of Famine. All creatures in its range suffer from -1...4 health regeneration. All creatures suffering from Exhaustion suffer -1 energy regeneration as well.
 * Meh, I don't know. Could work in degen pressure.

- PvP Nature Ritual, 10 energy, 30 second recharge. Summon a level 2...10 Spirit of Greater Conflagration for 10...100 seconds. Creatures affected by Greater Conflagration suffer from Burning for twice as long.
 * Could be a little overpowered with Searing Flames.

- PvP/PvE Nature Ritual, 5 energy, 15 second recharge. All foes in it's range move and attack 15% slower.
 * Meh.

Divine Favor
- PvP/PvE Encahtment spell, 5 energy, 1 second cast, 10 second recharge. For 1...8 seconds, target foe cannot be knocked down and cannot be interrupted.
 * Lets people get of big cast spells.

- PvP Enchantment spell, 15 energy, 1/4 second cast, 10 second recharge. For 5 seconds, target ally receives 1...3 health regeneration and takes 5% less damage for each Hex, Condition, and Enchantment on them.
 * Anti-spike skill that can be used on Smiters!

- PvP/PvE Spell, 5 energy 3/4 activation, 5 second recharge. Transfer all Hexes from target foe to you. Those Hexes durations reduced by 10...25% and you receive 5...20 health for each Hex transfered to you.
 * Draw Conditions for Hexes

Healing Prayers
- PvP/PvE Make party heal affected by Divine Favor.
 * Then you have Heaven's Delight and Glimmer of Light in one skill, sort of.

Protection Prayers
- PvP/PvE Spell, 5 energy, 1/4 activation, 12 second recharge. All enchantments on target foe 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.