User:Edru viransu/Ultimate List of Skill Changes to Fix Guild Wars

This entry into Defiant Elements's Skill Contest is formatted in as similar a manner as I am willing to attempt to the formatting of Arenanet's skill updates. So, if they decide to take my changes to heart(an excellent idea, IMO), they can almost just copy-paste it. However, after some skill changes, I will be explaining my reasoning. This is a work in progress, and progress is being somewhat impeded by my obsessive checking of whether or not I can get into Fury beta forums and reading of the Internets.

Warrior

Agonizing Chop: increased to 5..24 damage.

It currently does very little damage for a high adrenaline cost with an unreliable and conditional interrupt component. There were two options I considered to change this skill: a half-second casting time to emphasize the interruption, or increasing the damage to make it a more powerful damage skill.

Axe Rake: decreased adrenaline cost to 5 strikes and increased damage to 1..15 damage.

This hasn't been useful as a snare since Bull's Strike became usable. This change allows it to be more effective as a snare(since, it no longer takes as long to charge it) as well as increasing the damage to make it useful even if the cripple gets removed.

Axe Twist: decreased adrenaline cost to 5 strikes.

1..20 damage and conditional weakness was hardly worth 7 adrenaline. The damage was fine, but the adrenaline cost was excessive.

Cleave: Cleave now deals 10..30 damage if it fails to hit.

If Cleave's damage was buffed much(more specifically, at all), cleave-dismember-executioner's would almost totally supersede eviscerate-executioner's-optionalthirdattack. To prevent this, I instead added a feature such that if for whatever reason(blind, aegis, hexes, wards, etc.) Cleave fails to hit, it will cause damage to the person it was being used on anyway.

Critical Chop: Critical Chop no longer interrupts if it results in a critical hit. Instead, Critical Chop now always results in a critical hit.

Critical Chop is really too weak for anything except for Shadow Prison-Dismember-Exec-Crit Chop nowadays, so, since the interrupt is never why someone brings this skill, I decided to instead change the skill to provide an auto-crit, which shouldn't be too powerful, and also fits the name.

Cyclone Axe: Cyclone axe now does an additional +1..13 damage it it hits only one target.

Cyclone axe is pretty meh anywhere outside of PvE solo-farming. This buffs it for those situations(which even could occur in solo-farming) where it only hits one enemy, so that it might become a bit more viable for general-purpose PvE and maybe even for PvP.

Decapitate: Decapitate no longer causes you to lose all energy, but now costs 10 strikes of adrenaline.

To be honest, I stole this one from Tycn. My first idea was just to make zealous weapons, zealous anthem, etc. give energy after the loss of energy from Decapitate, but that just wouldn't help much at all.

Disrupting Chop: Disrupting Chop now has a half-second activation time.

In its current form, disrupting chop is basically a spam interrupt currently. The only thing you've got a decent chance of actually reactively interrupting with it are 3 second casts or more. With the change, it actually can be used to somewhat reliably interrupt shorter casts.

Lacerating Chop: increased damage to 5..23.

Swift Chop: increased damage to 1..22

Triple Chop: functionality changed to "Attack target foe and adjacent foes twice. Each attack deals +5..24 damage." Decreased recharge to 8 seconds.

It sucks in pvp, so let's add a little more total damage and some nice synergy with conjures.