PvE skills are meant to be usable by all classes. Admittedly, skills like Club of a Thousand Bears is better for whammos or dervishes, and Mindbender is better for casters. But I'm sure anyone can find a way to use these skills on any character.
However, Ursan Blessing, Raven Blessing and Volven Blessing cannot. Or, they can, but are useless for anything but Warriors and Paragons, because they have the most armor so can survive in melee. Look at Ursan, gives warriors up to 100 armor against most damage, and 120 vs physical. A monk, if they wanted to try Ursan Blessing, gets only 80 vs all. You can say a monk or ele can use it longer, but what about rangers or assassins, or suchlike? They have little energy, and not a great amount of armor.
I propose that the skill be changed (not nerfed) so that it gives a standard armors (ie: 80 for ursan), a standard health, and a standard energy, so it is not unfairly buffed to any class.
Make Blessings Give A Standard Stat Template
PureEvilYak
JeniM
But casters have higher energy pool and it lasts longer
It is balanced no need for change
It is balanced no need for change
legion_rat
I play an assassin and had no problem using any of the blessings. With my crit strike fairly high i stayed in energy and did lots of damage. I would like to see a healing skill in there some where though.
~the rat~
~the rat~
MithranArkanere
Hm... fixed armors can be set, they are set when using the Devourer and the Junundu, and in some event arenas...
But the armor and health are compensated by the primary attributes.
Warrior have less energy, but bring more base armor.
Paragons can use leadership with the shout each blessing have.
Necromancers: Gain energy with each kill.
Elementalsits: HUGE energy pool.
Rituasits: Can keep the effect of the spirits the summoned.
Assassins: CAn gain energy with criticals.
Those that have nothing are:
Mesmers... well... they may use skill to quickly regain the energy to use again the skill.
Dervishes.
Monks.
Rangers.
Those are actually in disvantage...
But the armor and health are compensated by the primary attributes.
Warrior have less energy, but bring more base armor.
Paragons can use leadership with the shout each blessing have.
Necromancers: Gain energy with each kill.
Elementalsits: HUGE energy pool.
Rituasits: Can keep the effect of the spirits the summoned.
Assassins: CAn gain energy with criticals.
Those that have nothing are:
Mesmers... well... they may use skill to quickly regain the energy to use again the skill.
Dervishes.
Monks.
Rangers.
Those are actually in disvantage...
tenshi_strife
dervs get energy when enchants end on them like the volfien pounce and such so they have some advantage.
isamu kurosawa
Personally i think they should be changed to work simmilar to the wurm setup. Giving a set hp,AL, energy and setting primary attributes to 0. Unlike the junundu they should keep the stats of your current equipped weapon as you are still playing as your own character.
possibly make the raven skills the only ones to be ranged and the ursan more armour or something.
possibly make the raven skills the only ones to be ranged and the ursan more armour or something.