I've divised a list of elite skills I would love to see buffed. Hopefully you like the ideas. If you've got better ideas, please write them down.
Whirling Axe: Change the disabled feature. With blockway so prominent, it's bound to be disabled a good chunk of the time. In my opinion it should be the opposite; some sort of bane to blockway. So perhaps make it "If Whirling Axe hits, you strike for +5...17 damage. If it is blocked, target foe takes 5...29 damage."
Magehunter's Smash: add a functionality to it that it cannot be blocked or something like that.
Aura of Faith: I was thinking about a way where it functioned like Tainted Flesh as in it'll still cost 10 energy, bring the duration down with influence on your level of Divine Favor, and the healing down a bit too. This would be pretty fun with a 0 sec recharge and could be kind of kept up on the team given the energy management is keen.
Withdraw Hexes: the functionality would be incredible on a non-elite skill, but for it to be an elite skill, I wouldn't bring it. It's disabled for too long. So I say bring down the disabled feature to somewhere like 5...2 seconds because even if you remove 1 hex, it would be a 7 second recharge. Just a thought.
Healing Light: A good monk can manage his energy nicely. A better function for this skill would be "Heal target ally for 40...88 Health. If your target has an Enchantment, target ally is healed for an additional 40...88 Health." OR "Heal target ally for 40...88 Health. If your target has an Enchantment, you are healed for 40...88 Health." Either one would rival WoH.
Healing Hands: Bring the recharge down to 15 seconds. Make the duration condition to your level of Healing.
Amity: Bring the duration down to maybe 1...13 seconds. Make the recharge like 20 seconds. Even then reckless haste beats this skill and it's not even an elite...
Life Sheath: Make the spell prevent a some more damage. Or bring the recharge down to maybe 5 seconds. ZB heals for more than this skill prevents
Mark of Protection: Have the duration be 1...6 seconds and make the recharge like 15 seconds. It would make it more playable.
Ray of Judgment: Bring the recharge down to 5 seconds. Make it disable your whole bar for 5 seconds. Make it do double damage to minions AND spirits, and cause burning to both minions and spirits.
Balthazar's Pendulum: Perhaps the next 1...4 knockdowns would knock the foe down instead.
Air of Disenchantment: make it work like this "Target foe and all agjacent foes lose 1 enchantment. For 10 seconds, all affected foes cast Enchantments 10...82% slower. When Air of Disenchantment ends, it removes one Enchantment from each affected foe." This way it can pretty much remove 2 enchantments, making it pretty hot.
Lightning Surge" make it like this "This hex ends after 3 seconds. When this hex ends, target foe is knocked down and struck for 14...83 lightning damage." Make it like Shatterstone where you still get struck even when you remove it.
These are some I'll post now. More ideas will come later.
Elites to ponder buffing
GiZMo
Sir Pandra Pierva
for balths pend i could see something fun
8 second recharge
the next 1-4 times you would be knocked down instead all foes in the area are knocked down instead
actually just adjecent would work fine. Go Go Go balths warriors with drunken and despret blow
8 second recharge
the next 1-4 times you would be knocked down instead all foes in the area are knocked down instead
actually just adjecent would work fine. Go Go Go balths warriors with drunken and despret blow
Zahr Dalsk
Here's my idea for Balthazar's Pendulum.
5-10e 2c 10r (just off the top of my head, someone else can probably give a better balanced idea)
Spell. You are knocked down. After (same time as cast time) seconds, target foe is knocked down for (variable) seconds and suffers (variable) holy damage.
Just a random idea. Basically you get knocked down, and then after the target is knocked down and damaged. As though a pendulum hits you and then swings and hits the enemy.
5-10e 2c 10r (just off the top of my head, someone else can probably give a better balanced idea)
Spell. You are knocked down. After (same time as cast time) seconds, target foe is knocked down for (variable) seconds and suffers (variable) holy damage.
Just a random idea. Basically you get knocked down, and then after the target is knocked down and damaged. As though a pendulum hits you and then swings and hits the enemy.
Songbringer
Quote:
Originally Posted by Zahr Dalsk
Here's my idea for Balthazar's Pendulum.
5-10e 2c 10r (just off the top of my head, someone else can probably give a better balanced idea) Spell. You are knocked down. After (same time as cast time) seconds, target foe is knocked down for (variable) seconds and suffers (variable) holy damage. Just a random idea. Basically you get knocked down, and then after the target is knocked down and damaged. As though a pendulum hits you and then swings and hits the enemy. |
It is an elite. I don't think you should get kd. BUT maybe make it like d swarm or chain lightning. It kd's 1 guy then swings hits 1 guy then 1 guy (depending on how many it should hit). Maybe make that the variable along with the damage it deals from the attribs in smite
newbie_of_doom
Mark of Protection: Have the duration be 1...6 seconds and make the recharge like 15 seconds. It would make it more playable.
I actually PvE sometime, and that skill already is annoying if there's three of the dwarf monks.:P
Balthazar's Pendulum: Perhaps the next 1...4 knockdowns would knock the foe down instead.
Will be too overpowered in zergway....
Life Sheath: Make the spell prevent a some more damage. Or bring the recharge down to maybe 5 seconds. ZB heals for more than this skill prevents
Just use ZB or WoH?:P
Lightning Surge
make it like this "This hex ends after 3 seconds. When this hex ends, target foe is knocked down and struck for 14...83 lightning damage." Make it like Shatterstone where you still get struck even when you remove it.
I would say /care but in AB you have those eles and it would be really annoying if the effect had trigger on removal.
Ray of Judgment: Bring the recharge down to 5 seconds. Make it disable your whole bar for 5 seconds. Make it do double damage to minions AND spirits, and cause burning to both minions and spirits.
Why would holy damage have to deal double damage to spirits also?
And with 100 damage at 14 smiting prayers, you would have a way too good AoE spike, so uh... no?
I actually PvE sometime, and that skill already is annoying if there's three of the dwarf monks.:P
Balthazar's Pendulum: Perhaps the next 1...4 knockdowns would knock the foe down instead.
Will be too overpowered in zergway....
Life Sheath: Make the spell prevent a some more damage. Or bring the recharge down to maybe 5 seconds. ZB heals for more than this skill prevents
Just use ZB or WoH?:P
Lightning Surge
make it like this "This hex ends after 3 seconds. When this hex ends, target foe is knocked down and struck for 14...83 lightning damage." Make it like Shatterstone where you still get struck even when you remove it.
I would say /care but in AB you have those eles and it would be really annoying if the effect had trigger on removal.
Ray of Judgment: Bring the recharge down to 5 seconds. Make it disable your whole bar for 5 seconds. Make it do double damage to minions AND spirits, and cause burning to both minions and spirits.
Why would holy damage have to deal double damage to spirits also?
And with 100 damage at 14 smiting prayers, you would have a way too good AoE spike, so uh... no?
GiZMo
Quote:
Originally Posted by newbie_of_doom
Mark of Protection: Have the duration be 1...6 seconds and make the recharge like 15 seconds. It would make it more playable.
I actually PvE sometime, and that skill already is annoying if there's three of the dwarf monks.:P |
Quote:
Originally Posted by newbie_of_doom
Balthazar's Pendulum: Perhaps the next 1...4 knockdowns would knock the foe down instead.
Will be too overpowered in zergway.... |
Quote:
Originally Posted by newbie_of_doom
Life Sheath: Make the spell prevent a some more damage. Or bring the recharge down to maybe 5 seconds. ZB heals for more than this skill prevents
Just use ZB or WoH?:P |
Quote:
Originally Posted by newbie_of_doom
Lightning Surge
make it like this "This hex ends after 3 seconds. When this hex ends, target foe is knocked down and struck for 14...83 lightning damage." Make it like Shatterstone where you still get struck even when you remove it. I would say /care but in AB you have those eles and it would be really annoying if the effect had trigger on removal. |
Quote:
Originally Posted by newbie_of_doom
Ray of Judgment: Bring the recharge down to 5 seconds. Make it disable your whole bar for 5 seconds. Make it do double damage to minions AND spirits, and cause burning to both minions and spirits.
Why would holy damage have to deal double damage to spirits also? And with 100 damage at 14 smiting prayers, you would have a way too good AoE spike, so uh... no? |
newbie_of_doom
Quote:
Originally Posted by GiZMo
But this isn't about pve, it's about making elites more viable in pvP. If that were an issue, anet would adjust the attribute level of their protection prayers. They did that when they buffed WoH.
How so? Do you understand its function? Instead of 1 chance of a kd you get a potential 4 chances to reverse the effects of an enemy kd. What if I don't wanna? It's not about using what's already in use, it's about making other skills more interesting, and possibly giving them a shot at the meta. So? Just another way to improve your skill, I say. Interrupt it if it's a problem. And most people in AB don't have hex removal so no matter what they're gonna get zapped by the skill. Nice try. Why not? As an elite, why not make it kill any spirit in one hit? And I can see where you're coming from with teh AoE spike. If your team is smart, spread out, and either pre-prot or infuse whoever will get spiked. Then perhaps change it so the recharge is 10 seconds and the disable is 8 seconds, thereby either discouraging the spike or making it even more obvious when a spike is coming. |
shru
Buffing obscure elites to a point where they are practical in some sort of average/balanced play usualy just ends up spawning more gimmicks. While it's fun to speculate, none of these buffs are practical enough to be seen in actual updates. Anet already has a hard enough time keeping things balanced as it is.
Edited by Celestial Beaver: Removed quote from deleted post
Edited by Celestial Beaver: Removed quote from deleted post