terms: e = energy ; c = cast time ; r = recharge ; a = adrenaline.
Martyr: Transfer all Conditions and their remaining durations from your allies to you. 5e / 1c / 7r
Mark of Protection: For 1..7 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6...49. All your Protection Prayers are disabled for 5 seconds. 15 e / 1/4c / 12r
Amity For 3...13 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage. 5e / 3/4c / 10r
Life Transfer: For 1...9 seconds, target foe suffers Health degeneration of 3...7, which you gain as Health regeneration. 5e / 1c / 12r
Glimmering Mark: For 1...13 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 5 seconds. 5e / 1c / 5r
Thunderclap: For 10 seconds, the next time target foe takes lightning damage, that foe and all adjacent foes are knocked down and take 10...82, and this hex ends. 25e / 2c / 10r
Whirling Axe: If Whirling Axe hits, you strike for +5...17 damage. If it is blocked, Whirling Axe deals 5...17 damage. 2a
Primal Rage: Change it from a "stance" to a "skill."
Healing Light: Heal target ally for 40...88 Health. If target other ally has an Enchantment, you and your target gain 40...88 Health. 5e / 3/4c / 4r
Signet of Spirits: You gain 1...8 Energy for each Spirit within earshot. 1c / 20r
Tranquil Was Tanasen: Hold Tanasen's ashes for up to 5...17 seconds. While you hold his ashes, you have +10...46 armor and cannot be interrupted. When you drop his ashes, all foes in the area are interrupted. 10e / 1c / 20r
Light of Deliverance: All party members within earshot are healed for 5...57 Health. 5e / 1c / 5r
Air of Disenchantment: Target foe and all adjacent foes lose one enchantment. For 10 seconds, target foe and all adjacent foes cast Enchantments 10...82% slower. When Air of Disenchantment ends, it removes one Enchantment from each affected foe. 10e / 1/4c / 20r
Xinrae's Weapon: For 5...17 seconds, target ally has Xinrae's Weapon. Whenever a foe casts a Spell on that ally, that Spell is disabled for an additional 5...13 seconds for that foe and all party members of that foe. 25e / 1c / 5r
Some ideas I've thought up. Would be interesting if applied. I also think this would give them a better chance. Lemmi know what you guys think.
Elite Skill Update suggestions
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Whirling is bad no matter what. But no to the change on that, the only time it would be really useful is against players with Guardian up or a ranger that used a Stance. Wild Blow>Stance and Guardian is seen only in PvP really, Whirling Axe is a bad elite, it won't be used even if it was changed, so no on that one. Bad elite no matter what.
[skill]Primal Rage[/skill]
No on Primal as well, it's a stance because it increases your chance of a critical and gives you armor penetration. It wouldn't work as a skill, would be more like a enchantment. Still a stance because it adds AP and a higher chance of critical hits.
[skill]Primal Rage[/skill]
Quote:
| Elite Stance. For 10 seconds, all of your attacks have an additional 10...46% chance of being critical hits and have 20% armor penetration. Primal Rage disables all skills for 10 seconds. |
Hex Breaker went from a "stance" to a "skill" so I don't see how it would be any different. Not to mention "Endure Pain" is a skill too... so I totally don't understand where you're coming from.
And with Whirling Axe, I was trying to make it more like a bane to blockway. Perhaps give a bigger benefit when it's blocked. Hmm. I think it could be better but just because its functionality is now doesn't make it a bad POTENTIAL elite. I think it needs to be fixed because with SOOOOO many blocks out there, your chances of getting it disabled is very high. This is the same for Quivering Blade.
And with Whirling Axe, I was trying to make it more like a bane to blockway. Perhaps give a bigger benefit when it's blocked. Hmm. I think it could be better but just because its functionality is now doesn't make it a bad POTENTIAL elite. I think it needs to be fixed because with SOOOOO many blocks out there, your chances of getting it disabled is very high. This is the same for Quivering Blade.
Hex Breaker should never have been a stance tbh. Stance's usually employ the use of dodging/speed buff or weapon buffing. It increases your chance at criticals and gives you 20% sundering. That would require a "stance" to do, different fighting style if you will. Endure Pain is a skill because their is no such thing as a way to give yourself more health by simply switching stances. Anet seemed to try to make the stances something towards more real things, like the fact that their are different stances for each style of sword fighting. Each stance has it's own benifits to speed, attack damage, etc. More chance at critical=attack benifit=stance.
It's a bad elite even so. Take Furious Axe (nonelite) if you think you are going to run into blockway, or really just take a hammer. Axe in PvP will normally be a Shock Axe, so they run Evisicerate or Cleave instead of another elite. Most of the axe elites aren't used. Whirling would work just fine in PvE as you don't run into Guardian much, just have to make sure you don't use it against Ranger Enemies. The only benifit of Whirling is the low adrenaline required to use it.
It's a bad elite even so. Take Furious Axe (nonelite) if you think you are going to run into blockway, or really just take a hammer. Axe in PvP will normally be a Shock Axe, so they run Evisicerate or Cleave instead of another elite. Most of the axe elites aren't used. Whirling would work just fine in PvE as you don't run into Guardian much, just have to make sure you don't use it against Ranger Enemies. The only benifit of Whirling is the low adrenaline required to use it.
Quote:
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Originally Posted by Aera
Wow, do you ( Onyx ) have any idea what you're on about? The only acceptable ones are Tranquil Was Underused Skill So Buff me and Xinrea's Weapon.
The rest is WAY too overpowered. |
. Healing light looks like it would just be WOH's weaker bro. (it is now too...) Earshot would rape LOD. Air of disenchantment again would only be good on a really bad team. Aminty and MOP do look a little powerful though, but still they need a buff.K
