ITT, skills you think should be buffed.

TheRanger

TheRanger

Wilds Pathfinder

Join Date: Sep 2005

Not NERFED.

Here's a short list I created when looking at skills every now and then.

Amity
Lower recharge/duration in porportion. ~15-20 secs recharge

Storms Embrace
33% increase

Quick Shot
Unblockable atleast, +small damage or armor penetration. Or re amp entire skill.

Physical/Elemental Reistance
Reduce recharge 5-10

War's Endurance
Make into skill

Ertemies Zeal
lower cast to 1/4 or increase range to nearby

Runes
Change from % decrease of conditions to % chance of conditions failin, make stackable at cap 80%

Life Enchantment
Increase enchant removed to 1..xx..3? or all enchants.

Wastrel's Collapse
Decreade duration to 2-3 secs

Shadow Fang
After 5 seconds deep wound occurs

Glyph of Energy.
Also make skill cast 50% faster or link to energy storage and make 10..50% faster.

I know there's lots more. So post GO GO

Alexandra-Sweet

Alexandra-Sweet

Wilds Pathfinder

Join Date: Dec 2006

That one place with the trees, mountains and snow

Ember Power Mercenaries [EMP]

Me/

Go to Sardalac and not Riverside Inn, threads like these in Riverside Inn only causes a flame war.

Gift3d

Gift3d

Forge Runner

Join Date: Feb 2007

Las Vegas

Enraged Whiny Carebears [oR]

W/E

[flare]

Every single mother freaking elementalist i see in PvE, RA, or AB just SPAMS the hell out of flare. Like it's the only skill on their bar. Only skill they'll EVER need.

So i wish for it to be buffed so the flare lovers all across guild wars are a little less useless.

toastgodsupreme

toastgodsupreme

Wilds Pathfinder

Join Date: May 2005

United States

Me/

You've failed at a few things...
  1. You didn't use the [] for your skills. This is just annoying really.
  2. You couldn't be bothered to properly spell the names of some of the skills.
  3. You didn't even bother to format your post so it could be easily read.
  4. You asked for skills to be improved. You must be confused. The GW community only nerfs things.

So really... while one or two I agree with at just a glance, I declare this thread as fail.

Quoted original in case you should decide to update your post:
Quote:
Originally Posted by TheRanger
Not NERFED.

Here's a short list I created when looking at skills every now and then.

Amity
Lower recharge/duration in porportion. ~15-20 secs recharge

Storms Embrace
33% increase

Quick Shot
Unblockable atleast, +small damage or armor penetration. Or re amp entire skill.

Physical/Elemental Reistance
Reduce recharge 5-10

War's Endurance
Make into skill

Ertemies Zeal
lower cast to 1/4 or increase range to nearby

Runes
Change from % decrease of conditions to % chance of conditions failin, make stackable at cap 80%

Life Enchantment
Increase enchant removed to 1..xx..3? or all enchants.

Wastrel's Collapse
Decreade duration to 2-3 secs

Shadow Fang
After 5 seconds deep wound occurs

Glyph of Energy.
Also make skill cast 50% faster or link to energy storage and make 10..50% faster.

I know there's lots more. So post GO GO

rayd

Frost Gate Guardian

Join Date: Nov 2006

No Veo Na [xX]

And here we go again...

dies like fish

Jungle Guide

Join Date: Jun 2006

Winter Wonderland [brrr]

W/E

There is supposed to be an update that buffs over 40 elite skills sometime soon.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Quote:
Originally Posted by dies like fish
There is supposed to be an update that buffs over 40 elite skills sometime soon.
cite source please

TheRanger

TheRanger

Wilds Pathfinder

Join Date: Sep 2005

Quote:
Originally Posted by toastgodsupreme
You've failed at a few things...
  1. You didn't use the [] for your skills. This is just annoying really.
  2. You couldn't be bothered to properly spell the names of some of the skills.
  3. You didn't even bother to format your post so it could be easily read.
  4. You asked for skills to be improved. You must be confused. The GW community only nerfs things.

So really... while one or two I agree with at just a glance, I declare this thread as fail.

Quoted original in case you should decide to update your post:
You've also failed at a few things...
  1. Taking video game forums seriously.

Anyways, here's another skill I just looked up because this roast needs a meaning.

Watchful Healing
Decrease cast to 1/4

Mark of Protection
Lower recharge to 30 or lower. Remove disable of skills. And decrease casting time to 1/4 also thinking maybe 3/4

Also, here's a bunny.

(\__/)
(='.'=)
(")__(")

Big_Daddy

Big_Daddy

Lion's Arch Merchant

Join Date: Apr 2006

The Big Daddy Experience [BigD]

N/Mo

Quote:
Originally Posted by dies like fish
There is supposed to be an update that buffs over 40 elite skills sometime soon.
Let me guess. A friend of yours that has a friend that knows someone close to a dude that works at Anet gave you the scoop?

Rakim B

Frost Gate Guardian

Join Date: Jun 2008

Mo/

[Unyielding aura] - 0 recharge

I like your bunny

CoopaTroopa

Ascalonian Squire

Join Date: Mar 2006

Mo/E

Idk about 40, but it says on the official wiki that they are planning to buff a large number of unused elite skills in the near future, and that it could be "as soon as next month."

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Avatar of Grenth- Make it strip attacks every time you use an attack skill (how it was before) and make it do X amount of damage more when you remove an enchantment in this way.

EDIT: Wiki also says there is a bug with it, as it does not actually make your attacks cold damage as the skill says.

EDIT (again): Not sure what to do with it after reading how it was used in pvp. Time to apply the pvp/pve split?

Spazzer

Spazzer

Jungle Guide

Join Date: May 2006

USA

Team Asshat [Hat]

Mo/E

[Signet of Devotion]
It's twice the casting time of Signet of Rejuvenation, and even without the additional conditional healing of its younger brother, this signet still sucks in comparison. It hurts, because I used to love this skill. There's a reason it's never been used since the Signet of Rejuvenation buff.

[Healing Burst]
I can't think of anyone who would use this skill even without the 5 energy penalty. I can't think of anyone who would use this skill even if it wasn't elite. What tactical purpose is this skill supposed to serve? Heal Area already fills the niche of close range support healing of lots of people. Light of Deliverance and Heal Party already fill the niche of party-wide support healing. Nearby is not large enough to qualify as a "mid-range", so really--this skill needs a different role entirely.

[Amity]
Changes in the game over time to make hex removers more common has been great. However, Amity got forgotten the moment it was created. This skill has a 45 second recharge and is point blank. The negative effects were considered extremely conditional even back when it was created. However, now the hex can never stick.

[edit]Also, Amity is in a skill line full of amazingly great elite skills. It has very stiff competition, even if it had a very good recharge time.

[Aura of Faith]
The duration is too long, the recharge is too long, and the energy cost is too high. If you meant this for some sort of use, it's been very well hidden over the last couple of years.

[Mark of Protection]
Buffing this is potentially dangerous as hell. When this skill is snuck into a build, it's pretty funny. However, it's not very useful. If the skill didn't have the skill downtime and was moved to 15s recharge with a 5s uptime, it would probably see some use. Currently, it's not useful in a fully Prot-based build, and it's useless in a hybrid build. Skills need -somewhere- to work.

[Ray of Judgment]
Minion counters are all answered in Banishing Strike (and from general AoE). This skill is very situational, and the one situation it could be very good in is already covered by a non-elite attack skill that has other uses. It's expensive, it requires heavy committment into its attribute line and sacrifices the skills of that line for 10s when cast. The one place you'll run against minions is Alliance Battles, and this skill doesn't even have a home there.

[Peace and Harmony]
You keep lowering the recharge on it, and we'll keep repeating the same thing: The recharge is not the problem with this skill. The problem with this skill is that it's very bad at energy management, and even limits the player to keep it up. It takes 15 seconds for this skill to pay for itself after it is cast. Other energy management skills are recharged and ready to use again in that time. You find the answer to this problem, and you've properly fixed this skill.

[Withdraw Hexes]
The energy cost is phenomenal. The recharge is amazingly brutal. It's hard to think of a situation where you need hex removal so badly that you'd want to clean all of the hexes off of a person outright, and it's impossible to think of bringing this skill over Convert Hexes in that situation. Convert Hexes is just better than this skill in every way, and even then Convert Hexes is not on the short list of awesome monk skills.

[Pensive Guardian]
Can't think of why this skill was created. It's going to be compared to Guardian every time it is considfered for use, and it will be turned down every time. This skill needs a completely different mechanic.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Quote:
Originally Posted by Spazzer
[Signet of Devotion]
It's twice the casting time of Signet of Rejuvenation, and even without the additional conditional healing of its younger brother, this signet still sucks in comparison. It hurts, because I used to love this skill. There's a reason it's never been used since the Signet of Rejuvenation buff.
Also, the increased emphasis on interruptions in subsequent campaigns alongside the power creep, has caused this skill to become comparatively weaker over time. The same applies to many other early skills.

newbie_of_doom

newbie_of_doom

Wilds Pathfinder

Join Date: Oct 2006

WTFPRIVACYDUDE

Endangered Feces [DoDo]

W/Mo

For pve: barrage needs to be able to with preps

Ignite arrows: change damage to over ninethousand

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

[hundred blades] I think this might actually have been the very first Elite Skill that needing buffing since Day 1.

Make it unblockable, add some minor dmg(+5..+15) OR add some condition.

Spazzer

Spazzer

Jungle Guide

Join Date: May 2006

USA

Team Asshat [Hat]

Mo/E

Hundred Blades wasn't an elite on day 1, was it? I think it was changed to elite in the same update that changed healing hands to elite in an effort to nerf paladins.

Maybe that was beta.

around

around

Wilds Pathfinder

Join Date: May 2006

Aussie Trolling Crew - Diplomatic Embassy

I Have Three Pennies [Pnny] - forever in my heart <3

R/

[BL] most definitely.

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

Maybe [orison of healing] could use a decrease in casting time then? It's supposed to be the non-elite [glimmer of light], but since it was buffed, glimmer became twice as good as orison instead of one and a half times.

LukeD

LukeD

Frost Gate Guardian

Join Date: May 2007

England

Gettin Money Like We Just Found [OiL]

Mo/E

why dont we nerf all the skill so it suck so hard and makes u happy ?

theres allways going to be skill that are more power full than other thats how GW is allways going to be i verymuch dout they will ever find a balance.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

Quote:
Originally Posted by around
[BL] most definitely.
agreed with that one been useless since the NF powercreep could use some love

Spazzer

Spazzer

Jungle Guide

Join Date: May 2006

USA

Team Asshat [Hat]

Mo/E

Quote:
Originally Posted by LukeD
why dont we nerf all the skill so it suck so hard and makes u happy ?

theres allways going to be skill that are more power full than other thats how GW is allways going to be i verymuch dout they will ever find a balance.
I don't believe that at all. Skills can be made diversely and to fill different roles. There's no need for weaker clones.

Also, there's no need for useless skills, such as Peace and Harmony. A skill should do something.

JupiterStarWarrior

JupiterStarWarrior

Lion's Arch Merchant

Join Date: Jun 2008

Oklahoma City

Noble Order Of Valiant Angels

Me/

Honestly, [Backfire]: Decrease Backfire's recharge skill by 5-10 (making it have a 10-15 second recharge) in PvE. It'd be more useful that way.

But, that's my opinion.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

Quote:
Originally Posted by Spazzer
I don't believe that at all. Skills can be made diversely and to fill different roles. There's no need for weaker clones.

Also, there's no need for useless skills, such as Peace and Harmony. A skill should do something.
http://www.guildwarsguru.com/forum/s...php?t=10308388
ill just quote myself:

Quote:
Originally Posted by Sleeper Service
changed functionality:

While enchanted with Peace and Harmony all your attack skills are disabled and you cannot attack.

Gain +1...3 energy regeneration for 5....30 seconds.

Whenever creature enchanted with Peace and Harmony is attacked by a foe, Peace and Harmony ends and attacking foe becomes enchanted with Peace and Harmony.
yes im serious, could be fun and it fits with the skill name imo.


Quote:
Originally Posted by JupiterStarWarrior
Honestly, [Backfire]: Decrease Backfire's recharge skill by 5-10 (making it have a 10-15 second recharge) in PvE. It'd be more useful that way.

But, that's my opinion.
not only that is casting speed is atrocious, compared to other spells that are as slow this skill is baaaad.
if it did the damage to adjacent or nearby foes then...maybe.

then again its not an elite so...

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Quote:
Originally Posted by Gift3d
[flare]

Every single mother freaking elementalist i see in PvE, RA, or AB just SPAMS the hell out of flare. Like it's the only skill on their bar. Only skill they'll EVER need.

So i wish for it to be buffed so the flare lovers all across guild wars are a little less useless.
While we're at it, buff endure pain so user does +30 damage when it's active.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

they should buff lots of ritualists Elites..alot of them are complete crap imo:

[Caretaker's Charge] - Increase the amount of Health for Healing to max 50-100 Health, and the Energy Healing should be increased to +10E, so that you actually have with this Skil also tiny E-Management

[Clamor of Souls] - increase the range of the Damage from nearby to "in area"

[Destructive Was Glaive] - Increase the Duration and Recharge of this Skill to 20 Seconds and let the recharge time get halfed, if you drop the ash, while being enchanted.

[Grasping Was Kuurong] - Decrease Energy Cost by 5 or increase the Damage to max 90, or give the Skill an additional Condition Effect for its Cost of 15E, like that Foes, that are already knocked downed, when this Skill comes, wil suffer on Weakness or Blinding for 5-10 Seconds

[Offering of Spirit] - Remove the 17% Health Sacrifice, increase the Energy Heal by 5 points max and increase the energy cost to 10 and when Spirits are in near, then will receive also nearby allies 25-50% of the energy as heal too.

[Signet of Spirits] - Decrease Energy Heal from 12 to 10, decrease recharge from 20 to 15, increase cast tiem from 1 to 2

[Weapon of Fury] - Increase Energy Gain from 1 to 2, increase Energy Cost to 10, decrease recharge to 5s
********

[Defiant Was Xinrae] - Increase energy cost to 10, increase duration from 15 to 20s, increase recharge to 10s

[Signet of Ghostly Might] - Lower damage to additional + 10-25 Damage, Increase Death Penalty Time from 10s to 20s and add to this signet the effect, that Spirits will receive additinal Defense Power of + 40 AL vs. Elements and can't be targets of physical attacks.

[Wanderlust] - Decrease the Health Loss fro max 50 HP to max 35 HP, decrease the cast time to 3s, increase cost to 15E, increase duration to 90s

[Weapon of Quickening] - Change effect to: affected ally will attack 50% faster, than normal, decrease duraton from 25s to 20s max, lower cast time to 1s

[Xinrae's Weapon] - decrease energy cost to 15, decrease spell disable time to max 10s, reduce recharge to 20s
********

[Preservation]- Decrease slightly the healing power to max 100 HP, let the heals come every 3 Seconds

[Spirit Light Weapon] - increase energycost to 10, increase healings from it per second to max 20HP for both

[Tranquil Was Tanasen] add to it the effect, that whenever you would be usually interrupted, while holdign this ash, you will suck from the foe 5-10 Energy away and you will receive 5-10 Energy.

[Attuned Was Songkai] add to it also the effect, the Spells/bindingritualls will recharge 33% faster, decrease duration to 30 secs, decrease recharge to 45s

[Consume Soul] add to it the effect, that the next time used binding ritual ghost, that got destroyed through this skill will be casted next time 100%
faster

[Reclaim Essence] - add to it the effect, that nearby allies to that spirit will also receive half energy gain of that skill

[Ritual Lord] - add effect, that spirits casted, while this enchant is up, are able to MOVE (75% speed of normal)

[Spirit Channeling] - Change Effect to: While the enchant is up, your max Energy per binding spirit from you or allies in earshot gets increase by +1-5 (max +30), increase duration to 20s

[Wielder's Zeal] - Change effect to: whenever you cast a spell simple

[Soul Twisting] Change skill to an Enchant and move it to the primary attribute. Change effect to: While beign enchanted with this spell, binding rituals can be casted up to 2-3 times, instead of removing each other. This enchant will be a perma keep up one, that lowers energy regeneration by -1. Thus allowing it the Ritualist to cast more than 1 Pain for example, all binding rituals could be then casted max 3 times and only the 4th cast would remove and replace the oldest of the previous 3 ones. This would make Ritualist finally real spirit spammers (pve version)
PvP version max is only 2 spirits and it won't be a perma enchant, it will have a duration of 10 secs and a recharge of 20s
-----

so far the ritu elites, now the normal skills:

[Agony] - change the health los from max 10 health per foe hurt to 30 health loss per second

[Anguish] - increase duration to 60 seconds, reduce cost to 15e and decrease bonus damage to max +50%, but not double damage

[Anguished Was Lingwah] - Change Effect to: when dropping this ash, all your active binding rituals will get healed by 50-125 HP and won't get hurt through burning for the next 15 seconds. When Spirits get healed, that are in the moment burning (what is so or so ridiculous, ghosts can't burn -.-), then will receive all nearby allies to spirits also half the healing.

[Armor of Unfeeling] - decrease recharge to 15s and make out of this skill a new Skill type of Armor Spells, that work like Weapon Spells. Change skill effect to:
You have max 10 Damage reduction, while standing in near of a binding ritual spirit.

[Blind Was Mingson] - add effect, that casting channeling spells, whiel holding this add will deal also blindness for 4-7 secs to foes, if the used skill doesn't deal already blindness

[Bloodsong] - move the skill back to communing

[Boon of Creation] - reduce recharge to 30s, reduce duration to 45s

[Brutal Weapon] - change effect from enchantment to hex, while not under a hex, u do extra damage, when hexed not ...

[Channeled Strike] - reduce e cost from 10 to 5, reduce cast time to 1s

[Cruel Was Daoshen] - reduce e cost to 10, increase recharge from 5 to 15

[Disenchantment] - reduce e cost to 15 or increase duration to 45s

[Displacement] - decrease health loss from 60 to 30 damage

[Dissonance] - move to channeling or primary attribute

[Doom] - change effect to damage, for every bindign ritual, that is summoned by you or your allies. So so more summoned different binding rituals on the field, so bigger the damage up to the max of 135 and change the damage type from lighting damage into dark damage and move the skill to communing

[Dulled Weapon] - decrease recharge from 12 to 5s and make the skill complete single target, lower e cost to 5.

[Earthbind] - change effect to an Attack Spirit, which knock downs foes with its attacks, if they are hexed or enchanted, move spirit to primary attribute

[Empowerment] - increase Health Bonus to max +100 Health and change the Energy Bonus to a +1 - +2 Energy regeneration Bonus, increase e cost to 10

[Explosive Growth] - decrease amout of foes hit from 5 to 3, increase the damage per summioned creature to max 100 lightning damage and let this stuff also deal Cracked Armor to those foes,which receive damage through this enchant, when summonign something

[Feast of Souls] - Reduce heal to max 50 HP and add te point, that this heal stacks for each spirit, that got through this destroyed (max 5 spirits), reduce cost to 5E, raise recharge to 20s

[Flesh of My Flesh] - make pvp version the general version with that 10s recharge, reduce health sacrifice to max 25%

[Gaze from Beyond] - reduce cast tiem to 1s

[Gaze of Fury] - Change skill effect to create a Spirit, that lets nearby alllies receive per second 1 Adrenaline and Skills ,that use Adrenaline, will deal all +10 % armor penetration. rename Skill to "Furious Gaze".

[Generous Was Tsungrai] - remove 10% sacrifice, raise e cost to 10

[Ghostly Weapon] - add effect, that melee weapons will work with this on like Short Bows, dealing ranged damage through shooting out chaos elemental blade like rays

[Guided Weapon] - change effect from can't be blocked to "will always be critical hits", increase duration to 15s, lower cast tiem to 1s

[Lamentation] - reduce recharge to 10s and let this skill instant recharge and heal the caster for 5E, if that foe was in near of a corpse or spirit

[Lively Was Naomei] - reduce cast time to 4s, reduce recharge to 15s, reduce range from "in the area" to "nearby", reduce e cost to 10, reduce duration to 30s, let the skill also revive with 50% max Energy

[Mending Grip] - let this skill revove hexes, instead of conditions and rename skill to "Spiritual Grip"

[Mighty Was Vorizun] - increase bonus max Energy to +40, to give this skill a real E boost to ritus, which loose also max energy first, when holding an ash, due to not having their staff/wands,foci in their hands.

[Nightmare Weapon] - lower recharge to 8s

[Recovery] - change skill effect to let this Spirit give party memeber +1 to +2 Energy Regeneration and hexes instead of conditions will expire faster. Increase e cosz to 25

[Recuperation] - lower e cost to 15 or increase life regeneration to +4

[Rejuvenation] - same change, as for Agony

[Renewing Surge] - let this skill hit all foes in the area, increase e cost to 10 and this shill should reload instantly, while under an enchant, decrease damage to max 50. Make out of it an Elite Skill, but then without decrease damage, but slightly buffed damage to max 75

[Restoration] - decrease cost to 5E, spirit dies after 10 seconds, not 30, lower recharge to 30s, reduce range of the spirit to nearby

[Rupture Soul] - decrease cost to 5E

[Shadowsong] - lower cast time to 3s, move to channeling

[Shelter] - reduce minimum health loss of that spirit to 30

[Sight Beyond Sight] - move skill to channeling

[Signet of Binding] - remove the 30s death penalty and give that skill a duration of say 10 seconds

[Signet of Creation] - remove 30s death penalty and let the ritualist lose after 30s 1-2 Energy per allied Spirit/Creature on field

[Soothing] - reduce energy cost to 10, cast tiem to 3 and move the spirit to spawning power

[Spirit Boon Strike] - change damage to dark damage and move the skill to communing , decrease cast time to 1s and recharge to 10s

[Spirit Burn] - Change Skill effect to: if an allied spirit is burning, when using this skill, all foes in the area will receive 5-50 fire damage and will start burning for up to 3-5 seconds, increase e cost to 10, recharge to 8, move skill to communing or spawning power

[Spirit Rift] - let this Skill deal Cracked armor to foes, if you have more than 2 binding rituals on field

[Spirit Siphon] - change skill effect to: You receive +1 Energy Regeneration for every bindign ritual, that you summon under this enchant (max +3) and this also only so long, as the binding rituals are alive. Move skill to spawning power

[Spirit's Gift] - add (includign you)

[Spiritleech Aura] - add "if more than 3 binding rituals are on the field by your group summoned, then you will leech the health from your nearest foe and the leeach stacks up to max 3 foes that are nearest to you.

[Sundering Weapon] - increase duration to 20s

[Union] - raise level of spirit to max 10, lower e cost to 10, lower recharge to 30s, lower duration to 45s
and let the

[Vampirism] - increase toe power of that one to max 25 or 30, that binding ritual is only near as powerful, like a normal skill, nothign special yet that makes it worth to be pve only

[Vocal Was Sogolon] - add effect, that while using those skills, when holdign this ash, will cost up to 25% lesser energy, if they cost energy.

[Wailing Weapon] - reduce recharge to 20s

[Weapon of Aggression] - change effect to receiving up to 505 more adrenaline from attacking and being attacked and adrenal skills will cost 25% lesser Adrenaline

[Weapon of Renewal] - move skill to restoration magic, increase duration to 20s and let it affect the next 1-3 attacks/skills


changes I'd make with the Ritualist

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

just as an addendum to the 40 elites changes coming up:

yes, it will occur. HOWEVER, it won't just be 40 straight up buffs. it is rumored that 40 elites will have their functionality changed, similar to how [[wail of doom] was changed.

how the changes will occur, or exactly when it will occur, is mostly unknown. it's rumored to be either before the next mAT, or next month.

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

[Whirling Axe]
I would like to see a functionality change. It was introduced before evade and block were merged. Change or shorten the drawback condition, at least for PvE.

Agreed with Crom on [[Hundred Blades].

shoogi

Krytan Explorer

Join Date: Jun 2007

Ray

yeah, buff every single rit skill to complete power creep. lol. I understand you like that profession but you need some proportion.

a. you don't buff skills because they're useless.
b. you buff skills when the game will benefit from the buff.
c. you should buff skills that promote INTELLIGENT play, NOT SKILLS LIKE FLARE OR BACKFIRE.

Izzy fails at c.

anyway nerfs are much more important than buffs. destroy NF power creep.

-Lotus-

Jungle Guide

Join Date: May 2008

buff:
1. every ritualist elite
2. depravity
3. flesh golem
4. hundred blades
5. flare
6. avater of balthazar
7. orison

also, its not a skill. but fast casting needs a major buff in PvE.

Spazzer

Spazzer

Jungle Guide

Join Date: May 2006

USA

Team Asshat [Hat]

Mo/E

Quote:
Originally Posted by moriz
just as an addendum to the 40 elites changes coming up:

yes, it will occur. HOWEVER, it won't just be 40 straight up buffs. it is rumored that 40 elites will have their functionality changed, similar to how [[wail of doom] was changed.

how the changes will occur, or exactly when it will occur, is mostly unknown. it's rumored to be either before the next mAT, or next month.
This is a good thing. I think the Wail of Doom change is awesome. After its initial fad wore off, it's fallen into less use, but it still proves pretty solid when used with a bit of skill and a bit of luck.