Couple skill changed in my mind.
ajc2123
Yeah I was bored so, I was starting to think of some changes.
I like how Anet took some very VERY specific skills like rust and generalized them, and That's kind of what I would like to do. Then I also jsut have random changes in here.
Paragon
"Can't touch this!"
We all looked at this skill when it first came out, and the first thing we thought of was touchies. Or shockaxers....not sure what everyone else though lol. But the skill is way too specific for very few touch skills used. You just don't see touchie's in GvG really, and it might be ok for shockaxe but...I still think it was inferior to other skills.
I propose for both pve and pvp.
5(or 10?) energy 20 recharge
For 5 seconds, the next attack or touch skill against you fails, and the foe is crippled for 1...4...8 seconds
Awe
Just not a skill thats used a lot really, or at all. Spear swipe is much easier to inflict daze if you need it that bad without a BHA ranger or something. I propose,
Same stats as it is now but if the 1st condition fails, then target foe is knocked down and you suffer from weakness for 3 seconds. Fails with leadership Below 4 (Ranged knockdown is powerful so I figure it has to have a downside somewhere, also the failure below 4 is to prevent people with Paragon secondaries to abuse a free ranged KD)
Leadership in General
Please change the energy gained depending on the team. For example, in a team of 8 it is fine. For RA it is not. For AB it depends on the skill. For skills that target party members only, scale energy gain with amount of people in your party. For skills that target allies, leave them as is in AB but scale them in RA also. Its really difficult to code something like this but, leadership kind of needs something like this.
Monk
Scourge Sacrifice
Very VERY specific. This is more of a PvE concept for me since you see more smite monks in PvE then PvP. Proposal is
Same energy and casting recharge
Hex Spell. For 8...18...20 seconds, every time target foe sacrifice's life, He sacrifice's twice the normal amount. Target foe Sacrifices 5% health every time he casts a spell that doesn't sacrifice health. (This sacrifice is not doubled)
That's really it for now. Pretty crazy but I think the Can't touch this skill would be a nice change.
Flame away
I like how Anet took some very VERY specific skills like rust and generalized them, and That's kind of what I would like to do. Then I also jsut have random changes in here.
Paragon
"Can't touch this!"
We all looked at this skill when it first came out, and the first thing we thought of was touchies. Or shockaxers....not sure what everyone else though lol. But the skill is way too specific for very few touch skills used. You just don't see touchie's in GvG really, and it might be ok for shockaxe but...I still think it was inferior to other skills.
I propose for both pve and pvp.
5(or 10?) energy 20 recharge
For 5 seconds, the next attack or touch skill against you fails, and the foe is crippled for 1...4...8 seconds
Awe
Just not a skill thats used a lot really, or at all. Spear swipe is much easier to inflict daze if you need it that bad without a BHA ranger or something. I propose,
Same stats as it is now but if the 1st condition fails, then target foe is knocked down and you suffer from weakness for 3 seconds. Fails with leadership Below 4 (Ranged knockdown is powerful so I figure it has to have a downside somewhere, also the failure below 4 is to prevent people with Paragon secondaries to abuse a free ranged KD)
Leadership in General
Please change the energy gained depending on the team. For example, in a team of 8 it is fine. For RA it is not. For AB it depends on the skill. For skills that target party members only, scale energy gain with amount of people in your party. For skills that target allies, leave them as is in AB but scale them in RA also. Its really difficult to code something like this but, leadership kind of needs something like this.
Monk
Scourge Sacrifice
Very VERY specific. This is more of a PvE concept for me since you see more smite monks in PvE then PvP. Proposal is
Same energy and casting recharge
Hex Spell. For 8...18...20 seconds, every time target foe sacrifice's life, He sacrifice's twice the normal amount. Target foe Sacrifices 5% health every time he casts a spell that doesn't sacrifice health. (This sacrifice is not doubled)
That's really it for now. Pretty crazy but I think the Can't touch this skill would be a nice change.
Flame away
wind fire and ice
Cant Touch This and Awe(if it was only if weilding a spear or somthing,not just an unconditional other then 3sec weakness KD..maybe a requirement of some investment in leadship) buffs would be fine,Leadership is already OP'd enough,and if people could run full powered para builds in RA it would be bad.
Scourge would still be useless.
Shield of Deflection buff is kinda pointless,how many armor ignoring things are there in gw? not many.
Scourge would still be useless.
Shield of Deflection buff is kinda pointless,how many armor ignoring things are there in gw? not many.
Konig Des Todes
Agreed with wind fire and ice on Can't Touch This, Awe, and Leadership.
Scourge would be more useful, expecially on 55 monks (might bring them back, if the health sac included failed spells).
Shield of Deflection, just overall make it a monk enchantment version of Defy Pain, with armor instead of health of course. Because, as wind fire and ice said, there are not too many armor ignoring skills in comparison to how many skills that don't ignore armor.
In other words, for Shield of Deflection:
Elite Enchantment Spell. (3...9...10 seconds.) 75% chance to block. +15...27...30 armor, and take 1...8...10 less damage.
(That would be official wiki scaling)
Scourge would be more useful, expecially on 55 monks (might bring them back, if the health sac included failed spells).
Shield of Deflection, just overall make it a monk enchantment version of Defy Pain, with armor instead of health of course. Because, as wind fire and ice said, there are not too many armor ignoring skills in comparison to how many skills that don't ignore armor.
In other words, for Shield of Deflection:
Elite Enchantment Spell. (3...9...10 seconds.) 75% chance to block. +15...27...30 armor, and take 1...8...10 less damage.
(That would be official wiki scaling)
wind fire and ice
Honestly,i cant see the need for a buff to SoD,even with a 1-10 reduction added no one would use it any more then they do now,would need a reworking to be used in high end pvp.
Till WoH/RC is nerfed,i cant see any one chosing SoD over them.
So a buff seems like a waste.
Till WoH/RC is nerfed,i cant see any one chosing SoD over them.
So a buff seems like a waste.
Luminarus
The problem with SoD is that guardian does the job well enough. No warrior sits on a target under SoD, and most change targets after guardian to make the prot be wasted. Its job isnt worth the elite status when a non-elite can do the job as well.
Owik Gall
I'm going more for Shield of Deflection. The biggest problem I have with it is the energy cost and recharge time. Not ethical. Then again, if it was then it be an OP without a doubt. I'd still really want to see it spammed and everything. Maybe decrease energy and time while also decreasing duration? If not, I'll be fine. Just a pointer that a skill like this is best to be careful with. You have the option of shielding just one team member at a time, or saving yourself.
NeroX
i definately agree to changes of functionality of the skills Awe, "Cant touch this", and scourge sacrifice.
also with SoD... hmmm.... if 10 energy is how it HAS to stay then i suggest an increased duration of it to like 12 secs. but the argument still stands that Woh is still best in general only because you can make half heal/prot builds with Woh being a massively effective heal (taking up the elite spot) with some dodge enchants like guardian for effective survival management. i dont want to ramble anymore because it might get confusing lol
but some changes are definately needed
also with SoD... hmmm.... if 10 energy is how it HAS to stay then i suggest an increased duration of it to like 12 secs. but the argument still stands that Woh is still best in general only because you can make half heal/prot builds with Woh being a massively effective heal (taking up the elite spot) with some dodge enchants like guardian for effective survival management. i dont want to ramble anymore because it might get confusing lol
but some changes are definately needed
ajc2123
Deleted SoD Buff I put up cuz it was a silly change for both pve and pvp.... Changed how I wanted Awe to work with an attribute requirement.
Gonna add this.
"Help me"
So allies can cast on you faster, kinda nice, not really though. Maybe more like...
Shout. For 1...8...10 seconds, other allies' Spells targeting you cast 50% faster AND cost 1..2..3 less energy
Still kinda meh but most prots on a monk bar have super low casting time, most heals are rather quick enough or they are powered by healers boon or something.
"Make Your Time!"
An adrenaline buff every 30 seconds for each party member within earshot. Rather nice BUT most paragons have the OP IAS aggressive refrain on buffing their adren gain already. I think this skill is rather meh so I propose.
Energy 10 recharge 30
Shout
For 6...18...24 seconds, Party members Chants cast 50% quicker.
Just a nice little buff to speed those anthems up. Discuss while I am AFK plz ^_^
Gonna add this.
"Help me"
So allies can cast on you faster, kinda nice, not really though. Maybe more like...
Shout. For 1...8...10 seconds, other allies' Spells targeting you cast 50% faster AND cost 1..2..3 less energy
Still kinda meh but most prots on a monk bar have super low casting time, most heals are rather quick enough or they are powered by healers boon or something.
"Make Your Time!"
An adrenaline buff every 30 seconds for each party member within earshot. Rather nice BUT most paragons have the OP IAS aggressive refrain on buffing their adren gain already. I think this skill is rather meh so I propose.
Energy 10 recharge 30
Shout
For 6...18...24 seconds, Party members Chants cast 50% quicker.
Just a nice little buff to speed those anthems up. Discuss while I am AFK plz ^_^
Hyper.nl
/signed to make "Can't Touch This" useful. Hammertime!
NeroX
umm .... wats up with spell shield also (divine favor spell). like whos even tried to use it.
i no it can be great and all against mesmers because they cant interrupt you, but there are just too many downsides to it imo.
firstly it takes 2 secs to cast (quite a long time really enough timei for anyone to interrupt and if interrupted u gotta wait 30 secs for it to recharge.
secondly, energy costs i find is high especially since it costs 2 secs already to cast (if interrupted there goes 10 energy).
and lastly, all your skills are disabled for 7? seconds. OMG WTF
your whole team can die before your skills are charged up again.
oh wait did i mention recharge?
well anyway .. i would like to see it changed somehow whether it be functionality, cost, recharge, cast time, ANYTHING just change so i can think of a build with it in it.
i no it can be great and all against mesmers because they cant interrupt you, but there are just too many downsides to it imo.
firstly it takes 2 secs to cast (quite a long time really enough timei for anyone to interrupt and if interrupted u gotta wait 30 secs for it to recharge.
secondly, energy costs i find is high especially since it costs 2 secs already to cast (if interrupted there goes 10 energy).
and lastly, all your skills are disabled for 7? seconds. OMG WTF
your whole team can die before your skills are charged up again.
oh wait did i mention recharge?
well anyway .. i would like to see it changed somehow whether it be functionality, cost, recharge, cast time, ANYTHING just change so i can think of a build with it in it.
ajc2123
Quote:
umm .... wats up with spell shield also (divine favor spell). like whos even tried to use it.
i no it can be great and all against mesmers because they cant interrupt you, but there are just too many downsides to it imo. firstly it takes 2 secs to cast (quite a long time really enough timei for anyone to interrupt and if interrupted u gotta wait 30 secs for it to recharge. secondly, energy costs i find is high especially since it costs 2 secs already to cast (if interrupted there goes 10 energy). and lastly, all your skills are disabled for 7? seconds. OMG WTF your whole team can die before your skills are charged up again. oh wait did i mention recharge? well anyway .. i would like to see it changed somehow whether it be functionality, cost, recharge, cast time, ANYTHING just change so i can think of a build with it in it. |
Discuss my changes please
NeroX
oh sorry lol. i didnt want to have to make a new thread just for that skill. and your thread seemed most relevant for me to post my idea in. but if thats not what you want, i wont do it again.
ajc2123
Quote:
oh sorry lol. i didnt want to have to make a new thread just for that skill. and your thread seemed most relevant for me to post my idea in. but if thats not what you want, i wont do it again.
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The problem with the concept is it makes the monk invulnerable to damages spells, which on a 60 AL character does full power when a monk is casting, and also prevents disruption through the most common means, by spells. All the while being non elite AND in divine favor which most monks use. The condition of casting spells is slightly a joke since most monks in PvE may have to cast constantly (Healers and hybrids more then protters) anyways, and in PvP, almost every if not all interrupts come from spells (And a few Dshots from the rangers, but normally guardian will try to stop that) In high end pvp at least.
The whole skill is sort of a flawed concept and thats why its statistics are as it is, it would be nice to change it up a bit or generalize so its used more buyt thats a very hard job to do with monk I found.