PvP based.
1.Mark of Insecurity:
Either fix it (enchantments and stances expire faster than it says) or reduce its duration, increase the recharge.
What are you talking about? It says they expire 90% faster. This implies that they'd last around a little over half their normal duration, but they really only last 10% of their normal duration. ANet just worded it funny.
2.Lingering Curse:
You need low investment in curses to keep enemies suffering atm. Healing reduction should be scaled by Curses attribute.
It should be changed to degeneration -1...-2...-3 (currently -1...-3...-3), healing reduction: 0%...%14...%20 (currently 33% non-scales). So that fast casting usage won't overshine it.
It needs a nerf, but this might be overkill.
3.Palm Strike:
a. remove crippling, increase recharge to 8 sec. or
b. keep crippling, increase energy cost to 10, increase recharge to 12 sec.
I see what you're going for. Good idea.
4.Peace and Harmony:
Increase cast time to 3/4 sec, add 0...48...60 direct healing for this skill, this skill can only target on other ally.
Ohh, MAN! EVER HEARD OF DIVINE FAVOR???
5.Seeping Wound:
This elite is still weak (especially compared to Palm Strike).
Change it to:
For 20 seconds, target foe suffers 1...3...3 health degeneration, and if target foe is suffering from Bleeding or Poison, that foe takes 5..15 damage per second.
I feel that that would make 17.5 pips of degen way too easy to accomplish. (7.5 from the natural damage of the skill)
6.Clamor of Souls:
This elite is still weak.
Add Crack Armor to this spell.
No. The fundamental problem is that there's no reason to use this over Caretaker's Charge, which does more damage, recharges faster, and gives you the initial energy back if you're holding an item as well. Adding Cracked Armor probably won't convince anyone to use it.
Other suggestion: (just some ideas, some may be overpowered so the numbers are just for references)
Recurring Insecurity:
And also reply when target suffers a new hex.
With the latest fix in which it doesn't reapply when forcefully removed, RI has pretty much fallen out of the meta. And this won't bring it back.
Visions of Regret(PvP):
Increase recharge to 25 seconds. No longer hexes adjacent foes.
I think you meant to say "Remove VoR from the game."
Feast of Corruption:
Reduce energy cost to 10.
Functionality changed to: "For 5 seconds, target foe and all foes adjacent to this location take 5...37...45 shadow damage each second and steal x...y...z health from foes suffering from a hex".
Great, a Jesus Beam (Ray of Judgment) that MOVES WITH ITS TARGET. That's great. Oh, and it does more damage if they're hexed? Ok, talk about overkill...
Onslaught:
Change it to a Stance.
No.
Reaper's Sweep:
Decrease cast time to .25 second. Increase recharge to 10 seconds.
Functionality changed to: "Interrupt target foe's action, this attack deal +x...Y...Z damage if it hits. If a skill is Interrupted this way, Reaper's Sweep inflicts a deep wound for 5...17...20 seconds."
No.
Magehunter Strike:
Increase recharge to 10 second.
Functionality changed to: "If this attack hits, you interrupt target foe's action. If this attack hit, you deal +5...17...20 damage. If your target is under the effects of an Enchantment, this attack cannot be blocked."
Just what I wanted! An elite Savage Slash! But in all seriousness, absolutely not. Underpowered elite is underpowered.
Weapon of Quickening:
Decrease cast time to 1/4 second.
Why?
Defiant Was Xinrae:
Increase energy cost to 15, Hold Xinrae's ashes for up to 15...51...60 seconds. While you hold her ashes, you cannot lose more than
40%...15%...10% of your max Health from a single hit. When you drop her ashes, you steal 5...41...50 Health from all nearby foes.
Eh... maybe. Probably not, though...
Tranquil Was Tanasen:
Decrease energy cost to 5.
Increase duration to 5...22...25 seconds.
Good lord, what were you smoking when you suggested this? You DO realize this skill gives you armor out the wazoo, but also prevents interruption? And you want to make it cost LESS and last LONGER? Eh, whatever, noone uses this anyway.
Soul Twisting:
Move to Spawning power line, increase energy cost and recharge. No longer target anything.
Functionality changed to: " For x...y...z seconds, your rituals cast 0%...50%...66% faster.
Still seems underpowered as an elite, even with your change.
Cultist's Fervor:
For 20 seconds, your Necromancer spells cast 5%...36%...40% faster but you suffer from bleeding for 10 seconds each time you cast a spell.
That would make this skill absolutely worthless.
Virulence:
Increase energy cost to 10.
Functionality changed to: "If target foe was already suffering from a condition, that foe suffers from Poison, Bleeding and Deep Wound for 0...12...15 seconds."
Deep wound? Uh, no.
Signet of Suffering
Decrease cast time to 1 second.
For each hex on target foe, that foe takes 5...29...35 damage (maximum 140 damage) and suffers a deep wound for x...y...z second.
See "Virulence".
To be continued...
any suggestions are welcome.
