I have some suggestions to rarely used skills, it's just as simple. No, it's not aimed towards making earth farming eles job easier, but it's about increasing the offensive side of some clearly damage-oriented skills (part of them got boosted with recent update).
I. Aftershock
Both the skill name and in-game animation as well as quaking effect suggest very powerful damage, but nowhere it justifies why the skill creates an effect around the caster and not at chosen destination. Damage to knocked down foes is not armour-piercing as well, while it clearly should be (well, logic dictates that).
now: 10e 3/4c 10r (e - cost, c - casting time, r - recharge)
Spell. Adjacent foes are struck for 26...85 earth damage. Knocked down foes are struck for 10...56 additional earth damage.
after: 15e 3/4c 20r (note: casting time and/or damage might need a nerf in pvp)
Spell. Target foe and foes adjacent to the target are struck for 10...56 earth damage. Knocked down foes are struck for 10...56 additional earth damage. Additional damage to knocked down foes has 25% armour penetration.
II. Earthquake
Another skill which is awkward to use. Knockdown lasts only for 2 seconds (now, little joke - warrior with stonefist insignias can KD up for 3 seconds). Energy cost is justifiable, but exhaustion no matter what only in pvp, but not in pve. Damage seems a bit awkward as well, given long casting time and powerful nature of the skill. Short recharge time on the other hand is something to be corrected for an AOE skill dealing knockdown over large radius.
now: 25e 3c 15r
Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26...85 earth damage. This spell causes exhaustion.
after (pvp): 25e 3c 30r
Elite Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down for 0...4 seconds and are struck for 26...85 earth damage. This spell causes exhaustion. 25% armour penetration. (Before you say overpowered, no it is not, it's still inferior at spiking versus chain lightning and invoke lightning. Still, well-timed, this skill will cause a mess if aimed versus noobs bunching one onto each other - positioning is essential).
after (pve): 25e 3c 20r
Elite Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down for 0...4 seconds and are struck for 26...85 earth damage. If you are not under the effects of an Enchantment, this spell causes Exhaustion. 25% armour penetration.
III. Dragon's Stomp
Unneeded duplicate skill, which could be given more interesting use.
now: 25e 3c 15r
Spell. You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 26...85 earth damage. This spell causes exhaustion.
after (pvp): 15e 2c 20r
Spell. You invoke a Dragon's Stomp at target foe's location. All foes adjacent to this location are knocked down for 0...3 seconds and are struck for 26...85 earth damage. This spell causes exhaustion.
after (pve): 15e 2c 20r
Spell. You invoke a Dragon's Stomp at target foe's location. All foes adjacent to this location are knocked down for 0...3 seconds and are struck for 26...85 earth damage. If you are not under the effects of an Enchantment, this spell causes Exhaustion.
Summary:
Earthquake finally is good at what it should be, immediate damage spike followed by painful knockdown. It's smaller twin, Dragon's Stomp, has worse area of effect and knocks down for less but recharges and casts faster, allowing the player to actually make an insightful decision which skill serves him best, instead of bringing two of them and spamming over glyph of energy. Since the former is an elite skill now, it's 20 second recharge for pve, long knockdown effect and armour-piercing damage are fully justified. Aftershock now is a very good tool to assist warriors in all kinds of spikes, so combined with fast Dragon's Stomp it gives a warder more opportunity to become useful in HA and GvG again. Knockdown based solely on proper attribute ensures that both the elite skill and non-elite one will kd only for 2 seconds when used by non-ele profession, with 12 earth magic (elite - 3 EM = 1 second, 8 EM = 2 seconds, 13 EM = 3 seconds, 16 EM = 4 seconds, stomp - 3 EM = 1 second, 8 EM = 2 seconds, 13 EM = 3 seconds).
A


