Quote:
Originally Posted by lemming
what is this i don't even
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This is a spark for a flame thread, nonetheless, OP stuff can't go ignored.
Dshot - reduce recharge to 5, it interrupts back only disables a skill for 10 seconds if foe under a condition.
Salvage Shot - Increase energy cost to 10, now gives 10 energy if it interrupts a skill.
Punishing shot - Increase recharge to 7, now can't be blocked if your in a stance.
Jagged strike - increased recharge to 10, changed to: causes bleeding ~10 seconds. Recharges instantly you land a dual attack.
Fox fangs - increased recharge to 8, changed to: Deals ~20 damage and unblockable. Recharges instantly if your suffering from a condition.
Back Breaker - Removes your current stance and disable all your stances for 5 seconds. Removed bonus damage and added, if foe was interrupted from this attack it suffers from crippling for ~10 seconds.
Energy Surge - Reduce energy loss to ~6 and removes an additional 1 energy for each enchantment on target foe. If foe isn't enchanted, Energy Surge damage range increases to foes in the area.
Energy Burn - Reduces energy loss to ~5 and now causes burning to all nearby foes. If the foe isn't hexed, energy Burn's recharge is halved.
Empathy - increase recharge to 15, halves casting and recharge time if hexed an attacking foe.
Wastrels Worry: Increased recharge to 12, reduced trigger time by 2, added the function of, if Wastrels deal damage it recharges instantly.
Coward - Now applies weakness for 3 seconds on the caster if causes knockdown. If it fails on knockdown trigger Coward causes crippling on target foe for 3 seconds.
Prism - Changed to: Take half damage for 5 seconds plus one second for each elementalist spell equipped and gain 1 energy each time your a target of an attack or spell.
Why not buff skills to make the game more fun?
Rapid Fire: Changed to a bow attack, reduced recharge to 10, reduced energy cost to 5, casting to 1/2th, function changed to: If this attack hits a foe casting a spell it recharges instantly.
Quick shot: increased recharge to 10 and casting to 1/4th. Arrows move twice as fast. Function changed to: If this attack hits a foe moving or casting a spell it recharges instantly.
Archers Signet (PvP): For ~100 seconds, while under a stance, your bow attacks cannot be blocked and you are immune to blindness. Archers Signet ends when you are hexed. When Archers Signet ends you lose ~3 hexes and conditions.
Archers Signet (PvE): For ~100 seconds your bow attacks activate and recharge 33% faster. Archers Signet ends when you are hexed, when Acrher Signet ends you lose ~3 hexes and conditions and all of your stances are recharged.
Magebane Shot: Interrupts an action. Interruption effect: an interrupted spell is disabled for +10 seconds and all other foes with the same spell. Unblockable if the foe is suffering from a condition.
Marksman Wager: For 18 seconds your bow attack range is reduced by half. Your bow attacks recharge instantly and arrows move twice as fast, but cannot inflict conditions or interrupt foes. Marksman Wager ends when you move or use a non-bow attack skill.
Experts Focus: For ~20 seconds this skill becomes the elite of an allied ranger.
Verata's Sacrifice: While you maintain Verata's Sacrifice. You can control an additional ~6 minions. All of your non-death magic skills are disabled for 15 seconds.
Signet of Suffering: Deals
5...29...35 damage (maximum 140) for each hex on target foe. If the foe was enchanted this signet recharges and cast 50% faster.
Shadow Form (PvP): Changed to a hex, shadow Step to target foe, if you take more than ~200 damage you shadow step back to your original location, gain ~100 health and lose ~2 conditions and hexes.
Way of the Assassin: Changed to a spell, shadow step to target foe. Way of the Assassin recharges instantly if you successfully hit with a dual attack.
Shadow Prison: Shadow step to target foe, when you hit target foe with a offhand attack you and your foe shadow step back to your original location.
Locust's Fury: For ~15 seconds you attack 33% faster and move 50% faster. If an attack fails to hit you suffer from weakness, cripple and daze for ~10 seconds. No effect if there is no ally or foe within earshot and all of your spells are disabled for 20 seconds.
Way of the Empty Palm: While you maintain this enchantment, your offhand, dual attacks, assassin hexes activate and recharge 50% faster. When this enchantment ends you lose all energy.
Death Blossom (PvP): Dual attack, if this attack hits it recharges all other lead and dual attacks. Lose ~3 energy for each one recharged.
It's more fun now see!