The aim of this thread is basically not OMG NERF RANGERS/IWAY but lots of modifications to skills that either have good effects but are implemented badly or have bad effects which need changing. Several are linked closely with the current spike meta-game, others not. Sorry for the length, but comments would be appreciated.
Elementalist
Lightening Javelin: Interrupt eh? Frankly I think the modifier should be + damage (same as the initial damage) against attacking foes. Interrupting in any significant way is meaningless due to casting time and the spammability of attacks. Or perhaps let it interrupt spells too, either way it should be changed
Thunderclap: Minimum loss 4 energy, but maybe a 30 second cooldown to stop people spamming it
W/Melee and /Foes: A bit too strong. At the moment they’re lol skills in that if you lay down, you shaft said foe. Frankly, that’s a bit out really. I suggest it be reduced to 25% less and 25% miss, or similar. Then it’s more support shutdown instead of THE shutdown, but still is quite effective. An earth ele being able to shutdown all the nearby warriors and nuke with ease is a bit ridiculous tbh.
Glyphs: Reduce casting times to ¼… frankly I’m against an interrupt ranger so I use glyph of concentration LOL then he can’t touch this. O noes… he distracts concentration with a 1s casting time!1!11!! Stupid tbh; Also, reduce glyph of sacrifice’s cooldown to 5/10… 15 isn’t necessary, atm the only thing I use this for is echo nuking.
Fire AOE: Buff them! Mobs no longer get pwned by them so can we use them pvp now? Meteorshower on the dais is pretty dam good, but if firestorm was buffed to say, 20-45 damage I might look fires way in tombs a bit more often
Searing Heat: I don’t get this skill, in terms of damage and cost its not anywhere near as good as firestorm. Make it for 10 seconds units in the area are set on fire for 1-3 seconds or something similar. Then firestorm vs searing is 45dps before armour vs 14dps armour ignoring… maybe increase the area/duration a little. It might actually be fun as well.
Mesmer
Diversion: Id rather have a shorter casting time and a longer recharge than how it is atm. Taking the other classes as comparison, a ranger with distracting can shutdown two skills, whereas diversion can take….4/5 at max efficiency
Against less aware players that’s still a bit too powerful, but against experienced players its pretty crap due to people using common sense. Id rather it be say, ¼ casting time and 25 second cooldown. A nice work in to interrupters, just as distract is for rangers.
Energy Burn/Surge: Good energy denial here and the damage is also really quite good. Perhaps make the energy burned the same as the modded energy drain: i.e. halve the energy lost and double the damage from each point lost. This wouldn’t shaft the person being drained (although it would hurt if five were done at the same time) and the person casting has a higher chance of getting max damage, again similar to energy drain nerf/buff. An increase to the recharge might also be in order, but only 5/10 seconds.
Ignorance: target and all adjacent foes in my wildest dreams please
Etheral Burden: I don’t see why this needs a 45 seconds cooldown. 25/30 would make it much better for the short duration, and the energy isn’t great either.
Fragility: I think this was nerfed too hard. Frankly I’d like to see it back to its old damage and remove the ‘recovery’ damage. That means fraggers can whip out some nice damage at the start but don’t pwn them to hell 3 seconds later

IW: buff it! More damage (not a lot more) and return it to being non-chaos…. So shielding hands doesn’t kill it; maybe max 50 armor/resistance/everything ignoring. An aware enemy can still beat it but at least you get your moneys worth while it’s up.
Sympathetic Visage: All adrenaline? The energy drain is alright, but scale the adrenaline lost similar to adrenaline gained from bath spirit. Too easy for non-illusionists to pick up with +enchant mod and own warrior spike in the face
Elemental/Physical Resistance: I use these all the time (all though a lot of people probably haven’t heard of them) and they rock hard. Half damage from eles in a spike Meta game wins me a lot of matches, and physical is sometimes useful, although most warrior damage is either holy (ji) or ordered. Reduce to 20al perhaps, or scale it with +40 at 15 inspiration.
Energy Drain/Tap: why was their cooldown nerfed? Maybe I missed something but I think it should go back to 20s
Keystone Signet: Blah, I don’t like it; frankly I would like a kind of elite signet stance that reduces casting time of signets and recharge time, like a really buffed elite version of inscriptions. I WOULD use this in signet builds if that happened. Maybe casting time reduced by 50% and recharge by 10-80%.... but I’m getting a bit carried away there.
Resolve: Loose more energy, too good atm
Arcane Mimicry: Only time I thought of using this was to oath shot/spike trap and oath shot/marksmans wager MEGA RANGTEHS… reduce the cost/recharge and some nice strats might emerge. Cost to 10, and recharge 30, same as echos.
Monk
Divine Intervention: Reduce cooldown… probably to 10, due to quantity of spike these days
Watchful Spirit: If target ally takes fatal damage when watchful spirit is on them, watchful spirit ends and target ally is healed for 50-250 health. Omg, maintained intervention; A useful skill.
Vital Blessing: ¼ second casting time, and slight buff to health added. Another useful anti-spike skill misted out of the air.
Peace and Harmony: +3 energy regen, then it’s the same as all other elite energy management (roughly), but passive. Also maybe remove the end conditions, since it seems to result in it bugging off on several monk skills. Reduce length of duration and recharge, which would be nice at least in enchant removal heavy environment.
Unyeilding Aura: No maintained aspect and much lower cooldown, but even then I probably wouldn’t use it over normal res skills w/fast casting
Mending: While you maintain this enchantment target ally gains 1-3 health regeneration and conditions cast upon them have 10-30% reduction in duration
I know runners and so forth love this skill (I am one occasionally) but pvp useless. Condition reduction would be nice vs trapper teams and in general (also good on warriors to reduce weakness and blind – often favorite shutdowns (OMG MENDING WARRIORS FTW)). Don’t know the exact percentages but that’s what you’re looking at roughly.
Purge Conditions: 15s cooldown perhaps?
Shield of Deflection: 1/4 s casting time and then either a) more armor or b) longer duration
Smite: Id say 5 energy would be much better. Flourish builds get a small buff. I would say perhaps banish and maybe holy strike should also be made attacks. Flourish needs something to work with.
Necromancer
Awaken the Blood: Link to soul reaping! Wanting to be a curser w/ high level and having to go into blood sucks. Sr at least helps out with a blood or curser.
Barbs, Weaken Armor, Rigor Mortis: 20s cooldown, physical teams are rare enough atm.
Plague Signet: To target foe and all nearby foes?
>>> Corpses are reserved when you start casting a corpse skill. Lots of people have said it before but I’m saying it because I agree.
Blood of the Master: I don’t see why it’s not just all undead allies, but for the moment expand it to nearby range
Ranger
Practiced Stance: Make it add +2 to all attributes or similar, then perhaps people who aren’t using choking gas might look at it
Power Shot: rangers have no skill that causes a deep wound. Probably because it’s imbalanced, but if it isn’t why not make the currently crap power shot do so? Increase cost and recharge to make it reasonable, and then people would use it. Also remove the + damage. Otherwise its evis non-elite… you want it more like dismember
Antidote Signet: I never use/consider using this. Either reduce the casting time or expand to all conditions, or similar (target ally would be cool, but probably overpowered)
Duel Shot: 10s cooldown, then ranger spike isn’t a continuous stream, but actually has some respite. That’s really my only gripe with ranger spike
Warrior
Axe Rake/Twist: 5/6Adrenaline cost. Atm, I find it too much to be worth it. Some people will disagree but meh
Cyclone Axe: 10s cooldown: on the dais with orders this is actually a lol skill. In farming it’s also very very good, in terms of healing and adrenaline building. A total keystone skill, and frankly even though I like it it’s a bit too good.
Disrupting Chop: Casting time? ½? Might be too strong, so increase adrenaline cost to 8a if so
Crude Swing: Why is it easily interrupted? Don’t think it should be
“I will avenge you”: scale the ias in relation to level in strength? This at least stops ranger iway which rocks (on the few occasions I’ve seen it)
“I Will Survive”: I want 20s cooldown, still too long to be useful at the moment
Dwarven Battle Stance: Ingrained ias, or make it a skill. Too limiting, and frankly I’m sure it’s meant to be a counterpart of incendiary arrows, which it really isn’t
Shield Bash: Reduce recharge to… 10s. I don’t see a problem with that
Savage Slash: Casting Time of ¼/ ½ or similar please o god, like disrupting too sporadic to be useful, and with the plus damage sword might start looking better
“To the Limit”: Gain two strikes per person? People don’t group enough for this to be worth it in my view, although occasionally in melees I enjoy evis/exec/pen/evis/exec-style combos… they are rare though
Skull Crack: Add a kd effect and reduce to 8 adrenaline… it would rise in usefulness as a non-hammer kd option for warriors.
Wild Blow: gah, take away the adrenaline loss and give a 10/15s cooldown. Too mindlessly spammable at too high a cost; At least it might inspire some tactical use without owning your warriors damage.
Thoughts?