User:Ruricu/Suggested Buffs

With the pool of skills available in Guild Wars now locked in place, a definite line has been drawn between skills marked as "good" and ones marked as "bad." With this in mind, I propose these changes to those "bad" skills in hopes that they might blur the line separating the two categories. Any feedback is appreciated.

Work in progress.

Warrior

 * Axe Mastery
 * Increased damage to 5...17
 * Functionality changed to: "If Furious Axe hits, you strike for 5...17 damage and gain 2 strikes of adrenaline. If it is blocked you gain 4 strikes of adrenaline."
 * This attack cannot be blocked.
 * Increased conditional damage to 10...34.


 * Hammer Mastery
 * Decreased adrenaline cost to 5.
 * Decreased skill recharge to 10 seconds.
 * Functionality changed to: "If Fierce Blow strikes a foe suffering from Weakness, you deal +10...34 damage and gain 1...3 adrenaline. Otherwise, you deal +5...17 damage if it hits.
 * Increased adrenaline cost to 7. Damage increased to 10...34.
 * Functionality changed to: "If this attack hits, you strike for +5...17 damage. If you hit a knocked-down foe, that foe suffers from Weakness and Deep Wound for 5...17 seconds.1
 * Decreased energy cost to 5.


 * Strength
 * Decreased skill recharge time to 10 seconds.
 * Decreased skill recharge time to 10 seconds.
 * Functionality changed to: For 1...10 seconds, you move 33% faster and gain double adrenaline from attacks. When Battle Rage ends, you lose all adrenaline. Battle Rage refreshes every time you use an adrenal skill."
 * Decreased skill recharge time to 10 seconds.
 * Decreased energy cost to 5.
 * Increased conditional damage to 20...56.
 * Increased conditional damage to 20...56.
 * Functionality Changed to: "For 10 seconds, you attack 33% faster, all of your attacks have an additional 10...46% chance of being critical hits, and have 20% armor penetration. Primal Rage disables all skills for 10 seconds."
 * Decreased recharge to 20 seconds. Increased additional damage to +10.
 * Increased duration to 5...20 seconds.


 * Swordsmanship
 * This attack cannot be blocked by target foe.2
 * Functionality changed to: "If Quivering Blade hits, you strike for +10...34 damage. If it is blocked, Quivering Blade is disabled for 4 seconds, and your target is Dazed for 1...6 seconds."


 * Tactics
 * Decreased energy cost to 5. Decreased skill recharge time to 20 seconds.
 * Functionality changed to: "For 5...10 seconds, all allies within earshot move 25% faster while under 50% health."
 * Functionality changed to: For each foe within earshot (maximum 1...5) you gain two strikes of adrenaline.
 * Functionality changed to: "For 1...7 seconds, you have a 75% chance to block projectiles."
 * Increased radius to nearby range.

1 Allow Pulverizing smash to hit the target even if they are not knocked down, similar to Crushing Blow. 2 Foes adjacent to target can still block this attack.

Ranger

 * Beast Mastery
 * Increased attack speed to 33%
 * Decreased energy cost to 5.
 * Decreased energy cost to 5.
 * Decreased energy cost to 5.
 * Decreased recharge to 20 seconds.
 * Decreased cast time to 1 second. Increased range to Earshot.
 * Decreased energy cost to 5.
 * Increased attack speed to 33%


 * Expertise
 * Decreased casting time to 1 second. Decreased recharge to 30 seconds.
 * Reduced energy cost applies after expertise. (Minimum 1 energy) 1
 * Reduced increase in attack skill cost to 100%.
 * Reduced energy cost to 5. Conditional damage also applies to target.


 * Wilderness Survival
 * Reduced duration to 1...5. Reduced skill recharge time to 15 seconds.
 * Increased range to nearby.
 * Functionality changed to: "For 24 seconds, your arrows deal fire damage and hit for an additional 3...20 fire damage. Whenever you score a critical, your target is set on fire for 1...3 seconds."
 * Functionality changed to "For 24 seconds, your attacks deal +5...13 damage against foes suffering from a condition. While affected by Scavenger's Focus, whenever you hit with an attack skill your target suffers from one of the following conditions: Bleeding (for 15 seconds), Poison (for 10 seconds), Weakness (for 15 seconds), Crippled (for 5 seconds).


 * No Attribute
 * This attack cannot be blocked.

1 I don't know if applying this affect after expertise would be possible, but it would make this skill slightly more viable. Increasing the reduced energy cost could also suffice.

Monk

 * Divine Favor
 * Reduced energy cost to 5.
 * Reduced energy cost to 5. Increased recharge to 4 seconds.
 * Reduced recharge to 20 seconds.
 * Reduced energy cost to 5. Increased range to nearby. Decreased conditional recharge to 10...3.


 * Healing Prayers
 * Removed conditional energy loss.
 * Increased heal to 40...114.
 * Reduced recharge to 5 seconds.
 * Reduced energy cost to 5. Reduced casting time to 1/4 second.


 * Protection Prayers
 * Functionality changed to: "For 8...18 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage while under 50% health."
 * Decreased casting time to 1/4 second.
 * Decreased casting time to 1/4 second.
 * Functionality changed to: "For 8...18 seconds, target foe cannot attack. This effect ends if the target takes damage while under 50% health."
 * Increased conditions lost on ending to 1...3
 * Decreased energy cost to 5. Decreased duration to 3 seconds. Increased recharge to 3 seconds.


 * No Attribute
 * Decreased skill recharge time to 10 seconds.

Necromancer

 * Blood Magic
 * Decreased energy cost to 10.


 * Curses
 * Reduced recharge to 10 seconds.
 * Reduced casting time to 1 second.
 * Increased unconditional damage to 10...59. Skill damage maxed at 120.
 * Increased unconditional damage to 10...59. Skill damage maxed at 120.
 * Decreased skill recharge time to 10 seconds. Functionality changed to: "Target foe loses one enchantment and is poisoned for 3...9 seconds and 3...9 seconds for each remaining enchantment" 1
 * Decreased energy cost to 5.
 * Increased energy cost to 25. Increased casting time to 3/4 second. Functionality changed to: "Adjacent foes are struck for 10...29 cold damage and lose 1...2 enchantments. You become poisoned for 15...5 seconds." 2

1 Envenom Enchantments needs to be kept on par with Rip Enchantments. 2 As Poisoned Heart gets no play in any format, it would be better suited as a mirror to Chilblains before the October 12, 2007 update.