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.
 * Increased energy cost to 10. 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 casting time to 1 second. 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.

Mesmer

 * Domination Magic
 * Decreased skill recharge time to 15 seconds.
 * Decreased energy cost to 10.
 * Decreased skill recharge time to 15 seconds.
 * Decreased energy cost to 5.


 * Illusion Magic
 * Decreased skill recharge time to 15 seconds.


 * Inspiration Magic
 * Increased range to nearby.


 * No Attribute
 * Increased range to nearby.

Elementalist

 * Air Magic
 * Decreased casting time to 1 second.
 * Increased recharge to 6 seconds. Functionality changed to: "Send out a fast-moving Lightning Javelin that strikes for 15...43 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armor penetration. "


 * Earth Magic
 * Decreased casting time to 1 second.
 * Decreased duration to 3...10 seconds. Decreased skill recharge time to 30 seconds.
 * Functionality changed to: "You create a Ward of Weakness at your current location. For 5...17 seconds, foes in the area become Weakened for 5...17 seconds whenever they take physical or elemental damage."


 * Fire Magic
 * Removed conditional energy loss.


 * Water Magic
 * Decreased recharge time to 30 seconds.
 * Decreased energy cost to 5.
 * Increased energy cost to 10. Increased casting time to 1 second. Increased recharge to 20 seconds. Functionality changed to: "For 5...17 seconds, all party members within earshot are enchanted with Mirror of Ice. The next time an enemy spell would deal damage to the enchanted party member, that damage is negated and Mirror of Ice ends."
 * Decreased recharge to 30 seconds.