It was stated that for the 2nd half of 2013 there would be a ton of updates for the game from improving legendaries to the reward system, etc etc. So far many of them have come true and with great results, so I have high hopes for the new skills for 2013.
My biggest concern is that they may introduce more utility skills that never serve a purpose. I suggest that these new skills do exactly what each profession was meant to do from the start, fulfill all roles. By this I mean, give ranger’s better skills for dungeon play, give thieves better skills for zerg play in wvw (almost all their skills are for selfish needs and not effective in large groups), things like that. If a profession is missing some key element that a lot of other professions already have, add it in.
For example warrior can use sword/wh or gs and offer great mobility, ele can provide constant swiftness, thief can ss, necro is bound to a whimsy wh or taking a utility slot. Things like that should be fixed without sacrificing a build entirely.
Theif:
Shadow Advance(Deception)- Teleport ahead leaving a smoke cloud at your starting and ending location. Allies can only enter the void once to move between them.
Cast range 1200 units
Combo Field: Smoke
Field duration 4 seconds
Field radius 240 units
Blind duration 2 seconds
Cooldown 90 seconds
Art of stealth(elite skill)- Create a dark wall which grants allies stealth and swiftness.
Stealth duration 5 seconds.
Swiftness duration 5 seconds.
Wall duration 3 seconds.
Combo field: Dark
Cooldown 120 seconds.
Max targets to affect 20.
Give thieves some good group stealth already. With only 2 real stealth classes, both should be able to help a group with it on the move
Necromancer:
Change furious demise to also apply aoe swiftness for the 5 seconds. It’s not much but atleast it gets them into the chase with no real method to keeping up (0 leap finishers on land, 0 directional teleports that are reliable). So 5 seconds of aoe swiftness and 5 seconds of self- fury.
Spectral charge(spectral)- Dash forward causing vulnerability to foes you touch and granting swiftness at the end as well as damaging foes. Gain life force if for each foe you hit at the end.
5 Vulnerability to foes you touch (130 units) for 8 seconds
Dash distance 900 units ( 1.25 seconds)
Life force per foe 3%
Breaks stun
Cooldown 45 seconds.
A lot like the ghosts in orr that go invulnerable and charge you, except you break stun instead of going invulnerable, and cause vulnerability
Warrior:
Powerful banners- Although not much, add “Banners heal allies in the area when summoned”. Heal is about the same as shout heals. But really this trait is awful regardless.
Uppercut(Physical)- Deliver a powerful punch the launches your foe and deals heavy damage (single target).
Launch distance 450 units
Cooldown 30 seconds
Essentially the power of stomp but into 1 heavy single target hit with a shorter cooldown. By heavy I mean more than the typical physical utility but nothing like final strike or eviscerate. Reason being more so for spvp as stomp is a long cooldown and quite easy to negate with blind or by fast mobility due to its short radius of effect
“Rally to me!”(shout)- Break stun for nearby allies.
Stability duration 1 second.
Radius of effect 600 units.
Breaks stun.
Cooldown 50 seconds.
Ranger:
Flee(shout)- Grant you and your pet stealth for a brief time. If you break stealth by attacking, gain might.
Stealth duration 3 seconds.
10 stacks of might for 4 seconds(this is for you and your pet, but you will not grant each other might by breaking stealth).
Cooldown 45 seconds.
Search and rescue- Change to grant the ally it revives 2 seconds of invulnerability when they start healing. Otherwise this skill really serves no use in spvp or wvw(easily negated by planting). In some cases even pve (world events).
Wind spirit(spirit)- Summon a wind spirit that grants allies a change to gain vigor on hit.
-> Your Wind spirit will create a dome of wind around its location, absorbing projectiles. Lasts 10 seconds, ends early if killed. Cooldown 45 seconds.
Vigor duration 2 seconds.
Dome radius 400 units.
Cooldown 25 seconds.
Walls are very popular in many dungeons, unless underwater ranger really could use one. May even work well in wvw
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)