Underwater Skills - Rebalance and New Ones

Underwater Skills - Rebalance and New Ones

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

A simple thread, with a simple goal.

Talk about how you woiuld like to see Underwater Skills getting rebalanced and what kind of new Underwater Skills would you like to see in the future of GW2.

I’ll start first with how I’d like to see the existing Skills to be rebalanced:

Underwater Polearm

Guardian
Zealot’s Flurry: Cast Time reduced to 3/4s , Recharge Time increase to 8s
Spear Wall: Cast Time increased to 1s, Recharge Time reduced to 15s
Wrathful Grasp: Cast Time reduced to 20s

Revenant
Rapid Assault: Has now a recharge Time of 6 seconds added
Venomous Sphere: Recharge Time increased to 15s. Base Damage increased by 300%
Igniting Brand: Recharge Time increased to 20s

Warrior
Stab > Jab > Impale: Removed and changed into Impaling Thrust, Cast Time reduced to 1/2 second, turnign this unneccessary weak 3 part AA into a stronger 1 part AA thats same as quick like all other AAs. Added Bleeding Stacks if you hit targets that suffer on Vulnerability
Marrine’s Frenzy: Cast Time reduced to 3/4s, Recharge Time increased to 10s
Harpoon Pull: Range increased from 600 to 900. Converts now 1 Condition from you to the Target if you hit with the Skill a target that has lesser conditions than you/same as much
Tsunami Slash: Reduce Cast time from 2 3/4s to 2s. Increase Range from 600 to 900

Ranger
Stab > Jab > Evasive Strike: Removed and changed to Dolphin Strike a new single part AA that hits twice nearby enemies and causes Weakness.
Swirling Strike: Add the evaside part here from the earlier Evasive Strike, Increase Recharge Time to 10s
Dart: Cast Time reduced to 2s, Recharge Time increased to 15s . Bleeding changed to Torment
Counterstrike Cast time increased to 2s, Recharge Time reduced to 15s
Man ‘O’ War Recharge Time reduced to 20s. Range increased from 150 to 300

Thief
Stab > Jab > Poison Tip Strike: Removed and changed to Venomous Stinger
an AA, that grants you with every attack 1 random charge of your Utility Venoms for the next attack that hits.
Flanking Strike: Increase range to 300, Let it remove a Boon and increase Evade Time to 1 1/2s
Nine-tailed-Strike: Increase Cast Time to 2s, reduce Initiative Cost to 4. Change Initiative Regain for blocking successfully an attack. Make the Counter Attack unblockable and steal up to 2 boons/or grant Quickness/Might Stacks for a while.
Tow Line: Increase Range to 1200, Increase Initiative Cost to 5, Change from Cripple to Immobilization for 3 seconds. Change of Pull Effect from You to the Target to Target being pulled to You instead.
Shadow Assault: Initiative Cost reduced to 6. Each Attack that hits grants you now a Boon. First = Swiftness, Second = Fury, Third = Protection each lasting for 5s.

Mesmer
Stab > Jab > Evasive Strike: Removed and replaced with Illusion Thrust
You strike the foe and mark him with illusions, which cause Confusion for every Clone that hits the marked Targed within the next 3 seconds.
Feigned Surge: Recharge Time increased to 10s, Range increased to 1200
Illusionary Mariner: Recharge Time reduced to 15s
Slipstream: Recharge Time reduced to 20s
Vortex: Cast Time increased to 2 1/2 second, Recharge Time reduced to 30s

Necromancer
Cruel Strike > Wicked Strike > Reaper’s Scythe: Removed and replaced with Souleater Strike, which lets you gain Life Force per hit enemy and causes Chill on targets with lesser than 50% health.
Wicked Spiral: Recharge Time increased to 10s
Deadly Feast: Corrupts now also 1 boon of hit targets if they were under 50% health.
Deadly Catch: recharge Time reduced to 20s, Cast time increased to 1 1/2 second
Dark Spear: Range increased from 600 to 900, Causes now also AoE Blindness, renamed to Spear of Darkness

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Underwater Skills - Rebalance and New Ones

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

New Engineer and Elementalist Polearm Skilsl for Underwater.
That Weapon should be useable by all Classes under water I think.

Engineer

1) Oil Strike > Strike the foes with your oiled polearm and cause cripple this way with your hits, 1/2s CT
2) Electroshocker > Shock your nearby targed with an electrified strike of your weapon to cause Daze for a second. 10s RT
3) Water Shield > Whirl the Weapon in front of you to cause in around of you a Water Shield that reflects projectiles and heals nearby allies, while removing also 1 Condition. RT15s
4) Thermonuclear Spear > Throw your Spear at 1200 range, which causes an AoE explosion, that lets up to 5 enemies near the hit target sink for 2s either, or receive burnings or get chilled. 20s RT, 1 1/2s CT
5) Poisonous Oil Canisters > Release Oil Canisters, that cause big oily fields, which cause poison and blindness to foes that cross through these AoEs. These Oil fields are ignitable, so any fire effects used in these aoEs will cause them to explode, causing massive Burnings to foes, Vulnerability and Damage.. Thrown Thermonuclear Spears through them for example will ignite the Oil Fields. 25s RT, 1 1/2s CT

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside