Warrior
Throw Bolas
-> in addition to Immobilize, the opponent should be knocked down if he moves
Signet of Might
-> The active effect should additionally increase the next attacks damage
Stances are too strong
-> allow a godmode with simultaneous use
-> should be mutually canceled; only one stance can be active
Whirlwind attack (large sword) is too strong
-> Reduce damage
-> replace dodge with “block projectiles”
Guardian
Spirit weapons still too weak
-> Increase the effects
Revenant
Specialization “Redemption” granted too often only the bonus “Increases healing to others”
-> some traits with other healing effects occupy, for example blocking cause regeneration
Requires second ranged weapon with condition damage, because hammer attacks are slowly and cause only pure Direct-Dmg
An idea for further legend would be:
Razah (ritualist from Guildwars 1, created from the mists)
With skills to summon spirits from the mists that do damage or support
(Http://www.guildwars.com/wiki/Razah)
Thief
Pistol on initial hand is too weak
-> improve second skill, eg longer vulnerability and crippling
Dough mechanics are too simple
-> Dodge Mechanics “Dash” and “Impaling Lotus” switch over F3
-> instead new Grandmaster traits
In general more condition damage
-> more Condition damage on stepping nails, splinter bomb (short bow) and suffocation gas (short bow)
-> Tarn attack of the short bow should be changed to a strong poison shot
Engineer
Shield skills have a too high recharge time
-> Reduce recharge times to 20 seconds
Gadgets are almost never used because kits offer much more skills
-> apply recharge times of 10 seconds to kits
-> reduce the recharge time of gadgets
Ranger
Improve the offensive character of specialization marksmanship
-> Minor Grandmaster “Precise Strike” should deal additional + 10% damage against vulnerable opponents
Many pets are too weak in contrast to others
-> Reworking of many pets
Astral form duration is too short
-> Increase the duration
Elementalist
Attunements are too quickly reloaded
-> Increase the recharge time of attunements to make Arkana specialization more useful and restrict long skill rotations
Arcane skills are too weak compared to others
-> damage increase in energy discharge and arcane wave
-> Players with Arcane Power do 10% more damage
Mesmer
The Phantasms of the great sword is too strong
-> Decrease damage
Mantra of pain is too weak against other skills
-> Add pain
Property “Deceptive Evasion” is too strong
-> gives the Mesmer too much ammunition for Shatter skills
-> replace it with a new trait
Necromancer
Minions with condition damage would be helpful because minions damage depends on the power and this is not present in condition necromancers
-> flesh wurm with poison attacks
-> bone fiend with bleeding attacks
Deadly claws (Lich) have a long after-effect
-> Reduce the after-effect time
Spectral walk is to useless
-> should apply swiftness and resistance for 6 seconds
Elite Plague is too weak
-> Increase the duration of the conditions
-> Increase the range
Additional Elite skill per class:
Warrior
Stance with bleeding damage while blocking
Guardian
Torch spirit weapon with burn damage
Ranger
Signet for more protection
Thief
Signet for more protection
Engineer
Gadget
Mesmer
Mantra for condition damage
Elementalist
Arcane Skill to recharge all attunements
Necromancer
Well with fear, weakness and damage
(edited by Iustitian.9176)