I understand that this audit is to bring skills into a set of standards to make balance work easier in the future. However, these standards are not very clear and there seem to be skills that either have too much or too little power. There are multiple guild/world/weapon skills that seem to be too strong compared to class skills.
I am specifically looking at Magicka Dragonknight. The following values are with no CP, 30k Magicka and 2.7k spell damage. All passives unlocked. Flame Destro Staff
Single Target DoTs:
-Burning Embers: 3524 direct, 15858/12s, 1322/s only DoT, 1615/s adding the direct damage
-Destructive Touch: 3225 direct, 12900/10s, 1290/s only DoT, 1613/s adding the direct damage
-ConsumingTrap (level 1): 16128/10s, 1613/s
-Structured Entropy: 18816/12s, 1568/s
All of these skills come with bonuses. Burning Embers also heals for 75% of the damage done, but Consuming Trap has a conditional heal and resource return, and Structured Entropy comes with a weak HoT and Major Sorcery. Does the direct damage portion of Burning Embers really take up so much power budget that the DoT does so little damage compared to generic skills? That doesn't seem the case seeing the similar damage in Destructive Touch. This is even factoring in the improved Searing Heat passive. This does not enforce the "attrition based" combat style of the DK. Burning Embers seems to be at the "DoT Standard," not 10% above it as stated in the latest patch notes.
Heals:
-Coagulating Blood: 7143 instant, 9029 at 20% hp (1.264 modifier)
-Cauterize: 4628/5s (15s, 4 procs), 1234/s
-Mutagen (level III): 14934/10, 1493/s, 9160 instant at 20% hp (seems buggy, doesn't proc instantly)
-Rapid Regeneration: 14934/5, 2987/s
Here we see that Coag Blood heals only the caster for a similar amount of hp at 20% hp that Mutagen, with Mutagen also supplying a HoT that heals for more per second than Cauterize. Rapid Regen heals for more than twice as much Cauterize, 64% of Cauterize proc in one tick, although it only lasts for 5 seconds.
I was under the assumption that Class skills were supposed to be more powerful than generic skills. This is not the case in the above examples. DKs aren't the only class suffering from this issue. Nightblades Mass Hysteria fears up to 6 targets in a 6m radius, while Turn Evel, a guild skill, fears up to 6 targets in a 5m radius, while also providing minor protection and minro endurance while in the area.