First Skill Elimination Attempt

Re: Nate: Hmm, we already drop 301-374 skills, down to 300...

Chopping out most Environmentals and shields, you have about 240 skills to think about landing hits with/using. I kept whatever shields could have an offensive function, Optimization and Increased Gravity. Lunar Force.

So this super conservative list I first made goes down to 240 skills. There's a lot I didn't touch:
http://angelfire.com/planet/phantomdust/whatHits.xls

I made more edits in a file coming up.

notable "editorial" cuts from the 240 list:

bloody ritual : too abusive in tag. also perhaps too hard for noobs.
Timer mine: inferior to Remote/Sensor Mine in almost every way.
confused gravity: seems to drive some people nuts.
Compressor: too defensive for quick
magnetic field: Could make hitting people just too difficult. Could go back in if we consider keeping stat resetter/reversers

I took that list and chopped more editorially. There are power moves still, but you might also call this a nerfing of attacks overall. I cut most shields out of the list so far. As far as non shields/defensive maneuvers go we might be looking at 11 or so skills per arsenal. 8 arsenals = 88 skills. (Let me know if that math is off)  

168 skills to consider. There is plenty of room for cuts still but this was a first trip at cutting:

http://angelfire.com/planet/phantomdust/NewerList.xls

A little bit of the logic behind this listing requires explanation. No shields have been "officially" cut yet. There's a chance Fortress of Iron and Psychic Wall could hit the chopping block. Arsenals may have no or few erase shields. This is very up in the air. Another factor is whether stat buffers like trance and tiger's strength should exist. Still in the list but I am picturing them getting the chopping block. There would be far fewer erase shields to need these moves to chew through shields. I don't want to exclude stat buffs and I picture Lunar Force and a Heat making the cut. We could have Doze and Armaros too. Stat erasers/Reversers and environmental erasers still have a place in Quick consideration.

Here's an explanation of cut skills. Some of my explanations are lazy, so if you want me to explain a cut's reasoning more I can do so. I did not cut Reincarnation yet. Why? I only picture it in a non stat boosting situation. I like its accuracy. Still under consideration of removing of course.

cut notes:

curse of earth - very mediocre homing. could have doze take over its purpose. could this for doze if we want a harder to hit attack debuff.
stimulate - unnecessarily strong buffer
bravery decision - too niche. stupid player problematic
level amp - needless, could throw one in maybe anyway.
Level Boost - There isn't going to be a whole lot of use for this.
Recall - Seems unfair against the other arsenals avaiable requires a lot of arsenal focus.
graceful woods - fairly niche/limited use.
angel's breath - low accuracy, armaros takes its place
annoying gift - might be able to get carried away with things.
confusion gas - way too limited use and easier to see than other mines. If skill had 3 uses
it might be able to merit its way into quick.
Restrain - too much erase potential and level loss
debris bullet/stone shot - let rock shot serve their purpose
throwing stone - requires too much specialization/buffing. mediocre at best.
power - damage too low, limited stage use, psycho kinesis plain better and low cost.
Mist Blade - level droppage problematic
laser blade - flame sword can take its place. Can bring back if an optical deck wants it.
mist blaster - leave the job to blaster
vibration laser - very powerful, can dominate in long range and threatening in close range. Depending on
mist laser - a poor accuracy laser with too much penalty and low speed.
double lasers - leave the work to triple laser
trench mortar - lasers basically do a better job
gungnir - hard to use without strength buff. over spammy?
finisher - limited use.
bundled laser - weak and not building an arsenal around it for quick.
overheat - limited and terrible accuracy
ice sword - too dominating at times???? ice lance a more reasonable but less effective move????
lightning sword - too much of a shield eraser for quick arsenals????
lightning blade - too much erase potential??? Maybe ok since its costly....
storm blade - too much erase potential????
root of tree - stick to the stronger and tougher to elude fang of tree
tremor - low damage low accuracy and single use.
empty hand - too niche, weak, and inaccurate
swift kick - this barely has a reason to exist as it is. limited.
leg throw - not enough bang for the buck.
hyper punch - so so and better to eliminate to have a more meaningful skill
swift punch - too limited an arsenal
aura leak - weak compared to its not much more expensive aura backflow 2nd cousin.(shines more with irregular rhythm)
swift blow - specialized and limiting use.
ki palm - needs attacks buffs to shine.
Ki Cannon needs attacks buffs to shine.
snap - too weak
Ki Bullet - similar but less accurate compared to hyper ki bullet. low damage.
Dhampir Claw Terrible Accuracy low power
Dhampir Fang - Terrible Accuracy low power
song of succubus - Low punishment and low accuracy. Can't take advantage of restrain in quick arsenals.
succubus tempt - Low punishment and low accuracy. Can't take advantage of restrain in quick arsenals.
seal of death - may not be able to take advantage of its unerasability in quick.
hellsfire - fairly weak attack and hefty penalty mediocre accuracy.
binding needle - poor rain accuracy.
rebirth - too easy to screw up with?
fairy ring - uses are too limited for quick.
rain of stones - other rains will do its job. (Fire Storm of Rain of Rocks)
ice storm - single use but not dramatically more accurate than any other rain.

less certain bans
crystallization - not happening or should it for a potential strong closer move??
whirlwind - twister fits its role better. this could be a power move for an arsenal though....
blazing storm - far less rewarding than the other 2 blazing relatives. firestorm is fairly similar to it.
Massive quake - expensive and poor accuracy.
dance of death - poweful closer, but probably can settle for aura backflow instead.
ki lance - ok, but hyper ki lance is preferred.
sign of saints - could be worth while to keep.
fire of gehenna - too strong?
arrow of artemis - mixed feelings about this.
excalibur - letting psycho blade fill it's role despite it being a shadow of excalibur
psycho wave - leaving the job to psycho burst
cluster bomb - leaving the job to other bombs
rail gun -bravery limitation.
berserk - would reconsider if someone will use photon barrier.
orb - let amulet take whatever role it would play.

mostly tag only purpose skills cut
alleviate
blessed water
friendship