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Old Jul 21, 2010, 02:38 PM // 14:38   #1
Desert Nomad
 
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Default Mysticism -> Scythes hitting 1..3 targets

Suggestion. Change Scythe to hit single targets only, tie in multi-target hitting to Mysticism. Also increase the health gain a bit

Mysticism (PvE)
Each rank grants 3 Health and every 3 ranks grants 1 Energy whenever an enchantment ends on the player. You can hit 2 foes at 3 ranks and above, and 3 foes at 8 ranks and above using a scythe.

This would effectively stop other professions from outshining a dervish using a scythe. You would need 8 Mysticism to hit 3 targets.
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Old Jul 21, 2010, 02:45 PM // 14:45   #2
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An interesting idea, I never thought to do it that way. I was thinking for each rank of Mysticism you do 2% more damage with your scythe, but I know what would happen if that were the case so your idea outshines mine .
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Old Jul 21, 2010, 03:06 PM // 15:06   #3
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very nice idea.
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Old Jul 21, 2010, 03:25 PM // 15:25   #4
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This doesnt improve the dervish though, it just limits other professions. This would still not prompt me to use a dervish, because quite frankly other professions just do it better. However, ADDITIONAL targets would be an interesting idea, and maybe since it's mysticism the foes wouldnt have to be adjacent, they could be nearby?

Last edited by Qobra; Jul 21, 2010 at 03:28 PM // 15:28..
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Old Jul 21, 2010, 03:32 PM // 15:32   #5
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Would be a great way to balance out the professions.

On top of this I would add:
Strength only effects Swords, Axes, Hammers
Crit Strikes only effect Daggers
Expertise only effects ranger skills.
Reduce energy gain of soul reaping.
Fast casting only for mesmer skills of any activation time.
Smiter's boon Shadow Form.
Remove Consumables.

Wow.. I fixed Guild Wars, wheres my cookie?

WTB devs who actually play GW.
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Old Jul 21, 2010, 03:34 PM // 15:34   #6
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I like this idea because its not actually improving dervishes, thus not advancing power creep, but it still solves the problem. Simply giving dervishes more damage with mysticism would be a bad idea due to power creep but this would work well i think.
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Old Jul 21, 2010, 04:07 PM // 16:07   #7
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Originally Posted by Lanier View Post
... but it still solves the problem.
What problem?

Sins using scythes is strong because of Critical Strikes yielding insane damage from the scythe's high max-damage. Giving scythes a smaller damage range with the same average damage would help. Reducing the effect of certain Assasin skills would help as well.
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Old Jul 21, 2010, 04:07 PM // 16:07   #8
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I have to spend points just to make my scythe act like a...err...Scythe?

Unless they make the scythe's inherent dmg range 29-41, /notsigned. The Assassin class is just plain and simply "f****** broken", stop trying to balance out the dervish's scythe with the Assassin's inability to be a legitimate ORPG class.

Last edited by vamp08; Jul 21, 2010 at 04:10 PM // 16:10..
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Old Jul 21, 2010, 04:08 PM // 16:08   #9
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Quote:
Originally Posted by t00115577 View Post
Would be a great way to balance out the professions.

-nerfing fun snip-

Wow.. I fixed Guild Wars, wheres my cookie?

WTB devs who actually play GW.
No! Also, ArenaNet [GG] recruiting player mods that can give meaningful suggestions!

This is a decent idea for mysticism, but what I would do:

Under mysticism:
Your attacks speed increase for scythe attacks skills by 2% per point. Your enchantments cast 4% faster per point. Every 4 ranks you gain 1 energy each time you hit a foe with an attack skill.

If scythes are weaker, dervishes are weaker, that doesn't mean people still want dervishes because their strength in scythes is better.

This way, attack speed is increased, energy doesn't require enchantments and enchantments are cast faster.
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Old Jul 21, 2010, 05:38 PM // 17:38   #10
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Quote:
Originally Posted by Zodiac Meteor View Post
Under mysticism:
Your attacks speed increase for scythe attacks skills by 2% per point. Your enchantments cast 4% faster per point. Every 4 ranks you gain 1 energy each time you hit a foe with an attack skill.

If scythes are weaker, dervishes are weaker, that doesn't mean people still want dervishes because their strength in scythes is better.

This way, attack speed is increased, energy doesn't require enchantments and enchantments are cast faster.
Nah , Dervs are the "rangers" of melee , you dont need to boost attacks. Mysticism has nothing to do with attack skills , it should give energy and HP also when a hex or a condition ends in them. I would only change that
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Old Jul 21, 2010, 06:46 PM // 18:46   #11
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Quote:
Originally Posted by t00115577 View Post


Wow.. I fixed Guild Wars, wheres my cookie?

.
No cookie for you, your "fixed" guild wars suck: i like diversity, i want to use scythes/bows/spears on my sin/ranger/warrior.

On topic i don't like a nerf to scythe in order to buff dervs. Mysticism is useless as it is, it should somehow buff your attacks, like strength and critical stikes do.
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Old Jul 21, 2010, 07:07 PM // 19:07   #12
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Why is it that people only like my suggestions after someone else suggests them as well?

/signed
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Old Jul 21, 2010, 07:12 PM // 19:12   #13
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Originally Posted by The Black Mumba View Post
On topic i don't like a nerf to scythe in order to buff dervs. Mysticism is useless as it is, it should somehow buff your attacks, like strength and critical stikes do.
No, no, no. Buffing underpowered attributes to the level of overpowered attributes is a horrible idea. Strength and Critical Strikes (in addition soul reaping) should be nerfed. Mysticism, though i'd be fine with a slight buff related to enchantments or energy management (not attack damage or attack speed), should not be buffed to the level of critical strikes and strength.
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Old Jul 21, 2010, 07:18 PM // 19:18   #14
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Instead of making it so scythes on other professions can only hit 1 person, make it 2 people for them. 1 Person defeats the purpose of the scythe.

Other profs can use scythes effectively still for AoE, and Dervs are the scythe kings.

Dervs also need better energy management to spam their attack skills as quickly as Sins, Rangers, and Warrior's Endurance Wars. Let that not be overlooked because Dervishes are fundamentally flawed by their inherent design.

I'd change Mysticism to whenever a Dervish skill or enchantment ends upon yourself, to trigger the health/energy gain. I'd have stances, normal skills, and enchants be the energy tank of the Dervish. Even giving adrenaline fueled enchantments, stances, skills, or attack skills to the Dervish would ease their energy pool.
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Old Jul 21, 2010, 07:35 PM // 19:35   #15
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Quote:
Originally Posted by t00115577 View Post
Would be a great way to balance out the professions.

On top of this I would add:
Strength only effects Swords, Axes, Hammers
Crit Strikes only effect Daggers
Expertise only effects ranger skills.
Reduce energy gain of soul reaping.
Fast casting only for mesmer skills of any activation time.
Smiter's boon Shadow Form.
Remove Consumables.

Wow.. I fixed Guild Wars, wheres my cookie?

WTB devs who actually play GW.
well not bad ideas, but, strength wouldnt matter. leave as is. critical strikes, well when is has a skill in there for +% to land a critical for holding a non-dagger weapon, well that change wouldnt work with out changing the skill. expertise, yeah thats the way it should be, working on only ranger skills. i wouldnt reduce the energy from soul reaping but if it could be changed to something like this, For each point of Soul Reaping, you gain 1 Energy whenever a non-Spirit creature near you dies. You may only gain Energy in this way 3 times every 15 seconds, if you equip more then 4 non-primary profession skills your energy gain is cut in 1/2. the way fast casting is now is fine. the, No effect for non-Mesmer skills with an activation time less than 2 seconds, kinda prevents the abuse of a secondary profession the way soul reaping does with the necro. as of shadow form, that horse has been beaten enough, the simple fix was to revert to the version at release, 5e,1sec cast, 60second recharge, but that would of been too easy. instead they killed alot of other builds and skills while trying to figure out how to prevent perma-form. as for consumables, considering the state of the game i guess they have their place seeing they will never be removed. only change that might work is dont let them stack like they do now. if your already using a grail of might, essence of celerity and armor of salvation, any other consumable that gives the same bonuses cant be used at the same time.
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Old Jul 21, 2010, 07:38 PM // 19:38   #16
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The AP of Strength can hardly be considered overpowered.
I've done the calculations a long time ago, so I'm not sure if the numbers are correct, but afair even if the AP would apply to every strike and not just attack skills, each point in a weapon attribute would increase the damage by a 7-8 times higher value until 12, and after 12 points each point still increases the damage by 2-3 higher value.

Quote:
Originally Posted by Tenebrae View Post
Nah , Dervs are the "rangers" of melee , you dont need to boost attacks. Mysticism has nothing to do with attack skills , it should give energy and HP also when a hex or a condition ends in them. I would only change that
Interesting idea, but conditions would be to powerful because you're able to inflict and remove them on yourself en masse.
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Old Jul 21, 2010, 07:51 PM // 19:51   #17
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Conceptually similar to this thread.

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