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Old Jun 09, 2009, 01:55 AM // 01:55   #1
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Default Iron Mist skill suggestion

Just a fun little idea for iron mist.

10 E 1 C 20 recharge
Hex Spell
For 1...15...20 seconds. Any time target takes earth damage, that foe moves 0...8...15% slower (Max 50) Also Hexes adjacent foes.


What i mean by this is everytime it takes damage from earth, the slowing increases


I dunno, seems kinda fun for PvE. Something like stone daggers, shockwave or sandstorm to go with this.

Last edited by ajc2123; Jun 09, 2009 at 02:01 AM // 02:01..
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Old Jun 09, 2009, 02:37 AM // 02:37   #2
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Quote:
Originally Posted by ajc2123 View Post
Just a fun little idea for iron mist.
What i mean by this is everytime it takes damage from earth, the slowing increases
i have just worked out how to exploit this aleady. Just put an Ebon mod on your scythe or daggers. a sin with frenzy would have an ele moving at 0% in perhaps... 100 / 15 = 6.67 swings. a dual attack would have the movement down by 30% already.

it is a nice idea, but would be abused to all beleif with regards to hex stacking...

ie. Stone Striker + Iron Mist + Savanah Heat + Tenais = no hope

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Old Jun 09, 2009, 03:04 AM // 03:04   #3
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Originally Posted by Trinity Fire Angel View Post
a sin with frenzy would have an ele moving at 0% in perhaps... 100 / 15 = 6.67 swings. a dual attack would have the movement down by 30% already,
I assume that's what the (Max 50) was for... meaning that you can't have your movement reduced below half.

Still, it seems like it would be introducing a new hex mechanic so I'm not sure I like it. I guess [Shield of Absorption] works in a similar manner, though.
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Old Jun 09, 2009, 03:09 AM // 03:09   #4
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Maybe make it -33% max? Good thing it isnt AoE too XD
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Old Jun 09, 2009, 03:33 AM // 03:33   #5
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Originally Posted by Helix Dreadlock View Post
Maybe make it -33% max? Good thing it isnt AoE too XD
Quote:
Originally Posted by ajc2123
For 1...15...20 seconds. Any time target takes earth damage, that foe moves 0...8...15% slower (Max 50) Also Hexes adjacent foes.
Kinda is aoe...

The thing is...it's still inferior to grasping earth in most respects (most is in there for the near you instead of near target). I mean it may get some use finally but it'd still be inferior.
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Old Jun 09, 2009, 05:08 AM // 05:08   #6
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I'd agree that IM needs a buff but not in this way. Too similar to Grasping Earth, and would be abusable in this form.
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Old Jun 09, 2009, 10:39 AM // 10:39   #7
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Kinda is aoe...

The thing is...it's still inferior to grasping earth in most respects (most is in there for the near you instead of near target). I mean it may get some use finally but it'd still be inferior.
Mostly Earth eles (non farmers) dont wanna get in the fray though, so they will be casting from range. This is more for eles then W/E A/E D/E.Place a couple wards, Iron mist+stone dags or dragons stomp or churning earth perhaps?

I figured 10 energy with 20 recharge was undesireable for sins, since they have PS builds, warriors will still use Grasping, and dervs have better options also, but this is more Ideal for Eles...methinks.

Yeah the max 50 is so it cant exceed too much. I thought max 33 was too little since most speed DEBUFFS deal with % over 33%

I wanna kinda keep Iron mist as a slowing hex like it is now, but the lightning damage only thing is shit. I'm glad Gadd got his removed.

As for the stone striker comment, Think of it as a new Nuke combo without Deep freeze, except it requires TWO skills to use. If using with fire magic, most people will just bring Deep freeze over this.

Last edited by ajc2123; Jun 09, 2009 at 10:44 AM // 10:44..
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Old Jun 09, 2009, 01:07 PM // 13:07   #8
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Iron Mist has that name to relate it to lightning damage. It's main use it's to make turn a foe into a perfect target for Air Proyectiles, for example, a Lighning Ball spike.

But outisde that it's a bit useless skill. There are other skills and ways to add 90% movement reduction, and the lighning damage limitation is undesirable.

I'd change it to:

Hex Spell. For 5...15...17 seconds, target foe moves 90% slower while hexed with an air hex, otherwise, anytime other nearby foe is hit with lightning damage target foe takes that damage too (maximum 50 damage)".

That way is a spell that either slows down when it has lightning on it, or attracts lightning when not.
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Old Jun 09, 2009, 01:22 PM // 13:22   #9
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Originally Posted by MithranArkanere View Post
Iron Mist has that name to relate it to lightning damage. It's main use it's to make turn a foe into a perfect target for Air Proyectiles, for example, a Lighning Ball spike.

But outisde that it's a bit useless skill. There are other skills and ways to add 90% movement reduction, and the lighning damage limitation is undesirable.

I'd change it to:

Hex Spell. For 5...15...17 seconds, target foe moves 90% slower while hexed with an air hex, otherwise, anytime other nearby foe is hit with lightning damage target foe takes that damage too (maximum 50 damage)".

That way is a spell that either slows down when it has lightning on it, or attracts lightning when not.
Problem I see with that is there is VERY few Air Hexes. VERY few. Also Iron doesn't always have to relate to lightning, even though I can see where it does. In a lot of games Iron or metals are considered closer to ground or earth based.

The way I see my skill working out is everytime earth hits them, little chunks of iron from the ground keep building and building on them until it's harder for them to move. Thats where I got this suggestion.
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Old Jun 09, 2009, 01:59 PM // 13:59   #10
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Originally Posted by ajc2123 View Post
Problem I see with that is there is VERY few Air Hexes. VERY few. Also Iron doesn't always have to relate to lightning, even though I can see where it does. In a lot of games Iron or metals are considered closer to ground or earth based.

The way I see my skill working out is everytime earth hits them, little chunks of iron from the ground keep building and building on them until it's harder for them to move. Thats where I got this suggestion.
Agree , your post also gimme an idea. Why not make it like the MoP of elementalists ? , somethin like :
Iron Mist 10e , 2s , 40s rech

For 15 seconds target foe and adjacent foes are Hexed with Iron Mist. Whenever they take ELEMENTAL damage Iron Mist deal 3....12....20 lightning damage to adjacent foes.

Ofc got to rework numbers and so on but the idea would be cool to make eles synergy with each other and switch element magic ( not mr all-day-fire always ).
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Old Jun 09, 2009, 02:10 PM // 14:10   #11
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theres a problem with that. Two foes next to each other, both hexed, one takes elemental damage, lightning goes to one, then the other, then back, then to the other again. Sounds more like an OP elite skill to me lol.

Unless it was only target foe that was hexed, to make it more like mark of pain I guess.

Still like mine XD.
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Old Jun 09, 2009, 03:12 PM // 15:12   #12
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For 5...15 seconds, target foe moves 90% slower. Target foe cannot lose more than 10...20% max Health due to damage from a single attack or Spell.
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Old Jun 09, 2009, 06:14 PM // 18:14   #13
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Originally Posted by ajc2123 View Post
theres a problem with that. Two foes next to each other, both hexed, one takes elemental damage, lightning goes to one, then the other, then back, then to the other again. Sounds more like an OP elite skill to me lol.

Unless it was only target foe that was hexed, to make it more like mark of pain I guess.

Still like mine XD.
Problem ? you are guessing NON moving foes ( that requires you to hit em with another hex ) , and dont be confused , MoP is armor IGNORING unlike lightning damage .... 20 at max att lightning damage will hit on NM per .... 11 ? on HM maybe 8 ?. MoP lasts more , does more damage and recharges faster thats why i made it "adjacent" and even though is damn far from MoP skill damage and i didnt see no one QQ about "that skill is so OP that should be elite" .
Another thing , so easy to hit 1 Mop'ed target physically but hit 2-3 or 4 foes CONSTANTLY with elemental damage ? wow .... i dont see a problem there dude and if it was , i dont see it nowhere near OP or near MoP damage.
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Old Jun 09, 2009, 06:21 PM // 18:21   #14
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For 15 seconds target foe and adjacent foes are Hexed with Iron Mist. Whenever they take ELEMENTAL damage Iron Mist deal 3....12....20 lightning damage to adjacent foes.

C/P from your post.

AoE Hex so it hexes everyone around target.

Elemental Wand attack on target.
Adjacent foe takes LIGHTNING damage which causes lightning damage on the original monster, which cause another lightning damage on the adjacent monster again.

The way you worded it, it will work like an instant death spike. The two lightning damages will keep going back and forth between the two (or more) monsters in miliseconds killing both. Doesn't matter if their only adjacent together for 2 seconds because the damage will be instantaneous.

UNLIKE MoP where ONE target is hexed, and everyone else suffers AoE once. Even if two targets were hexed, the AoE damage is NOT physical causing a chain of MoP.

See what I mean?
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Old Jun 09, 2009, 07:19 PM // 19:19   #15
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Originally Posted by Helix Dreadlock View Post
Maybe make it -33% max? Good thing it isnt AoE too XD
33% slow is useless.

To make this skill useful it would have to be very efficient at a low spec because people rarely spec into Earth Magic. Possibly if a blind was added to it it would be somewhat good.

Last edited by ZenRgy; Jun 09, 2009 at 07:26 PM // 19:26..
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Old Jun 09, 2009, 07:19 PM // 19:19   #16
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Elemental Wand attack on target.
Adjacent foe takes LIGHTNING damage which causes lightning damage on the original monster, which cause another lightning damage on the adjacent monster again.
Woah , use the skill and keep wanding instead using spells ? uh , thats mortal kombat !. Whatever , change damage to earth damage if you feel stressed lol

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The way you worded it, it will work like an instant death spike. The two lightning damages will keep going back and forth between the two (or more) monsters in miliseconds killing both.
changed to earth damage , easy fix.


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UNLIKE MoP where ONE target is hexed, and everyone else suffers AoE once. Even if two targets were hexed, the AoE damage is NOT physical causing a chain of MoP.

See what I mean?
Saw it , but wouldnt be easier to fix it instead the "it wont work bla bla" way to look it ?
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Old Jun 09, 2009, 07:39 PM // 19:39   #17
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Woah , use the skill and keep wanding instead using spells ? uh , thats mortal kombat !. Whatever , change damage to earth damage if you feel stressed lol


changed to earth damage , easy fix.



Saw it , but wouldnt be easier to fix it instead the "it wont work bla bla" way to look it ?

I wasn't saying use wanding the whole time. All you needed was ONE wand to start the chain of death.

I was just trying to point out where the skill was OP.
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Old Jun 09, 2009, 08:31 PM // 20:31   #18
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I don't see a need to change Iron Mist. Hybrid builds using 2 different elements are fun and effective if you make them right. Need some evidence?

Enervating Charge + Stoning
Glyph of Immolation + Steam
Arc Lightning + Deep Freeze
Winter's Embrace + Lightning Touch
Blinding Flash + Slippery Ground
Earthen Shackles + Glyph of Immolation

And I didn't even touch Chilling Winds or several other skills that coordinate with another Elemental attribute. Maybe if there was a reason to change the skill I could understand. If you want to use it, just make sure your team knows and takes builds/weapons to make use of it. All weapons for martial classes can be fitting with a Shocking mod, and if you want to use caster weapons to support it that can be covered by Ele and Rit both.

Although your idea is interesting, I don't see a need for it, and there are other skills that NEED some changes.
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Old Jun 09, 2009, 08:37 PM // 20:37   #19
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The recharge/uptime on mist are crap, it would see play despite the damage restrictions if those were adjusted. Whether we want them adjusted is another question entirely.
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Old Jun 09, 2009, 09:01 PM // 21:01   #20
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Originally Posted by MagmaRed View Post
I don't see a need to change Iron Mist. Hybrid builds using 2 different elements are fun and effective if you make them right. Need some evidence?

Enervating Charge + Stoning
Glyph of Immolation + Steam
Arc Lightning + Deep Freeze
Winter's Embrace + Lightning Touch
Blinding Flash + Slippery Ground
Earthen Shackles + Glyph of Immolation

And I didn't even touch Chilling Winds or several other skills that coordinate with another Elemental attribute. Maybe if there was a reason to change the skill I could understand. If you want to use it, just make sure your team knows and takes builds/weapons to make use of it. All weapons for martial classes can be fitting with a Shocking mod, and if you want to use caster weapons to support it that can be covered by Ele and Rit both.

Although your idea is interesting, I don't see a need for it, and there are other skills that NEED some changes.
Never doubted dual elements , I love to use em.

I just thought that the amount of work to get a team to work with this skill is insane, especially from a PvE standpoint where "Oh I dont have a shocking weapon" "Why run that when I can do SS?" "Wait, you want me to run Air magic and not Earth or Fire? Are you insane?" Especially from the standpoint of a single target snare being used in PvE is slightly silly.

Thought it would be more 'accessible' in this form.

Last edited by ajc2123; Jun 09, 2009 at 09:13 PM // 21:13..
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