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Old Sep 04, 2008, 02:30 PM // 14:30   #81
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Jiggles: As another counter-example, Insidious Parasite. Blood may be the Necro line best known for lifestealing, but it hardly has a moratorium...

...that said, if someone suggested that IP should have been Blood, I'd probably agree. But the point is that it's not exactly unprecedented.

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Originally Posted by Ic Zero
signet of illusion on ele?? WAY overpowered
Agreed. Elementalists step on Mesmeric toes enough already.

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*Healing Light: Functionality changed to "Heal yourself and target ally for 5...105 Health. Foes adjacent to that ally are blinded for 1...4 seconds." 5 energy, 3/4 sec cast, 4 sec recharge.

heal for 250 heath -----> heal for 105+4 secs of blind, therefore WoH---->this, want blind? why not just use b flash/surge?
I could see the benefits, actually. Simple way to catch the enemy you most want to be blinded (ie, the melee pressure/spikers on the target), especially if for whatever reason you don't have a dedicated blindbot along. Plus the synergistic effect, so it'll help keep you alive without having to concentrate on yourself. If anything, it's overpowered, even compared to WoH.
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Old Sep 04, 2008, 09:10 PM // 21:10   #82
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Hmmm most of the skills you mention I already use but I wouldn't mind any of the changes :P In fact I think you would do good as a skill designer :O
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Old Sep 05, 2008, 02:22 AM // 02:22   #83
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Quote:
Originally Posted by Sword Hammer Axe
Hmmm most of the skills you mention I already use but I wouldn't mind any of the changes :P In fact I think you would do good as a skill designer :O
<333333



This was all just my work. Skill designers have a team that they share ideas and fix the problems, which is what I TRIED to do by presenting it here, but hardly get much constructive criticism >.>
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Old Sep 05, 2008, 05:38 AM // 05:38   #84
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The only buff that comes to my mind is [Reaper's Sweep].

I would change it like this:

If this attack hits, you deal +10...34 damage. If your target is suffering from a condition, you also steal 10...34 Health.
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Old Sep 05, 2008, 06:34 AM // 06:34   #85
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Quote:
Originally Posted by IllusiveMind
The only buff that comes to my mind is [Reaper's Sweep].

I would change it like this:

If this attack hits, you deal +10...34 damage. If your target is suffering from a condition, you also steal 10...34 Health.
An interesting approach to it. Removing Deep Wound would make the skill less effective, but your idea on stealing health (to punch through prots) gives a new ground work for the skill. But I still stand that it'll probably not be as effective without Deep Wound, since Imba Strike, I mean Wounding Strike is the king of dervish DW applicators at the moment.
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Old Sep 05, 2008, 07:34 AM // 07:34   #86
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Wait......I think I'd have to disagree a little on that Reapers Sweep change.
I'm thinking more like this.

[Reapers' Sweep]
10 E
10 Sec. Recharge

You deal +15~40 damage. If target foe is below 45~66% health you steal 20~70 health instead.
or
If target foe is below 25~33% health you deal +15~40 damage. If not, you lose 1 enchantment for each foe hit and steal 15~80 health from each foe hit. Max. health gain 120.
[Mirage Cloak] + [Meditation] + [Reapers' Sweep]
(So basicly, if you hit the target. It's below 33% hp you can almost certainly kill it easily. If you hit a foe near it with above that 33% you can gain energy, apply a condition, and much more possibly)

That would keep people from abusing it because of the high cost, but make it just as effective.

Also...
"[Assault Enchantments] - Deals 15..45 earth damage for each enchantment removed, and counts as a lead attack."
Ummm, i'd make it a dual attack.....its too strong of a change for a lead attack. Unless it counts as a offhand or higher, and limit the max damage accumulated to 90.

[Poison Arrow]
Ummm, and this.
5 E
5 Sec
Does what it says, and if target foe is already poisoned this attack does +5~15 damage and diseases them for 3 seconds.
Heros wates that skill like crazy, its a waste on them right now.
(All in my opinion XD)
Elite should mean something........>.>

Last edited by viper11025; Sep 05, 2008 at 08:12 AM // 08:12..
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Old Sep 05, 2008, 08:10 AM // 08:10   #87
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Quote:
Originally Posted by Onyx Ftw
An interesting approach to it. Removing Deep Wound would make the skill less effective, but your idea on stealing health (to punch through prots) gives a new ground work for the skill. But I still stand that it'll probably not be as effective without Deep Wound, since Imba Strike, I mean Wounding Strike is the king of dervish DW applicators at the moment.
Yeah, hence the "reaping" factor, like the Grim Reaper or something, dunno. Stealing life is the closest thing/factor I had in mind for the name of the skill. Dervish still has [Pious Assault] for Deep Wound.

Quote:
Originally Posted by viper11025
You deal +15~40 damage. If target foe is below 45~66% health you steal 20~70 health instead.
or
If target foe is below 25~33% health you deal +15~40 damage. If not, you lose 1 enchantment for each foe hit and steal 15~80 health from each foe hit. Max. health gain 120.
(So basicly, if you hit the target. It's below 33% hp you can almost certainly kill it easily. If you hit a foe near it with above that 33% you can gain energy, apply a condition, and much more possibly)

That would keep people from abusing it because of the high cost, but make it just as effective.

That's too complex imho. It might even break the game mechanic. 120 Health gain is too fricking much, hehehe.

Last edited by IllusiveMind; Sep 05, 2008 at 08:13 AM // 08:13..
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Old Sep 05, 2008, 08:49 AM // 08:49   #88
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I would really like to see Smiting prayers buffed.
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Old Sep 05, 2008, 11:30 AM // 11:30   #89
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I regret not reading the entire thread before bringing in my own ideas, so maybe a few similar thoughts have been expressed.

Psychic Instability- give it a 3 second KD. As a conditional knockdown, 2 seconds just isn't enough time to play with.

Ravenous Gaze- Steal 15...27...30 Health from target foe. If your Health is still below 50%, steal up to an additional 15...75...90 Health and all allies in earshot are healed for the same amount.

Crippling Anguish- Cut the recharge in half, to 10 seconds.

Preservation- Create a level 1...8...10 Spirit. Every 4 seconds, this Spirit heals one non-Spirit ally in the area for 10...94...115 Health. When this Spirit dies, all allies in range are healed for 10...94..115. This Spirit dies after 90 seconds.

Bulls Charge- Cut duration and recharge in half.

and for something slightly random...

Hundred Blades- Swing twice at target foe. For each hit you land while they are casting a spell, they lose 1...5...6 energy.
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Old Sep 05, 2008, 12:28 PM // 12:28   #90
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Quote:
Originally Posted by Aran Dragonblood
I would really like to see Smiting prayers buffed.
Good suggestion, I guess you didn't see HA during Smiter's Boon era.

Anyway, they can't increase the damage smiting does without risking creating team spike builds.
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Old Sep 06, 2008, 04:26 AM // 04:26   #91
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Quote:
Originally Posted by IllusiveMind
Dervish still has [Pious Assault] for Deep Wound.
They also have [Wearying Strike] too. Both have different downsides, which are determined on how you approach your build. Wounding Strike's only downside is if you're not enchanted (which won't apply the deep wound). This is much easier to accomplish than trying to beat a target down to 50% to apply a deep wound for Reaper's Sweep.

Quote:
Originally Posted by Aran Dragonblood
I would really like to see Smiting prayers buffed.
I'm totally with you there. Smiting had been terrible since the beginning. With Smiter's Boon's introduction, it gave smiting builds great hope. With its execution, smiting will slip back into the darkness.

Quote:
Originally Posted by swordfisher
Psychic Instability- give it a 3 second KD. As a conditional knockdown, 2 seconds just isn't enough time to play with.
I liked this idea the most. 2 seconds wasn't much of an elite shutdown for Mesmer. 3 seconds would make it better to shut down a target.

Quote:
Originally Posted by swordfisher
Crippling Anguish- Cut the recharge in half, to 10 seconds.
Would be too strong. 15 second recharge would make more sense, but it could be perma-applied on a target.
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Old Sep 06, 2008, 05:34 AM // 05:34   #92
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[hundred blades]
Hundred blades says: I'm lonely
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Old Sep 06, 2008, 06:07 AM // 06:07   #93
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Quote:
Originally Posted by Kain Fz
[hundred blades]
Hundred blades says: I'm lonely
possible ideas:

-swing 3 times (Sun and Noon hits twice and unblockable. I understand that hits one target though)

-add damage that reflects to your swordsmanship attribute, i.e. +1...12.

-add adrenaline gain per hit to 0...2.

-make it adrenalin based (and maybe add a 1 sec recharge to avoid insta-recharge).


But I feel it should reflect more off swordsmanship attribute.
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Old Sep 06, 2008, 02:40 PM // 14:40   #94
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[Blessed Light] 5e, 4s recharge, same effect.

[Healing Light] Boost healing to 40..120..140, reduce activation to 3/4s. Would be an interesting alternative to WoH in a hybrid prot bar.
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Old Sep 06, 2008, 02:40 PM // 14:40   #95
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Bull's Charge needs more love, I think it needs to be to Rush and Bull's Strike what Eviscerate is to Dismember and Executioner's Strike.
At 12 Strength it should be 5 second duration and 10 second recharge, this means you can free up space on your bar but at the expense of your elite slot.
It could then also be used to cancel Frenzy.

~A Leprechaun~
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Old Sep 06, 2008, 02:58 PM // 14:58   #96
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Quote:
Originally Posted by Onyx Ftw
They also have [Wearying Strike] too. Both have different downsides, which are determined on how you approach your build. Wounding Strike's only downside is if you're not enchanted (which won't apply the deep wound). This is much easier to accomplish than trying to beat a target down to 50% to apply a deep wound for Reaper's Sweep.
Pious Assault is pretty unusable in PvE when it comes to AoHM. AoHM amplifies your damage a whole lot more.

I can always run AoM or Signet of Malice to counter conditions in general and Wearying Strikes' downside.

Quote:
I'm totally with you there. Smiting had been terrible since the beginning. With Smiter's Boon's introduction, it gave smiting builds great hope. With its execution, smiting will slip back into the darkness.
This is to both this and the post you quoted.

Smiting Prayers is still an incredibly strong skill line. Reversal of Damage deals damage, while mitigating and healing slightly. Smite Hex / Condition gets rid of a hex or condition while dealing AoE damage and healing slightly. In PvE, Smiter's Boon is still there. Smiting is still an incredibly powerful support line.

Quote:
Would be too strong. 15 second recharge would make more sense, but it could be perma-applied on a target.
[crippling shot]

2 second recharge, can extend it by swapping weapons, can cancelcast it just encase you're being camped, completely maintainable.

[freezing gust]

Same thing except you just have to not be stupid with it and cast it when you get the snare.

Quote:
Originally Posted by Leprechaun
Bull's Charge needs more love, I think it needs to be to Rush and Bull's Strike what Eviscerate is to Dismember and Executioner's Strike.
At 12 Strength it should be 5 second duration and 10 second recharge, this means you can free up space on your bar but at the expense of your elite slot.
It could then also be used to cancel Frenzy.
Oh, I like this. I personally love using Bull's Charge as it is now, but I'd rather see it being an adrenaline fueled skill, but I guess that could turn out to be a bit imbalanced.

Quote:
Originally Posted by Arienhode
[blessed light] 5e, 4s recharge, same effect.
To be honest, I'd rather see this reverted to it's original state except being 5E, and taking an extra 5E if it removed a hex. However, I personally believe this skill is rather balanced and WoH is just overpowered.
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Old Sep 06, 2008, 03:44 PM // 15:44   #97
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Quote:
Originally Posted by Kain Fz
[hundred blades]
Hundred blades says: I'm lonely
It also screams "make me unblockable".
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Old Sep 06, 2008, 07:49 PM // 19:49   #98
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How about this for [Cleave]?

Adrenaline Cost: 5
If this attack hits, you strike for +10...26 damage. If this hit a moving foe, that foe suffers from Cracked Armor for 5 seconds.

Similar to [[Quivering Blade], warriors are known for "big domage" but they don't have a source of cracked armor.

Last edited by IllusiveMind; Sep 06, 2008 at 10:20 PM // 22:20..
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Old Sep 06, 2008, 10:10 PM // 22:10   #99
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Quote:
Originally Posted by IllusiveMind
How about this for [Cleave]?

Adrenaline Cost: 5
If this attack hits, you strike for +10...26 damage. If this hit a moving foe, that foe suffers from Cracked Armor for for 5 seconds.

Similar to [[Quivering Blade], warriors are known for "big domage" but they don't have a source of cracked armor.
I'm with you on that. Especially since a skill with the name "Cleave" would make a lot of sense dealing cracked armor
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Old Sep 06, 2008, 11:28 PM // 23:28   #100
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Quote:
Originally Posted by IllusiveMind
How about this for [Cleave]?

Adrenaline Cost: 5
If this attack hits, you strike for +10...26 damage. If this hit a moving foe, that foe suffers from Cracked Armor for 5 seconds.

Similar to [[Quivering Blade], warriors are known for "big domage" but they don't have a source of cracked armor.
love the idea! but cracked armor isnt as "powerful" as daze..so i reckon it could be made unconditional and increase the duration
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