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Old Jul 19, 2008, 06:41 AM // 06:41   #21
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Most of these ideas sound great, i like the wastrels collapse idea especially. The only idea which i think would be grossly overpowered would be power flux. No mesmer interrupt should have a low recharge without a drawback e/g power return and PD. At 5 energy 5 recharge and the bonus energy loss a good mesmer could shutdown everything in sight with this elite only and even worse is that a bad mesmer could do a good job of it too by spamming and getting lucky with a recharge and energy cost as low as that.

Last edited by uzumaki; Jul 19, 2008 at 06:45 AM // 06:45..
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Old Jul 19, 2008, 07:01 AM // 07:01   #22
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Cleave owns already... if it was 10...40+ then it would be a spammable Executioner's Strike.
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Old Jul 19, 2008, 07:13 AM // 07:13   #23
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Quote:
Originally Posted by The Mad Addict
Cleave owns already... if it was 10...40+ then it would be a spammable Executioner's Strike.
thats what its supposed to be... executioner's at a lower adrenaline cost. thats why its elite...
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Old Jul 19, 2008, 09:23 AM // 09:23   #24
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["The Power Is Yours!"] still would suck, the energy gain needs to be higher, and/or the recharge lowered. 7 energy every 20 seconds... wow. And don't say something stupid like it would be overpowered on an all-para team in HA or GvG... Using everyone's elite for an infinite [defensive anthem] or ["Incoming!"] is overpowered potentially, but what exactly does an all-paragon team need spammable energy for when they have no defenses?
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Old Jul 19, 2008, 09:39 AM // 09:39   #25
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Flashing Blades - every time a foe fails to hit you in melee, he and up to 2 enemies suffer 10...30 damage. Make block 50%. It's an Assassin variant of Gladiator's Defense.

Oh, and don't worry, wouldn't make shadow form more uber - both are elites.
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Old Jul 19, 2008, 01:29 PM // 13:29   #26
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i agree
guildwars has lost a lost of players in time
if you are playing long enough u would know
what do theydo about it ?
they keep making updates that ruine skills or making the game worse
this is a good start to make things right
i tottaly support your suggestion and hope Anet does something about it
grrtz
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Old Jul 21, 2008, 12:50 AM // 00:50   #27
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I've added a handful of updates to the list to add some more utility. Keep the comments coming.

Quote:
Originally Posted by uzumaki
Most of these ideas sound great, i like the wastrels collapse idea especially. The only idea which i think would be grossly overpowered would be power flux. No mesmer interrupt should have a low recharge without a drawback e/g power return and PD. At 5 energy 5 recharge and the bonus energy loss a good mesmer could shutdown everything in sight with this elite only and even worse is that a bad mesmer could do a good job of it too by spamming and getting lucky with a recharge and energy cost as low as that.
9 seconds of -2 energy degen is equal to 6 energy loss, so it would act like an inversed Power Return that can't stack with itself. PD works against any skill (as can Magebane), but Power Flux only works against spells and chants. It would be all the interrupt a Mesmer would need, but I don't think it would be especially overpowered.
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Old Jul 21, 2008, 12:54 AM // 00:54   #28
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Variety is a good thing.

I really like your ideas, btw.
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Old Jul 21, 2008, 02:36 AM // 02:36   #29
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Great ideas for once, please remember that these are PVE only suggestions.

The healing light buff looks too powerful, but it is a good idea, and it also has a 1s cast time as opposed to 1/4 on glimmer, and 3/4 on WoH. I would also increase its recharge slightly to 5s, and change it to (at 16 healing):

Heal target ally for 100 health. If that ally is enchanted, heal for an additional 50 health and gain 5 energy.

Also, I would like Hex Eater Vortex buffed to 10e, 10r, and the same damage as shatter hex.

Boon signet needs a rework to make it more viable for bonders (at 16 DF):

Heal target ally for 66 health. If that ally is enchanted, gain 3 energy and this signet instantly recharges.

I wouldnt like mirror of Ice being castable on allies, instead I would change it too - 5c, 1\4c, 15r:

For 10 seconds, deal 90 damage to the caster every time you are the target of a hostile spell.

The power is yours - 10c, 2c, 20r, change to a chant:

For the next 10 seconds, all allies within earshot gain +1...2 energy regeneration.
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Old Jul 21, 2008, 03:42 AM // 03:42   #30
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Hundred Blades - Add 1 adrenal gain per foe hit.


OP much?
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Old Jul 21, 2008, 04:38 AM // 04:38   #31
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Quote:
Originally Posted by Skye Marin
9 seconds of -2 energy degen is equal to 6 energy loss, so it would act like an inversed Power Return that can't stack with itself. PD works against any skill (as can Magebane), but Power Flux only works against spells and chants. It would be all the interrupt a Mesmer would need, but I don't think it would be especially overpowered.
Basically, it'd give the Mesmer something that actually compares to Broad Head for the Ranger (less effective shutdown on one target, but more reliable if you get the timing right). PD and Return have downsides, but Return is non-elite while Distraction is arguably more powerful from the disables than the interrupt itself, especially when the target is using anti-interrupt skills... and still has a much shorter recharge (when it's the sole interrupt on your bar, the difference between 2s and 5s is huge) than is being proposed for Power Flux.

Looking at the other Mesmer skills...

Visions of Regret I like. It's obviously intended to be Backfire for non-spellcasters (punishing heavily for skill use rather than relatively lightly for autoattackers like Empathy) but as it currently is it's too restricted to take as an elite unless everything is going to be a Warrior or Paragon (and not necessarily always then). Hitting attack skills in general as well will significantly improve its versatility.

Enchanter's Conundrum... shouldn't be something that's most useful on those who don't have enchantments in the first place. I'd probably be inclined to make it increases the cast time for enchantments, and applies damage proportional to the number of enchantments on their bar that aren't disabled or recharging when it ends - giving the enchanter the choice between blowing through their enchantments at high cast times or taking the damage.

Mantra of Recovery was, I believe, made so it couldn't be kept up for PvE balance. Buffing it for PvE seems a reasonable option.

Symbols of Inspiration I don't really know well enough to comment.

For Air of Disenchantment, that makes it an interesting change... however, I think I'd rather have an area enchantment removal rather than a power disenchant on a single target (we already have that in Shatter Storm). If Air of Disenchantment also removed an enchantment on application, it would probably be a good skill for dealing with mobs that use mass enchantments (EOTN Charr, Raptors and Ceratadons come to mind). Right now, though, I'd rather use my elite slot to Echo Mirror of Disenchantment (better functionality, and more utility when facing mobs that don't need to have enchantments stripped) than use Air.

Recurring Insecurity: I tend not to use degens that much so I can't really comment... however, those changes would seem to make it that a) it's no longer overshadowed by cheap fast-recharging degens like Shrinking Armour and Images of Remorse, and b) it's powerful and fast-recharging enough to be the only degen on your bar while you concentrate on other hexes. It would certainly make me at least consider taking it if I didn't have a high Kurz/Lux rank for Ether Nightmare (which I don't...)

Tease: Needs all the help it can get. The implied flavour requires that you be close, but melee range just makes it too close.

Shatter Storm: Maybe, instead of being unlinked, SS could be linked to Domination or Fast Casting and have the extra recharge decrease with increased investment?
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Old Jul 21, 2008, 06:42 AM // 06:42   #32
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Quote:
Originally Posted by legobildermike
Hundred Blades - Add 1 adrenal gain per foe hit.


OP much?
Considering different warrior bar possibilities, I still don't think this is overpowered. The only Deep Wound in Swordsmanship is Gash, which would have to be preceded by a Sever Artery. Adding this for Adren management would leaving a only a few slots for:
-Another Adren attack
-Bull's Strike
-IAS
-Run/cancel stance
-Conjure or Res

Even if you get rid of the Gash Deep Wound, you still have something like:

[Hundred Blades][Galrath Slash][Silverwing Slash][Body Blow][Conjure Flame][Resurrection Signet][Frenzy][Rush]

So, every 8 seconds you get a few strong hits in a row, if your Hundred Blades hits more than one person.

It would be fun in PvE because of "Watch Yourself!", but in PvP, I really can't see it getting out of line. It's like a useful Rage of the Ntouka, which would be nice for the Swordsmanship line.
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Old Jul 21, 2008, 07:04 AM // 07:04   #33
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Quote:
The healing light buff looks too powerful, but it is a good idea, and it also has a 1s cast time as opposed to 1/4 on glimmer, and 3/4 on WoH. I would also increase its recharge slightly to 5s, and change it to (at 16 healing):

Heal target ally for 100 health. If that ally is enchanted, heal for an additional 50 health and gain 5 energy.
Seconding this suggestion, although I think the healing power should be upped slightly to around 115, since it's at 16 Healing Prayers after all.
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Old Jul 21, 2008, 01:13 PM // 13:13   #34
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How bout a buff to Dwarven Battle Stance? Like make the recharge like 12 sec or energy cost to 5
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Old Jul 21, 2008, 02:10 PM // 14:10   #35
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Nice ideas, but there's a few skills here that I think are a bit over-powered.

Monk:
Aura of Faith - Reduce Cost to 5, reduce casting time to 3/4, reduce recharge to 10, add healing of 30..140 heath.
Given that Aura of Faith effects other sources of healing (such as signets), I think this would completely dominate Healer's Boon.

Paragon:
"The Power is Yours!" - Energy degeneration removed. Change Skill Functionality: "For 15 seconds, all allies in earshot have +0..2 energy regeneration."
15 seconds is a bit over-kill, and it would synergize insanely with other paragon skills that give allies more energy.

Cautery Signet - Lower Recharge to 8. All nearby foes are also set on fire.
I think lowering the recharge slightly would be enough to put it on par with skills such as Martyr.

Ranger:
Poison Arrow - Unblockable, does +5..30 damage to foes who are already poisoned.
A spammable, unblockable + damage skill that causes degen.. couple that with an IAS and it would be hugely overpowered. Just making it unblockable would be enough.

--

Apart from that, I like the rest of the ideas.
Very much /signed.
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Old Jul 21, 2008, 09:18 PM // 21:18   #36
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I would like to add a suggestion, move Izzy to GW2 and hire the OP as a skill balancer.

Nice work, not to strong but may have a use for them again. Really like the avatar of grenth suggestion.
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Old Jul 21, 2008, 11:39 PM // 23:39   #37
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I had the idea to completely rework aura of faith into a completely new type of heal, but similar to RoF:

5, 1/4, 2.

Gains double the divine favor bonus. For 8 seconds, the next time target ally is healed, all allies in the area are healed for 45 health (at 16 DF).

This would work well by casting it on yourself plus two allies and then using release enchantments, or by following it up with healing ribbon.

The reason to change it is because the current concept is inferior to healers boon, and not worth using instead.
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Old Jul 21, 2008, 11:42 PM // 23:42   #38
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Quote:
Originally Posted by Skye Marin

[Hundred Blades][Galrath Slash][Silverwing Slash][Body Blow][Conjure Flame][Resurrection Signet][Frenzy][Rush]
Ewww...

Who puts their res sig in the middle of their bar like that?
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Old Jul 21, 2008, 11:50 PM // 23:50   #39
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Quote:
Originally Posted by Skye Marin
Ravenous Gaze - Change Functionality: "If you have less health than target foe, you steal 10..25% of target foe's remaining health (maximum 120)."
No I actually like the way this skill is, but I think the energy cost should be lowered to 5 and/or have it so that you steal the additional health if your health was less than 50% BEFORE the spell was casted. A buff a dark pact would also help this skill out - rebuff this skill please.
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Old Jul 22, 2008, 01:02 AM // 01:02   #40
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This is the best "change this" suggestion to hit Sardelac in the few months I've been here.

I do think "The Power Is Yours!" would be slightly OP'd though, it's essentially like a partywide Blood Ritual. I say either give it an energy hit in the form it is now - maybe up to 11 or 12 instead of 8 max, or else maybe only 10 seconds or so on yours?
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