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Old Jan 24, 2007, 10:29 PM // 22:29   #1
Krytan Explorer
 
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Default Tyrian Skill Adjustments

Now, there are so many good skills in Tyria...but too many bad ones also. I'd just like to suggest some revisions. Please, don't say that a certain skill fits into a build that no one today would ever run (like purge signet being on an adrenaline warrior), Although positive Feedback is appreciated.
Thank you ~Bacon Soda

1.) Crude Swing
Energy: 5-Recharge:5

Current: Attack all adjacent foes. Each foe you hit is struck for +1...16 damage. This action is easily interrupted. Energy: 5-Recharge:5


Suggested: Attack all adjacent foes. Each foe you hit is struck for +1...12 damage. Energy: 5-Recharge:5


2.) Ether Lord:

Current:Hex Spell. You lose all Energy. For 5...9 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration. Energy: 5-Cast: 2-Recharge: 20


Suggested: Hex Spell. For 5...14 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration. When this hex ends, target foe gains 2 energy for each point of energy lost. Energy: 5-Cast: 2-Recharge: 25

3.) Shatter Delusions

Current:Spell. Remove one Mesmer "Hex" from target foe, that foe takes 15...63 damage. Energy: 5-Cast: 1/4- Recharge: 10

Suggested: Hex Spell. target foe is hexed with Shatter delusions for 1...6 seconds. If a mesmer hex ends on taget foe, they take 15...63 damage and Shatter Delusions ends.5-Cast: 1/4- Recharge: 15

4.) Dark Fury:

Current:Enchantment Spell. Sacrifice 17% maximum health. For 5 seconds, whenever any nearby party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.) Energy: 5-Cast: 3/4 Recharge: 5

Suggested: Enchantment Spell. Sacrifice 17% maximum health. For 4...22 seconds, target other ally gains 1...3 extra adrenaline for each successful hit. Energy: 10. Cast: 2 Recharge: 45

5.) Price of Failure:

Current:Hex Spell. For 30 seconds, target foe has a 25% chance to miss with attacks and takes 6...25 damage whenever that foe fails to hit in combat. Energy: 10. Cast: 3 Recharge: 10

Suggested:Hex Spell. For 30 seconds, target foe and all adjacent foes has a 25% chance to miss with attacks and takes 6...25 damage whenever these foes fails to hit in combat. Energy: 10. Cast: 3 Recharge: 20

Positive feedback or any comments (besides the above stated) are welcome. Please, leave /sign, or /not sign with your first post.
Thank you ~Bacon Soda

Last edited by BaconSoda; Jan 25, 2007 at 12:14 AM // 00:14..
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Old Jan 24, 2007, 10:53 PM // 22:53   #2
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Shatter Delusions is one of the core skills in a Virulence build.

Phantom Pain + Shatter Delusions + Virulence is pretty killer, as it inflicts four conditions almost simultaneously. I'm not sure if that skill truly needs a change, especially a time-delayed one as you suggest.

Price of Failure is a very common spell for a Curse necromancer, epsecially when combined with Reckless Haste. Again, not sure why the need to make it AoE.
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Old Jan 24, 2007, 10:55 PM // 22:55   #3
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While I do agree that some Tyrian skills have been forgotten, I do not agree with your suggestions:

1.) Crude Swing

I agree with this one. It's useless as it is. In PvE the only time you'd even want to give this a try would be when 'tanking'. That hardly works nowadays, and it's not like you'll not get interrupted when getting hit by 5+ monsters eh?
Only way I could see myself bringing this skill would be when comboing it with Earth Shaker on my skillbar, and I'd still prefer bringing Belly Smash for use after ES. (Quite fun in The Deep)

2.) Ether Lord:

It's fine as it is. It's not as vulnerable to focus swapping since it won't end like Malaise and Wither, which see more play, actually. The energy losing part seems to worry the user, though it works as it should, and through use of focus swapping, it won't be much of a hindrance to the user him-/herself, just like Signet of Disenchantment is underrated because people are too lazy to make extra sets and press F2 mid-battle.

3.) Shatter Delusions

Fine as it is.

4.) Dark Fury:

Err... looks like a team-only Infuriating Heat on steroids.
It's not being used alot, since it'll only affect adrenaline, has a sac, and has a range unlike the other Order enchantments; but giving it such a lengthy duration AND the fact that it would give 1-3-4 adrenaline EACH HIT? Madness.
I'd run it on a W/N and spam Cleave the whole time, with no downtime.

5.) Price of Failure:

It sees play every now and then, quickly covered (as with any hexes, basically), lasts long... it's balanced.

Though your suggestion looks balanced as well, with that lengthier recharge... perhaps in the form of a new skill for chapter 4?



Maybe I'll give a few suggestions of my own later, but for now, I have to get back to studying
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Old Jan 24, 2007, 11:10 PM // 23:10   #4
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Quote:
Originally Posted by BaconSoda
1.) Crude Swing
Suggested: Attack all adjacent foes. Each foe you hit is struck for +1...12 damage. Energy: 5-Recharge:5
Agreed, partially.

Easily interruptable on a hammer attack is just silly. Even buffing it to this level still wouldn't make it extremely useful, outside of adreniline gain.

Quote:
2.) Ether Lord:
Suggested: Hex Spell. For 8...18 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration. When this hex ends, target foe gains 2 energy for each point of energy lost. Energy: 5-Cast: 2-Recharge: 20
No.

18 seconds of -3 degen is too long, and the ending condition is just silly. Not only that, but giving yourself +3 regen for that long for only 5 energy is an unfair amount of energy management.

Quote:
3.) Shatter Delusions
Suggested: Hex Spell. target foe is hexed with Shatter delusions for 1...6 seconds. If a mesmer hex ends on taget foe, they take 15...63 damage and Shatter Delusions ends.5-Cast: 1/4- Recharge: 15
No.

Shatter Delusions is just fine as it is. This would be a silly nerf, in my oppinion, as it removes the basic functionality of the skills and adds a condition that could only be feasibly triggered by putting another hex on and removing that with Drain Delusions.

Quote:
4.) Dark Fury:
Suggested: Enchantment Spell. Sacrifice 17% maximum health. For 4...22 seconds, target other ally gains 1...3 extra adrenaline for each successful hit. Energy: 10. Cast: 2 Recharge: 15
No.

Too Powerful. Weapon of Fury is an elite skill that isn't nearly as powerful as this one.

Quote:
5.) Price of Failure:
Suggested:Hex Spell. For 30 seconds, target foe and all adjacent foes has a 25% chance to miss with attacks and takes 6...25 damage whenever these foes fails to hit in combat. Energy: 10. Cast: 3 Recharge: 20
No.

Doubling the recharge and making the skill "adjacent" does not improve the skill's usefullness in all situations.
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Old Jan 24, 2007, 11:34 PM // 23:34   #5
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I really do agree with crude swing. I would use it if it weren't easily interrupted.
Ether Lord I find to be just fine, but the period of time you gave to a wee bit too long.
Shatter Delusions as said before is used for a Virulence build. Also I have used this skill and I think it's good as is.
Can't comment on Dark Fury since I haven't used it.
Price of Failure I think is powerful enough as is.
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Old Jan 24, 2007, 11:58 PM // 23:58   #6
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Alright. Comments greatly appreciated.
Sorry about Dark Fury, meant to give it a larger recharge time. I'll edit that.

I've been hoping that GW would look into changing crude swing for a long time, but they haven't looked into it.

Ether Lord isd a skill i liked to use in conjunction with Mantra of Recall in my Illussion builds, looking from the PvE world it looks alright, but in PvP, you're certainly right, it is a wee bit too popwerful. I switched that time at the last moment, had 5-14 as the duration originally, and 25 as recharge. I'll edit that in also.

I have never seen or used shatter delusions ever. Just thought it could use a tune-up. Who runs virtulence these days anyway? Also, i was thinking of using it as a cover hex in PvP, maybe the damage is a bit high, but if the effect was used before it was removed, then it would certainly be highly used as nice damage and cover hex.

Looking from the PvE world again, Price of failure has too long of a cast time to be easily spammable, and thusly useful, in PvE. Thought that'd be nice also.

Thank you for your feedback. Greatly appreciated.

Last edited by BaconSoda; Jan 25, 2007 at 12:02 AM // 00:02..
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Old Jan 25, 2007, 12:10 AM // 00:10   #7
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Quote:
Originally Posted by BaconSoda
Now, there are so many good skills in Tyria...but too many bad ones also. I'd just like to suggest some revisions. Please, don't say that a certain skill fits into a build that no one today would ever run (like purge signet being on an adrenaline warrior), Although positive Feedback is appreciated.
Thank you ~Bacon Soda

1.) Crude Swing
Energy: 5-Recharge:5

Current: Attack all adjacent foes. Each foe you hit is struck for +1...16 damage. This action is easily interrupted. Energy: 5-Recharge:5


Suggested: Attack all adjacent foes. Each foe you hit is struck for +1...12 damage. Energy: 5-Recharge:5
[skill]Crude Swing[/skill]

I agree on this buff, scince an easily interruptable hammer attack is just silly.

Quote:
Originally Posted by BaconSoda
2.) Ether Lord:

Current:Hex Spell. You lose all Energy. For 5...9 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration. Energy: 5-Cast: 2-Recharge: 20


Suggested: Hex Spell. For 8...18 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration. When this hex ends, target foe gains 2 energy for each point of energy lost. Energy: 5-Cast: 2-Recharge: 20
[skill]Ether Lord[/skill]

I disagree, length is tad too long. Maybe increase energy cost to 10. Maybe

Quote:
Originally Posted by BaconSoda
3.) Shatter Delusions

Current:Spell. Remove one Mesmer "Hex" from target foe, that foe takes 15...63 damage. Energy: 5-Cast: 1/4- Recharge: 10

Suggested: Hex Spell. target foe is hexed with Shatter delusions for 1...6 seconds. If a mesmer hex ends on taget foe, they take 15...63 damage and Shatter Delusions ends.5-Cast: 1/4- Recharge: 15
[skill]Shatter Delusions[/skill]

I disagree, this skill is still widely used, (well, I use it anyway) and I think you change the whole idea of this skill too much.

Quote:
Originally Posted by BaconSoda
4.) Dark Fury:

Current:Enchantment Spell. Sacrifice 17% maximum health. For 5 seconds, whenever any nearby party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.) Energy: 5-Cast: 3/4 Recharge: 5

Suggested: Enchantment Spell. Sacrifice 17% maximum health. For 4...22 seconds, target other ally gains 1...3 extra adrenaline for each successful hit. Energy: 10. Cast: 2 Recharge: 15
[skill]Dark Fury[/skill]

I disagree. This skill would be, UBER 1337. IWAY would return. (Once again). I'm glad your trying to buff this skill, but that is far to good. Maybe make it end once they hit, and keepy everything else the same.

Quote:
Originally Posted by BaconSoda
5.) Price of Failure:

Current:Hex Spell. For 30 seconds, target foe has a 25% chance to miss with attacks and takes 6...25 damage whenever that foe fails to hit in combat. Energy: 10. Cast: 3 Recharge: 10

Suggested:Hex Spell. For 30 seconds, target foe and all adjacent foes has a 25% chance to miss with attacks and takes 6...25 damage whenever these foes fails to hit in combat. Energy: 10. Cast: 3 Recharge: 20
[skill]Price of Failure[/skill]

Disagree. This skill needs no buff.

Quote:
Originally Posted by BaconSoda
Positive feedback or any comments (besides the above stated) are welcome. Please, leave /sign, or /not sign with your first post.
Thank you ~Bacon Soda
In short, I'm glad you are trying to buff some skills, but some of them are overpowered. And others just aren't necessary.
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