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Old Aug 02, 2006, 05:25 AM // 05:25   #1
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Default Suggestion: Mark of Rodgort change.

According to GuildWiki, this is Mark of Rodgort's current discription:
Quote:
Originally Posted by GuildWiki
For 10...30 seconds, whenever target foe is struck for fire damage, that foe is set on fire for 1...3 seconds.
It also costs 25 energy, has a cast time of 1 second, and a 5 second recharge.

What I am suggesting is quite radical of a change. Simply, change it from a hex to a self enchantment, something like this:

For X-X seconds, whenever a foe is hit by your fire spells, that foe is set on fire for 1...3 seconds.

Obviously, some playing around with costs (25 energy is DEFINATELY good for this), cast times (perhaps 2 or 3 seconds?) and recharge (balanced with duration) would be important to make such a change balanced in any way. This would make this spell actually USEFUL, however (in my opinion, at least). It would also make the Fire element MUCH more powerful. As it is, fire is mainly useful for the KDs from Meteor Shower and a few spells such as Rodgort's Invocation.

Because burning is degen, it bypasses armor, which really reduces fire damage in the later parts of the PvE game. It might also make fire more useful in PvP.

Anyway, that's my little idea. Quite radical, I guess, but I think it would be very useful. Some things to hammer out though would be duration, cast time, and recharge. Other things to consider would be stack with such things as Incediary bonds, Immolate, etc. as well as how it applies to the few fire hexes that exist (such as Incendiary, Burning Embers, etc.)
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Old Aug 02, 2006, 05:46 AM // 05:46   #2
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This is already a massively powerful spell. Try out this + fevered dreams + wanding. Causing -7 degen with every hit is, well, a bit overpowered.
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Old Aug 02, 2006, 09:49 AM // 09:49   #3
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Burning causes the greatest amount of degen than any other condition. Making this an enchantment actually makes this skill more worse for spike builds, and to balance it out, you would need to make the effect last for about half the duration than it curently is, because you are capable of switching targets and burning them.
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Old Aug 02, 2006, 10:00 AM // 10:00   #4
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Spike builds use this? O.o

And i'm aware of the power of burning (that's why the duration is so short...)

Anyway, of course it couldn't last super long. I'm just not aware of much of a use for the spell as is besides gimmick builds, and I'm also aware that fire could use some help, especially later in the game, hence why I made this suggestion. Probably making it around a 10-15 second enchant would be plenty long if such a change was made.
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Old Aug 02, 2006, 10:12 AM // 10:12   #5
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since when would a spike build use this if it was an enchant? isnt the whole purpose behind it to set your target onfire?
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Old Aug 02, 2006, 10:20 AM // 10:20   #6
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Quote:
Originally Posted by MistressYichi
since when would a spike build use this if it was an enchant? isnt the whole purpose behind it to set your target onfire?
*sings* Peeeeeeeeeee-eeeeepoooooooole, just dont know how to... reeeeeeee-yeah yeah yeah yeah yeah-eeeeeeeed

It was never a popular spike build, but MoR gives good degen pressure on a selected target

I just think it's useful as it is... granted, it would be a waste if your target is almost already dead.
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Old Aug 02, 2006, 10:34 AM // 10:34   #7
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Heh.. I see this causing insane carnage if you have a R/E, use conjure flame, a fiery bow and this, then use barrage... Burnination?
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Old Aug 02, 2006, 11:20 AM // 11:20   #8
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I like the idea of it being an enchantment, but that would be really powerful!

Fire doesn't need boosting the way it is, really. Almost every spell hits for over 100 and most are area effect!
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Old Aug 02, 2006, 11:47 AM // 11:47   #9
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I think a Dervish with a firey weapon and this as an Enchantment would be slightly overpowered. Constant -7 degen to three targets anyone?
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Old Aug 02, 2006, 12:40 PM // 12:40   #10
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Quote:
Originally Posted by Rancour
I think a Dervish with a firey weapon and this as an Enchantment would be slightly overpowered. Constant -7 degen to three targets anyone?
Won't do a thing if the Rodgort Enchant is set to only trigger only on Fire Magic spells.

I think it might be worth looking at, currently the skill sees no use at all. However a few variables would have to be tweaked, as the OP said.
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Old Aug 02, 2006, 05:30 PM // 17:30   #11
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Don't think need the change.. but could me a nice new skill...

Rodgort's Blade
25e | 1c | 10r
(Enchantment)
For 4-8 seconds, whenever a foe is hit by your fire spells/attack, that foe is set on fire for 1...3 seconds.
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Old Aug 02, 2006, 08:33 PM // 20:33   #12
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Well, to prove this wrong, here's a useful Mark of Rodgort build.

Fire Magic 10+3+1
Energy Storage 10+1
Illusion Magic 11

Conjure Flame
Mark of Rodgort
Fevered Dreams {E}
Fragility
Fire Attunement
Glyph of lesser energy
Distortion
Rez

Usage: Precast conjure flame and fire attunement. Apply Mark of rodgort to a hard target followed up with fevered dreams. Wand your target for mass burnination. Use fragility on an enemy nearby to your target, NOT your target itself, you want it to be alive and spreading burnination. Use Glyph of lesser energy to mitigate the cost of Mark.

This build is most effective in high end PvE as almost all of it's damage ignores damage. Alternatively, swap out conjure flame for images of remorse as a cover hex, or swap out distortion for aura of restoration if you can't rely on a healer.

EDIT: Crap! Fevered Dreams is brokified! See my post whining about that.

Last edited by Dr Strangelove; Aug 02, 2006 at 11:16 PM // 23:16..
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Old Aug 02, 2006, 08:48 PM // 20:48   #13
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Yea, but I don't think any ability should require an ELITE (and a specific one that you can't cap until the second to last mission) to be effective...
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Old Aug 02, 2006, 09:00 PM // 21:00   #14
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Hey! Leave my Mark of Rodgort alone. I quite like it the way it is, thank you very much. While it's a hex, I can use it to burn foes easily enough as it is. If it were made an enchantment, I'd have to consider getting stripped of said enchantment.

If it retained it's 5 seconds recharge I suppose it could be workable. However removing a hex is not gonna' hurt the caster. Removing an enchantment can hurt quite a bit.
A 5 second recharge and Glyph of Energy is enough to get this affect on multiple foes. Even if you can only manage 2 to 4.
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Old Aug 02, 2006, 11:25 PM // 23:25   #15
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It is effective as a hex, it can be recast often enough to overcome the effects of a hex removal, and it can also boost the use of hex oriented skills.

If it was altered to an enchantment than it could be used with skills like Ether Renewal, and I think Anet intentionally avoided this. On top of which you would be able to switch targets and maintain burning on 2 or 3 targets if it was a self enchantment, making it nearly 2 or 3 times more powerful, an extreme alteration in output.

No, for the indisputable reason above.
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Old Aug 03, 2006, 12:06 AM // 00:06   #16
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They already have something similar to what you're proposing as a ranger elite >> Incendiary Arrows
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