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Old Jun 04, 2006, 10:41 AM // 10:41   #1
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Default New Mod for elementalists

The new chapter has brought more skills to the elementalist but I'ts sad that so many of them cause exhaustion. So I'm proposing a mod which would give a chance to the elementalist to avoid the exhaustion.

Basically, what I'm proposing is a staff mod which gives a 20% chance to avoid exhaustion when using skills that cause exhaustion. This mod can be put on any staff but would of course be useless if that class has no skills which cause exhaustion. The 20% is the perfect value. Lower chance would be available for common drops.

Eg:

Staff Wrapping of Conservation
Your spells don't cause exhaustion (chance X%)

I put the name 'Conservation' as it's the first that came to my mind but if anyone has a better name for it is welcome to share it.
All feedback is greatly appreciated.

Last edited by prism2525; Jun 04, 2006 at 11:10 AM // 11:10..
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Old Jun 04, 2006, 10:52 AM // 10:52   #2
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Nice idea it could come in useful

/signed
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Old Jun 04, 2006, 11:45 AM // 11:45   #3
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Make it a Weapon mod too and say hello to the Gale Warrior :P
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Old Jun 04, 2006, 11:54 AM // 11:54   #4
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Nah i planned this to be like the furious things of the weapons, although they can be applied to any staff.
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Old Jun 04, 2006, 12:19 PM // 12:19   #5
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i think 20% is too powerful.

10% should be better.

20% is a little too high imo for something that is supposed to hinder you a lot.
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Old Jun 04, 2006, 01:16 PM // 13:16   #6
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I don't think so though. this could be made so it triggers each time you use a spell or only when u use a spell with exhaustion. Either way how many exhaustion spells is anyone going to play before this actually helps? Not that much. 20% is balanced from my point of view.
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Old Jun 04, 2006, 01:49 PM // 13:49   #7
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20% seems about right, if it's 20% on every spell. That means most of the time when it's triggered it doesn't even do anything, since most of the spells you cast will not have exhaustion.
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Old Jun 04, 2006, 02:20 PM // 14:20   #8
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There aren't enough skills that give exhaustion to really benefit from it though. It'd become the 'Sundering' mod of the Staff world. Looks good but you'd be better with somet else.

I'd rather they just change the customised mod for staffs/rods... 20% extra damage can make a difference to a warrior/ranger/assassin. 20% extra damage to a caster means... what? Its not like it increases damage of spells by 20% is it.
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Old Jun 04, 2006, 03:38 PM // 15:38   #9
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Quote:
Originally Posted by Evilsod
There aren't enough skills that give exhaustion to really benefit from it though.
I think that if you look at the Air magic branch in particular you'll find plenty. Also there are non-elite with exhaustion which this mod would help: Earthquake, obsidian flame, meteor, meteor shower, maelstorm, gale, chain lightning, shock from prophecies and frankly i'm sure factions has brought more. Not to mention the elite skills. The mind spells all cause exhaustion for instance.
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Old Jun 04, 2006, 04:09 PM // 16:09   #10
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Evilsod, every elementalist in Guild Wars is going to want this mod. If you want to make a usefullness comparison like that, let's say it's more similar to the Silencing Bowstring that increases the duration of daze. Very situational; the ranger only has 3 skills that cause daze and one of them isn't even done through his bow. It is, however, a desirable bowstring. If that's what you do, you need it.
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Old Jun 04, 2006, 06:11 PM // 18:11   #11
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In keeping with the Recharge & Cast time Staff mods, would something such as:

Halves effect of Exhaustion (20%) be more appropriate? I'm not saying it would, just something I thought fit better with the existing spell-affecting mods already in place.

Either way,

/signed
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Old Jun 04, 2006, 06:24 PM // 18:24   #12
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Addition to the idea:

I believe that spells that cause exhaustion (Arcane Languor) should NOT be effected by the mod. It can only trigger if that spell already causes exhaustion. That's just me, though.
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Old Jun 04, 2006, 06:28 PM // 18:28   #13
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also a suggestion

Hexs Last 20% Longer
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Old Jun 04, 2006, 06:40 PM // 18:40   #14
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i dont like the idea of hexes lasting longer.....but sure to the ex. thing - even though there is a glyph i believe that dioes that.....

/sign
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Old Jun 04, 2006, 07:16 PM // 19:16   #15
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/signed

Maybe a mod that reduces exhaustion would be nice too. Like a 'Reduces exhaustion on you by 20%/33%".
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Old Jun 04, 2006, 09:18 PM // 21:18   #16
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20% chance to bypass exhaustion? Why not give Monks a staff wrapping that gives them a 20% chance to fully heal an ally when casting monk spells?

Elementalists have more energy than the other classes for a reason, and exhaustion is there to keep it in check.

/not signed.
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Old Jun 04, 2006, 09:20 PM // 21:20   #17
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Well furious or double addreline on hit is only 10% and thats really usefull for warrior so I think making a elementist weapon have 20% is a bit unfair.

This weapon would only really be usefull for elementists anyway as they have more energy than other classes and course all their top skill cause exhaustion...though you can have a skill that stops it...I still don't see this being a problem as all these people blubbering over how they can't play their elementists right...I mean it needs to be buffed how silly of me.

/Signed ONLY if 10% any higer and it's not signed unless furious gets put up to 20% to.
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Old Jun 04, 2006, 09:24 PM // 21:24   #18
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Quote:
Originally Posted by Undivine
Evilsod, every elementalist in Guild Wars is going to want this mod. If you want to make a usefullness comparison like that, let's say it's more similar to the Silencing Bowstring that increases the duration of daze. Very situational; the ranger only has 3 skills that cause daze and one of them isn't even done through his bow. It is, however, a desirable bowstring. If that's what you do, you need it.
Hmm i see your point. I guess i didn't think my last post through

/signed in that case, i guess i secretely want one

As for the 20% longer hexes mod suggested in here, no. Shadow of Fear would last FOREVER, not to mention it'd screw up things like Illusion of Pain and make Diversion/Arcane Languor extremely powerful.

A mod that reduces exhaustion would be utterly useless it was constant. And i fail to see your point Tien. We all know warriors are extremely unbalanced in comparison to Eles in terms of damage dealing capabilities (its just refuse to accept it), a Furious mod gives them the chance of using an adren skill 1 attack earlier. This mod would be a waste of space if it was only 10%, every 10 spells cast, you get no exhaustion... and even then, you need to be casting a skill that actually causes it.
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Old Jun 04, 2006, 09:27 PM // 21:27   #19
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Quote:
Originally Posted by TheMadKingGeorge
also a suggestion

Hexs Last 20% Longer
Like I said warriors only have 10% so either buff warriors up (which I all know you don't want) or make em 10%. Either way good idea

Quote:
Originally Posted by Evilsod
I'd rather they just change the customised mod for staffs/rods... 20% extra damage can make a difference to a warrior/ranger/assassin. 20% extra damage to a caster means... what? Its not like it increases damage of spells by 20% is it.
Post that in a thread please I would sign that funnly enough never thought about that thats a really good idea.

Quote:
Originally Posted by Undivine
Evilsod, every elementalist in Guild Wars is going to want this mod. If you want to make a usefullness comparison like that, let's say it's more similar to the Silencing Bowstring that increases the duration of daze. Very situational; the ranger only has 3 skills that cause daze and one of them isn't even done through his bow. It is, however, a desirable bowstring. If that's what you do, you need it.
:O what can I say, ok so far three very good idea for mods. So if all three got put in with only 10% to keep em balanced or all 5 primary mods up to 20%...we need a mod for Ritualists and Assasins.

Maybe for assains Conditions last 10% longer and Ritulaists Spirits last 10% longer.

So to sum all classes primary mods

Warrior: 10% double arderline on hit
Ranger: Daze lasts 10% longer
Monk: Enchants last longer or speed casting which is 10% and 20% on a specific (sorry don't know the percentage of enchant)
Necromancer: Hexes last 10% longer and Speed casting mods
Mesmer: Same as above
Assasin:Conditions last 10% longer
Ritualist:Spirts last 10% longer and speed casting mods.

Now you could buff em up to 20% par the speed casting ones...but as I said you can't leave one class out this a 'blanced' game so all need to beneift.

Last edited by Tien ak; Jun 04, 2006 at 09:38 PM // 21:38..
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Old Jun 04, 2006, 09:30 PM // 21:30   #20
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If exhaustion is crippling you to the point in which you feel a new staff mod needs to be introduced then you should probably look into some basic energy management techniques...

Furthermore the concept behind the adverse effect of using powerful skills like Meteor Shower and Obsidian Flame is intended to stack up (and thus get worse) the more you do it to keep you from spamming it like Flare. Throwing a mod in there that would trump this 10 or 20% of the time would kill the entire idea behind exhaustion and could possibly put a dent in the balance of the classes imho.
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