Jul 29, 2009, 05:07 PM // 17:07
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#1
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Frost Gate Guardian
Join Date: Jul 2009
Location: Dishonorable Hall of Fame
Profession: R/W
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Buff these Elementalist and Monk skills.
Notable changes are bolded.
Magnetic Aura - Fire Magic
Cost 10 Casting Time 1/4 Recast Time 30
Enchantment Spell. For 1...7...9 seconds, you have a 75% chance to block all attacks. Whenever you block a target foe's attack, that foe is set on fire for 1...2...3 seconds. This skill ends if you use a skill.
Give Fire Magic some defense.
Swirling Aura - Air Magic
Cost 15 Casting Time 1/4 Recast Time 30
Enchantment Spell. For 1...7...9 seconds, you have a 75% chance to block all attacks. Whenever you block a target foe's attack, that foe is blinded for 1...2...3 seconds. This skill ends if you use a skill.
Give Air Magic some defense.
Air of Enchantment - Protection Prayers
Cost 5 Casting Time 3/4 Recast Time 15
Elite Enchantment Spell. For 4...20...23 seconds, caster's Protection Prayer spells cost 1...3...4 less energy.
Bring legitimacy back to pure protection.
Mending - Healing Prayers
Cost 10 Cast Time 1 Recast Time 15
Enchantment Spell. For 10...46...55 seconds, target ally gains Health regeneration of 1...5...6.
Still a pre-buff that might actually become useful.
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Jul 29, 2009, 05:45 PM // 17:45
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#2
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Krytan Explorer
Join Date: Aug 2006
Profession: Mo/
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Looks like PvE only versions. Skills look like a tankers dream.
These changes are just too OP to me. Blocking all attacks and putting condition back on the attacker.
Mending is a supped up version of healing breeze. Its not even suggested target other ally.
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Jul 29, 2009, 06:04 PM // 18:04
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#3
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Wilds Pathfinder
Join Date: May 2006
Location: Mexico
Guild: La Legion del Dragon [LD]
Profession: E/
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why change a skill's attribute?
Fire eles are supposed to be fully offensive, i agree with jason here, it would be a tankers dream.
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Jul 29, 2009, 06:09 PM // 18:09
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#4
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Krytan Explorer
Join Date: Jun 2009
Profession: R/
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You can't buff Mending! We need it for the lulz!
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Jul 29, 2009, 06:32 PM // 18:32
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#5
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Krytan Explorer
Join Date: Jun 2009
Location: Tyria, Catacomb dweller..
Profession: N/
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Aslong as i can be burned to crisp with 3 casts of just 2 fire magic spells and seeing the amount of buffs from ele enchantments i cant realy see a need for defence for elementalists..
Same goes for RTL builds.. why would they need a defence buff against all attacks...
Use your wards if you need more defence...
And as far as mending goes ^^
/unsigned for all 3 suggestions
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Jul 29, 2009, 08:20 PM // 20:20
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#6
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Hey guys look at my great ideas for skillchanges!
Hey guys I need more than one thread for my skillchanges because I'm so special!
Last edited by Reverend Dr; Aug 01, 2009 at 03:43 AM // 03:43..
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Jul 29, 2009, 11:16 PM // 23:16
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#7
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Lion's Arch Merchant
Join Date: Nov 2008
Location: In the Realm of the Gods
Guild: The High Chroniclez
Profession: A/
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Im lolzed my pants when I read those changes. Also with the skill name of Magnetic Aura, it's associated with earth because magnetic objects are usually metalic which ties it into earth magic, not fire. Also swirling aura implies water, not air.
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Jul 29, 2009, 11:27 PM // 23:27
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#8
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Lion's Arch Merchant
Join Date: Jul 2009
Location: Outside
Guild: Balthazars Chosen [BC]
Profession: R/P
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/signed
buff is a bit op but it does need more than 3 regen -.-"
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Jul 29, 2009, 11:28 PM // 23:28
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#9
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Lion's Arch Merchant
Join Date: Nov 2008
Location: In the Realm of the Gods
Guild: The High Chroniclez
Profession: A/
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Don't take away my mending. I love it when I see warriors running it pvp!
Plus with that change, it'll just be suprior version of Healing Breeze with the same amount of energy and out healing it by alot
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Jul 31, 2009, 10:30 PM // 22:30
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#10
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Wilds Pathfinder
Join Date: Jun 2008
Location: Look up.
Guild: Kurzick Conflagration Unit [KCU].
Profession: W/
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No.
I mean: The very name Magnetic Aura pretty much suggests that it has no place in the fire magic department. And how can you be blinded by something that is swirling?
Didn't care about the rest.
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Jul 31, 2009, 10:44 PM // 22:44
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#11
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: The Zodiac Elites [TZE]
Profession: Mo/
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I choked on my beer when I read the mending suggestion
Mending has always been this way and should not change. A maintained enchantment. In conjunction with the skill changes proposed, I agree Wammos, 55s (where they still play) and anything else "tanky" will be licking their lips in anticiplation.
I would say Air of Enchantment would not be used at all, would be viewed as a waste of an elite with the description laid out. Especially when you have other skills that can do just a good energy management job. Granted you would have PermaAoE if you ran 12+ Prot but this would be a spammers dream. And too many monks out there still don't know the meaning of E-Mgmt, this would be a step in the wrong direction imo.
Therefore /unsigned
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Aug 02, 2009, 01:54 AM // 01:54
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#12
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Academy Page
Join Date: Oct 2007
Location: Lanham, MD USA
Guild: one
Profession: E/Mo
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As someone who uses fire ele as their main character and skill set, I agree fire should be all offense and no defense. If you want to not die, do earth or water.
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Aug 02, 2009, 08:10 AM // 08:10
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#13
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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Here's what I have to say to the op's suggestion in order of which was presented.
Magnetic Aura:
First off, what will the ele do for the entire time it can't cast spells for the sake of this skill? It's pretty much a bane to eles. The current skill effects is good compared to this. Another thing, fire magic defense? Pistols and missile launchers don't have shields or anything like that. Neither should nukers.
Swirling Aura:
Again, the eles bane. This will hurt the skill rather than help gain popularity. If that's taken off, than it would be great, but it would be over powered as a non elite skill.
Oh, and about saying giving air magic some defense, Blinding Surge and Blinding Flash would like to have a word with you...
Air of Enchantments:
This could work, but there are still better options. So changing the skill into this format is pointless.
Mending:
You're almost making this mimic Healing Breeze. Anet will be mad at you for this.
Sorry if the criticism was harsh, but that's the honesty for your skill suggestions overall.
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Aug 02, 2009, 04:57 PM // 16:57
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#14
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Lion's Arch Merchant
Join Date: Jun 2009
Guild: Protectors of Fate [GoF]
Profession: N/Me
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No. No. No. You want to give fire nukers viable defense without speccing into a secondary proff? No. No. No. Just no.
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Aug 02, 2009, 09:39 PM // 21:39
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#15
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Forge Runner
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I disagree with Magnetic Aura and Swirling Aura, mainly because the attribute change, but also Magnetic Aura isn't as useless as it appears in PvE since many farmers use it; then I just don't like the Swirling Aura idea, I'm not going to give suggestions however because I'm not obligated to.
As for Mending... yeah... that kicks the crap out of Healing Breeze and it would be one of the longest enchantments in the game. No.
As for Air of Enchantment, having 4 less energy is too much. 1 energy spells is crazy, reversal of fortune the crap out of the game. This idea would probably have to look more like Healer's Covenant which is a maintained enchantment.
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Aug 12, 2009, 05:32 PM // 17:32
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#16
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Wilds Pathfinder
Join Date: Jul 2008
Location: Italy
Profession: Mo/
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Here's my thoughts:
regarding the first 2 skills, i think that Fire Magic and Air Magic should be only offensive; giving them protective skills, as stated above, would be overpowered because people wouldn't be forced to spec into another attribute to get some defence;
regarding AoE, i don't like pure protection bars in the same way that i don't like pure healing bars..i'm a fan of the so-called "lightly hybridized" bars (there was a nice thread in the monk section about this subject) so i wouldn't encourage these things. But this is only my opinion.
Finally, regarding Mending, i think that the regen is a terrible way of healing (or protting, in a way) for different reasons: the ratio damage absorbed / time is really low compared to that of the other healing and protecting techniques, and you can't control the healing, because it's a fixed regen for a fixed period of time so you can't apply the damage reduction or the damage healing in the best moments of the fight, to get the best benefits from it. For these reasons, even with this buff i still won't use Mending.
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Aug 12, 2009, 05:44 PM // 17:44
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#17
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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You have not shown you've thought through these changes at all.
These changes are largely useless in PvE and too much for PvP. Defense is not for Fire Magic, Air Magic already has blind capabilities and other utility functions. And your Mending is basically a long lasting Healing Breeze.
This thread strikes me as a "I want to use these skills, but they're weak - please buff them" thing.
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Aug 12, 2009, 06:02 PM // 18:02
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#18
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Magnetic Aura - Fire Magic
Cost 10 Casting Time 1/4 Recast Time 30
Enchantment Spell. For 1...7...9 seconds, you have a 75% chance to block all attacks. Whenever you block a target foe's attack, that foe is set on fire for 1...2...3 seconds. This skill ends if you use a skill.
Give Fire Magic some defense.
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Fire magic doesn't need defensive skills, it's an offensive line. Elementalists have earth and secondary professions for that.
Quote:
Swirling Aura - Air Magic
Cost 15 Casting Time 1/4 Recast Time 30
Enchantment Spell. For 1...7...9 seconds, you have a 75% chance to block all attacks. Whenever you block a target foe's attack, that foe is blinded for 1...2...3 seconds. This skill ends if you use a skill.
Give Air Magic some defense.
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Read: comment on magnetic aura.
Quote:
Air of Enchantment - Protection Prayers
Cost 5 Casting Time 3/4 Recast Time 15
Elite Enchantment Spell. For 4...20...23 seconds, caster's Protection Prayer spells cost 1...3...4 less energy.
Bring legitimacy back to pure protection.
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Pure protection is bad. Not to mention the ability to spam 5 energy prots for 1 energy is just dumb.
Quote:
Mending - Healing Prayers
Cost 10 Cast Time 1 Recast Time 15
Enchantment Spell. For 10...46...55 seconds, target ally gains Health regeneration of 1...5...6.
Still a pre-buff that might actually become useful.
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This is just ridiculous...
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