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Old Jul 29, 2009, 05:07 PM // 17:07   #1
Frost Gate Guardian
 
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Default 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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Old Jul 29, 2009, 05:45 PM // 17:45   #2
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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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Old Jul 29, 2009, 06:04 PM // 18:04   #3
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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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Old Jul 29, 2009, 06:09 PM // 18:09   #4
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You can't buff Mending! We need it for the lulz!
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Old Jul 29, 2009, 06:32 PM // 18:32   #5
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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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Old Jul 29, 2009, 08:20 PM // 20:20   #6
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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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Old Jul 29, 2009, 11:16 PM // 23:16   #7
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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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Old Jul 29, 2009, 11:27 PM // 23:27   #8
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/signed

buff is a bit op but it does need more than 3 regen -.-"
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Old Jul 29, 2009, 11:28 PM // 23:28   #9
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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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Old Jul 31, 2009, 10:30 PM // 22:30   #10
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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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Old Jul 31, 2009, 10:44 PM // 22:44   #11
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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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Old Aug 02, 2009, 01:54 AM // 01:54   #12
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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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Old Aug 02, 2009, 08:10 AM // 08:10   #13
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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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Old Aug 02, 2009, 04:57 PM // 16:57   #14
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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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Old Aug 02, 2009, 09:39 PM // 21:39   #15
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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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Old Aug 12, 2009, 05:32 PM // 17:32   #16
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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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Old Aug 12, 2009, 05:44 PM // 17:44   #17
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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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Old Aug 12, 2009, 06:02 PM // 18:02   #18
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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.
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.
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.
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.
This is just ridiculous...
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