Dec 22, 2008, 08:52 PM // 20:52
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#1
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Academy Page
Join Date: Aug 2008
Location: always 5+ miles from you
Guild: Slayers of Lost Order
Profession: D/
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Dervish Spell: Extend Enchantment : Change
heres the current spell
5 energy
1/4 cast time
20 recharge time
Enchantment Spell. (5...17...20 seconds.) Remove all your enchantments. Enchantments cast on you last 100% longer. End effect: lose all enchantments.
now this is a sweet spell but it doesnt realy work well because of its 'Remove all your enchantments' when u cast the spell.
meaning you cant keep this going without stripping youself
i propose that they make this spell usefull by making it
Enchantment Spell. (5...17...20 seconds.) Enchantments cast on you last 100% longer. End effect: lose all enchantments.
or even
Enchantment Spell. (5...17...20 seconds.) Enchantments cast on you last 50...65...75% longer. End effect: lose all enchantments.
or somthing simalar
what do u guys think?
Last edited by Headchopperz; Dec 22, 2008 at 08:55 PM // 20:55..
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Dec 22, 2008, 09:17 PM // 21:17
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#2
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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I don't really know about it. I rely on at least 2-3 enchants to END to power my derv through myst, usuallly zelous renewal + others. I also focus on some skills that remove my enchants, so when I see the skill that increases enchantment time.....i dunno.
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Dec 22, 2008, 09:18 PM // 21:18
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#3
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Krytan Explorer
Join Date: Feb 2007
Location: In my HoM
Guild: Canthan Refugees [TOGO]
Profession: E/Rt
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Wouldn't make sense... if an enchant lasts 20 seconds like PS you wouldn't get 40 seconds because it will strip after 20 seconds
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Dec 22, 2008, 09:28 PM // 21:28
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#4
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Academy Page
Join Date: Aug 2008
Location: always 5+ miles from you
Guild: Slayers of Lost Order
Profession: D/
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Quote:
Originally Posted by I Will Heal You Ally
Wouldn't make sense... if an enchant lasts 20 seconds like PS you wouldn't get 40 seconds because it will strip after 20 seconds
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yes but if u keep extend enchantments going you wont get the end effect
eg
with +20% enchantments on wep extend enchantments will last 24 seconds
there for every 20seconds all u gota do is cast exend enchantments again and it stays going
and the second time it will last 2x longer
eg 40 seconds, so u only have to cast it once every 40 seconds the second time.
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Dec 22, 2008, 09:29 PM // 21:29
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#5
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Jungle Guide
Join Date: Mar 2007
Location: In Viking land! (Norwaii)
Guild: Beyond the Gates of Infinity [sKy]
Profession: R/Mo
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To bad this doesnt work on stuff YOU cast =( (SoA Farm <3)
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Dec 22, 2008, 09:33 PM // 21:33
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#6
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Forge Runner
Join Date: Mar 2006
Profession: N/
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yea...
generally the enchantments i want extended r those that i want longer than +20s
making this not terribly useful
i spose if it extended enchants u cast on other allies, then it could find some gimmicky use
perhaps a perfect addition to the orders derv
so either 10-30s duration
or allow targetting to other allies as well
that or a complete mechanic change
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Dec 22, 2008, 10:36 PM // 22:36
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#7
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Lion's Arch Merchant
Join Date: Nov 2007
Guild: Sacred Forge Knights
Profession: W/P
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This is a call for perma enchantment builds, shadowform etc. ANET will NEVER allow this skill to do that.
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Dec 23, 2008, 12:00 AM // 00:00
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#8
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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Quote:
Originally Posted by dasmitchies
This is a call for perma enchantment builds, shadowform etc. ANET will NEVER allow this skill to do that.
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Why, because it could be used to make an infinite shadow form? That sure would be unbalanced, ANET will NEVER allow a skill to do that. Oh wait, nvm
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Dec 23, 2008, 12:21 AM // 00:21
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#9
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Imagine using the A/D crit scythe build under shadowform (the pits one in UW SC) except you dont need cons to maintain it (this is what this build is essentially suggesting). Im sorry, but this is either retartedly overpowered or useless.
Maybe change it to you lose all enchantments. For XX seconds all enchantments on target (other perhaps) ally last XX% longer.
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Dec 23, 2008, 01:36 AM // 01:36
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#10
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Academy Page
Join Date: Aug 2008
Location: always 5+ miles from you
Guild: Slayers of Lost Order
Profession: D/
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ok then just make it not work with sf
make it if the two enchantments are up they are both instantly removed
edit
assasins dont need cons atm to perma so whats the big issue?
Last edited by Headchopperz; Dec 23, 2008 at 01:38 AM // 01:38..
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Dec 23, 2008, 01:39 AM // 01:39
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#11
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Ascalonian Squire
Join Date: Nov 2006
Guild: Vindictive Malevolence
Profession: Mo/N
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A/D wouldn't work, it's still tied to mysticism... it would just open up a lot of long-lasting enchants for dervs, and it only works for enchants on self, not others
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Dec 23, 2008, 01:40 AM // 01:40
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#12
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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I'd rather the condition that all enchantments be removed once this skill ends is, well removed. It makes no sense. Think about it. Most highly used enchantments last around 20 seconds. Using this skill with any of these enchantments results in a wash. It's pointless, really. Just as for the removal of that condition and everyone would be happy.
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Dec 23, 2008, 01:45 AM // 01:45
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#13
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Academy Page
Join Date: Aug 2008
Location: always 5+ miles from you
Guild: Slayers of Lost Order
Profession: D/
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yea the A/D cant perma because
Enchantment Spell. (5...17...20 seconds.) Enchantments cast on you last 100% longer. End effect: lose all enchantments.
it only lasts 5 seconds meaning when its ended u loose perma
because its tied into a primary attribute
meaning it wont let A/Ds perma without cons
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