Dec 22, 2008, 08:35 PM // 20:35
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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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Enchantment Protection Ideas.
ive had 2 ideas for protecting against enchantment removal and ive tried to make it realistic:
heres #1:
Profession: Mesmer
Attribute: Inspiration Magic
Type: Stance(non-elite)
Campaign: Core
Mantra of Protection
15 energy
instant cast time
20 second recharge
Stance. For 10...20...30 seconds, you can not loose enchantments, but each time you would have lost an enchantment, you lose 15...10...8 Energy or Mantra of Protection ends. End effect: loose all enchantments.
heres #2:
Profession: Necromancer
Attribute: Soul Reaping(non-elite)
Type: Enchantment Spell
Campaign: Core
Sacrifice Enchantment
10 energy
1/4 second cast time
15 second recharge
Enchantment Spell. Loose 2...1...1 enchantment(s), For 5... 10... 15 seconds you can not loose enchantments, however you can not gain more than 3...5...5 enchantments. Each time you would of lost an enchantment, you gain poison condition for 5 seconds (stacking).
heres #3:
Profession: Dervish
Attribute: Mysticism(non-elite)
Type: Enchantment Spell
Campaign: Nightfall
Mystic Enchantment
15 energy
1 second cast time
30 second recharge
Enchantment Spell. For 10...20..28 seconds your enchantments last 50..35..20% shorter, however you can not loose enchantments. Each time you would of lost an enchantment 1 enemy in the area looses 10..15...20 health for each other enchantment on you. Prevention cost: loose 50... 30... 25 health. End Effect: loose all enchantments.
heres #4:
Profession: Paragon
Attribute: Leadership(non-elite)
Type: Chant
Campaign: Nightfall
Anthem of Enchantment
10 energy
1 second cast time
25 second recharge
Chant. (5... 10... 15 seconds). Allies in earshot do not loose an enchantment when they would next.
(this chant ends when they do prevent removal)
and these prevent the prevention
heres #1:
Profession: Necromancer
Attribute: Curses(Elite)
Type: Hex Spell
Campaign: Core
Expose Enchantments
5 energy
1 1/2 seconds cast time
15 seconds recharge
Hex Spell. For 5... 15... 20 seconds, target foe can not prevent the removal of enchantments, this target takes 30... 45... 70 damage whenever they would prevent enchantments. If this hex ends early target foe looses 1... 3... 4 enchantments.
heres #2:
Profession: Mesmer
Attribute: Domination Magic(non-Elite)
Type: Spell
Campaign: Core
Shatter Defenses
15 energy
2 seconds cast time
30 seconds recharge
Spell. Target Foe looses all protection against enchantment removal, for each protection removed target foe looses 1... 2... 3 enchantments and looses 2... 5... 10 energy for each enchantment removed, if target foes energy reaches 0 you gain 50... 75... 100 health.
heres #3:
Profession: Assassin
Attribute: Deadly Arts(non-Elite)
Type: Enchantment Spell
Campaign: Factions
Seeking Blades
15 energy
2 second cast time
30 second recharge
Enchantment Spell. For 10...20...25 seconds, the next 1...4...7 successful hits with attack skills ignore enchantment prevention, for each enchantment prevention ignored like this, one other enchantment on the foe is reduced by 15...40...50%.
please rate the idea
these spells are examples of what i think they should have
Last edited by Headchopperz; Dec 22, 2008 at 09:22 PM // 21:22..
Reason: changed necro spell into elite
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Dec 22, 2008, 08:41 PM // 20:41
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#2
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Either useless or overpowered. Most of those preventing are totally useless and I would never consider taking them, Necromancer's Expose Enchantments is OP as hell. It would be a really good Elite skill...
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Dec 22, 2008, 09:17 PM // 21:17
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#3
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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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i just said these are ideas so u get the idea of what i mean
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Dec 22, 2008, 09:23 PM // 21:23
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#4
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Krytan Explorer
Join Date: Nov 2007
Guild: [SOS]
Profession: Rt/
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You're tampering with an already sufficient mechanic. Stop it.
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Dec 22, 2008, 09:33 PM // 21:33
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#5
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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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its called an idea
it hasnt been approved
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Dec 23, 2008, 12:18 AM // 00:18
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#6
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Quote:
Originally Posted by Headchopperz
its called a bad idea
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Fixed it for you
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Dec 23, 2008, 12:25 AM // 00:25
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#7
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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You have an idea, but what is the reason for the idea? Is there something not working, imbalanced, or overpowered? Provide reasons if you expect anyone to approve, much less for Anet to even consider it.... which they won't, even with an idea you get 1000% approval of from Guru.
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Dec 23, 2008, 12:36 AM // 00:36
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#8
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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To be honest I can't see how this would improve the current status quo.
-We have enchantments.
-Enchantments can be removed.
-We use cover enchantments.
-There are a few skills capable of removing multiple enchantments.
What you propose would give us:
-Enchantment.
-Which can be removed.
-Enchantment protection.
-Which can also be removed.
So we'd have in total - if we used all possible tactics available:
-Enchantment - Cover Enchantment - Enchantment Protection
-Enchantment removal - Remove multiple enchants - Remove enchantment protection
It is a mechanic which works the same way as cover enchantments do. Regardless of whether the skills you proposed are over-powered, it would be a redundant mechanic in the game.
We only have 8 skills on our bars (something I hope they keep in GW2) and this additional mechanic would force some bars to become far less functional than they currently are without adding anything new to the game.
/not signed
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Dec 23, 2008, 01:32 AM // 01:32
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#9
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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I respect that this is solely an idea, but the problem is it's vague AS an idea. You need a purpose, function, and most important of all, support. With out any of these there's no point in making one. You should just say that this is for fun instead of claiming it as an idea. Thinking up things for fun is more friendly, where as claiming to make an idea means you're being serious. If you are going to be serious, pull up your sleeves and put some labor into it like any other serious business.
Just a little advice for you to take thought.
/not signed.
P.S.
To Lady Lozza- I read that the skills in a bar could be less, but there would be other mechanics of function on the side of the skill bar. As to what, I don't know. That's what I've read at least.
Last edited by Owik Gall; Dec 23, 2008 at 01:34 AM // 01:34..
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