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Old Jul 04, 2007, 09:03 AM // 09:03   #21
Desert Nomad
 
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@Hawkeye

For Life Bend,
An enemy can just enter the Ward then get out the ward after stepping on it.
And this can be done alot of times so this may make your life bend seem to help you'r enemies instead^^.

And what makes the Kai Ward Spells unique except using of kai?

@SC
Why do you have to make you'r Blowgun req. 10?
And for the rest, Wave a White Flag.
I've got nothin to say to beat you'r Augar^^, = (!

BTW, I have already thought of a batch after my upcoming batch^^.

@AJ
Does this count for the other guys in INC?
If you add those guys for this Challenge I give up^^.
There are I think 2-3 guys I can't beat that includes you SC and HK^^!
*faint*
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Old Jul 04, 2007, 04:24 PM // 16:24   #22
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Quote:
For Life Bend,
An enemy can just enter the Ward then get out the ward after stepping on it.
And this can be done alot of times so this may make your life bend seem to help you'r enemies instead^^.
I figure the Strategist is more about strategy, so whether it helps is dependent upon the person casting. Though, -10 health degeneration is not something to shy about. That alone would be overpowered. The fact that they know they regain health acts like a deterrant to stay inside the ward and a encouragement to stay outside. Understand that once they re-enter the ward, they gain that -10 health degen again, so leaving and re-entering won't help them. Only staying outside will help.

If an elementalist cast an anti-hit ward (50% to miss in attacks) combined with this ward, it makes it so that it would be a trap for a melee fighter to enter. It forces them to either risk getting seriously hurt (degen ignores armor) or simply waiting outside the ward. And if they enter, it encourages them to leave for the +10 health generation they would get after. In short, it provides a conflict of interest to run point blank to the foes inside this ward, which is exactly what the foes would want.

I hope that explained it a little better.

Quote:
And what makes the Kai Ward Spells unique except using of kai?
Well Kai, meaning it requires the 'kai' energy system to work, so you'd have to have already spent enough energy in casting spells to be able to use. The ward is just like any other ward spell that the elementalist has. They're two types of spells which can overlap in abilities, so a spell can be both kai and a ward.
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Old Jul 05, 2007, 08:30 AM // 08:30   #23
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okay weird but I think there are better ways than healing your enemies when they leave.
If the function of this skill is to fear enemies from comming or encourages the to leave they might aswell, make a differ effect making them unable to enter where you are.
Cause some enemies might wan't to go in then leave immediatly.
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Old Jul 05, 2007, 12:13 PM // 12:13   #24
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Originally Posted by [M]agna_[C]arta
okay weird but I think there are better ways than healing your enemies when they leave.
If the function of this skill is to fear enemies from comming or encourages the to leave they might aswell, make a differ effect making them unable to enter where you are.
Cause some enemies might wan't to go in then leave immediatly.
It'd be too powerful to simply keep them from entering. You'd completely spoil 3 very powerful melee classes that exist in Guild Wars, because every player in the party is a caster and stays inside the barrier.

Since balance is an issue, to correct the problem, I'd have to take away from the effect of the spell. So I could say.. "All enemies have -4 health degeneration under the ward" and leave it like that. Aside from the fact that this is similar to one of the necro's well spells, it'd also be a little plain.

A warrior might leave the ward only because they're almost dead, which would be a bit harder with -4 health degeneration. If it was -10 and they get a health regeneration outside the ward, they'd be dead a lot sooner inside the ward and alive a lot sooner outside the ward. It's the player's choice if he prefers to kill himself. In fact, you'd notice that with almost all the spells in Guild Wars, the player *can* choose an alternative rather than taking the effects of the spell. If he can't, it is either not a very strong effect (life siphon) or it is easily removable (Pacificism).

*Any* exceptions to this rule is an elite spell, and even then it is kept reasonable.
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Old Jul 06, 2007, 09:21 AM // 09:21   #25
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a 10 health degen deals only 20 damage each second it is very rare for a player to reach 75 and below health even before they die
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Old Jul 06, 2007, 10:01 AM // 10:01   #26
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20 damage may not seem like a lot, but to a warrior with 80 armor and 500 health points, he'd be dead in 25 seconds.

And if the casters made it a point to stay in the ward, perhaps the warrior could get one, but he'd have to leave if he doesn't want to die. Take into consideration that a monk could not put health regeneration on them. The -10 degen is an effect of the ward, and it is a fixed value. While they can be healed, degen makes it a constant effort to keep alive by the monks. If more than one warrior was in this ward, all their time would be spent cancelling the effects of the ward.

Anymore powerful than this, and it'd have to be elite. Might even be already considered elite, in fact.
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Old Jul 06, 2007, 12:41 PM // 12:41   #27
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25 seconds well that seems to be long to kill?
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Old Jul 06, 2007, 01:37 PM // 13:37   #28
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Well hopefully that won't be the only thing doing damage. If you can deal 20 damage per second, then he dies in 12.5 seconds rather than 25 for just being in the ward and getting hit by you.
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