May 09, 2007, 10:30 PM // 22:30
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#1
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Lion's Arch Merchant
Join Date: Feb 2006
Profession: R/
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Concept Skill: Doubt
I saw a few of these and thought I'd have a go;
Skill Name: Doubt
Skill Description: Hex Spell. For 8 seconds, the next time target foe fails to hit in combat, that foe takes 8...53 damage. (Attribute - Domination Magic)
Energy: - 5
Cast Time: - 1/4
Recharge: - 4
Additonal Notes:- Damage scale is akin to that of Wastrel's Worry.
Your thoughts on this skill are much appreciated.
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May 09, 2007, 10:39 PM // 22:39
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#2
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Forge Runner
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This + Clumsiness...
Sounds like a good combo.
To me, this skill is wee bit powerful.
Signet of Midnight + this on a range/melee person, they're screwed.
Also as stated above Clumsiness would make this very powerful.
Maybe if the recharge time was extend a little bit.
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May 10, 2007, 01:45 PM // 13:45
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#3
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Frost Gate Guardian
Join Date: Feb 2007
Location: Nearby
Guild: Infernal Chaos Legion [ICL]
Profession: W/
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Would work well with Spirit of Failure, I'd say. Taking his energy while he loses 53 damage
As said above, seems slightly too good, perhaps edit the the recharge time to about 10 seconds, and the casting time to around 2 secs.
Kasai
Last edited by Kasai; May 10, 2007 at 01:50 PM // 13:50..
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May 10, 2007, 02:05 PM // 14:05
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#4
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Banned
Join Date: Oct 2006
Location: Crystal Overlook!
Guild: [CPSU]
Profession: Rt/R
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Why not lower the damage and make it AoE? Should make a fine PvE mesmer spell.
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May 10, 2007, 03:09 PM // 15:09
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#5
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Furnace Stoker
Join Date: May 2006
Profession: R/
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How bout make it more akin to WW - If target foe does not hit (or attack) for 6..3 seconds, they take 8..53 damage.
So it can't be used as a crazy spike skill with clumsiness, but it'd work well with ineptitude.
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May 10, 2007, 07:40 PM // 19:40
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#6
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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You can't really spike someone with something that conditional. I like the skills, though you should definately make the recharge longer.
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May 10, 2007, 10:34 PM // 22:34
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#7
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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For those of you who think to combine this with Clumsiness, think again. Clumsiness interrupts the attack, so you never make it in the first place (which means you can't fail to hit). Unless the OP had a different intention, I think that's the explanation we have to go for.
Regardless, INCREASE the recharge. There's a reason why Reversal of Damage has a higher recharge than Reversal of Fortune.
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May 10, 2007, 10:44 PM // 22:44
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#8
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Desert Nomad
Join Date: Nov 2006
Location: Garden City, Idaho
Guild: The Order of Relumination (TOoR)
Profession: R/
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I saw this thread topic and remembered a scene from the Fifth Element:
Quote:
The President hesitates.
CAPTAIN
...The ship is in combat formation.
The missile is loaded, General.
PRESIDENT
(uneasy)
Staedert? Give me a minute...
I have a doubt.
STAEDERT
(cold)
I don't, Mr. President.
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But, more on topic, looks like an interesting skill that would combine well with other skills.
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May 11, 2007, 12:36 AM // 00:36
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#9
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Lion's Arch Merchant
Join Date: Feb 2006
Profession: R/
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Thanks for the feedback . My main intention for this skill was for it to be a deterrent for those willing to attack through blind or hexes that reduce hit %.
Looking at comments I kind of do agree it would require a longer recharge.
And yes Kale is right, it would not combine damage with Clumsiness, etc.
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May 11, 2007, 01:43 AM // 01:43
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#10
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Quote:
Originally Posted by Kasai
Would work well with Spirit of Failure, I'd say. Taking his energy while he loses 53 damage
As said above, seems slightly too good, perhaps edit the the recharge time to about 10 seconds, and the casting time to around 2 secs.
Kasai
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Spirit of Failure doesn't take energy from the enemy, it gives the caster energy whenever that enemy fails to hit. Spirit shackles is the one that takes energy away.
I think this skill would be great, just make it so the recharge is as long as the hex duration and I think it would be balanced. The quick cast time I would say is needed if you want to combine it with a clumsiness and need to get it in right behind it.
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May 11, 2007, 09:54 AM // 09:54
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#11
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Desert Nomad
Join Date: Jul 2006
Location: S. Wales
Profession: Mo/Me
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hmm nice - needs a longer cast time (say 1.5?) and recharge (8-10?)
Memser skills usually have longer cast times to compensate for FC, which really is rather ironic...no ironic...hmm there is a word but i cant think of it..
anywho im rambling mwhahahaha
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May 11, 2007, 02:57 PM // 14:57
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#12
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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I don't know why people are saying this is overpowered. Look at Empathy:
10-2-10
For 5...15 seconds, whenever target foe attacks, that foe takes 15...45 damage.
Compared to:
5-1/4-4
For 8 seconds, the next time target foe fails to hit in combat, that foe takes 8...53 damage. (Attribute - Domination Magic)
And remember, you cannot combine this with Clumsiness. Clumsiness interrupts the attack, not blocks or blinds or causes miss.
Let's even use Clumsiness as a baseline:
10/1/10
For 4...8 seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers 10...92 damage.
If you bumped up the damage to 10..92, it would be like Clumsiness, except it doesn't interrupt the attack and it costs 5 less energy.
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