Apr 12, 2007, 02:03 AM // 02:03
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#1
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Wastrel's Regret
Just an idea of a mesmer skill that popped into my head the other day. Here goes:
Wastrel's Regret
10/3/20
Domination Spell. For every Hex on target foe, one skill that is not already recharging is disabled for 5..13 seconds. (Maximum 1..3 skills)
Think of it like Signet of Humility for folks that aren't using their skills. It punishes skills that recharge fast, and screws up folks that depend on a chain of skills. Domination Mesmers aren't known for stacking Hexes either.
Then, of course, is the counterpart, which I think is a little more balanced:
Wastrel's Greed
10/3/20
Domination Spell. For every Enchantment on target foe, one skill that is not already recharging is disabled for 5..13 seconds. (Maximum 1..3 skills)
That is, a foe that is already enchanted is already protected from immediate danger. Using this skill then, you'd have to break through the enchantments before you could apply pressure to cause a conundrum.
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Apr 12, 2007, 02:11 AM // 02:11
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#2
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by Skye Marin
Just an idea of a mesmer skill that popped into my head the other day. Here goes:
Wastrel's Regret
10/3/20
Domination Spell. For every Hex on target foe, one skill that is not already recharging is disabled for 5..13 seconds. (Maximum 1..3 skills)
Think of it like Signet of Humility for folks that aren't using their skills. It punishes skills that recharge fast, and screws up folks that depend on a chain of skills. Domination Mesmers aren't known for stacking Hexes either.
Then, of course, is the counterpart, which I think is a little more balanced:
Wastrel's Greed
10/3/20
Domination Spell. For every Enchantment on target foe, one skill that is not already recharging is disabled for 5..13 seconds. (Maximum 1..3 skills)
That is, a foe that is already enchanted is already protected from immediate danger. Using this skill then, you'd have to break through the enchantments before you could apply pressure to cause a conundrum.
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The problem is the synergy it gives with other pressure builds. One dom/ inspiration mes with sig of humil + mantra and wastrel's regret can shut down a monks' hex denying elite and follow up with this after his pressure buddies wreck havoc.
Greed looks cool tho since you cannot place enchantments on foes.
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Apr 12, 2007, 02:30 AM // 02:30
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#3
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Forge Runner
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13 seconds may be too long. Blackout is for like 6 seconds? And that shuts down all skills. I think the time should be 1...7 seconds.
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Apr 12, 2007, 03:30 AM // 03:30
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#4
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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blackout makes me want to /wrists
it used to be 8 seconds... at 6 seconds it is nearly worthless. Especially since it disables all of the users skills for a flat 5 seconds. And the 6 second enemy disable is at 16 Dom, requiring a sup rune and hat.
I think 13 seconds on one or two skills is fine, if that is the duration at 16 domination. Just take a look at Diversion, it can do roughly the same thing if you cast enough.
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