Apr 14, 2006, 05:40 PM // 17:40
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#1
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Lion's Arch Merchant
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Suggestion for a Mesmer's skill: "Gift of Energy"
With the several skills that the mesmers have to get energy, a mesmer may wish to share the energy profit with the team.
Gift of Energy. Spell. Target other ally receives 5 energy.
Energy cost: 5, Casting time 1s, Recharge time 0.
The casting time, and may be the recharge time, might be different if required for balance.
This skill would be within non-atribute skills; or Inspiration, but, it has a fixed value of energy.
P.S.: Another possibility might be to put Gift of Energy. in Inspiration and change to "Target other ally receives 3~5 energy" being 5 energy at 8 of Inspiration.
Last edited by mariano; Apr 14, 2006 at 10:35 PM // 22:35..
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Apr 14, 2006, 10:25 PM // 22:25
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#3
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Lion's Arch Merchant
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Quote:
Originally Posted by quickmonty
Necros already have that ability. Personally I would rather concentrate on spiking and shutting down the enemy as a memer.
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I do not know any necro's skill like this... Necros' skills which help allies with energy imply a health sacrifice. The skill I suggest is a mesmer's skill
In my view, different professions may do similar things in different manners. Mesmers can heal from hexes and monks can heal from hexes... no problem. If there is a reason for necros to help with energy... there is even a bigger reason for mesmers to be able to do it... I think. For necros I would suggest another ability:
Gift of Health. Sacrifice 15~30% of max health, ally recieves an equal amount of health.
Energy 5; Casting time 1s.; Recharge 5s.
I think that monk's skill "Infuse" is very necrotic. When I was playing my necro I did use "Infuse" very often.
P.S.: quickmonty is right in the replay below, that necros have Well of Power which does not imply a health sacrifice, but exploiting a corpse. Ty.
Last edited by mariano; Apr 14, 2006 at 10:55 PM // 22:55..
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Apr 14, 2006, 10:41 PM // 22:41
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#4
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Ancient Windbreaker
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Quote:
Originally Posted by mariano
I do not know any necro's skill like this... Necros' skills which help allies with energy imply a health sacrifice. The skill I suggest is a mesmer's skill
In my view, different professions may do similar things in different manners. Mesmers can heal from hexes and monks can heal from hexes... no problem. If there is a reason for necros to help with energy... there is even a bigger reason for mesmers to be able to do it... I think. For necros I would suggest another ability:
Gift of Health. Sacrifice 15~30% of max healt, ally recieves an equal amount of health.
Energy 5; Casting time 1s.; Recharge 5s.
I think that monk's skill "Infuse" is very necrotic. When I was playing my necro I used "Infuse" very often.
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These are the skills I was refering to:
Blood is Power {Elite} - Enchantment Spell
Sacrifice 33% maximum health. For the next 10 seconds, target other ally gains energy regeneration of 3-5.
Blood Ritual - Enchantment Spell
Sacrafice 17% max health. For 8-13 seconds, target touched ally gains +3 energy regeneration. Blood Ritual can not be used on the caster
Well of Power {Elite} - Spell
Exploit target corpse to create a well of power at that location. For 8-18 seconds, allies within 39' of the Well of Power gain health regeneration of 1-5 and energy regeneration of 2.
They aren't so much "sharing" as sacrificing. As you mentioned, there is a lot of "cross profession" skills, or skills that are similiar in different professions. I'm not saying that is good or bad, just that I would rather use my mesmer to spike and shut down the enemy. Who knows, if I had the skill at my disposal I might even use it. But I usually find, as a mesmer, that I have to conserve what energy I do have, and don't know if I would use a skill costing me energy in order to give energy to someone else.
Last edited by quickmonty; Apr 14, 2006 at 10:44 PM // 22:44..
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Apr 14, 2006, 11:14 PM // 23:14
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#5
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Shutdown is one of the Mesmer's main roles, however with Factions coming out there is another role they can fill: Hex removal.
Currently mesmers have hex removal, but with the extra anti-hex skills they're getting soon they would actually be able to do that full-time. This may seem trivial, but there are some places where a devoted anti-hexer is a great boon (i.e. Defend Droknor's Forge quest). And with skills like Shatter Hex and Inspired Hex, it's not like they aren't also contributing other things (like damage).
What I'm getting at is that we have here a Mesmer that is actually targeting his allies much of the time. In this situation, a mana-transfer skill where you target your allies really isn't a bad idea for a Mesmer contribution. It also fits with the Mesmer's theme.
If you want a more offensive version, perhaps there could be a spell that gives all allies +2 energy regen for a few seconds but costs a lot of the Mesmer's energy, perhaps even all of it.
But I like this idea.
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Apr 15, 2006, 02:07 AM // 02:07
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#7
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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You know, necro spells do help energy "regeneration", but having some mesmer skills which give energy "amounts" wouldn't be bad, or even better, energy hexes which gave energy to teammates and such.
I could have swore I read that certain mesmer skills where designated toward energy manipulation and "management" for teammates, it would be nice if some of those energy stealing hexes gave the energy to someone who realy needed it. I can't find my original GW handbook that came with the game, but I think something along the lines of energy management and teammates was mentioned, it would be nice if this was so.
You know, healing is monks specialty, but skills like healing spring and well of blood are great skills which keep people alive, it would be nice if there were other energy support skills besides just necro skills, energy support isn't exactly the defining function of the necro class you know.
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Apr 15, 2006, 02:21 AM // 02:21
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#8
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Desert Nomad
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I'm not opposed to the idea of a mesmer battery skill - hell, there are a lot of cases where necros and mesmers have different versions of the same skill concept - but just straight up trading caster's energy for target's energy seems so boring. The necro battery skills have their own angles like health sacrifice or corpse exploitation... the mesmer version should have some kind of quirk of its own, too. I'm just not sure what that quirk might be.
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Apr 15, 2006, 03:42 AM // 03:42
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#9
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Wilds Pathfinder
Join Date: Mar 2006
Location: With many other ugly people
Guild: We Are All Pretty [ugly]
Profession: R/
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E/Me spamming this skill...think about it. Doesn't it somewhat seem overpowered to you? It's like the person receiving the Gift has +15 energy regeneration, and that is 5 more energy a second. It's like the receiver has become an elementalist with Energy Storage. :S
But an idea for this with less gain would be better. Maybe it should cost 10 and give 5?
BTW, you gave me an idea for another skill ^^. (not a copy of this though)
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Apr 15, 2006, 08:28 AM // 08:28
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#10
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by Phoenix Arrows
E/Me spamming this skill...think about it. Doesn't it somewhat seem overpowered to you? It's like the person receiving the Gift has +15 energy regeneration, and that is 5 more energy a second. It's like the receiver has become an elementalist with Energy Storage. :S
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Good point. In that case I'd say increase the energy transfered and give it a recast time.
Or how about the target gets [5...12] energy and the Mesmer loses all of his energy? Seems reasonable to me.
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Apr 15, 2006, 11:01 AM // 11:01
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#11
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Forge Runner
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it will increase pve monk lazyness
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Apr 15, 2006, 12:36 PM // 12:36
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#12
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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I think this skill will help out the original concept of GuildWar's definition of Inspiration Magic. All inspiration skills are selfish to it's caster and doesnt really help inspire other allies (Inspired Hex is the only one I can think of - unless you're a freak pacifist...), this skill will change that.
Seriously, GW is all like, "using this class to inspire its allies"... when its really just showing off to them^^.
Plus it will just end up being one of those skills hardy anyone uses, cuz it has perfect balance. Just remember... this skill is a perfect energy transferral. I suppose it would be spammable if the gift of energy was constantly used (effectively providing target with +4 pips of energy) But mesmer's energy runs out, and spamming something that isn't beneficial to you at all is kinda... useless.
The spell would not be implemented if it cost 10 for 5 energy....
/signed
Last edited by Terra Xin; Apr 15, 2006 at 12:39 PM // 12:39..
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Apr 15, 2006, 01:40 PM // 13:40
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#13
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Lion's Arch Merchant
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Quote:
Originally Posted by Phoenix Arrows
E/Me spamming this skill...think about it. Doesn't it somewhat seem overpowered to you? It's like the person receiving the Gift has +15 energy regeneration, and that is 5 more energy a second. It's like the receiver has become an elementalist with Energy Storage. :S
But an idea for this with less gain would be better. Maybe it should cost 10 and give 5?
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I to take this into consideration. What I suggest is to put this Gift of Energy within Inspiration skills, so that, for example:
Target ally recieves 1~5 energy.
Energy 5; Casting 1s.; Recharge ?
And the 5 per 5 level would be at 8 Inspiration. Putting atribute points in Inspiration is rather useless for an Elementalist.
Quote:
Originally Posted by Phoenix Arrows
BTW, you gave me an idea for another skill ^^. (not a copy of this though)
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You are well come. Good that you find inspiration here.
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Apr 15, 2006, 01:59 PM // 13:59
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#14
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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Quote:
Originally Posted by mariano
Putting atribute points in Inspiration is rather useless for an Elementalist.
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It is? I know I don't use the other lines unless I have to.
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Apr 15, 2006, 03:06 PM // 15:06
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#15
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Lion's Arch Merchant
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Quote:
Originally Posted by Align
It is? I know I don't use the other lines unless I have to.
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I was thinking that the Elementalist needs to put points Energy Storage and some other elementalist atribute, so that no many points would remain for Inspiration Magic.
But, if the Ele puts points in Energy Storage and Inspiration Magic, then ¿what is going to do with all the energy? May be to share it with others... I think, this is allright! If this could be abusive then adding some more time to the recharge time is an additional meassure to avoid it.
Another point is that if a player wants to give up all her energy to other allies, well... I do not see a problem with this... is this an usefull tactic?
I think that being able to give to an ally one's own energy may be usefull for some special ocassions, like needing it urgently for healing or needing it to cast a certain key spell in a moment.
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Apr 15, 2006, 07:28 PM // 19:28
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#16
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by lishi
it will increase pve monk lazyness
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Then we'll dump that crappy monk and get a Ritualist.
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Apr 15, 2006, 09:13 PM // 21:13
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#17
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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If you allowed the skill to give more energy than it costs (which would happen with more than 8 inspiration in your description) then it could become overpowered without a recharge.
Player A uses on Player B, Player B uses on Player A, Player A uses on Player B.
Thats some quick regen without a recharge.
With adjustments I could see it being good.
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Apr 16, 2006, 02:05 AM // 02:05
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#18
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Frost Gate Guardian
Join Date: Mar 2006
Profession: E/Me
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Calming Thoughts (Inspiration)
Cost: 5
Cast: 1
Recast: 10
Spell. Target other ally recieves 5-10 energy.
Relaxing Images (Inspiration) (elite)
Cost: 5
Cast: 1
Recast: 10
Elite spell. Target other ally recieves 5-10 energy, and +3 energy regeneration for 5-10 seconds.
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Apr 16, 2006, 02:40 AM // 02:40
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#19
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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I've noticed that ANet treats mana manipulation as something very very powerful (which I suppose is warrented). Blood is Power requires a whopping 33% sacrafice, Ether Lord makes the mesmer lose all of his mana, Malaise is only -2 energy degen and makes the necro take -2 health degen.
I think a spell that gives an ally straight mana would be considered fairly powerful. Thus we've got to think of the penalties here. I imagine the mesmer would lose all his energy from this, or have a fairly long recast time. Probably both.
Last edited by Undivine; Apr 16, 2006 at 02:42 AM // 02:42..
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Apr 16, 2006, 11:55 AM // 11:55
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#20
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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+mantra and other inspiration skills = permanent bip on all party members.
Maybe the skill should cost 10 and give (3-7) energy with a short cooldown (5?)
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