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Old Sep 06, 2005, 03:35 AM // 03:35   #1
Frost Gate Guardian
 
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Default New skill idea

Remove Enchantment: Cost 5, cast time 3, recharge time 7
Remove 1 enchantment from Target foe

For those of you that didn't notice, I ripped the cast cost and stats from remove hex

Why are enchants so hard to remove? Conditions can be removed very easily, hexes pretty easy, yet enchantments are a royal bitch to remove.

Lets sum up enchant removers shall we?

THere are 6 skills in the game that remove enchants:

Well of the profane which requires a body and costs 25, 3, and 10. Would be cool but bodies are kinda hard to come by sometimes.

Strip enchantment gives you health but costs 10, 1, and 20. 20 recharge time? GOod god RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing ya I can remove 3 enchants a minute.

Rend enchantments which is a good skill unless you just wanna remove 1 in which case its a pain because it has a 30 sec recharge.

shatter enchant costs 15, 1, and 25. Once again the long RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing recharge.

Drain enchant costs 10, 1, and 25. Long recharge much?

Inspired enchantment (which would be fricking perfect except... you can't use it again for 20 seconds.



Why all the long fricking recharge times?
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Old Sep 06, 2005, 03:45 AM // 03:45   #2
Desert Nomad
 
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Long recharge times i assume to prevent one team from totally outstripping another...rendering all the enchanted team in a less than favourable position.

I personally wouldn't want to see any more enchantment removers in the game. PvE is already flooded with them and i have even started to call Shatter enchantment by the name of "Shatter Enjoyment".

In PvP, you just have to organise your team better. If more than one of you can take off an enchantment, you should be okay since you should be working one target at a time anyway.

-------
EDIT -

Just wanted to add another idea or two if i may, since the topic is suitable.

REFLECTIVE SHOT (ranger)
Bow attack, shoot an arrow at target foe striking for + (1...15) damage. This arrow reflects onto the nearest enemy to your target and strikes for + (1...15) damage.

CONDITIONING SHOT (ranger)
Bow attack, shoot an arrow that strikes for no damage but inflicts one of the following conditions. Bleeding, crippled or deep wound for 12 seconds.

CREEPING INFECTION (necromancer)
Hex spell, hex causes no harm but inflicts poison for 15 seconds when the hex ends.

HEALING NOVA (monk)
When enchanted ally dies, all nearby allies are healed for (20...100) points.

HEALING SUPERNOVA (monk)
When enchanted ally dies, all nearby allies are healed for (20...100) points and gain health regeneration of (3...9) for 10 seconds.

BLACK HOLE (mesmer)
Create an absorbing aura at target other allies location. This aura absorbs all damage inflicted upon that ally/allies but drains energy from ally/allies within it.
When black hole ends, the caster suffers from dazed.

WORM HOLE (mesmer)
Create a portal at your location which opens up at your furthest ally. Allies can travel through this portal for 30 seconds.

(This would be quite fun i imagine. Your monk is getting ganked so you position yourself to be furthest from your monk and bingo "OMG, GET IN THE PORTAL!!11"

STAKE SHOT (Ranger)
Bow attack. Shoot an arrow at target foe. If target foe is adjacent to another foe, these foes are staked together and crippled for (5...15) seconds.

LMAO, bring it on.

Last edited by Tactical-Dillusions; Sep 06, 2005 at 04:33 AM // 04:33..
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Old Sep 06, 2005, 04:10 AM // 04:10   #3
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That skill sucks anyways...no one in his or her right mind would run a 3 second disenchanter when enchants can be stacked so easily.
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Old Sep 06, 2005, 06:08 AM // 06:08   #4
Desert Nomad
 
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Ive noticed this as well..

Simple solution to all this enchantment removing.. add new elite skills, remove say... 2-4 enchantments?.. either cause exhaustion, skill belt black out or life sacrafice (for necro) would be added to keep it not so over powered...

adding slower recharge time won't solve too much, adding more enchantment destroying in one move will be much more effective
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Old Sep 06, 2005, 06:23 AM // 06:23   #5
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You've forgotten Lingering Curse {E}, the only other multi-enchantment remover, and Chillbains, the only other non-targeted hex removal like Well of the Profane.

There're a couple of enchantment hate skills aside from removal in the game as well.

Soul Barbs punishes a person for having enchantments cast on them, and Nature's Renewal slows the casting speed down, along with doubling the cost of maintainence.
Melandru's Arrows {E} deal quite a bit of additional damage against enchanted foes, and Melandru's Assault deals a little extra and turns it into an AoE attack.

Melandru's Arrows is probably one of the more favoured skills from there.

(Not to say that any of those is enough to frighten people away from enchanting though.)
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Old Sep 06, 2005, 07:25 AM // 07:25   #6
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Quote:
Originally Posted by Mercury Angel
(Not to say that any of those is enough to frighten people away from enchanting though.)
Exactly. Would be nice to at least make em twinge a little bit.

Answering the previous guys reply...

Everyone on a team brings enchant removal.

8 enchants removed, 20 sec countup time when you have a total of 20 enchants up that are almost insta cast.

THis building off the idea.

3 monks 3 enchants (at least)

2 el/mo's sometimes up to 6 on each

2 warriors 2 to 3 enchants on each.

You can't even come close to competing with removal. Unless everyone carried rend enchants on them.
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Old Sep 06, 2005, 11:40 AM // 11:40   #7
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I'm beginning to think that it's a losing battle to balance enchants vs. enchant removals. Because, unless the ultra-thin line of perfect balance is achieved, one will totally crowd out the other.

What we should think of instead, is to have lots of skills that punish enchantment using teams heavily. More skills like Melandru's arrows, for all classes. Skills that are not very useful against non-enchanted teams, but become exponentially more and more useful as the enemy uses more enchantments.

Skills that apply various negative effects if the other team is running enchantments.

Spirits that cause the enemy's enchantments to apply to your team as well.

Skills that cause extra damage if they have enchantments.

Hexes that provide you with constant energy per enchantment on your target.


What will happen to the meta game? Well, it would make using enchantments sparingly the safer route - which makes our single-enchantment strippers actually useful. Builds which use lots of enchantments, whilst powerful, would correspondingly become much more vulnerable. So everyone is happy.
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Old Sep 06, 2005, 11:33 PM // 23:33   #8
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Quote:
Originally Posted by Rieselle
I'm beginning to think that it's a losing battle to balance enchants vs. enchant removals. Because, unless the ultra-thin line of perfect balance is achieved, one will totally crowd out the other.

What we should think of instead, is to have lots of skills that punish enchantment using teams heavily. More skills like Melandru's arrows, for all classes. Skills that are not very useful against non-enchanted teams, but become exponentially more and more useful as the enemy uses more enchantments.

Skills that apply various negative effects if the other team is running enchantments.

Spirits that cause the enemy's enchantments to apply to your team as well.

Skills that cause extra damage if they have enchantments.

Hexes that provide you with constant energy per enchantment on your target.


What will happen to the meta game? Well, it would make using enchantments sparingly the safer route - which makes our single-enchantment strippers actually useful. Builds which use lots of enchantments, whilst powerful, would correspondingly become much more vulnerable. So everyone is happy.

oooo,

thats the best idea I've heard yet. Meh likey
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