Ward Against Arrows, Ward Against Freedom, Ward Against Ore/Metal
I was thinking of how unfortunate it was through the Dragon's Lair quest when we moved on to the Crystal Spiders and kept facing Enchanted Bows that I was a W/E with Ward of Melee and Ward Against Foes (sadly no Ward Against Elements found). Of course I would love to make myself stronger by perhaps making melee arrows inclusive, or place an arrow ward in earth, but, Air seems like the much more logical area for a similar Ward.
This would be, as I said, Ward Against Arrows, create a same size area perhaps using a whitish fiery effect just to distinguish em, same timers, same costs, 50% protection against Arrows. Based on Air Magic just the same as Ward Against Melee is based on Earth Magic. Personally I'm a fan of the use of Wards, they seem much more team oriented, and with a protection against magic, movement, and melee, arrows seem a logical choice.
As well, I was thinking of one more specifically for Earth Elementalists, since they do feature Aftershock which I've rarely seen properly pulled off (seems alot of people rise just before the extra damage would hit), create Ward Against Freedom, or something else which inspires inescape from the earth. This would bind enemies to the ground for two more seconds for knockdowns, perhaps make them more suscetible to them in some manner, and slow them by 20%, alot less than Foes.
As it stands, I've never seen a real Earth Elementalist, I see a few W/E's who use Melee but that is really it, though I think earth magic is great. Would be helpful for "crowd control" and since it is a ward you could just move yourself out of it like any other AoE.
And finally, just throwing it out there, a Ward Against Ore/Metal for Water Elementalists, which effectively lowers the damage output and armor values of enemies within the ward, perhaps to the inverse of what Ward Against Harm is.
Just a fan of seeing more of these types of spells, never enough of em.
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