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Old Jul 25, 2006, 05:48 PM // 17:48   #1
Jungle Guide
 
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Default does shatter storm need a buff?

It may be useful in particular builds but I believe its a second tier mesmer elite especially compared with non elite enchant removal alternatives. I think a small tweak would help make it a more viable choice to bring. Change the base cost to 5 energy with the condition of costing an additional 5 energy if it removes more than one enchantment, sorta like how star burst is.
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Old Jul 25, 2006, 07:43 PM // 19:43   #2
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Are you suggesting that they remove the recharge time and implement the cost of 5 energy per enchantment above 1 removed?

I would not suggest that at all. Remove 5 enchantments will cost you 25 energy. But it would cost a monk a lot more energy and time to cast them all again. I think its good as is. Recharge time can be better than cost. I know, you want 0 recharge and a cost of 5 energy, so you can strip 1 enchantment.

Too easy, and cries of it being nerfed will be on the mesmer forum very quickly.
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Old Jul 25, 2006, 08:54 PM // 20:54   #3
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i said nothing about recharge or 5 energy per enchantment...
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Old Jul 25, 2006, 10:09 PM // 22:09   #4
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Ah, so you want it to be a 'Remove Enchant' (ala Remove Hex) when dealing with one enchantment, and then leave it as it is already for any additional enchantments.

Interesting, 10 energy does tend to have rather bad parity when compared to the single enchantments you're most likely to remove. And it IS elite.

Still, I haven't even bothered unlocking it and using it in practice, so I couldn't really comment. Though the reason I haven't is because I don't much like it <_<

Rend and Gaze perform far more admirably on multi-enchants as non-elites, and Drain and Shatter are my favourite single removals.
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Old Jul 25, 2006, 11:35 PM // 23:35   #5
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nice idea OP.
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Old Jul 25, 2006, 11:37 PM // 23:37   #6
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Tbh I see this being only useful against a team with Life Bonds/Barriers and a 24/7 cover for them. Normally the target doesn't have more than 1 or 2 protective enchantments on him when he gets spiked, and Shatter is IMO much better for that. Also, when spiking Boon Prots the problem comes from Mantra of Recall and Boon. They add another 14 seconds to the recharge without actually benefitting your team(because they don't exactly protect the target).
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Old Jul 26, 2006, 05:02 AM // 05:02   #7
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well i think it can be an effective way to screw up MOR boon prots. Constant enchant stripping with some kind of pressure (dps or edenial) is a brutal combo. Could be a viable elite for a sword warrior if it got some kind of improvement.
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Old Jul 26, 2006, 07:39 PM // 19:39   #8
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Oh, okay. So its 5 energy to cast, 0 recharge time and an additional 5 energy if removes more than 1 enchantment. So the maximum energy cost is 10 to remove 2 or more enchantments. This can be done on a constant basis, since there is not recharge time, thus diversion will not work on it, nor will any spell/condition that lengthens the casting time.

Yup, nerf cries will be heared in unison over this change.

If this happens, then why not have Spell Shield remove the disabling portion or at least have it during the spells effect and reduce the recharge time to 10 seconds. That way, Monks can stay immune to all spells until their energy is gone. Again, this idea would be nerfed too.

Shatter Storm is fast casting (1 second), it relates to no attribute, and its an elite. This can be used and abused by anyone. That is why it has a medium cost of 10 energy and the disable penalty of a 7 second per enchantment removal.

Changing it the way you suggest it would unbalance the Mesmer (to its advantage). PvP and GvG is based on a balancing scale, so if Mesmers get a big boost like this, then so should every other profession as well.

I too have a mesmer, and yes I would like the abilty to remove enchantments from my enemies without any loss, but I'm also a Monk, Necro, Ritualist as well. So I don't want to have my enchantments stripped so easily either.
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Old Jul 27, 2006, 02:07 PM // 14:07   #9
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Quote:
Originally Posted by Pick Me
Oh, okay. So its 5 energy to cast, 0 recharge time and an additional 5 energy if removes more than 1 enchantment. So the maximum energy cost is 10 to remove 2 or more enchantments. This can be done on a constant basis, since there is not recharge time, thus diversion will not work on it, nor will any spell/condition that lengthens the casting time.
Who said anything about recharge time?
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