ArenaNet:Skill feedback/Mesmer/Discharge Enchantment

Seef II Issue -- 07:47, 1 April 2008 (UTC)
Discussion Completely irrelevant with the buffs to necromancer enchantment removal and the already strong Mesmer alternatives; overpriced and underperforming. Not much utility for its comparatively high recharge. Perhaps make it a counter to Shadow Form, Obsidian Flesh, etc.? Type it to "Skill," decrease the cast time to 0.75 seconds, and maybe up the recharge to 20 if this is imbalancing.
 * Issue
 * Suggestion

Akira's Issue

 * Issue
 * Very useless with Rip's 10 second recharge. This skill has a conditionally lower recharge for twice the energy cost and an attrib investment. At the very least change it to be lower whenever it meets its condition.
 * Suggestion
 * 5e//1c//10r
 * Exact same stats as Rip, but instead of a conditional bleeding (which for most intends and purposes is a lot better) a conditional cooldown decrease. It might see some use in the more hex heavy/coordinated builds.
 * 5e//1c//7r - Spell. Target foe loses one Enchantment. Target foe gains 6..2..0 energy.
 * Better stats, worse effect.

Bathory's Issue 05:40, 2 May 2009 (UTC)
Comments & Suggestions Here, Please
 * Issue
 * As said above, the buffs to Necromancer's enchantment removal have made this skill useless - and it wasn't that much to begin with. Changing the functionality (Akira's suggestion is a neat Power Return twist) to cope with the fact that it's current function is unimaginative and obsolete. I based my suggestion off of Feedback. This would be a less powerful but faster to use version, it's recharge is still longer than most Necromancer single enchantment removals - so it's still not as powerful but has a Mesmer effect and a cheap cost that would probably give it some play.


 * Suggestion
 * Spell. Target foe loses 1 Enchantment. That foe loses Energy if target foe is Hexed.
 * Spell. Target foe loses 1 Enchantment. That foe loses Energy if target foe is Hexed.