ArenaNet talk:Skill feedback/Elementalist/Incendiary Bonds

This skill is fine. Dark Morphon  (contribs)  08:06, 3 March 2008 (UTC)
 * Agreed. Life Infusion is probably single handedly making Izzy ignore the suggest section.--Ryudo 16:50, 3 March 2008 (UTC)
 * Incendiary bonds is horrible, and anyone who thinks otherwise is clueless. I certainly don't care much whether it gets buffed into usefulness, since fire has enough good DDs already, but that doesn't mean it's a good skill.  --Symbol 20:05, 3 March 2008 (UTC)
 * Yeah, what are you guys on? This skill sucks. Personally, I agree with Symbol's suggestion. 1 sec cast, 5 sec recharge. --TimeToGetIntense 02:49, 4 March 2008 (UTC)
 * All I'm doing is looking back at the old pages and summarizing them in a neat formatting...--Life Infusion &laquo;T&raquo; 04:09, 4 March 2008 (UTC)


 * There isn't much wrong with this skill. At the moment there are far more important issues that need to be dealt with. I can agree this skill isn't the best of the fire line. But then not all skills have to be super effective. 1 cast, 5 recharge is far too much for sure. Dutchsmurf 12:58, 4 March 2008 (UTC)
 * Considering the number of ways to counter this skill, it should be 15e/1c/5r. If it is removed it doesn't do anything, plus, it gives the other team 3 seconds warning of a heavy nuke coming in. --TimeToGetIntense 13:42, 4 March 2008 (UTC)
 * You can't spike with it as well. It has *forewarning, 3 second delay, nonstacking* damage. It's like if Ancestor's Rage has 2 cast, 3 delay, was a hex, and did mediocre damage. Sure there's more important issues, but I've been trying to summarize the most broken/bad skills of each line so far. --Life Infusion &laquo;T&raquo; 00:53, 5 March 2008 (UTC)
 * Besides, Izzy is already working on the huge problems (Dervspike) for the coming update, I assume. It's not like posting urgent shit when he's already aware of and working on it for the next update is better than posting stuff he probably doesn't think about. This suggestion is probably more useful than "NERF OVERPOWERED SKILL PLOX" tbh. --TimeToGetIntense 05:35, 5 March 2008 (UTC)
 * Personally, I wholeheartedly agree with the 15e/1c/5r suggestion. Other than the energy cost, this skill is inferior in every way to Rodgort's Invocation, which does a full 50% more damage, recharges twice as quickly, and deals the damage instantly.  You cant' spike with IB, you can't stack it.  Other than the recharge, it's remarkably balanced in terms of usability: simple, moderately high damage that can't realistically be combined the way Ancestor's Rage can, or other, similar effects.  If it were 5r, then it would be a great spell.  As it is, it's mediocre at best.  A filler skill at the best of times.  --Jette 19:28, 11 March 2008 (UTC)

I mainly use this skill to cover others like Mark of Rodgort, and even with that it's not so good. In PvP, enemies tend to avoid being in Nearby range, so its range it's only an advantage in PvE and should not be counted as much in PvP. MithTalk 19:26, 5 August 2008 (UTC)
 * The problem is that it's 15 and 2 for an effect which is not very powerful (at least for the cost), is delayed for 3 seconds, and can be removed. It needs energy reduction activation reduction, recharge reduction, the ability to hex multiple foes (i.e. each hex deals the damage separately) or a combination. Right now it's OK but for the fact that even if people are clumped up when you use it they probably won't be afterwards. Alternately, make it a smaller AoE (i.e. adjacent) but decrease the costs (energy, activation et.c.) accordingly.
 * I agree that this skill is too weak (though it isn't so weak that a buff is urgently needed), but 1 cast time and 5 recharge is a bit too good. I'd probably just give it 1 cast and 10 recharge and it would be fine. Remember that you can trick the other team with this skill, cast it on someone so they think you'll spike that foe, then spike a different foe.125.236.129.211 21:39, 31 October 2008 (UTC)