ArenaNet talk:Guild Wars 2 suggestions/Power Build up for Magic skills

Just so we are all clear on this, this suggestion was to be implemented on spells that affected the area around the character (Adjacent, Nearby, etc). Reasons why are (mainly based on melee ranged fighting);
 * - When in melee range, to make you more effective against warriors (found that spells were very weak against them in GW1 majority of the time resulting in half of the dmg displayed on the skill itself), power build up gives you the ability to build up the dmg that wouldve been absorbed by defense.
 * - This can diversify battles between melee and caster (Chance of inflicting more dmg, tactical play when interruptions are a possibility, get more effect for same energy cost of spell, pulling out of battle when a power up is seen, etc)
 * - pulling out of battle when a power up is seen (can prevent people from just playing offensively and start playing defensively).
 * - It doesnt grant too much of an advantage elsewhere in battle (against other casters, players that arent in melee range to you) because it doesnt pay to use adjacent/nearby spells when you have to run around in battle to use them.
 * - I cannot see people pulling off spikes with adjacent spells (unless they are pure elitists with massive coordination).

Now if you think this would be unfair to assassins because they are the other profession that fight at melee range, it still wouldnt matter coz completion of combos are done quickly with them usually consisting of a KD. Another way for avoiding powerful build up would be shadow stepping. And dervishes, they got self reliant heals (dont know much of dervs coz i barely used em but im sure this is the only thing). I can see why people may have thought this to be overpowering an ele, but when you really think about it taking all ive said into consideration, I dont think this would be the case. I know that if this mechanic was applied to ranged spells then YES I then believe this would be overpowering an ele, but thats what im NOT suggesting.

PLZ question me if you believe otherwise. --122.107.149.30 02:06, 3 August 2008 (UTC)

Wouldn't it make more sense to have all enemy affecting spells or rituals be chargeable like this, but just make the last stage or two be easily interruptable depending on how powerful the skill is? Then you could charge up flare to be a fireball if you have 4 seconds and you aren't pressured. And it would prevent major spikes unless your completely shutdown because a sin or a sprinting warrior could run up and interrupt the ele at the final charging stage. It could help balance the overpowering of the skills a bit. 70.67.146.192 05:16, 8 October 2008 (UTC)