ArenaNet:Skill Feedback/Elementalist/Thunderclap/Archive One

Arachanox Issue -- 01:09, 24 May 2008 (UTC)
Discussion
 * Issue
 * Thunderclap, while it can provide a useful and continuous supply of knockdowns, is having a hard time finding itself in my skill bar. While I have attempted to compensate with a Elementalist/Paragon build that uses various Motivation skills to regain energy, it is still slightly expensive and underpowered.


 * Suggestion
 * Change from: Elite Hex Spell. (8...18...20 seconds.) Causes knock-down if target foe takes lightning damage. Also knocks-down adjacent foes. Knock-down cost: lose 15...9...7 Energy or Thunderclap ends.
 * Change to: Elite Hex Spell. (8...18...20 seconds.) Causes knock-down if target foe takes lightning damage. Also knocks-down nearby foes. Knock-down cost: lose 13...7...5 Energy or Thunderclap ends.


 * Such a change would make it a bit easier to use energy-wise, but still be out of the range of normal energy-recovery. Also, changing it to 'Nearby' would enable it to have a bit more versatility in battles where warriors and assassins clump together. Thanks for reading!

Useless

 * Issue
 * Energy loss makes this not worth it.


 * Suggestion
 * Increase energy to 15, decrease casting time to 1 second, increase recharge to 20 seconds. Change to "Elite Enchantment Spell. For 30 seconds, your next 1...3...3 Air Magic skills cause knockdown to foes near where they strike." This way, elementalists have a great interrupt option.

Highly superior KDs but with crippling energy loss

 * Issue
 * It just costs too much energy, even on an ele, and yet if you can catch multiple foes with it (somewhat unlikely) you can cause mass knock-lock until you run out.


 * Suggestion
 * Rather than making it knock down multiple enemies, make it effect multiple enemies at the start and then only the one which gets hit. To explain what I mean, here is an example:
 * Elite Hex Spell. Target foe and all adjacent foes are hexed with Thunderclap for seconds. Whenever one of these foes is struck for lightning damage, that foe takes an extra  lightning damage and is knocked down, and you lose  Energy or Thunderclap ends on that foe.


 * Reasoning
 * Multiple hexes make it harder for a monk to remove it. The energy cost is also decreased, which makes it more powerful against only one or two foes. However, it is still viable against multiple foes, but this causes the energy loss to scale up when this happens.
 * Thus, hitting with this and then repeatedly hitting with a lightning spell or a shocking bow et.c. would allow knock-lock of a single target without massive energy loss, and if you managed to hex multiple foes itwould make the monk's job harder. On the other hand, you could catch a group with it then follow up with Lightning Hammer or certain ritualist AoE skills et.c. to knock-lock a group, but at a much greater energy cost.
 * The extra damage allows additional pressure and means you can use a shocking bow for example to KD people yet still deal some damage. It also gives it some use at least against KD-immune foes (Balanced Stance, Aura of Stability et.c.).

Energy loss is not worth it

 * Issue
 * Energy loss is stupid


 * Suggestion
 * 5e 1/4s 5r "Elite Enchantment Spell. For 15 seconds your next Air Magic skill causes knockdown to all adjacent foes and takes an additional 15...10...9 seconds to recharge."