Feedback talk:User/Damysticreaper/Earth Magic

Churning Earth
This removes the counter to DoT AoE: being able to move out of it. It's a broken concept. &mdash; Raine Valen    1:21, 7 Sep 2010 (UTC)

Crystal Wave
It's worse than Teinai's Crystals unless you're running Earth Magic and don't have a single weakness-inflicting skill on your bar. &mdash; Raine Valen    1:21, 7 Sep 2010 (UTC)

Stone Sheath
I can just feel the Arena Net dripping off of this change: "Because Ebon Hawk and Stoning spam weren't strong enough, we've given eles an elite copy of Stoning. Because it's elite, we've also given it AoE.  We see nothing wrong with this change." &mdash; Raine Valen    1:21, 7 Sep 2010 (UTC)

Teinai's Crystals
Have you ever heard of Shockwave spike? &mdash; Raine Valen    1:21, 7 Sep 2010 (UTC)
 * Yes i have Damysticreaper
 * Knowing that it already exists, why would you give earth eles nonelite skills that do more damage than Shockwave? &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  13:55, 7 Sep 2010 (UTC)
 * It doesn't deal more damage than shockwave. Know how the skill functions before making such a post. also the range it has is smaller than shockwave Damysticreaper
 * My mistake, 168 is a whopping 12 damage lower than 180. I was under the impression that Shockwave scaled to 50 damage/packet, not 60.
 * That being said, there's still no reason to make a nonelite skill that does this much damage with this low of a cast time. Shockwave's AoE doesn't matter in Shockwave Spike because the goal is to blow up one person thoroughly; why make a nonelite skill with a faster activation time capable of the same thing?  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  17:06, 7 Sep 2010 (UTC)
 * Glares at Aftershock...hmm same cost less recharge casting faster and dealing almost as much damage with a condition also quite easily met when it comes to blowing up a foe. And it's a condtition that even prevents a foe from running away now how evil is that for a non elite. And no one complains about that hmmm weird. Damysticreaper
 * Aftershock is *already* used in Shockwave Spike. Why do we need two copies?  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  18:35, 7 Sep 2010 (UTC)

Wow talk about missing the point, you start saying that the numbers of Tenai's Crystals are wrong compared to Shockwave and that it's too powerful while Aftershock has the same numbers and you are coming up with that responce???. that it's a skill already used in a Shockwave spike i mean Aftershock is STRONGER than Shockwave having identical numbers as Teinai's Crystals wich if i have to believe you is stronger than Shockwave. And you are fine with that because it's ALREADY used? Either something is wrong with the numbers os Shockwave or it has a hidden power. And why using a second similar copy? Well KD isn't always a option in PvE. (Stun Immunity, Balanced Stance and such). Damysticreaper
 * Knock down is caused by far fewer skills, can be prevented completely, is difficult to take advantage of with a PBAoE, and only lasts seconds. Making a skill that hits equally for an easier condition to meet doesn't make that skill balanced. Also, you seem to miss the idea that having multiple copies of a skill is a powerful thing, which entire builds can be based on. -~=Ϛρѧякγ  User Sparky, the Tainted guided sig.png (τѧιк)  00:02, 8 September 2010 (UTC)

Also the reason why i gave Magnetic Aura a new functionality so it synergizes better with PBAOE spells and especially Aftershock. I do have not ignored the functionality and requirments of Aftershock comparing to Tenai's Crystals and Shockwave (Who seems to be underestimated). Knock-down is a powerful condition for these spells because it make sure you can deal full damage to your targets without having them running away from you and misfire. If KD isn\ t a option the new Tenai's Crystals always remains a viable alternative. Also for the Elementalist, have you ever seen good builds for the ele that uses (abuses) duplicate skills? aside from some cases of Tenai's Heat and Searing Heat i have not. Giving duplicates a new function does not mean they are inferior or superior to the original and the concept of duplicates was a wrong one to begin with. It resulted in some broken meta builds. Damysticreaper

Ward Against Elements
You're making a strong skill stronger. Further, with this ward and the other wards, you're cutting back their huge drawback: they reduce mobility because they recharge slowly and stay in one place for a long time. By reducing the recharge to 12 seconds, you're doing a lot to negate that drawback, on top of making the skills stronger. &mdash; Raine Valen    1:21, 7 Sep 2010 (UTC)
 * Ever heard of the Imbagon? -Damysticreaper
 * Cool, thanks for a better version of Ward Against Harm that doesn't take up my elite slot. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  00:02, 8 September 2010 (UTC)

No wories Water Magic will have it's turn as well. Damysticreaper

Ward Against Foes
This reduces enemy physicals to exactly 50% of their usefulness at a lower recharge than Ward Against Melee, which reduces physicals to approximately 50% of their usefulness. Furthermore, it makes hammer quarterknocking impossible (as opposed to unlikely), it makes reactive melee interrupts impossible (as opposed to unlikely), and it makes spikes slow (as opposed to risky). For the same energy cost and a lower recharge than a skill that's now worse than this. On top of that, every HA team in the game used it in its previous state because it was irremovable, unlike other snares. &mdash; Raine Valen    1:21, 7 Sep 2010 (UTC)
 * First: the suggestion as it shows it for PvE not PvP.
 * Seconds: are you saying it's wrong to have a counter for the overpowered knock-lock that can disable and kill without time for a good counter? and removing a irremovable snare?
 * I don't get that one _ Damysticreaper
 * Funnily enough, it's still overpowered, whether it's in PvP or PvE.
 * There are plenty of counters to knocklock that are not also AoE-irremovable-faintheartedness. Ward of Stability is a relevant example.  Ward Against Melee is another good example.  Guardian is another.  Countering knocklock is not broken; AoE-irremovable-faintheartedness is.
 * Ward Against Foes is currently an irremovable snare. Once it's up, it lasts its full duration, period.  That is why teams use it.  I never said that it was removable, so I'm not sure where you're getting that.  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  13:54, 7 Sep 2010 (UTC)
 * On top of that, every HA team in the game used it in it's previous state because it was irremovable, unlike other snares. from that sentence and besides trying to walk out of it isn't it still a irremovable snare? Damysticreaper.
 * This functionality would make it cease to be an irremovable snare.
 * Also, use : to indent; use one more indent than the previous post. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  17:49, 7 Sep 2010 (UTC)
 * AGAIN its's for PVE not PVP your overly important Übersnare won't disapear in PvP.
 * AGAIN its's for PVE not PVP your overly important Übersnare won't disapear in PvP.

As for PvE Wards are a waste of a slot as they are now with the Imba going around and the prots of the monk and defencive spirits of the ritualist. summing it up THEY SUCK in PVE. didn 't say PVP. Damysticreaper
 * Bringing is better than bringing wards, therefore wards are useless. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  00:02, 8 September 2010 (UTC)

Well as they say the best defence is strong offence. For PvE it's basicly kill before they can kill. in PvP it's survive so you can kill. Damysticreaper

Ward Against Melee
It's now worse than Ward Against Foes at anti-melee. &mdash; Raine Valen    1:21, 7 Sep 2010 (UTC)
 * Unlike Foes Melee affect enemies outside of the ward like paras and rangers Damysticreaper
 * ... &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  21:37, 7 Sep 2010 (UTC)
 * You may want to look up the definition of "melee." -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  00:02, 8 September 2010 (UTC)

Yeah i know what you mean. Iv'e been thinking of swapping the functionalities of those 2 skills to match their names better. But what would you prefer, a skill that reduces damage from attacks by 50% of monsters breathing in your face or 50% no damage from attacks (unless it punishes blocking) fron any attacking foe in.Damysticreaper
 * Definitely the blocking. Denies adrenaline and skill effects such as conditions, interrupts, KDs. Much better in the short and long run. [[Image:User_Felix_Omni_Signature.png]]elix Omni 14:54, 8 September 2010 (UTC)

Well with that i'm just wondering how blocking is worse than slowing down. The message was posted before i swapped the functions of Foes and Melee btw. Did it so their names match their functionality a bit better to prevent misunderstandings. Damysticreaper
 * Well that is because Ward Against Foes is an irremovable aoe snare, and it can be used offensively as well as defensively. [[Image:User_Felix_Omni_Signature.png]]elix Omni 21:30, 8 September 2010 (UTC)

True when it comes to PvP where hex removal is a pretty standard encounter. But when it comes to PvE where hex removal is a rare thing to see do you seriously think a ward snare would outdo a water snare? And how often is a snare in PvE needed outside a few missions. Having done alot of PvE in both NM and HM the only place that i recall having to actually use a snare because it's needed is Bahkdok Carverns. And even in that mission you need a ranged snare not a PB snare. Damysticreaper
 * Snares are useful everywhere you face melee opponents. Most people just do not know how to move their character.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  22:00, 12 September 2010 (UTC)

To sum it up: The same as Fire-Magic I like the Exhaustion when not enchanted Effect. But some Skills are overpowered like Tenais. --Kali Shin Shivara 19:58, 12 September 2010 (UTC)

I've reduced the damage of Teinai's Crystals and Stone Sheath, no change in functionality tough. Still thinking about Churning Earth and possibly Shockwave. Damysticreaper

hmph
--frostels 15:58, 19 December 2010 (UTC)
 * Ash Blast - you could probably lower the energy to 5.
 * Dragon's Stomp - massively pointless skill, for 25e and exhaustion, you get a worse rodgort's invoc.
 * Ward Against Elements - well, it's basically ward against everything.