Feedback:User/Raine Valen/Skill suggestions/Elementalist/Air Magic

Current:

 * Spell. Deals lightning damage. Deals  lightning damage to one nearby foe if target foe is hexed with Water Magic. 25% armor penetration.

Proposed:

 * Spell. Deals  lightning damage.  25% armor penetration.  Whenever Arc Lightning strikes a foe hexed with Water Magic, a nearby foe is struck for 25% more damage.

Current:

 * Elite Spell. Deals lightning damage. Inflicts Blindness condition ( seconds) on target and adjacent foes. 25% armor penetration.

Proposed:

 * Elite Enchantment Spell. Your next  Air Magic spell[s] also inflict[s] Blindness condition ( seconds) and deal  Lightning damage to any affected foes and adjacent foes.

Current:

 * Enchantment Spell. (60 seconds.) Your attacks hit for + lightning damage. No effect unless your weapon deals lightning damage.

Proposed:

 * Enchantment Spell. (60 seconds.) Your attacks hit for + lightning damage.  Your attack skills have +10% Armor Penetration and a % chance to cause Cracked Armor (3 seconds). No effect unless your weapon deals lightning damage.

Honestly, it was just boring. It's been made to thematically match its attribute. &mdash; Raine Valen    22:56, 15 Aug 2010 (UTC)

Current:

 * Elite Hex Spell. (10 seconds.) Deals damage each second. Ends if you use a skill that targets this foe.

Proposed:

 * Elite Hex Spell. Also hexes nearby foes ( seconds).  Lightning damage against these foes has +25% armor penetration and inflicts Blindness (3 seconds).

Current:

 * Elite Spell. Deals cold damage. Causes knock-down (3 seconds) if target foe is hexed with Earth or Water Magic.

Proposed:

 * Elite Spell. Deals  cold damage and causes knock-down (3 seconds).  You are Exhausted.  Failure with Air Magic 8 or less.

Straight-up elite Gale. &mdash; Raine Valen    22:56, 15 Aug 2010 (UTC)

Current:

 * Spell. Projectile: deals lightning damage. Deals  more lightning damage if target foe is moving. 25% armor penetration.

Proposed:

 * Spell. Deals  lightning damage.  Interrupts an action.  Interrupt effect: interrupted skill is disabled for + seconds.  25% armor penetration.

This skill did as much damage as Lightning Orb; there was no reason for it to exist in its former incarnation. As such, it's been reworked into a disruptive skill that will take a considerable amount of timing to use (have you ever tried to qknock with meteor?). I don't expect this skill to become problematic. &mdash; Raine Valen    22:56, 15 Aug 2010 (UTC)

Current:

 * Spell. Deals lightning damage. 25% armor penetration.

Proposed:

 * Spell. Deals  lightning damage to target and adjacent foes.  Knocks down affected foes (3 seconds).  25% armor penetration.  Easily interrupted.

Air has traditionally been a strong spike-assist element, and this skill had "spike with me" written all over it. However, it's always lacked something to make it worth taking over Lightning Orb (or, more recently, Lightning Bolt or Chain Lightning). I've sought to give it that something in the form of raw, obliterative power. However, I don't want this to become an "air eles solo everything" skill, so I used one of my favorite balancing mechanics: "easily interrupted". All-in-all, I think that this skill would be extremely strong in the way Rodgort's is strong: huge risk, huge reward. &mdash; Raine Valen    22:56, 15 Aug 2010 (UTC)

Current:

 * Elite Hex Spell. (3 seconds.) End effect: deals lightning damage and causes knock-down.

Proposed:

 * Spell. Deals  lightning damage.  Interrupts an action.  Interrupt effect: interrupted skill is disabled for + seconds and target foe is knocked down (3 seconds).  25% armor penetration.

Elite Lightning Bolt. &mdash; Raine Valen    22:56, 15 Aug 2010 (UTC)

Current:

 * Touch Skill. Deals lightning damage. Also hits foes adjacent to target foe. Inflicts blindness ( seconds) on any of these foes hexed with Water Magic. 25% armor penetration.

Proposed:

 * Touch Skill. Deals  lightning damage.  Also hits foes adjacent to target foe.  Inflicts Cracked Armor ( seconds).  25% armor penetration.

I'm honestly not sure why they thought Blindness would be a useful condition on a touch-range ele skill. &mdash; Raine Valen   5:25, 18 Jul 2010 (UTC)

Current:

 * Elite Spell. Deals lightning damage. 25% armor penetration. You instantly move to this foe. You are Exhausted.

Proposed:

 * Elite Spell. Deals  lightning damage to all adjacent foes.  You instantly move to your target and deal  lightning damage to all adjacent foes.  25% armor penetration. You are Exhausted. Cannot be used on adjacent targets.

Think Inferno -> Shadow Walk -> Inferno. &mdash; Raine Valen    22:56, 15 Aug 2010 (UTC)

Current:

 * Enchantment Spell. ( seconds.) You move 25% faster. Lose 1 Energy each second while moving.

Proposed:

 * Half-Ranged Spell. Deals  lightning damage to all adjacent foes.  You instantly move to your target.  25% armor penetration. You are Exhausted.

Current:

 * Spell. Hits adjacent foes. Deals cold damage. Causes knock-down to attacking foes.

Proposed:

 * Enchantment Spell. ( seconds.) You move 50% faster.  Initial effect: Deals  cold damage to adjacent foes; knocks down attacking foes.  Recharges 50% faster if you hit a foe.

Current:

 * Spell. Hits adjacent foes. Deals cold damage. Causes knock-down to attacking foes.

Proposed:

 * Spell. Create a Whirlwind at your location.  Foes near this location move 66% slower and take  cold damage each second (5 seconds).  End effect: causes knock down.  Easily interrupted.

Current:

 * Enchantment Spell. ( seconds.) Target ally moves 33% faster.

Proposed:

 * Enchantment Spell. Also enchants nearby allies ( seconds).  These allies move 25% faster.