ArenaNet:Skill feedback/Dervish/Grenth's Aura

Dutchsmurf's Issue -- 12:31, 27 February 2008 (UTC)
Discussion
 * Issue
 * The combination of this skill with Pious Assault is a bit too powerful.


 * Suggestion
 * Either giving it a higher recharge then it currently has (25-30 seconds, maybe more) or change the effect on the end. In the current dervspike you often have 2 of those, resulting in 2 enchantments removed. Which works great with even more spike skills like EC. A lower area won't do the job, since it is a spikeskill and you will be standing next to the target anyway. Something like 'when this enchantment ends, all allies in the area lose 1 hex'.

A. von Rin's Alternative Suggestion

 * Issue
 * Same as above. Discussion


 * Suggestion
 * Something like a major duration nerf will make this useless. I would change the disench. mechanic, maybe like this: "Enchantment Spell. All adjacent foes are struck for 20...70...80 cold damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, one foe in the area loses 1...2...2 Enchantments." This would be a big nerf without killing the skill; because you get a little bit more damage, but don't have an AoE ench. remove anymore. And it would kill the skill for Derv.-Spikes cause it isn't sure, if your target or another foe loses the enchantment(s)...

98.196.45.174 18:02, 14 March 2008 (UTC) Alternative Suggestion

 * Issue
 * same as above Discussion


 * Suggestion
 * add to the duration but make it like wastrel's worry in that if it is removed prematurely it doesnt trigger. drop energy to compensate.

76.64.189.222's issue -- 00:49, 10 April 2008 (UTC)

 * Issue
 * Been nerfed to oblivion by a bad update (which should not nerf things into oblivion in the first place).


 * Suggestion
 * Make it usable again. Lower casting time down to 1 second or 1/2 or 1/4, increase duration to 15 or 20s, add a neat or fun effect like "Adjacent allies deal cold damage when striking in Melee", or "you deal +X damage to enchanted foes". This may require removal of the "Removes enchantments" at the end. Maybe even change to "if it lasts its full duration, it removes 1 enchantment" or something.

Shoyon's Issue -- 11:04, 10 August 2008
Discussion
 * Issue
 * Long cast time, short duration, long recharge. Overall, not viable anymore.


 * Suggestion
 * Lower casting time to 1 second. Lower recharge to 20 seconds.

Wealedout's Issue

 * Issue
 * The casting time doesn't make it viable for Dervishes anymore.
 * The cold damage function is not viable anymore for a Dervish because of its casting time, only for a Mesmer. There is no reason for a Dervish to be using a 2 seconds casting time enchantment's necessary bonus damage in the front lines, look at Dust Cloak for an example.
 * The Smiter's Boon nerf done to this is unreasonable.


 * Suggestion
 * Leave the recharge as it is now but decrease casting time to what it was before.
 * If the Smiter's Boon nerf won't be lifted at least the cold damage could be done at the end effect.

Bathory's Issue 21:01, 10 April 2009 (UTC)
Comments & Suggestions Here, Please
 * Issue
 * The long cast time doesn't help Dervishes in the front line trying to use this for damage - and it's an un-trustworthy form of Enchantment removal when there are options like Rending Touch and Reaper's Sweep. Avatar of Grenth has had a functionality change - and this should receive something similar. Giving it a small amount of Health stealing for a non-maintainable amount of time would make it more like the current Avatar of Grenth without making it unbalanced for PvP play (as far as I can run scenarios in my head). Since making this bypass blocking on Enchanted foes would make it imbalanced (too easy to avoid blocking and other Wind Prayers spells already try to do that (Guiding Hands) so the other function AoG was given can be tried instead.


 * Suggestion
 * Enchantment Spell. Your scythe attacks steal Health whenever they hit.
 * Enchantment Spell. Your scythe attacks steal Health whenever they hit.