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

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Arc Lightning Arc Lightning

Current:

5 Energy1 Activation time6 Recharge time Spell. Deals 5...41...50 lightning damage. Deals 15...63...75 lightning damage to one nearby foe if target foe is hexed with Water Magic. 25% armor penetration.

Proposed:

10 Energy1 Activation time6 Recharge time Spell. Deals 10...42...50 lightning damage. 25% armor penetration. Whenever Arc Lightning strikes a foe hexed with Water Magic, a nearby foe is struck for 25% more damage. The same foe cannot be hit more than once.



Blinding Surge Blinding Surge

Current:

10 Energy¾ Activation time6 Recharge time Elite Spell. Deals 5...41...50 lightning damage. Inflicts Blindness condition (3...7...8 seconds) on target and adjacent foes. 25% armor penetration. If target was attacking, also hits adjacent foes and deals 50% more damage.

Proposed:

5 Energy¼ Activation time12 Recharge time Elite Enchantment Spell. Enchants you and target ally. For 3 seconds, whenever you are struck, foes near you take 5...41...50 Lightning damage and are blinded (3...7...8 seconds), and you instantly move to a nearby location directly away from your attacker.



Conjure Lightning Conjure Lightning

Current:

10 Energy1 Activation time45 Recharge time Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 lightning damage. No effect unless your weapon deals lightning damage.

Proposed:

15 Energy1 Activation time20 Recharge time Enchantment Spell. (60 seconds.) Your attacks hit for +0...8...10 lightning damage. Your attack skills have +10% Armor Penetration and a 5...17...20% 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. — Raine Valen User Raine R.gif 22:56, 15 Aug 2010 (UTC)


Glimmering Mark Glimmering Mark

Current:

10 Energy1 Activation time10 Recharge time Elite Hex Spell. (10 seconds.) Deals 5...21...25 damage each second. Ends if you use a skill that targets this foe.

Proposed:

15 Energy1 Activation time15 Recharge time Elite Hex Spell. Also hexes nearby foes (10...30...35 seconds). Lightning damage against these foes has +25% armor penetration and inflicts Blindness (3 seconds).



Gust Gust

Current:

5 Energy1 Activation time10 Recharge time Elite Spell. Deals 10...54...65 cold damage. Causes knock-down (3 seconds) if target foe is hexed with Earth or Water Magic.

Proposed:

5 Overcast3/4 Energy8 Activation time Elite Spell. Deals 10...54...65 cold damage and causes knock-down (3 seconds). You are Exhausted. Failure with Air Magic 8 or less.


Straight-up elite Gale. — Raine Valen User Raine R.gif 22:56, 15 Aug 2010 (UTC)


Lightning Bolt Lightning Bolt

Current:

5 Energy1 Activation time8 Recharge time Spell. Projectile: deals 5...41...50 lightning damage. Deals 5...41...50 more lightning damage if target foe is moving. 25% armor penetration.

Proposed:

10 Energy2 Activation time8 Recharge time Spell. Deals 10...66...80 lightning damage. Interrupts an action. Interrupt effect: interrupted skill is disabled for +2...8...10 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. — Raine Valen User Raine R.gif 22:56, 15 Aug 2010 (UTC)


Lightning Hammer Lightning Hammer

Current:

25 Energy2 Activation time4 Recharge time Spell. Deals 10...82...100 lightning damage. 25% armor penetration.

Proposed:

25 Energy2 Activation time8 Recharge time Spell. Deals 30...102...120 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. — Raine Valen User Raine R.gif 22:56, 15 Aug 2010 (UTC)


Lightning Surge Lightning Surge

Current:

15 Energy2 Activation time10 Recharge time Elite Hex Spell. (3 seconds.) End effect: deals 14...83...100 lightning damage and causes knock-down.

Proposed:

10 Energy2 Activation time8 Recharge time Spell. Deals 15...83...100 lightning damage. Interrupts an action. Interrupt effect: interrupted skill is disabled for +2...8...10 seconds and target foe is knocked down (3 seconds). 25% armor penetration.


Elite Lightning Bolt. — Raine Valen User Raine R.gif 22:56, 15 Aug 2010 (UTC)


Lightning Touch Lightning Touch

Current:

5 Energy¾ Activation time10 Recharge time Touch Skill. Deals 10...50...60 lightning damage. Also hits foes adjacent to target foe. Inflicts blindness (3...7...8 seconds) on any of these foes hexed with Water Magic. 25% armor penetration.

Proposed:

5 Energy¾ Activation time8 Recharge time Touch Skill. Deals 20...76...90 lightning damage. Also hits foes adjacent to target foe. Inflicts Cracked Armor (3...7...8 seconds). 25% armor penetration.


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


Ride the Lightning Ride the Lightning

Current:

10 Overcast1 Energy5 Activation time Elite Spell. Deals 10...82...100 lightning damage. 25% armor penetration. You instantly move to this foe. You are Exhausted.

Proposed:

15 Overcast3/4 Energy15 Activation time Elite Spell. Deals 10...82...100 lightning damage to all adjacent foes. You instantly move to your target and deal 10...82...100 lightning damage to all adjacent foes. 25% armor penetration. You are Exhausted. Cannot be used on adjacent targets.


Think Inferno -> Shadow Walk -> Inferno. — Raine Valen User Raine R.gif 22:56, 15 Aug 2010 (UTC)


Storm Djinn's Haste Storm Djinn's Haste

Current:

5 Energy¼ Activation time10 Recharge time Enchantment Spell. (10...22...25 seconds.) You move 25% faster. Lose 1 Energy each second while moving.

Proposed:

15 Overcast3/4 Energy15 Activation time Half-Ranged Spell. Deals 5...41...50 lightning damage to all adjacent foes. You instantly move to your target. 25% armor penetration. You are Exhausted.



Teinai's Wind Teinai's Wind

Current:

5 Energy¾ Activation time8 Recharge time Spell. Hits adjacent foes. Deals 15...51...60 cold damage. Causes knock-down to attacking foes.

Proposed:

10 Energy¾ Activation time15 Recharge time Enchantment Spell. (3...5...5 seconds.) You move 50% faster. Initial effect: Deals 15...51...60 cold damage to adjacent foes; knocks down attacking foes. Recharges 50% faster if you hit a foe.



Whirlwind Whirlwind

Current:

5 Energy¾ Activation time8 Recharge time Spell. Hits adjacent foes. Deals 15...51...60 cold damage. Causes knock-down to attacking foes.

Proposed:

15 Energy1 Activation time12 Recharge time Spell. Create a Whirlwind at your location. Foes near this location move 66% slower and take 10...26...30 cold damage each second (5 seconds). End effect: causes knock down. Easily interrupted.



Windborne Speed Windborne Speed

Current:

10 Energy¾ Activation time5 Recharge time Enchantment Spell. (5...10...11 seconds.) Target ally moves 33% faster.

Proposed:

10 Energy¾ Activation time6 Recharge time Enchantment Spell. Also enchants nearby allies (5...10...11 seconds). These allies move 25% faster.