ArenaNet:Skill feedback/Elementalist/Chain Lightning
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[edit] TimeToGetIntense's Issue -- 00:52, 4 March 2008 (UTC)
- Issue
- Horribly underpowered. Would be good for Air Eles if it was viable.
- Suggestion
- Lower casting time to 2 seconds, lower recharge time to 8 seconds. Increase damage to 10...82...100.
[edit] Exhaustion and cast time are the largest problems
- Issue
- Exhaustion makes it useless without Glyph of Energy, 3 second cast time is prohibitive.
- Suggestion
- Lower casting time to 2 seconds, remove exhaustion, lower recharge time to 5 seconds. Increase energy to 15 so people can't spam it mindlessly without dual attune.
[edit] Ritual
Doll's Issue -- 11:42, 14 August 2008 (UTC)
- Issue
- Weak in it's current form, but difficult to buff do to it's spike-like nature.
- Suggestion
- 10
, 2
, 10
"Spell. Target foe takes 10...70...85 lightning damage. If that foe was moving, two foes near your target also take 10...70...85. This spell has 25% armor penetration."
- Reasoning
- This way, if this skill is used to spike, it will only hit one target at a time unless that foe was moving. This would require callers to be more attentive when calling their spikes. If the skill does become a problem without exhaustion, re-adding exhaustion or simply increasing the energy cost to 15 would make it less appealing.
[edit] Remove exhaustion
- Issue
- Exhaustion was a lazy "fix" for air spike which existed near the release of the original Guild Wars(about 3 years ago). Skills should NOT have exhaustion unless they cause knockdown, can be used in unfair combos, or otherwise "lock out" a foe(like Mind Freeze's 90% snare or Gale's unconditional knockdown) Exhaustion in a pure damage skill(and the damage isn't even all that much considering a good monk will just heal the damage back in a second) is uncalled for and shows a lack of effort in balancing.
- Suggestion
- Decrease cast to 2 seconds, decrease recharge to 4 seconds, remove exhaustion, and increase energy to 15.

