ArenaNet:Skill feedback/Elementalist/Elemental Flame
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Elemental Flame
- Last update: January 17th, 2008
[edit] Skye Marin's Issue 05:14, 20 February 2008 (UTC)
- Issue: Too few viable elemental hexes combine well with this in a team setting.
- Suggestion: Give the skill more variety: "Target foe is set on fire for 1..3 seconds every time a hex or enchantment ends on that foe"
Discussion
[edit] Underpowered 86.26.89.66 15:16, 5 July 2008 (UTC)
- Issue
- Same as above, not enough elemental hexes for it to work with (aside from Water Magic ones, which normally only get applied one or two at a time).
- Suggestion 1
- Something like:
- Hex Spell. For 4...14...16 seconds, whenever an Elemental Hex is cast on or ends on target foe, that foe is set on fire for 3...5...5 seconds.
- Reasoning
- The burning will trigger more often, making it more useful. Consider hitting with this then a water snare. Firstly the target would suffer from burning from the snare, then when the snare is removed (or runs out) the burning will trigger again (by which time the first lot of burning will probably have run out). This means the functionality it had before (which I think was in theory quite good) remains, but is stronger due to the extra burning.
- This would also make Earthen Shackles more viable.
- Alternately, add a 5...33...40 fire damage or somesuch as well as burning at the end.
- Suggestion 2
- Something along the lines of the following (or a combination of this and suggestion 1)...
- Hex Spell. For 3...10...12 seconds, whenever an Elemental Hex ends on target foe or any adjacent foe, that foe is set on fire for 3...5...5 seconds. For each foe affected, Elemental Flame takes an additional 5...3...3 seconds to recharge.
- Reasoning
- Being AoE would make it so much more viable since water snares are most often used in conjunction with duration AoE effects (e.g. Searing Heat, Savannah Heat et.c.) and these effect a wide area. What's more, these are generally in the Fire Magic line, along with this. So you could go, for example, Elemental Flame -> Deep Freeze -> Savannah Heat, which would affect multiple enemies and punish them for removing the snare so that they can escape.
- To prevent it getting out of control or being used as an easy cover hex (remember Mark of Rodgort?), the recharge is raised.