ArenaNet:Skill feedback/Elementalist/Mind Freeze
From Guild Wars Wiki
Contents |
[edit] Issue -- 07:42, 30 March 2008 (UTC)
- Issue
- Like all mind spells that cause exhaustion,it is unpopular because of the exhaustion.This spell can is seen as the best of the 3 but is clearly inferior to skills like icy shackles.
- Suggestion
- Drop exhaustion
- Lower damage
- Lower snare duration
Tabel :
| Progression | |
|---|---|
|
0 5 5 1
1 6 8 1
2 6 10 2
3 7 13 2
4 8 16 3
5 8 18 3
6 9 21 4
7 10 24 4
8 10 26 5
9 11 29 5
10 12 32 6
11 12 34 6
12 13 37 7
13 14 40 7
14 14 42 8
15 15 45 8
16 16 48 8
17 16 50 9
18 17 53 9
19 18 56 10
20 18 58 10
| |
[edit] PT's Issue -- 18 April 2008 (UTC)
- Issue
- This Skill is absolutely overpowered in combination with Maelstrom. See only in pvE hardmode, how easily Ice Imp Groups can wipe players with Hero/hench groups, because those stupid imps seem to have ever more Energy, than the player or the heroes/Henchs ans thus you get ever slowed down by fcking overpowered 90% and then thsoe imps spam their multiple maelstorms on you and you have to see only, how your group gets wiped in seconds.
The synergy of those imps together with ice golems Water trident and deep freeze is simple way too powerful in PvE and I'm sure about, that its also way too powerful for PvP. This build with a 8 man ele troop together with Watter Attunement and Elemental Attrunement to reduce the energy costs of maelstrom and deepfreezey by 80% make this group build for pvp sure way to powerful and its spike potential is insane ...
- Suggestion
- Nerf Mind Freeze:
-Remove Exhaustion -Increase Energy Cost to 10 -Reduce Movement Condition to 66% -Raise recharge Time
In combination of the heavy synergy with Deep Freeze and Water Trident.
-Give Deep Freeze Exhaustion
-Increase Cost of Water Trident to 10 and raise its Recharge Time -Change function of Water Trident to:
"This Skill will knock down only foes, that DON'T move"
[edit] RitualDoll 02:48, 12 May 2008 (UTC)
- Issue
- Constant Exhaustion makes it difficult to use
- Suggestion
- Keep exhaustion, but have it only trigger when the secondary condition is met.
- Reasoning
- Mind Freeze can be used for small bursts of damage while recovering from Exhaustion, and a very powerful snare hex when you know how to manage your energy.
[edit] Smaller exhaustion? 86.26.89.66 11:36, 6 July 2008 (UTC)
- Issue
- Too much exhaustion on a seemingly spammable skill, but at the same time a conditional snare which is unbalanced from the rest of the skill (makes it very nasty in PvE vs those Ice Imps).
- Suggestion 1
- Decrease the Exhaustion, and possibly decrease the power gap between conditional and non-conditional effects:
- Elite Hex Spell. Target foe suffers 15...41...48 cold damage. If you have more Energy than target foe, that foe suffers an additional 10...34...40 cold damage and moves 80% slower for 1...7...8 seconds. This Spell causes 5 points of Exhaustion.
- See also the page on exhaustion.
- Suggestion 2
- Just thought I'd throw this up for interest - "Mind freeze" sounds like it freezes your mind (i.e. slows down thinking et.c.) rather than freezes based on your mind (i.e. slows you if you have low energy). Possibly something like the following might be interesting:
- Elite Hex Spell. Target foe suffers 15...41...48 cold damage. If you have more Energy than target foe, that foe suffers an additional 15...41...48 cold damage and for 2...10...12 seconds moves and casts spells 33% slower. This Spell causes 5 points of Exhaustion.
- This would give Water Magic some extra utility (right now it's pretty much snare, snare and damage, Blurred Vision, snare or snare), and allow the fact that it's single-target to be more of a reward for skill (or at least picking a spellcasting target, not much skill needed there) rather than being useless (single-target snaring is not so great, but hit a monk with this and it would be much more effective).

