ArenaNet:Skill feedback/Ritualist/Dulled Weapon

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Dulled Weapon Dulled Weapon

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[edit] 189.70.147.128's Issue -- 15:17, 24 February 2008 (UTC)

Issue
has nearly no use rather then kill energy management on sins
Suggestion
Hex Spell. For 10...30...35 seconds, target foe and all nearby foes recive no effect from Weapon Spells. 15energy cost , 1sec cast time , 15sec recharge

[edit] 76.26.189.65 17:22, 29 February 2008 (UTC) Issue

Issue
weak skill with minor effect
Suggestion
Weapon Spell. For 3 seconds, target foe has dulled weapon.

When I think about it deeply this may be more game breaking since it would essentially be a way to strip weapon spells from your enemy. the 3 seconds are there just so that see why thier weapon spells are disappearing. If this is ever applied I recommend a moderate recharge such as one of the following 8/10/12/15/20

I would make this a weapon self, targeted on self, for 2...4...6 seconds you are immune to critical hits (recharge up to 15-20). It would be a low duration non strippable balanced stance (without the kd immunity though). Krothal 15:34, 3 March 2008 (UTC)

[edit] Underpowered, underused

Issue
Not as powerful as Blurred Vision, for example (see talk page).
Suggestion 1
The obvious thing would be something like this:
10Image:Tango-energy.png, 1Image:Tango-activation-darker.png, 12Image:Tango-recharge-darker.png
Hex Spell. For 5...17...20 seconds, target foe and all nearby foes cannot achieve a critical hit and deal 5...17...20% less damage with attacks.
This would mean foes would deal ~45% less with attacks and ~20% less bonus damage from attacks (i.e. with skills) as opposed to ~50% less from both that Blurred Vision gives, as well as the ~50% less interrupts and conditions and ~50% less from Weapon Spells, conjures et c. However, Dulled Weapon lasts twice as long and has a bigger AoE so should balance reasonably well.
Suggestion 2
Similar to above:
10Image:Tango-energy.png, 1Image:Tango-activation-darker.png, 12Image:Tango-recharge-darker.png
Hex Spell. For 5...17...20 seconds, target foe and all nearby foes cannot achieve a critical hit and gain no benefit from Weapon Spells.
However, I would suggest that this doesn't prevent weapon spells, it simply stops them from functioning. Thus, if you had one on you it would continue to work as normal once the hex wore off/was removed.
This would supply a counter to weapon spells (which I think is needed) but not be too overpowered since weapon spells aren't used all that often. If it turned out to be, a simple duration nerf (maybe 4...13...15 or even 4...9...10 or something) should do the trick.
moved to ArenaNet talk:Skill feedback/Ritualist/Dulled Weapon#Underpowered, underused

[edit] With the current sway-based metagame this needs an aggressive buff

Issue
Weak skill, if buffed this could easily become the counter to sway.
Suggestion
5e 3/4s 8r "For 8...18...21 seconds that foe does no extra damage with a critical hit."

[edit] Underwood's Suggestion

Issue
Costly and Weak Hex Spell. Blind/Block/Miss chances are better than negating critical hits.
Suggestions
(PvE Only) Move to Spawning Power. Weapon Spell. For 20 seconds, target ally's attacks cannot critical, but deal an additional 10...24...28 damage.
For PvP add the If target ally is enchanted, this has no effect. clause.
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