ArenaNet talk:Skill feedback/Dervish/Grenth's Aura

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Last I checked Grenth doesn't remove hexes. You want to make it the right flavor, like cold damage/cripple/poison/weakness/shadow damage/dark damage. --Life Infusion «T» 03:45, 28 February 2008 (UTC)

Needs major duration nerf then tbh, you can survive with spiking eveyr 30/40 sec due to shadowstep recharge, and spiking at all... Fish 18:42, 28 February 2008 (UTC)

A major duration nerf makes this useless. I would change the disench. mechanic, maybe like this: "Enchantment Spell. All adjacent foes are struck for 20...70...80 cold damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, one foe in the area loses 1...2...2 Enchantments." This would be a big nerf without raping the skill; because you get a little bit more damage, but don't have an AoE ench. remove anymore. And it would kill the skill for Derv.-Spikes cause it isn't sure, if your target or another foe loses the enchantment(s)... A. von Rin 23:09, 28 February 2008 (UTC)
It sounds like to me this has more to do with Pious Assault than Grenth's Aura. Lightblade 19:47, 29 February 2008 (UTC)
It's the combination of both skills, that make the spike so hard. Otherwise i wouldn't have made any suggestion against this skill... ^^ ~A. Von Rin~
This skill is fine, 10 energy decent recharge doesnt make this overpowered at all. Only real problem would be the AoE but rending touch is more overpowered due to faster recharge, less energy, and due to the fact it cant be removed before you plan to use it. Make it so removing enchantments early doesnt activate them if anything but dont ruin a skill because it's used in a spike. 74.229.66.241 20:06, 29 February 2008 (UTC)
Why wouldn't we change a skill because it happens to be used in a spike? And besides, thanks to the nature of Dervishes, most of the time they will be spiking. So in this case I think it being used in a spike is a very good reason to change it. Rending Touch has the same problem. When combined with Grenth's Aura it suddenly removes 2 enchantments. Dutchsmurf 11:37, 1 March 2008 (UTC)
You guys are awesome, I just thought of the best enchant stripping build. Prokiller88 19:47, 3 March 2008 (UTC)

I personally like the change suggested by A. von Rin. I am not a fan of duration nerfs, because it doesn't change much in the issue itself. But if the target is changed to a foe in the area losing 1-3 enchantments (scaling with points invested and breaking points at 1, 8, 12) I think it would be much better. Skills are supposed to create synergies, but sometimes these are too powerful and need to be toned down without destroying all other synergies. Krothal 10:33, 4 March 2008 (UTC)

In the case of the Dervish spike mentioned, doing this suggested change allows for some predictability. Target would need to be alone for the enchantment strip to occur on it. This forces better team positioning while defending, as well as better spike coordination in choosing a lonely target to actually make sure it succeeds. Krothal 10:36, 4 March 2008 (UTC)

76.64.189.222's Suggestion

Discuss. - 76.64.189.222 00:50, 10 April 2008 (UTC)

I prefer my idea, but everything is better than what Izzy did to the skill. That proofed: he is ignoring this pages imo... :( A. von Rin 03:55, 10 April 2008 (UTC)
The entire premise of "this enchantment does nothing for 20 seconds" is bad. 76.64.189.222 22:14, 10 April 2008 (UTC)