ArenaNet:Skill feedback/Assassin/Locust's Fury

From Guild Wars Wiki
Jump to: navigation, search
Info-Logo.png Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use.

Locust's Fury Locust's Fury

24.15.45.105's Issue -- 17:56, 23 February 2008 (UTC)

Discussion

Issue

Cost alot of energy for only 30+ seconds and only to be ignored during chain. Assassins do little damage without chain and melee skills. And I think when you use a melee attack skill the enchanment will be temporarily ineffective while activating the skill.

Suggestion

141.14.133.231's Issue -- 09:19, 28 February 2008 (UTC)

Discussion

Issue
This skill on triggers only on auto attacks for daggers, which do a pathetically low amount of damage. Due to the lack of any IAS for assassins (sans PvE) unless you have a smite bonder on your team you have to choose between an IAS to further boost attacks per second or a damage buff (such as a conjure). This elite skill essentially ends up adding nothing to the effectiveness of any build. As it only triggers on auto attacks it will always be a pressure skill rather than a spike skill as the effect is essentially random.
Suggestion
Change it so this skill allows double attacks on weapons other than daggers. This would allow it to find a place on A/D Scythe builds etc to increase their DPS. The percentage chance should be lowered to make the added pressure comparable with what would be appropriate for an elite Conjure enchantment with no weapon mod requirement similar to Vow of Strength (i.e taking into account that they could freely use sundering mods and the effect of doubling smite bonds or vampiric/zealous mods effects, etc) except instead of disabling attack skills it simply will have no effect on them. The duraction at 0 spec should also be lowered to prevent abuse by non-assassin primaries. The percentage chance from this point of view could probably follow similar progression to Vow of Strength and essentially become an assassin version of the skill. This could be a possible coding issue.

Ensoriki's Issue -- 19:51, 5 March 2008 (UTC)

Issue
Not a strong skill, provides little benefit to an assassin without overly obsessive stacking in pve.

Without Fear me, its strength has diminished. As sins do not typically autoattack because their busy spiking, it rarely serves any purpose.

Suggestion
make it 15e 3/4c and 3r. Turn the duration to 15 seconds and make it read." For 5...16 seconds you attack 25% faster, have an additional 30% change to double strike, and your attacks deal an additional +1..5 damage.

Locust fury ends if you use an attack skill." It's stronger than its current form, but still cannot be used with dagger chains,

Frvwfr2's Issue -- 22:49, 11 May 2008 (UTC)

Issue
Weak
Suggestion
Elite Enchantment Spell. For 4...12...14 seconds, you have an additional 50% chance to double strike while using daggers and run 33% faster. Drop the cost to 5 and the recharge to 8.

WeHeartKatamari's Issue -- 18:12, 7 June 2008 (UTC)

Issue
Weak skill in general.
Suggestion
"Elite Enchantment Spell. For 5...13...15 seconds, you have an additional 50% chance to double strike." Change attribute to Shadow Arts and make recharge 20-25 seconds to prevent the skill from being imbalanced. This would make the skill at least viable to other professions.

Or:

"Elite Hex Spell. For 5...20...22 seconds, you have an additional 50% chance to double strike while using daggers against target foe and that foe cannot block your dagger attacks." Change the recharge to 15-20 seconds so the skill isn't too powerful. This would at least make the skill a little more appealing to Assassin users in the sense that there aren't very many skills preventing blocking that outlive their own recharge.

Underpowered skill

Issue
As above - Assassins get little from autoattacking anyway which is the only time this skill works. Currently it's only values are:
1) to increase damage (which is negligible since sins do so little with normal attacks)
2) to gain adrenaline (which most sins don't use and which sins can get pretty quickly anyway)
3) to gain energy (through crit strikes)
4) to trigger things with attacks (e.g. Barbs)
None of these are particularly great points.
Suggestion 1
The thing that would really make this (ANd fit with the theme to boot) would be an attack speed buff - however I can understand how the ANet folks don't like the idea of an assassin IAS. Possibly, as suggested above, disable attack skills (or make it end on one) so you can't speed up a chain. Even then, though, this would be a bit underpowered because fast-attacking often-dual-striking sins STILL aren't that powerful when skills are banned. For that reason consider combining with the below suggestion:
Suggestion 2
Add bonus damage or better still, this:
For 10...30...35 seconds, you have an additional 20...44...50% chance to double strike when using daggers, and whenever you hit a foe suffering from a Condition with a double attack you steal 2 health + 1 per condition (max. 1...5...6 lifestealing).
That might need a bit of a rework, though, and probably a duration nerf too, or it would be too powerful.
Suggestion 3
OK, not sure if this could be done or how it would work, but something like this would be quite cool, I think:
For 5...17...20 seconds, you have an additional 50% chance to double strike when using daggers, and all your Lead and Off-hand Attacks strike twice.
Admittedly, that might be a bit imbalanced, particularly with certain skills, so possibly make it so that those attacks hit target foe and one random adjacent foe too. Just an idea, but I think it sounds quite cool.


This skill is mediocre at best and trash at worst

Issue
Need I mention the obvious?
Suggestion
For 10...30...35 seconds your lead attacks act as off-hand attacks, all your off-hand attacks act as dual attacks, and you attack 25% faster.

Very bad elite

issue
this skill not very good for damage or pressure, even if combined with barbs and vamp daggers. also easily outclassed by other elites.
suggestion
Skill - 10 recharge 5 energy 1/4 cast. For 15...20...25 seconds while wielding daggers, you attack 33% faster, , double strike with every hit, steal +0...5...10 health with each hit, and all dagger attacks are disabled for 15...20...25 seconds.

I don't know if this would be too overpowered (maybe take out life stealing and/or put a percentage on the double strike chance), but this is what i would like this skill to be changed too.

Ulterion's Issue --Ulterion 10:29, 7 January 2009 (UTC)

Issue
Same as most above (underpowered).
Suggestion 1
Make the enchantment cost 5e, 3/4 cast time, same (10 second) recharge, add critical (n%) boost and increased movement speed 25%. Retain the double strikes at 50% (or even lower it to 33%). (daggers only). This would free up a slot of IMS for something else, keeps double strikes for improved damage and enables the use of IAS warrior stances for better output.
Suggestion 2
Keep the 10e cost, 1/4 second cast time, reduce recharge to 5 seconds, (+n%) critical boost, +25% IMS and cancels your current stance. Retain 50% double strikes (same as above). Does same as above stated and cancels stances like flail to help play catch-up.
Suggestion 3
Make it 5e, 1/4 cast time, 20 recharge, +25% IMS, +n% criticals, 50% double strike rating and refreshes with each critical hit.
Suggestion 4
Make it 10e, 3/4 second activation time, (5-10) second recharge and let it grant 33% (IMS/Double-Strikes/Crit. Strikes). WotA gives both CS% and IAS% for only 5e (which is very generous), so I figured for an extra 5e L.F. can grant a 3rd bonus to the enchantment.
Suggestion 5
Make it a 'skill', cost of 5-10e, (IMS/Crt.Strk./Dbl.Strk.)+n% for (6-8) seconds with (10-12) second recharge. Makes it irremovable (like that of RaO) but only no IAS (because WotA already gives that). Not so much e-cost because unlike RaO, assassins don't have a pet to account for the extra energy payment.
  • It'll allow assassins to free up their bar of IMS, gives them better e-management and enables them to work with other skills in some secondary lines. Assassin's damage isn't negligible if critical strike % is increased. Double strikes coupled with higher CS rating can effectively boost auto-attack pressure and IMS will likewise help assassins reach their targets to raise some of their DPS. The Assassin line has no IMS enchantments and only one stance (dash). By adding IMS to Lotust's Fury, assassins now have an IMS without having to tap into a secondary profession and can employ IAS's like flail for effective pressure.
  • Oh yea.. and make it so it's only usable with DAGGERS. xD
  • If abused in 8 v 8 (sinway teams), lower the variables as needed and increase energy cost/recharge time.

Tounaku's Issue

Issue
Essentially useless in nearly all forms of play.
Suggestions

5 Energy½ Activation time15 Recharge time - Elite Lead Attack. If this attack hits, you deal +5...21...25 damage. If you were not in a stance when you hit your target, you enter the Locust's Fury stance and attack and move 5...25...30% faster for 0...4...5 seconds. The next time you hit a foe that is using a skill, that foe is knocked down and Locust's Fury ends. Locust's Fury ends prematurely if you use an attack skill.

10 Energy0 Activation time15 Recharge time - Elite Stance. Upon activation, you shadow step to target foe and all nearby foes suffer from Bleeding for 5...21...25 seconds. For 0...8...10 seconds, you attack 25% faster, you have a 50% chance to block attacks by enemies suffering from a condition, foes suffering from a condition cannot block your attacks. - Tounaku