ArenaNet:Skill feedback/Elementalist/Mist Form
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Issue
It should make you immune to conditions. How can a cloud bleed or have a deep wound? Even then it would be much weaker than Shadow Form.
Desocupado's Issue -- (11:45, 30 November 2008 (GMT-3))
- Issue
- Weaker than shadow form in so many ways
- Hurts the user by not allowing it to attack physically.
- Suggestion
- Effect: Elite Enchantment Spell. For 5...12...15 seconds, you have 100% block. Causes exhaustion.
- 5 1 20
Well, along with earth magic, water magic is a defensive attribute, it's elite spell should protect properly. Exhaustion would prevent it's use from most Assassins, Paragons, Rangers and Warriors.
another suggestion
Compared to its siblings, Shadow Form and Obsidian Flesh, this elite is easier to maintain but far weaker in power level. Both of the other two grant immunity to spells as well as varying immunity to attack. This spell grants partial immunity to attacks and nothing against magic.
That said, I would suggest copying Shadow Form's perfect attack evasion over to this skill, but at the same time balancing with weakness against certain magics. Something along the lines of -40 armor against elemental damage, though the type there would really not matter too much at that point. Very few other types of damage check for armor, or are so obscure no one would notice them, such as dark damage.
This change would be more in keeping with the nature of the name, as water doesn't bruise very easily, nor do the animations used in the game suggest that you would really be distracted or interrupted by a dagger swishing harmlessly through you. Most people who use it to farm would probably never take it somewhere that is magic heavy, and the armor penalty against elemental damage would prevent its abuse in pvp as you would be trading vulnerabilities to a similar extent of using Physical Resistance / Elemental Resistance. Guildwarsrunner 21:26, 7 January 2009 (UTC)
Karate Jesus's Issue
- Issue
- Mist Form's current description is worthless in both PvE and PvP. It takes too much damage in comparison to Shadow Form, is too easily removed unlike VoS or Obsidian Flesh, and overall inadequate as an elite damage mitigating skill.
- Suggestion 1
- Effect: Elite Hex Spell. All nearby foes move 66% slower for 1...3...5 seconds. For 0...2...2 seconds enemy skills targeted against you fail.
- 5 1 15
- Strengths: Fits the name "Mist Form" because of the secondary effect. Similar of skills such as Double Dragon but still uniquely a Water Magic skill.
- Weaknesses: Could be overpowered in some arenas. The spell should probably be a hex, but the after affect makes it more of an enchantment. As far as I'm aware, only hexes slow movement and hexes can't provide damage mitigation.
- Suggestion 2
- Effect: Elite Enchantment Spell. For 20 seconds, your Water Magic spells deal an additional 10...22...25 cold damage to foes adjacent to your target. Affected spell-casting foes are interrupted.
- 15 1 30
- Strengths: Makes sense as a Water Elite. Basically, it is an elite Maelstrom with a "form" type of description. Also the cast time of most water spells as well as the duration of the skill would prevent this from becoming an overpowered way to interrupt enemies in pvp.
- Weaknesses: Could be overpowered in PvE especially when combined with skills like Cry of Pain to do too much AoE interrupts.
Bathory's Issue 10:14, 14 February 2009 (UTC)
- Issue
- Is weak as a damage prevention spell, offering no protection from spells or enchantment removal.
- Suggestion
- Elite Enchantment Spell. (8...18...20 seconds) Damage you take is reduced by 0...60...75% and you are no longer a fleshy creature. You deal 50...36...33% less damage.
- This would provide immunity to several conditions and a few hexes that affect fleshy creatures. The damage reduction is less on physical damage, but would reduce non-physical damage too. Like Shadow Form, someone under Mist Form will deal less damage to compensate for their increased ability to tank.
Mistmaster's issue
- Issue
- weak easly remove
- suggestion
pve
- elite form (15...39...45) you become nether sided and can't be seleted as a target by any sided and you do not get damages by any AoE spell when this skill ends you become allied with the side you started on "if you control any henchmen or heros they will follow the party you left
(if you party all dies when you are in this skill the party is rez if there is a rez shrine on the map)
pvp
elite form (10...26...30) you become sided to a third party and can damage ether side with spells and ether side can attack you when a side wins the form ends when this skill ends you become allied with the side you started on
if you are in FA or JQ and you take a point you will summon cathian soders
if you are in HvH or AB you can only nutralies the cap point
If you RA TA HA GvG you can attack ether side and can not carry side items E.g flag, relic, other