ArenaNet:Skill feedback/Mesmer/Energy Drain and Energy Tap

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Energy Drain Energy Drain
Energy Drain (PvP) Energy Drain (PvP)
Energy Tap Energy Tap
Energy Tap (PvP) Energy Tap (PvP)

Poor Energy Management

Issue
Because these skills also deny energy, they cannot be buffed directly without making them too powerful, and as such they have been left as poor skills for both energy management and denial.
Suggestion
To remedy this, I would juggle the numbers around a bit to get skills which have only a very moderate amount of energy denial but greater energy gain.
Energy Drain Energy Drain. 1 Energy 1 Activation time 20 Recharge time.
Elite Spell. Target foe loses 2...4...5 Energy. You gain 3 Energy for each point lost.
Here, the overall amount of energy gained is slightly increased (2 x 9 in PvP - 5 = 13, as opposed to 3 x 5 - 1 = 14), and the duration is slightly decreased, meaning that this becomes better at energy management. However, even though the duration is reduced, the energy lost per second is lower overall (at higher Inspiriation Magic levels).
Energy Tap Energy Tap. 1 Energy 2 Activation time 25 Recharge time.
Spell. Target foe loses 1...3...4 Energy. You gain 3 Energy for each point lost.
The idea here is the same, but with worse numbers as it's non-elite. However, whereas the current Energy Tap has a very unweildly activation time, making it prone to interrupts, I chose here to decrease it to 2 and put the recharge up instead, so that the overall energy gain is worse but you're more likely to get it off. On non-mesmers, it's still a 2 second activation so it can still be interrupted relatively easily, however, which should discourage excessive abuse from mesmer secondaries.