ArenaNet:Skill feedback/Mesmer/Illusionary Weaponry
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Wisteria's Issue -- 08:05, 31 March 2008 (UTC)
- Issue
- Easily Stripped as Mesmers lack cover enchantments (Hard to maintain).
- Inferior to it's cousin, Spirit's Strength.
- Risks outweigh benefits.
- Suggestion
- Lower recharge (15).
- Lower cost (10).
- Add IAS and IMS to the skill, to be scaled with Illusion (0%...25%...25%).
- Add an +armor status to be scaled with Illusion (+0...+24..+24).
Each bullet point is an individual suggestion.
Random suggestion
- Issue
- See above (I'm too lazy to re-type it all).
- Suggestion
- OK, I doubt this would ever get implemented, but I'm still gonna suggest it just for its coolness factor.
- Make it a weapon spell since we now have them in the game and re-balance, along the lines of:
- 5 1 10
- Elite Weapon Spell. For 12 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 5...29...35 damage and a further 2...8...10 damage if suffering from an Illusion Magic hex.
- The energy cost decreases from 15/30 = 1/2 per second to 5/12 which is slightly lower. The base damage decreases slightly to make it less powerful (since it now can't be removed) and a conditional bonus is added to make up for it and to encourage a bit of skill and synergy and whatnot. The shortened recharge and duration mean it has to be recast more often meaning it's more likely to be interrupted (which again makes up for the unremovability) and balances it out with more overall casting time.
- The only problem with this is that you might get some Rt/Me gimmicks using Spawning Power for the increased duration, but since it's been reduced it shouldn't be quite so bad and then they lose their secondary profession. Also, it would still probably be inferior to Spirit's Strength since it can no longer be used with other weapon spells.
- Just thought I'd throw this out there to invoke some conversation :-)
Desocupado's Issue -- (09:47, 27 November 2008 (GMT-3))
- Issue
- Easily removed.
- High energy costs prevents the use of illusion magic hexes.
- Long recharge time.
- Suggestion
- Effect: Elite Enchantment Spell. For 12 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...34...40 damage.
- 5 2 9
- This way the skill wouldn't remove the illusion magic capabilities of the mesmer in order to be used.
Yullive's Issue -- 04:53, 30 December 2008 (UTC)
- Issue
- Too low dps for a softarmor class in the frontline.
- Just a few skills support this elite.
- Suggestion
- 15 1 15
- Enchantment Spell. For 30 seconds, your melee attacks and melee attack skills deal no damage, but whenever you attack in melee, target foe takes 3...37...45 damage.
- attacks shouldn't fail --> gain adrenaline, use the effect of attackskills (without the extra dmg), interrupt trapper / dazed caster, etc.
83.29.95.52 15:28, 31 May 2009 (UTC)
- Issue
Funny, but not useful skill.
- Suggestion
5 1 12 For 5...17...20 seconds, target ally's attacks deals +5...17...20 damage against hexed foes.
- Huge buff to frontline in various hexways.
Justice's Issue
- Issue
- None, its a great skill for fun. Problem? Its not used seriously.
- Suggestion
- You are enchanted for 2seconds.
- Your attacks deal no dmg. You deal 5...29...35 dmg and an additional 5...29...35 dmg to mesmer hexed foes whenever you attack.
- Renewal: Every time you attack.
Ranged iw with less dmg, but buffed dmg vs mesmer hexed foes. 2 second duration/renewal forces you to keep attacking and less time for casting heavy hexes preventing too much serious presure. Justice 08:15, 29 July 2009 (UTC)