ArenaNet:Skill feedback/Mesmer/Illusionary Weaponry

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Illusionary Weaponry Illusionary Weaponry

Wisteria's Issue -- 08:05, 31 March 2008 (UTC)

Discussion

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 Energy 1 Activation time 10 Recharge time
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 15Energy/30 = 1/2Energy per second to 5Energy/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 Energy 2 Activation time 9 Recharge time
This way the skill wouldn't remove the illusion magic capabilities of the mesmer in order to be used.


User Yullive Consume Soul.png 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
  • 15Energy 1Activation time 15Recharge time
  • 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 Energy1 Activation time12 Recharge time 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

5 Energy¼ Activation time20 Recharge time

  • 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)