ArenaNet:Skill feedback/Mesmer/Spirit Shackles

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Spirit Shackles Spirit Shackles

Life Infusion Issue -- 18:36, 2 March 2008 (UTC)

Discussion

Issue
-5 energy per attack is potent against Assassins, Dervishes, Rangers, and Paragons. Adrenaline based warriors aren't hurt that much, though if they rely on an energy-based cancel stance for Frenzy they might be in danger.
5 recharge makes it hard to remove
Suggestion
reduce energy loss to 3 to hurt Paragons/Dervishes/Assassins more so than Rangers, up recharge to 10

Too easily maintained

Issue
Borked in almost every way. Long cast time, but easily maintained and shuts down most offensive power.
Suggestion
Reduce cast time to 1 second, increase recharge to 10 seconds, reduce energy to 5, reduce duration to 1...4...5. Add "Ends if target's energy reaches zero, disabling attack skills for 1...5...6 seconds." This rewards skillful use(use it during spikes to drain energy) while not overpowering it. Also it ends if energy reaches zero.

Issue

Issue: Casting time is very slow, makes it useless in Ranger infested PvP arenas such as TA.

This skill does not shut down offensive power more than necro skills in the curses line. As every hex it can be removed. If you really want to nerf it, just increase the recharge time slightly (similar to price of failure, reckless haste, insiduous parasite)

Needs a rework

Issue
Too easily maintained, but too easily interrupted. Bad skill design in general.
Suggestion
1e 3/4s 10r "For 3 seconds, the next time target foe attacks, that foe loses 2...7...8 energy and suffers from Weakness for 5...17...20 seconds."

I agree, rework this skill

Issue
If you have interrupts, target mesmer loses. Otherwise, you lose all energy and suffer from Mind Wrack.
Suggestion
5e 1/4s 12r "For 1...4...5 seconds, target foe's weapon attributes are reduced by 4".

Miss Velvetine's suggestion

Issue
Despite it's short recharge, this skill is too long to cast and too easy to remove in any of the current organised PvP areas (aka not RA).
Once it's been spotted by the opposing team it will never get through again, & even if it does, it wont stay making it's short recharge trivial.
It's sad because this could be a great alternative to Empathy(which is pretty much the only anti-physical option)
for domination mesmers.
The skill doesn't need a full rework as some are suggesting: it's effect is pretty interesting as is.
The skill only needs a little tweaking for more viability.
Suggestion
Align cast & duration on those of Empathy.

<33 212.198.133.95 06:38, 27 February 2009 (UTC)

Way too Strong

Issue
This skill is way to strong, it can shut down Assassins, Dervishes, Rangers for a very long time.
Suggestion
One
Reduce energy loss to 2.
Reduce how long it lasts to somewhere around 5...15...17
Reduce casting time to 2
Increase recharge to 10
Reducing the engery loss and how long it lasts makes it more ballance, and 3 sec casting it just bad.
Two
Increase recharge to 20
Change it to "Hex Spell. For 5...17...20 seconds, target foe loses 5 Energy whenever that foe attacks, and you lose 4...2...2 energy or this hex ends"
This makes it cost more and makes it harder to mantain. While still being very usefull with the help of other skills.