ArenaNet:Skill feedback/Necromancer/Angorodon's Gaze

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Angorodon's Gaze Angorodon's Gaze (last update: November 11th, 2008)

Falconeye's Proposal

Discussion

  • Issue: Please give Smite, Essence Strike, Bitter Chill & Angorodon's Gaze the same treatment Anet did with 4 elemental energy-management spells by tying them to thier respective Primary Attributes... a reliable alternative source of energy-management.
See Glowing Gaze
See Shock Arrow
See Glowstone
See Glowing Ice
  • Suggestion:

5 Energy1 Activation time8 Recharge time - (Blood Magic) - Spell. Steals 10...34...40 Health. If you have a condition, you gain 5 Energy plus 1 Energy for every 2 ranks of Soul Reaping."

  • Reason:
The change to the 4 elemental e-skills was quite eligent and Brilliant:
1) It removed possibility of secondary-abuse.
2) It provided free conditional spell regardless of attribute spread.
3) Grants superior e-management then old version for each attribute point spent (improved energy-gain vs. points spent).
Makes the Primary Attribute more essential
  • Also See:
Bitter Chill, Essence Strike & Smite

--Falconeye 05:18, 17 January 2009 (UTC)

Fuels degenerate blood spike builds

Issue
See above
Suggestion
Increase cost to 25.

How to NOT nerf this skill while nerfing spike builds

Issue
Fuels degenerate spike builds.
Suggestion
5e 1s 8r, set the energy gain to 2...8...9, add "If you have a necro enchantment, this activates and recharges twice as slowly."
  • The point of this is that you wouldn't START a spike with this skill. It gives back energy, so you would ideally use it at the end of a spike. The new conditional means that if you use Vampiric Spirit before it(as in a spike build) it has a 2 second cast time, making it vulnerable to dshot and invalidating it's use as follow-up damage. Oh, and even if you dont get dshotted it has a 16 second recharge because of the conditional.

Bathory's Issue 07:59, 10 April 2009 (UTC)

Comments & Suggestions Here, Please

Issue
This has been nerfed and is now unwieldier to use than other Energy management skills in other attributes (mostly non-Necro). Changing the Energy gain to be less dependant on the caster themselves would give them less of a benefit that's under their control. This way the recharge could be brought back in to line with other similar skills, and the blood necromancers have slightly weaker energy management.
Suggestion

5 Energy1 Activation time8 Recharge time

Spell. Steals 10...34...40 Health. You gain 3...5...5 Energy if you are suffering from a condition and 3...5...5 Energy if your target is suffering from a condition.

Rising_Dusk's Thoughts - 17:00, 4 June 2009 (UTC)

Discussion

Issue
  • In its current form it fuels Necromancer energy pools far too much, especially with Soul Reaping supporting the Necromancer as well.
  • Consider this suggestion versus Vampiric Gaze. With this suggestion, they would do almost the same thing, but this ability gives you the opportunity to have the spell cost less energy if you meet a condition.
  • The condition is easy to satisfy on a Necromancer, so the spell should cost you just under 10 energy with the condition met and a painful 15 energy when it isn't for the PvP version.
  • The skill's value in PvE is substantial if you can net a positive energy gain from it, and since enemies have huge life amounts, blood spike is a non-issue.
  • I really want there to be a penalty for using this spell when you don't have a condition, so I brought back the earlier 15 energy requirement. I feel that this better separates it from Vampiric Gaze and other life stealing skills.
Suggestion

15 Energy1 Activation time8 Recharge time - Spell. Steals 10...50...60 Health. You gain 7...16...18 Energy if you have a condition.

15 Energy1 Activation time8 Recharge time - (Blood Magic) - Spell. Steals 10...50...60 Health. You gain 7 Energy if you have a condition.