ArenaNet:Skill feedback/Necromancer/Rend Enchantments

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Rend Enchantments Rend Enchantments

Alphamaslak's Issue -- 07:09, 12 June 2008 (UTC)


Too powerful. You remove all the enchantments with some damage taken that can be healed easily. 20sec cooldown and 5e requirement is not that fair for that usage.
Spell. Removes 2...5...6 enchantments from target foe. For each monk enchantment removed, you take 55...31...25 damage. 10e // 1s cast // 30s cd

Shard's Issue -- 22:57, 1 September 2008 (UTC)

Removes too many enchantments with no drawback. Makes it too easy for other teams to remove well placed prots and for mesmers to remove veils/utility off monks.

5 Energy1 Activation time15 Recharge time - "(Hex Spell) - For 0...2...3 seconds, whenever target foe casts a spell, that foe loses an enchantment and ~ is renewed for 0...2...3."

No attribute effects are bad for the game

Removes 5 enchantments with no attribute investment and someone who's not bad at the game will usually only take off one or 2 monk enchants at most.

10 Energy1 Activation time20 Recharge time "Remove 1...6...7 enchantments from target foe, for each one removed you take 30...18...15 damage. Now it actually requires skill to use-cost is doubled, you take damage for ALL enchantments removed, not just monk skills, and you need much more attribute investment for this to be effective.

Helps spike builds

Makes overpowered spikes even more imbalanced.
5e 1s 15r "For 1...6...7 seconds, whenever target foe is hit by an attack, that foe loses one enchantment. Whenever an enchantment is lost in this way, that foe gains 40...28...25 health."