ArenaNet:Skill feedback/Ritualist/Wailing Weapon

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Wailing Weapon Wailing Weapon

Enars Issue -- 12:33, 2 April 2008 (UTC)

Issue
Too Long recharge For 11 Second Last + Skill is underrated and not used at all. ( I use it but it still lacks.)
Suggestion
Make it :

1. - 5 Tango-energy.png 1Tango-activation-darker.png 20Tango-recharge-darker.png Same Long last.

2 - 5 Tango-energy.png 1Tango-activation-darker.png 25Tango-recharge-darker.png Add 5 second more . 15-16 Second last.

Underpowered, underused

Issue
Same as above. Also, the actual effect is not too great (you can pretty much shut down an attacker, but need another attacker to do it) - it's more of a linebacking skill, compared to Warmonger's Weapon which can really help score kills.
Suggestion 1
Simple tweak here:
5 Energy 1 Activation time 20 Recharge time
Weapon Spell. For 7...14...16 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.
Basically, just make it so that you can keep it up for most of the time. Simple buff, might make it more useworthy.
Suggestion 2
Make it more interesting (perhaps something to do with the wailing bit?).
5 Energy 1 Activation time 25 Recharge time
Weapon Spell. For 5...10...11 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes a foe who is attacking or using a chant, that foe is interrupted and all nearby foes who are using chants are also interrupted.
OK, this alone probably wouldn't be enough to make it worthy of even being taken (except maybe in PvE vs. chant-heavy mobs), but it would make it more useful and provide another counter to paragons to boot. The duration and/or recharge might still have to be changed as in suggestion 1 to make it viable, though.

Bathory's Issue 14:58, 18 January 2009 (UTC)

Issue
Pales in comparison to Warmonger's, as attackers are usually less pivotal on enemy teams in both PvE and PvP.
Suggestion
10 Energy 3/4 Activation time 5 Recharge time
Weapon Spell. For 3...7...8 seconds, the next time target ally interrupts a foe's skill, all foes nearby that foe are interrupted as well.
Would require that the ally hit with an interrupt, and would be useful on Warriors, Rangers, Paragons, Assassins and Mesmers as they all have skills that provide that. Nearby isn't that large of an area, and wouldn't be effective on teams that spread out (concerning PvP), but would have use on AI that like to clump up. This also retains the ability to interrupt attackers. Although, I'm not quite sure if the game can identify if someone hit with an interrupts, or if it can only tell when someone is interrupted. Bathory 14:58, 18 January 2009 (UTC)
of course it can if ur programmer is not retarded, and Joe is rly decent tbh..:P but i'd lower the energy cost to 5 and increase recharge to 6 =/ - wuhy 86.101.134.142 22:53, 11 March 2009 (UTC)

Kigamo's Suggestion

Suggestion

10 Energy1 Activation time20 Recharge time - (Channeling Magic) - Weapon Spell. For 10 seconds, target ally's next 3 attacks steal up to 0...2...3 energy. To apply energy pressure. So it can be a ritualist's version of an Energy Burn. --Kigamo 11:06, 22 January 2009 (UTC)