ArenaNet talk:Skill feedback/Mesmer/Ignorance

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In PvP it doesn't help much, but this is often used to stop warrior bosses from healing so they can be killed faster. File:Klumpeetsignature.jpg Klumpeet.talk.cont. 20:20, 4 March 2008 (UTC)

Ignorance competes with Complicate, which blows it out of the water in every way except recharge. It's fast to cast enabling quick reactions where and when you need it, its disable is irremovable, it's cheaper, and it has the added utility of also being a general purpose interrupt in a pinch.
I'd like to see Ignorance's utility expanded mildly as well, but affecting chants/shouts specifically seems out of the question. GW has already pushed shout/chant control into the field of Necromancers. MA Anathe 21:09, 4 March 2008 (UTC)
Dude, that's a fucking sad buff. Here is a good idea: For x seconds, no opposing party members can use signets. This skill ends if your party uses a signet. Zuahahha. Flame me. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 21:18, 25 March 2008 (UTC)
Why flame? That's a good idea. Being a hex it still can be removed and it is too expensive for it's poor effect... I agree to this idea. A. von Rin 10:47, 1 April 2008 (UTC)
So... you think my idea is bad, and you favour the one posted above? (SOrry, my sarcasm detector needs calibration). File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 14:06, 1 April 2008 (UTC)
No sarcasm (this time). :D I like the idea, as some sort of resurrection counter (comparable to Frozen Soil). Could be good after a spike if it is covered enough and will increase pressure on flagstand, what makes the skill viable. Now it is just "meh"... A. von Rin 16:30, 1 April 2008 (UTC)
Ignorance doesn't need an interrupt to work against signets. It will prevent single characters using a signet builds permanently with the exception of some bosses and the energy cost of maintaining it on 1/2 hex duration bosses. The main reason why it isn't used by mesmers is the 15 energy cost and secondly that signet counters are secondary to spell/chant counters which are less desired than general purpose disabling counters. If the cost was reduced to 10 or the skill attribute line was swapped with Frustration then I would use both of them more.--Don Knowall 18:59, 4 May 2008 (UTC)
And signets are awesome, amirite? -- NUKLEAR User NuclearVII signature 3.jpgIIV 16:14, 5 May 2008 (UTC)
Ignorance only prevents something in pve, in pvp there is a thing called hex removal. And switching frustration to dom is a terrible idea, every mesmer would run frustration with some cheap cover and monks would only get their patient spirits and rofs off.--SiDima 16:44, 19 May 2008 (UTC)
i herd signets r srz bsnz --Cursed Angel talk 16:47, 19 May 2008 (UTC)
I herd you liek mudkips... intimatly. -- NUKLEAR User NuclearVII signature 3.jpgIIV 13:57, 20 May 2008 (UTC)
In response, I was only pointing out the value of Ignorance in affecting signets rather than how likely a signet build will be encountered and messed up by using this skill. As for Frustration; the vulnerabilties/strengths of the skill will be identical but the ability to use it within the profession would improve without relying on Daze conditions or hexes like Spinal Shivers and Thunderclap. There is only 1 cheap 5/1/5 cover hex Mind Wrack in the Domination skill line compared a number of 5 second recharge skills in the illusion line that can act as cover hexes. Moving a skill to increase its viability and take advantage of more natural syneries does not automatically make a suggestion 'terrible' especially as the idea you are so against can be achieved to similar effectby using a mixture skills from other skill lines and a little more forethought. --Don Knowall 19:51, 22 June 2008 (UTC)
Though you have a point, problem with swapping is that Ignorance really is "dominating" ones mind, while Frustration is more of an Illusion skill. For the rest, yes ignorance is a niche skill that is rarely brought and it could use a buff. Perhaps make it something like: All signets (and spells) cast XX% slower. Every skill that is interrupted on this foe takes an additional YY seconds to recharge. It would be a completely different skill - granted, but at least it would have a general purpose and on top of that - a good mesmer wouldn't allow the opponent to use signets anyway :) - of course there are a lot of other ways to make this viable, but I wouldn't mind this to stay a niche skill actually 62.194.247.7 07:38, 14 October 2008 (UTC)
The main reason why this hasn't been buffed is that it's the balance team's elite skill.
Lol. That was a bit low, though. 86.26.88.229 17:14, 21 January 2009 (UTC)