ArenaNet talk:Skill feedback/Mesmer/resolved Illusion Magic

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Illusion of Haste

Skye Marin's discussion

Oh...I like the immune part, but if it's going to be immune to cripple..many other numbers need to change with it.

  1. Duration scale 3~15
  2. Recharge 10
  3. Cast time remain at 1 second

Duration and recharge is to prevent this will being abused by /Me like Rt runners. (Hurray for immunity to cripshot). Casting time remain at 1 second to make it still possible to get dshot by Cripshot rangers. Lightblade 10:36, 29 February 2008 (UTC)

I agree. Personally, I'd rather not see an immunity to Cripple and get a lower cast time. You can recast it to get rid of Cripple anyway. --TimeToGetIntense 11:57, 3 March 2008 (UTC)
That makes sense, I removed the immunity in the description.--Skye Marin 21:15, 4 March 2008 (UTC)
Storm Djinn is nerfed for a reason (whatever that is), let's not make this a replacement of it. Lightblade 19:19, 6 March 2008 (UTC)
actually with all the nerfs to all the other running skills, this skill is looking better and better 97.100.144.160 15:57, 8 March 2008 (UTC)
I thought IoH was being looked at to be viable in a split. If it's still not considered so, perhaps make it enchant yourself plus an ally in touch range as well. --Redfeather 06:02, 18 March 2008 (UTC)
This skill doesn't have the same problems as storm/flame dh did due to cripple at the end. making it like suggested with 15@15 duration and 1/4(3/4) cast makes this a viable skill

It's leet with Plague Signet. Moush 22:32, 27 March 2008 (UTC)

with all the nerfs to the other running skills this one is fine 76.26.189.65 22:35, 27 March 2008 (UTC)
The 15 second duration of crippling when the skill ends could be scalable down to 5 with increased investment in the attribute line to reduce the chance of monks removing the wrong conditions on you. --Don Knowall 17:59, 28 June 2008 (UTC)
It's already an Anti-Cripple Running Skill that must be Re-Applied... you guys want more?--ShadowFog 12:30, 24 September 2008 (UTC)

Recurring Insecurity

Skye Marin's Discussion

this skill is far from being overpowered , even if used along with Soul Barbs , it's fine the way it is now , this doesn't need any nerfs 189.70.114.42 16:51, 21 February 2008 (UTC)

The proposition is to fix the way it interacts with Soul Barbs (on soul barbs end), and buff it like crazy with giving it two more pips of degen, and cutting the recharge from 25 to 5. That's a considerable buff.--Skye Marin 19:37, 21 February 2008 (UTC)
5 sec recharge on this would be crazy... however i do agree 25 is just too high for it to be of use to anything but in use with soul barbs.OblivionDanny 20:34, 21 February 2008 (UTC)
if u just broke the combination with this and soul barbs it could give 10 degen and recharge in 4 sec, its an elite and soul barbs make it broken, the elite by itself is worse than conjure phantasm with its lame 3 degen as the only thing it does. --Cursed Angel talk 00:27, 22 February 2008 (UTC)

If the proposed change to Soul Barb is implemented then the change to to Recurring Insecurity should be more than just a 5 energy Conjure Phantasm. It should be something worth using an elite slot for. As the purpose of the elite is for health degeneration it could be something like, 'For 10 seconds, all health regeneration is negated and target foe suffers -5 health regeneration. This hex is reapplied everytime target foe is hexed.' Degeneration Mesmers are rather weak at this time because of the buffs to health regeneration skills and nerfs to anti melee illusion hexes. --Shadetz X 10:12, 23 February 2008 (UTC)

What about a 5..15..20 dmg per second instead..? One could easily max out the degen with other illusion skills anyway. btw the idea of negating all regeneration seems awesome. --Cursed Angel talk 15:31, 23 February 2008 (UTC)
What are you talking about? The proposed change makes it more than awesome, all you have to do is apply it to their whole team and renew with a conjure, this will be the cheapest whole team max degen a mesmer can get. Hell 5 energy conjure is almost worth an elite status w/o reapplying.--SiDima 11:21, 13 May 2008 (UTC)
5 energy conjure phantasm is lame. Besides this wouldn't be a 5 energy conjure phantasm anyways because it last around 10 seconds and you have to use energy (another hex) to manually reapply it. I like the ignoring health regen idea idea! Non-counterable health degen (except from hex removal) would be very useful in the small arenas. Sure it won't be used in GvG or HA but it's a good start. --65.38.32.42 12:16, 4 June 2008 (UTC)

Shard's Issue

Soul Barbs still is the ultimate combo with this due to reapplication. Lowering duration to 0..8 or whatever will only cause Soul Barbs to trigger a lot more causing way to much damage. 62.194.247.7 00:26, 16 December 2008 (UTC)

the last update changed that, it only applies again if it last 10 sec, if it gets removed nothing triggers. --Cursed Angel y so srs? 00:34, 16 December 2008 (UTC)
CA, don't be an idiot. He was responding to Shard's suggested fix. 99.236.13.140 15:15, 21 December 2008 (UTC)

Shared Burden

With the first suggestion I was hoping for a targetted Quicksand effect to harm enemy team's more than it harms your team. Storm Djinn's Haste and Lyssa's Haste characters should be harmed the most by this change but it should make this skill more melee and flag runner unfriendly and thereby useful.
The second suggestion was aimed at defending against melee spikes but I think it would need a higher energy cost of 15 to justify having such a long lasting Shadow of Fear effect. --Don Knowall 17:37, 28 June 2008 (UTC)
How about adding something like "...and suffer -1...2...2 health degeneration for each moving foe in the area also suffering from Shared Burden" (I would suggest energy degeneration but that's too powerful). Then it would be more in theme with the "shared" bit - if one person moves, the others all suffer. What's more, it would be great for use with AoE nukers since moving out of the AoE hurts you more. Alternately, how about making it so all hexed foes suffer the worst movement speed penalty suffered by one of them (so if you hit a group with this then one with Mind Freeze or Icy Shackles, they all move 90% slower)? Might be tricky to implement and wouldn't be worth two elites to use, but it might give it a bit of a different angle.
Hows mine? Encourages skill in use... ~~ User:Frvwfr2 frvwfr2 (talk · contributions) 23:57, 13 August 2008 (UTC)
This Skill has been updated recently and has an effects similar to what I suggested. The absence of complaints suggests that its a welcome change so who am I to disagree? Don Knowall 00:07, 26 December 2008 (UTC)