Feedback:User/Draxynnic/Shadow Form: No Perma, No Downside

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The permasin has been steadily increasing in its pervasiveness in Guild Wars PvE play. Not only does it allow for the infamous UWSC to occur and for many dungeons to be 'run', but bringing one of more permasins is more and more becoming an easy mode for regular missions as well, especially those that involve splitting the party (where a single permasin can hold up all enemies on one side while the rest of the party concentrates on destroying the much smaller group that remains).

The problem is that at present, the balance state of Shadow Form is more-or-less binary. If it's at all possible to maintain indefinitely, it will be so maintained and serve as invincibility in any area that does not have a means of stripping or bypassing its effect. However, the loss of nearly all health when its duration expires renders it unworthy of an elite slot if not perma-able - its main functions are as a get-out-of-jail card or, for the more daring, a means to survive in a high-danger environment long enough to bring down a priority target before getting out of dodge.

Hence, my suggestion is to remove the skills maintainable status, possibly by returning it all the way to the duration and recharge of the PvP version. However, to allow for a wider range of uses, the downside (loss of all but a handful of hit points) should also be removed for PvE. This would allow for the skill to be employed tactically in normal PvE since being caught when the enchantment goes down is no longer suicide, but does not allow for near-total invincibility as does its current, maintainable form - a permasin-like build may even still be possible to achieve, but will have periods of vulnerability where the user will either need an ally to shore up their defenses or another means of surviving whatever threatens them until the skill can be reactivated.