Feedback:User/Instanceskiller/Instanceskiller

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Thunderclap (CURRENT): 10 Energy 1 Activation 8 Recharge

Elite Spell. Deals 10...42...50 lightning damage. Also strikes adjacent foes. Inflicts Cracked Armor and Weakness (5...17...20 seconds). Causes interrupt. 25% armor penetration.

Thunderclap (PROPOSED): 15 Energy 1.5 Activation 15 Recharge

Elite Spell. Deals 18...65...80 lightning damage. Also strikes nearby foes. Inflicts cracked armor to target and nearby foes (5...10...14 seconds). Target and adjacent foes are Dazed and Blinded (1...4...8 seconds. Causes interrupt. 25% armor penetration.

Reasoning: The long description states it causes a "massive shockwave" so 10...42...50 damage seems underwhelming. Also, the conditions it spreads can be replicated easily by eles and other commonly used heroes/professions, and without having to use the elite slot. My proposed Thunderclap, with the increased costs, activation and recharge gives it the feeling of a powerful one off spell. Because of the increased activation, the interrupt just seems more of a bonus effect than it already was.


Shatterstone: reduce activation from 2 to 1 second.


Icy Shackles (CURRENT): 10 Energy 1 Activation 12 Recharge

Elite Hex Spell. (1...8...10 seconds.) Target foe moves 66% slower. This foe moves 90% slower if enchanted.

Icy Shackles (PROPOSED): 10 Energy 1 Activation 12 Recharge

Elite Hex Spell. (3 seconds.) Target and adjacent foes moves 66% slower. These foes move 90% slower if enchanted. These foes takes 1...28...35 damage each second while moving. End effect: removes one enchantment. 50% failure chance unless Water Magic 5 or higher. '


Maelstrom (CURRENT): 25 Energy 2 Activation 30 Recharge 10 Exhaustion

Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 10...22...25 cold damage each second. Maelstrom interrupts spell-casting when it hits.

Maelstrom (PROPOSED): 25 Energy 3 Activation 25 Recharge 10 Exhaustion

Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes in the area of the maelstrom are struck for 15...25...30 cold damage each second. Maelstrom interrupts spell-casting when it hits. '


Ice Prison (CURRENT): 10 Energy 2 Activation 30 Recharge

Hex Spell. (8...18...20 seconds.) Target foe moves 66% slower.

Ice Prison (PROPOSED): 10 Energy 1.5 Activation 20 Recharge

Hex Spell. Also hexes foes in the area of your target (1...5...10 seconds.) Hexed foes take 10...30...50 cold damage and move 66% slower for 6 seconds the next time they are struck by a water magic spell and Ice Prison ends.'


Shard Storm (CURRENT): 10 Energy 1 Activation 10 Recharge

Hex Spell. Send out an ice shard that strikes target foe for 10...70...85 cold damage if it hits and causing target foe to move 66% slower for 2...5...6 seconds.

Shard Storm (PROPOSED): 10 Energy 1 Activation 12 Recharge

Spell. Send out 1...3...3 sharp Ice Shards that deal 10...20...30 damage each and inflicts bleeding on target foe for 5...8...12 seconds. Target foe is crippled for 5...8...12 seconds if moving.'


Rust (CURRENT): 10 Energy 1 Activation 12 Recharge

Hex Spell. Deals 10...58...70 cold damage to target and adjacent foes. Hexes target and adjacent foes (5...17...20 seconds). Doubles signet activation time.

Rust (PROPOSED): 10 Energy 2 Activation 10 Recharge

Hex Spell. Hexes target and adjacent foes (5...8...12 seconds). Hexed foes have -20 armor against elemental damage.'


Slippery Ground (CURRENT): 5 Energy 1 Activation 20 Recharge

Spell. Causes knock-down if this foe is Blind or moving. 50% failure chance unless Water Magic 5 or higher.

Slippery Ground (PROPOSED): 5 Energy 1 Activation 20 Recharge

Spell. Creates Slippery Ground at target foe's location. For 5...10...15 seconds, foes in the area of target foe's inital location that are struck by water magic have a 50% chance of being knocked down. Foes knocked down by this effect take 10...20...25 cold damage.