Feedback:User/Kanda/Intensity

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This suggestion applies to an older state of the game. Even though there may be some elements to recycle, the change to Intensity reflects some of the concerns described here (effectively giving armor-ignoring aoe damage once every 10s).



A former suggestion [[1]] has pretty well described the problem with this skill. In summary:

  • Intensity is not Elementalist-oriented, so all professions get the same benefit from it;
  • Which to be honest is rather insignificant, especially compared to another PvE skill.

However, I think that such a skill should deserve a place of choice within an Elementalist's bar, especially since Elementalists precisely long for intensity in Hard Mode.

May I suggest the following?


Intensity Intensity 10 Energy1 Activation time30 Recharge time Skill. For 4 seconds plus 1 second for every rank in Energy Storage, elemental damage from your spells ignore armor and you have +2...4 Air magic. Intensity ends after 2...3 spells.

Progression
Number of spells affected
Air magic bonus
0
2
2
1
2
2
2
2
3
3
3
3
4
3
4
5
3
4
6
3
4
7
3
4
8
3
4
9
3
4
10
3
4
Progression
0
4
1
5
2
6
3
7
4
8
5
9
6
10
7
11
8
12
9
13
10
14
11
15
12
16
13
17
14
18
15
19
16
20
17
21
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22
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20
24
21
25
  • The increase in Air Magic takes into account the fact that armor penetration is negated with armor-ignoring damage. Intensity is, after all, related to electricity, and should not counter-synergize with this attribute.
  • 3 spells every 30 seconds is enough: no armor-ignoring Searing Flames spam please.
  • Anyway, Elementalists in Hard Mode should bring utility or wards as well as damage. Utility and wards do not need to ignore armor (nor does energy management).
  • 10 Energy cost is a fitting price in my opinion for such an increase in effectiveness.
  • Some other professions should be able to benefit from at least 3 spells if they are able to cast them within 4 seconds and are willing to spend 10 Energy for that:
    • Monks: armor-ignoring Zealot's fire. Anything else?
    • Mesmers: what is that 'armor' you keep talking about?
    • Necromancers: some cold damage, however often with a long casting time. Better stay with Necrosis.
    • Ritualists: may be able to chain two or three skills; no more armor penetration from DwG though.
    • Assassins: 10 more Energy for dancing daggers or impale seems useless
    • Derviches: may be very tempted by the functionality, maybe less by the cost
    • Warriors, Rangers, Paragons: not much, apart from being able to Gale with the 3 remaining attribute points, of course. For 20 Energy.