Feedback:User/Previously Unsigned/Shared Burden (PvP)

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Current[edit]

Shared Burden (PvP) Shared Burden (PvP) 10 Energy1 Activation time20 Recharge time Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). These foes attack, cast spells, and move 33% slower.

Proposed[edit]

  1. Shared Burden (PvP) Shared Burden (PvP)

10 Energy2 Activation time5 Recharge time Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). These foes attack, cast spells, and move 33% slower. 5 second recharge for each affected foe (maximum +15 seconds).

  1. Shared Burden (PvP) Shared Burden (PvP)

10 Energy2 Activation time20 Recharge time Elite Hex Spell. Also hexes foes near your target (5...17...20 seconds). These foes attack, cast spells, and move 8.25% slower for each foe hexed with Shared Burden (minimum 33% slower).

  1. Shared Burden (PvP) Shared Burden (PvP)

10 Energy2 Activation time20 Recharge time Elite Hex Spell (8...26...30 seconds). Target foe attacks, cast spells, and moves 33% slower. Every 3 seconds another foe in earshot is hexed with Shared Burden with the current duration remaining. 33% chance to hit an adjacent foe with Illusion Magic 8 or higher

Why[edit]

I really like this skill but wanted to come up with more interesting ideas for "sharing" rather than the current one which is simple "It's a nearby aoe hex".

1: Same function that exists currently but the recharge time is now linked to how many foes you hit. This will make it stronger and more versatile than Sum of All Fears, which it's an elite of. You can change targets and keep applying it, so they would feel it one by one. This version will help it in areas with low enemies and/or places without mobs as well (Random Arenas, starter area vanquishing, any PvP where they know to spread out), where AoE things can be easily wasted. The recharge time is comparable to Sum of All Fears too:

  • 75% faster if you hit 1 foe
  • 50% faster if you hit 2 foes (same recharge time as Sum of All Fears but 2-for-1 appeal now, more of a "share" wouldn't you say?)
  • 25% faster if you hit 3 foes
  • 0% faster if you hit 4 or more foes

2: Same function that exists now BUT if you happen to hit a huge mob or many at once, it increases the slowdown rate. That's shared too! I made it 8.25% so that if you hit 4 it's still only 33%.
3: This is like a virus, it replicates and slowly takes over teams. However by design it cannot keep refreshing itself to max duration, which will prevent abuse. I had to make the duration of the hex super long as this is an over time thing. I know it looks ridiculous but you need to factor in the 3s repliation rate. It takes 6 seconds to affect 4 people if not removed. By the time it hits others it will be super weak compared to the current version if the duration is shorter. This may be tough to balance though. I added in the 33% just to give a little edge if it has to be toned down. I don't mind how it may become too tough to stop once it's multiplied. That's what calling hexes is for. Remove it quickly or pay.