Feedback:User/Raine Valen/Skill suggestions/Dervish/Scythe Mastery

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Banishing Strike Banishing Strike[edit]

Current:[edit]

Proposed:[edit]

10 Energy8 Recharge time Scythe Attack. Removes an enchantment. Removal effect: target foe and adjacent foes take 5...33...40 Holy damage; disables that enchantment (3...6...7 seconds).


Destructive.


Chilling Victory Chilling Victory[edit]

Current:[edit]

6 Adrenaline Scythe Attack. Deals +3...13...15 damage. Deals 10...26...30 cold damage to each foe hit who has less Health than you and foes adjacent to those targets.

Proposed:[edit]

6 Adrenaline Scythe Attack. Deals +3...13...15 damage. After 1 second, deals 3...7...8 cold damage for each rank in Wind Prayers to target and adjacent foes if you strike a foe with less health than you.


This one, I thought long and hard about. In fact, it's a problem that Undead Labs thought long and hard about, too, and they came up with a solution in the form of their pay system. While this change to Chilling Victory isn't quite as grandiose, it's made in the same vein.
You see, there's nothing wrong with giving someone huge assets – whether those be massive damage or huge pay bonuses – you just can't give it to them right now, or the game breaks.
By changing Chilling Victory to a delayed effect, we accomplish several very important things. For starters, it goes from being an amazing spike followup (since the opening of the spike often met Chilling Victory's condition) to being a very mediocre spike followup, because the damage is no longer compressed if used in that way. The obvious solution is to open spikes with Chilling Victory (in which capacity it has the potential to be exceptional), but therein lies the dilemma: its condition doesn't play off of being an opener, so spikes opened like this are risky, almost akin to opening a spike with Bull's Strike.
In short, in order to get strong returns, it requires thought on the part of the user. That's what we should strive for with every skill.


Crippling Sweep Crippling Sweep[edit]

Current:[edit]

5 Energy6 Recharge time Scythe Attack. (3...10...12 seconds.) Inflicts Cripple[sic] condition. Deals +3...13...15 damage to moving foes.

Proposed:[edit]

5 Energy7 Recharge time Scythe Attack. Causes knockdown and inflicts Crippled condition (4...10...11 seconds) if you are enchanted. No effect unless target foe is moving.


Bull's, but with less BOOM EXPLOSION and more "someone get this dervish off of me RIGHT NOW or I am going to die". Faster activation may be necessary: at normal attack speed, it might be unreasonably difficult to land in high-end PvP; this is why hammer warriors use Axe Bull's. Since it is a scythe attack, that is not an option.


Crippling Victory Crippling Victory[edit]

Current:[edit]

5 Adrenaline Scythe Attack. (3...7...8 seconds) Cripples target foe. If your health is greater than target foe's, all adjacent foes are also Crippled and take 10...26...30 earth damage.

Proposed:[edit]

8 Adrenaline Scythe Attack. Deals +10...34...40 damage. If you have more health than target foe, causes Cripple (5...13...15 seconds); causes knockdown instead if that foe was already crippled. Lose all adrenaline.


Heavy Blow: Scythe Edition. Kills things in a glorious (and proportionally costly) display of force.