Feedback:User/Raine Valen/Skill suggestions/Elementalist/Air Magic
Skill suggestions/Elementalist/Air Magic | |
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User | Raine Valen |
Categories | Skill feedback → Elementalist → Air Magic Player vs. Player |
Arc Lightning[edit]
Current:[edit]
5 1 6 Spell. Deals 5...41...50 lightning damage. Deals 15...63...75 lightning damage to one nearby foe if target foe is hexed with Water Magic. 25% armor penetration.
Proposed:[edit]
10 1 6 Spell. Deals 10...42...50 lightning damage. 25% armor penetration. Whenever Arc Lightning strikes a foe hexed with Water Magic, a nearby foe is struck for 25% more damage. The same foe cannot be hit more than once.
Blinding Surge[edit]
Current:[edit]
10 ¾ 6 Elite Spell. Deals 5...41...50 lightning damage. Inflicts Blindness condition (3...7...8 seconds) on target and adjacent foes. 25% armor penetration. If target was attacking, also hits adjacent foes and deals 50% more damage.
Proposed:[edit]
5 ¼ 12 Elite Enchantment Spell. Enchants you and target ally. For 3 seconds, whenever you are struck, foes near you take 5...41...50 Lightning damage and are blinded (3...7...8 seconds), and you instantly move to a nearby location directly away from your attacker.
Conjure Lightning[edit]
Current:[edit]
10 1 45 Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 lightning damage. No effect unless your weapon deals lightning damage.
Proposed:[edit]
25 2 20 Enchantment Spell. (60 seconds.) Whenever you deal Lightning damage, deal +0...8...10 damage and gain 1 Energy. Your attack skills have +10% Armor Penetration and a 5...17...20% chance to cause Cracked Armor (3 seconds).
Honestly, it was just boring. It's been made to thematically match its attribute.
Glimmering Mark[edit]
Current:[edit]
10 1 10 Elite Hex Spell. (10 seconds.) Deals 5...21...25 damage each second to target and adjacent foes. Inflicts Blindness (3 seconds) on foes using attack skills. Ends if you use a skill that targets this foe.
Proposed:[edit]
15 1 15 Elite Hex Spell. Also hexes nearby foes (10...30...35 seconds). Lightning damage against these foes has +25% armor penetration and inflicts Blindness (3 seconds).
Lightning Bolt[edit]
Current:[edit]
5 1 8 Spell. Projectile: deals 5...41...50 lightning damage. Deals 5...41...50 more lightning damage if target foe is moving. 25% armor penetration.
Proposed:[edit]
10 2 8 Spell. Deals 10...66...80 lightning damage. Interrupts an action. Interrupt effect: interrupted skill is disabled for +2...8...10 seconds. 25% armor penetration.
This skill did as much damage as Lightning Orb; there was no reason for it to exist in its former incarnation.
As such, it's been reworked into a disruptive skill that will take a considerable amount of timing to use (have you ever tried to qknock with meteor?).
I don't expect this skill to become problematic. — Raine Valen 22:56, 15 Aug 2010 (UTC)
Lightning Hammer[edit]
Current:[edit]
25 2 4 Spell. Deals 10...82...100 lightning damage. 25% armor penetration.
Proposed:[edit]
25 2 8 Spell. Deals 30...102...120 lightning damage to target and adjacent foes. Knocks down affected foes (3 seconds). 25% armor penetration. Easily interrupted.
Air has traditionally been a strong spike-assist element, and this skill had "spike with me" written all over it. However, it's always lacked something to make it worth taking over Lightning Orb (or, more recently, Lightning Bolt or Chain Lightning).
I've sought to give it that something in the form of raw, obliterative power.
However, I don't want this to become an "air eles solo everything" skill, so I used one of my favorite balancing mechanics: "easily interrupted".
All-in-all, I think that this skill would be extremely strong in the way Rodgort's is strong: huge risk, huge reward. — Raine Valen 22:56, 15 Aug 2010 (UTC)
Lightning Surge[edit]
Current:[edit]
15 2 10 Elite Hex Spell. (3 seconds.) End effect: deals 14...83...100 lightning damage and causes knock-down.
Proposed:[edit]
10 2 8 Spell. Deals 15...83...100 lightning damage. Interrupts an action. Interrupt effect: interrupted skill is disabled for +2...8...10 seconds and target foe is knocked down (3 seconds). 25% armor penetration.
Elite Lightning Bolt. — Raine Valen 22:56, 15 Aug 2010 (UTC)
Lightning Touch[edit]
Current:[edit]
5 ¾ 10 Touch Skill. Deals 10...50...60 lightning damage. Also hits foes adjacent to target foe. Inflicts blindness (3...7...8 seconds) on any of these foes hexed with Water Magic. 25% armor penetration.
Proposed:[edit]
5 ¾ 8 Touch Skill. Deals 20...76...90 lightning damage. Also hits foes adjacent to target foe. Inflicts Cracked Armor (3...7...8 seconds). 25% armor penetration.
I'm honestly not sure why they thought Blindness would be a useful condition on a touch-range ele skill. — Raine Valen 5:25, 18 Jul 2010 (UTC)
Ride the Lightning[edit]
Current:[edit]
10 10 1 5 Elite Spell. Deals 10...82...100 lightning damage. 25% armor penetration. You instantly move to this foe. You are Exhausted.
Proposed:[edit]
5 15 ¾ 15 Elite Spell. Deals 10...82...100 lightning damage to all adjacent foes. You instantly move to your target and deal 10...82...100 lightning damage to all adjacent foes. 25% armor penetration. You are Exhausted. Cannot be used on adjacent targets.
Think Inferno -> Shadow Walk -> Inferno. — Raine Valen 22:56, 15 Aug 2010 (UTC)
Storm Djinn's Haste[edit]
Current:[edit]
5 ¼ 10 Enchantment Spell. (10...22...25 seconds.) You move 25% faster. Lose 1 Energy each second while moving.
Proposed:[edit]
5 15 ¾ 15 Half-Ranged Spell. Deals 5...41...50 lightning damage to all adjacent foes. You instantly move to your target. 25% armor penetration. You are Exhausted.
Teinai's Wind[edit]
Current:[edit]
5 ¾ 8 Spell. Hits adjacent foes. Deals 15...51...60 cold damage. Causes knock-down to attacking foes.
Proposed:[edit]
10 ¾ 12 Enchantment Spell. (3...5...5 seconds.) You move 50% faster. Initial effect: Deals 15...51...60 cold damage to adjacent foes; knocks down attacking foes. Recharges 50% faster if you hit a foe.
Thunderclap[edit]
Current:[edit]
10 1 8 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.
Proposed:[edit]
5 5 1 5 Elite Spell. Deals 10...42...50 lightning damage. Also strikes adjacent foes. Inflicts Cracked Armor and Weakness (5...17...20 seconds). Causes knock down (3 seconds). 25% armor penetration. 50% failure chance with Air Magic 8 or lower.
Elite Gale. Because everyone needs that.
Whirlwind[edit]
Current:[edit]
5 ¾ 8 Spell. Hits adjacent foes. Deals 15...51...60 cold damage. Causes knock-down to attacking foes.
Proposed:[edit]
15 1 12 Spell. Create a Whirlwind at your location. Foes near this location move 66% slower and take 10...26...30 cold damage each second (5 seconds). End effect: causes knock down. Easily interrupted.
Windborne Speed[edit]
Current:[edit]
10 ¾ 5 Enchantment Spell. (5...10...11 seconds.) Target ally moves 33% faster.
Proposed:[edit]
10 ¾ 6 Enchantment Spell. Also enchants nearby allies (5...10...11 seconds). These allies move 25% faster.