Feedback:User/Seef II/Discharge Enchantment rework

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Discharge Enchantment Discharge Enchantment Face it, for the cost and stats this skill's crying out for a buff. There's better enchantment removal in the necromancer profession, and much more convincing removal in the mesmer line itself. Even in hexway, better enchantment removal comes along with Rending Sweep, Corrupt Enchantment, etc. So, how do we make Discharge useful? Well, make it do something that's unique.

Current: 10/1/15, Spell. Remove one Enchantment from target foe. If that foe is Hexed, this Skill recharges 20...44...50% faster.

Suggestion 1: 5 Energy1 Activation time15 Recharge time Spell. Remove one Enchantment from target foe. If an Enchantment was removed this way, you lose 0...1...1 Conditions and 0...1...1 Hexes. Since Inspiration Magic is the mesmer's self-healing and cleaning line, it maybe... kind of... fits that you discharge something from a foe and lose debuffs from yourself.

Suggestion 2: 5 Energy0.75¾ Activation time12 Recharge time Skill. Remove one Enchantment from target foe. If that foe is hexed, this Skill recharges 5...29...35% faster. Make this an untyped skill to encourage smart usage alongside hexes; without them, the 12 second recharge is fast enough. (Hint hint, put this on monsters where you don't want permas running amok.) Drop the energy cost for it to compete with Rip Enchantment and Drain Enchantment. Lower activation time to simulate Fast Casting. I'm a little wary of buffing this for PvP hexways though. See talk page