Feedback:User/The Sins We Die By/Avatar of Melandru
Avatar of Melandru | |
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User | The Sins We Die By |
Categories | Skill feedback → Common |
Avatar of Melandru
- Animation
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Elite Form. For 10...58...70 seconds, you have +100 Health, you are unaffected by Conditions, and your attacks deal earth damage. When this form ends you gain 100 health. This Skill is disabled for 120 seconds.
- Concise description
Elite Form. (10...58...70 seconds.) You have +100 maximum Health, you are immune to conditions, and your attacks deal earth damage. This skill is disabled for 120 seconds. End effect: gain 100 health.
PvE
Elite Form. For 10...58...70 seconds, you have +100 Health, you are unaffected by Conditions, your attacks deal earth damage, and melee attack skills inflict weakness and crippled for 8 seconds. When this form ends you gain 100 health. This Skill is disabled for 120 seconds.
PvE Concise description
Elite Form. (10...58...70 seconds.) You have +100 maximum Health, you are immune to conditions, your attacks deal earth damage, and melee attack skills inflict weakness and crippled for 8 seconsd. This skill is disabled for 120 seconds. End effect: gain 100 health.
Obvious power creep for PvP, but the dervish has been weakened considerably as it was used in shadow step gimmicks and they are now dead. 15 is 3/5 of dervish bar is a heavy amount of energy lost for a non-enchanting skills, which would obviously yield a return. The blind, crippling, and weakness immunity are the biggest benefits. However, this skill can only be upkept for less than half of the time it's recharging. Add in that a dervish must be wary of interrupts and knockdowns, due to a 2 second cast. This means a dervish will need to head to the backline in order to safely activate, just as it must do for any avatar. That means we're looking at about 40% useful upkeep time because of positioning precautions, which a minute of useful upkeep with a minute and a half of useless time or down time. Seems fair given that effects are the condition immunity, forced earth damage (which has it's downsides), and a 100 health survival buffer. The skill is defensive with offensive benefits and creates a fluctuation in team efficiency that one side or the other must try to take advantage of. The two suggested buffs aren't game breaking. Comparing a warrior and melform derv in PvP with these changes is hardly different than before. The question is... are builds where a lower armored, forced earth damage dealing, +100 health meleer can avoid conditions (including melee hate conditions) for ~60 seconds with a down time of ~90 seconds balanced when compared to a heavy armored melee profession with more utility and choice in damage type that is susceptible to conditions? Long run-on question I know, but I feel this is balanced (except when shadow steps were 1337).
In PvE the change helps people realize the usefulness of cripple and weakness. Further educating people on the importance of utility and thinking. Melform is very useless in PvE, when compared to other elite choices. Adding in these buffs, I feel, is an effective way to lead people's mindset towards more of a tactical state than a 12345c 12345c 12345c my keyboard state. ~>Sins WDB 17:35, 13 October 2009 (UTC)