Feedback:User/The Sins We Die By/Dulled Weapon

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Weapon Spell. For 1...5...6 seconds, target foe and all adjacent foes have a dulled weapon. Foes cannot achieve a critical hit and deal 5 less damage with attacks. Lose 3 energy if target foe is already under the effect of a weapon spell.

Weapon Spell. For 1...5...6 seconds, target foe and all adjacent foes have a dulled weapon. Foes cannot achieve a critical hit and deal 5 less damage with attacks. Lose 3 energy if target foe is already under the effect of a weapon spell.

Concise description
Weapon Spell. Also affects foes adjacent to your target (1...5...6 seconds). Removes ability to land a critical hit and attacks deal 5 less damage. Lose 3 energy if target is affected by a weapon spell.


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Currently there is no way to break a weapon, which is something that I feel is absolutely fine given the non-stacking nature and the costs of weapon spells. There actually is one way to break weapon spells though, it's by casting another weapon spell. It would be a terrible idea to make removal possible any other way. This way there is a viable counter to weapon spells, and it is under the ritualist line. Since weapon spells are only available to ritualists it makes sense for the only counter to the spells to be under the ritualist line as well. I don't believe more than 1 type of enemy targeting weapon spell should exist for the reason of making the entire concept useless.

I made the energy cost 5 with a penalty of 3. The reason for this is because the general use effect has a low degree of power, though obviously the effect has greater impact on professions such as sins or weapons such as the hammer and scythe due to the amount of damage lost from critical hits. However, unless heavy investment is made to maximize the skill's duration (15 com and 13 sp is only be 9 seconds) that duration is short. The penalty of 3 energy is for it's specialized use, and this skill would be the only one with that use, since the use is to remove something that can't otherwise be removed an energy penalty is incurred for such a powerful effect. The 1 second activation time seemed like the only way to go based on other weapon spells, there's not much to say about it. The 15 second recharge seemed to me the best recharge for several reasons. The first and foremost reason is to make the skill not so readily available that it can be used to constantly remove weapon spells. The next reason was to make sure that it's not available enough that it can be used for it's general use and it's specialized use all the time. The skill is generally useful while adding the dynamic of limited weapon spell removal to the game.

I thought it should get it's own indicator for teams to easily identify so I inverted the colors of the weapon spell icon. It happens to look good for the skill name. User The Sins We Die By Dulled Weapon.PNG A blackened weapon with a dark purple aura.