Feedback:User/Widowmaker/Mysticism Skill Changes

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Some ideas about unbalanced and/or underused skills in the Dervish's Mysticism line which I think could do with reworks.


Avatar of Grenth (PvP) Avatar of Grenth (PvP) 10Energy 2Activation time 30Recharge time

Elite Form. For 10...74...90 seconds, you cannot be blocked by enchanted foes, and your attacks deal cold damage. Whenever you strike a critical hit on a foe suffering from a condition or hex, that foe loses one enchantment. This skill is disabled for 120 seconds.

Though the unblockability of Avatar of Grenth is nice, the recent re-work of Aegis and the fact that many foes in PvP use blocking stances together make this less of a boon than it once was. Adding the ability to remove enchantments completely would allow the user to bypass such skills as Shield of Absorption, Shielding Hands and Spirit Bond, all of which are common skills still capable of protecting against AoG just as much as anyone else. I had thought that a recharge reduction to 10...62...75 might be needed to balance this, but given that Reaper's Sweep can remove an enchantment every 8 seconds without the condition, this isn't that overpowered.


Balthazar's Rage Balthazar's Rage 10Energy 0.75¾Activation time 25 20Recharge time

Enchantment Spell. All adjacent foes take 15...51...60 fire damage. For 15...19...20 seconds, you inflict Burning for 1...3...3 seconds on foes whenever you score a critical hit on them in melee. When this enchantment ends, all adjacent foes take 15...51...60 fire damage.

Much like Zealous Renewal (see below), this skill gives all its benefit at the end which, unless combined with an enchantment-ending skill, is not very useful, and even then is awkward to use. Since Mystic Vigor already exists as a more useful version of this skill, I think a complete re-work is in order.
This change would allow Dervishes to inflict Burning on foes, increasing their damage output. Since it only works on a critical hit, however, a high investment in both Mysticism and Scythe Mastery would be required to get the most out of it (and Assassins couldn't abuse it since they can't access Mysticism). With a critical hit rate of ~20%, a Dervish with a 33% IAS would be able to keep a single target burning for just under half the time, but that requires hitting constantly. Given that most Dervish IASes do not offer a maintainable +33% and the fact that most foes will block or at least kite, this should not be overpowered, though I increased the recharge to make sure.


Mystic Corruption Mystic Corruption 5Energy 1Activation time 15Recharge time

Enchantment Spell. All nearby foes randomly suffer from Bleeding, Poison or Weakness for 5...17...20 seconds. For 20 seconds, Conditions you apply are also applied to adjacent foes for 35...71...80% of their normal duration, and if you are under the effects of another enchantment, they have their durations increased by 15...27...30%.

Currently, this skill is only really useful with powerful conditions such as Burning and Daze - for example on a D/P spear-thrower. By allowing the Dervish to spread conditions around as if using Epidemic, this skill would become useful in condition pressure builds with other weapons and allow scythe Dervishes to pressure foes even if they block. Since this still has limitations, I also halved the recharge so that this can be reapplied more easily if removed. The initial effect also favours melee Dervishes over those with spears so as to prevent overly encouraging that kind of build.


Zealous Renewal Zealous Renewal 5Energy 0.5½Activation time 10Recharge time

Enchantment Spell. All adjacent foes take 10...34...40 holy damage. For 12 seconds, this Enchantment does nothing. When this Enchantment ends, you gain 1 Energy for each successful hit while under the effects of this Enchantment.

This skill offers potent energy management, but it's just unwieldly to use. Currently, you have to wait for it to end - meaning you're unlikely to get the energy when you need it - or end it with an enchantment-ending skill, which means not only takign such a skill, but also keeping this enchantment on top of your other enchantments. Furthermore, it's not always beneficial to get a big lump of energy all at once - most Dervishes would probably rather have a constant source of energy.
One solution would be to change this to give you the energy when you hit, much like a Zealous Weapon, but this is too much like Zealous Vow. Instead, I would suggest shortening the duration and recharge like so, so that though it's not significantly more powerful than it was, it's easier to remove and re-apply to get a small amount of energy when needed.