Feedback talk:User/Kanda/Intensity

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too much cd. Should be: Your spells have 25% armor penetration. Renewal:Whenever you cast a spell.--83.82.62.210 22:08, 15 January 2011 (UTC)

The issue with armor penetration is that either air magic would not benefit from Intensity (although it happens to be a term related to electric current), or would be way too overpowered (if Intensity gave +25% armor penetration instead of 25%). Also, armor-ignoring spells with armor penetration would be a really bad idea (it would mean a 30% increase on damage from these spells). As a matter of fact, it would still benefit more to non-Elementalists.
As for the cooldown, I think that giving permanent armor-ignoring damage (or armor penetration, for that matter) to Elementalists would be an error given their insane numbers on several of their skills. 2-3 spells every 20s is not that few (especially with 20% chance of half spell recharge) if each of these spells deals 100+ AoE damage (and like I said, spamming armor-ignoring spells leads to armor-ignoring Searing Flames, which should not be allowed). Kanda 21:46, 16 January 2011 (UTC)
Unless I am mistaken, armor-ignoring damage also ignores armor penetration. Koda User Koda Kumi UT.jpeg Kumi 21:56, 16 January 2011 (UTC)
[After testing] Indeed it does. My bad. I added the info on the armor-ignoring damage page. The issue with air magic still holds, though. Including the fact that air magic does not seems to be, for now, a sufficient reason to bring an Elementalist in hard mode. However, there is now another issue with air magic, which with the skill as it is loses its armor penetration. Kanda 10:46, 17 January 2011 (UTC)
Dude i would just grab another aoe like tenai's heat or searing heat instead of this skill if you keep it like that.--83.82.62.210 22:19, 16 January 2011 (UTC)
Well, you could take three aoes with 16 damage each or two of them with 40 damage each. This is designed for hard mode and vainquishing, not for normal mode. This fact may be an issue however; I will try finding a solution that is good in both Normal and Hard mode without throwing away a whole (already unused) attribute. Kanda 10:46, 17 January 2011 (UTC)

New version[edit]

I added +3 air magic to take into account that armor penetration is negated by armor-ignoring damage, and 1 max spell (which is now 4 spells every 20/10 seconds). Armor-ignoring damage does more damage than 25% Armor penetration against target with >80 Armor rating (L20 W/P, L22 R/A/D, L24 casters). In Normal Mode, armor-ignoring damage would be better than 25% armor penetration starting from Vabbi. Kanda 11:20, 17 January 2011 (UTC)

DoA full clear group LF 5 more SF eles, imbagon & BiP!!! Koda User Koda Kumi UT.jpeg Kumi 18:27, 18 January 2011 (UTC)
Well... yes, indeed. Hard to balance between too little and too much power.
After some rethinking of this proposition: changed from Enchantment to Skill to get rid of recharge mods ; increased the recharge to 30s because I see it, after all, as an once-in-a-fight power boost. The power of this skill, well used, is still superior to EVAS which is not really considered as balanced. So, for an Elementalist, it is really worth the PvE skill slot.
I can still see it abused by SF nukers, especially as a coordinated team. However... any metaskill would be abused by SF nukers, it is the very nature of SF. Kanda 09:59, 28 January 2011 (UTC)