Feedback talk:User/Talamare/Dervish Enchantment Revamp

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Use the following to talk about specific skills -Talamare- feedback 03:23, 22 October 2009 (UTC)

Enchantments[edit]

Mysticism[edit]

Earth Prayers[edit]

Aura of thorns losing crippling is a big blow to the utility of the profession. ~>Sins WDBUser The Sins We Die By Sig.png 16:10, 22 October 2009 (UTC)

Earth Prayers isnt suppose to be focused on movement which is why I removed the crippled - Wind Prayers on the other hand still has several ways to cripple a target -Talamare- feedback 16:43, 22 October 2009 (UTC)
Earth Prayers has a focus on defense while Wind Prayers focuses on offense. Crippling people that attack you makes use of crippled as a mode of defense(and belongs in earth prayers) while crippling people that are kiting makes use of crippled as a mode offense(and there are wind prayers that do this.) Rypofalem 14:41, 23 October 2009 (UTC)
they still have defensive cripple Veil of Thorns -Talamare- feedback 15:16, 23 October 2009 (UTC)
My bad, I was confusing Aura of Thorns with Veil of Thorns. I rarely see aura of thorns used anyway.Rypofalem 13:00, 24 October 2009 (UTC)


Dust Cloak and Staggering Blow would be better suited as having 4 second durations on the enchants. Increase the energy cost to 10 because mysticism will reduce the cost with more convenience in having such a short duration and 5 energy is too cheap. ~>Sins WDBUser The Sins We Die By Sig.png 16:10, 22 October 2009 (UTC)

The main reasons these enchantments exist is to fuel attacks that require you to lose enchantments that way that attack has increased utility - however in its current state (10 energy 3/4s cast) their unusable since most people kite too far away and you dont really have the energy to constantly cast them - they have the insanely long durations to make them only useful with attacks that remove enchantments otherwise they might become too common place -Talamare- feedback 16:43, 22 October 2009 (UTC)
If that's your intent i'd still increase things up to 10 energy, but just make them all end with a trigger on attack skill usage. ~>Sins WDBUser The Sins We Die By Sig.png 16:47, 22 October 2009 (UTC)
noooo it has to be with attacks that specifically remove enchants for their effect - example Twin Moon Sweep - the problem in the past with these attacks is that you couldnt really find enchantments to remove constantly. At 10 energy they werent viable and stopping to cast spells all the time completely killed your dps... if you implement these changes you will be able to make more attacks like these to create utility for the class -Talamare- feedback 16:55, 22 October 2009 (UTC)

Wind Prayers[edit]

Grenth's Fingers 10Energy and ~4 second duration as stated above.

Grenth's Aura and Mystic Twister I like. Twister should be 10 energy though, given it's effect, however at 10 energy the current power seems a bit short so maybe better the decreased move speed by 8 up to 33%

I wanted to make sure twister was not a great snare effect - but one that isnt bad to have - also twister like sand shards should be usable by other classes unlike every other enchantment listed in this suggestion -Talamare- feedback 16:46, 22 October 2009 (UTC)

Enchanted haste is insane. Remove the damage and it looks good. It would be annoying to code the skill though.~>Sins WDBUser The Sins We Die By Sig.png 16:10, 22 October 2009 (UTC)

removed the initial damage -Talamare- feedback 16:46, 22 October 2009 (UTC)

Problem[edit]

with pretty much all your suggestions is that it only improves extremely niche dervish roles(found pretty much in only RA) such as derv healers and the extremely rare and terrible derv spiker. The whole point to buffing UPed skills, if you should ever have to do it at all, is to provide alternative and balanced alternatives to those currently meta. Pika Fan 22:59, 31 October 2009 (UTC)