Talk:Chaos Storm

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...I can't help but feel this skill is due for a buff. In both PvE and PvP, enemies simply kite out of it, escaping the mediocre damage and (more importantly) the secondary energy loss -- making it really only good for wasting 15 energy or ED'ing nubbins. But what's the point of ED on a nubbin? I'd recommend increasing the AoE to nearby so you can actually snare a caster in it. Or at least reducing the cost to 10.Guttersnipe 18:46, 12 October 2007 (UTC)

Maybe it should be changed to a Hex Spell. For 10 seconds Chaos Storm deals 5...12 damage to that foe and all adjacent allies of that foe. Chaos Storm drains 1...5 Energy whenever target foe casts a spell. ^^ 87.189.228.67 23:33, 4 January 2008 (UTC)

It does need some sort of buff or reworking. The only way to actually make use of this skill is duplicating it with echo or arcane echo and recasting it so they lose double the amount of energy, but as stated earlier how many players will actually sit in the storm for more than three seconds?Highway Man 05:51, 24 January 2008 (UTC)

Improvements:

  • Causes slowing
  • Affects nearby
  • lower energy cost
  • increase energy loss
  • give it some real dmg, or does increased dmg to peeps attacking(gives skill a duality nature)
  • causes interupt as well as the energy loss or again vs peeps attacking
  • causes spells to cast slower, could possibly be for ANY creature caught in effect
  • lower recharge
  • Foes that are interupted while using skills in chaos storm are KD'ed instead

1,2 or a few of these changes added to skill would make it much more dynamic and would also give us mesmers a reason to use such a sexy spell animation without being harassed by team mates ;-) --Justice 06:11, 17 February 2008 (UTC)


Rebalanced[edit]

Not bad, but could decrease the recast time a little bit also.William Wallace 05:32, 18 April 2008 (UTC)

Making this anywhere close to spammable is a terrible idea. It would completely eclipse Maelstrom. --SoraMitsukai 18:33, 18 April 2008 (UTC)
I disagree unless the damage was increased and the energy drain had a flat unconditional 2 energy drain effect with an additional 2 - 4 for the use of a spell, chant or ritual. I dropped this from my prophecies mesmer since Lions Arch and I still don't have a reason to take it over an alternative found there. Don Knowall 20:05, 19 April 2008 (UTC)
I was referring to the implications of using it in PvP. In PvE, e-denial really isn't that great to begin with in most cases, and I agree that there isn't much reason for this skill to see use there. But spamming this with any cheap snare in PvP could easily shut down an enemy caster - it's the same reason Maelstrom's recharge isn't any faster. --SoraMitsukai 18:51, 26 April 2008 (UTC)

Yay! I save 10 nrgy in AB![edit]

Ok, so hopefully this shows that ANet is considering some alternatives with this skill. Hopefully the 10 energy save is not the; "right boys, we finally did summing to Chaos Storm, onto more important things then!" reaction from ANet, lol :)--Shaia 08:31, 18 April 2008 (UTC)

This skils change is only temporary until the 1st of may sorry guys. 83.104.133.95 13:48, 18 April 2008 (UTC)

It's getting changed back? Odd since this is the best thing thats happened to it yet it's still not that great of a skill(why revert it when the update turned it from a waste of a skill-slot to an accpetable skill?).(Marsc 16:31, 18 April 2008 (UTC))

This skill is still trash, I dont know what you're talking about.--Thelordofblah 23:10, 18 April 2008 (UTC)

Make the most of it! Use it as much as you can until the re-nerf!!! CorrectJeans 23:00, 18 April 2008 (UTC)

Even with this update, I would use the skill slot for energy management or an interrupt over this effect. For a true chaos storm give it a functionality change. "Any spell cast in the area heals enemies or harms allies for 2...10 seconds." Imagine healing breeze giving 9 pips of degeneration suddenly or a boss hitting you and you gain 400+ health. Add in a 50% chance of spell failure if the caster is 6 or less in the skill and a recharge rate now up towards 45 seconds or an energy hit of around 15 to 25 to stop echo chains and it could be balanced out. It is a radical change but the current version is PvE enemy only 14 point energy denial to adjacent spellcasters in normal mode anyway. Don Knowall 19:49, 19 April 2008 (UTC)

Lower energy loss, make energy loss unconditional. May be dangerously powerful with a good snare though. --Ckal Ktak 21:02, 20 April 2008 (UTC)
Energy loss unconditional? Hrm. Could be interesting... Something like "10e cost, 1s cast, 20s recharge. For 10 seconds, foes in the area of target foe's location receive xx damage (not too high, of course) and lose 1(...2?) energy each second." Saphatorael 01:30, 21 April 2008 (UTC)

Does the energy loss come in effect once per spell, or would it happen every second? ie, if you cast it on someone using Renew Life, does it drain the whole time? 72.209.41.202 20:33, 31 July 2008 (UTC)

Nope, it'll drain once every second. So if someone is casting Meteor Shower in this, they'd get hit 5 times. Which at certain levels would be about 35 energy drained...But most people will move if that happens. 71.127.159.233 19:29, 11 August 2008 (UTC)

my take on what this skill could do[edit]

Spell. Create a Chaos Storm at target foe's location. For 4 seconds and half a second second for every point in inspiration magic, foes adjacent to this location suffer 5...16...23 damage each second. Chaos Storm drains 1...3...4 Energy whenever it strikes a foe casting a spell. If a foe's energy reaches zero, all foes in the area suffer 10...31...50 damage and an enchantment is removed from one foe within earshot. 86.161.95.91 20:42, 6 August 2008 (UTC) (GAMEfreak)

Great.[edit]

Especially for AB, where one team (if not both) will have a mob at one point. Casters will often find themselves occupied and lose a good amount of energy from this spell. Also, it's good for capping caster shrines. Not good damage, but it's a mesmer spell, not a nuke. Chao 00:58, 24 February 2009 (UTC)

Then why is it good for capping shrines? Vili User talk:Vili 15:48, 3 March 2009 (UTC)

mass energy loss in an area of effect, thats why! 86.157.197.73 01:24, 15 March 2009 (UTC)

yeah, energy denial on those annoying eles at the ele shrine! so they can only spike you once instead of three times! Vili User talk:Vili 04:02, 15 March 2009 (UTC)
Shrines should be dead before their energy runs out, human foes lost 7 energ at most =/ ---Chaos- 19:26, 15 March 2009 (UTC)

I look at this skill and say, more armor ignoring dmg, energy loss (even on Ai) is enough to help take a shrine with casters burning ya down. Was tripple casting this using glyph of renewal in JQ. Its not roj but it worked and was amusing. No i didnt do this more then 3 runs ;-) Justice 00:25, 31 May 2009 (UTC)

The fact that I was the OP on this topic is severely depressing :( ~ WELL HELLO Chao 01:44, 23 October 2009 (UTC)

Hero Usage[edit]

It seems heroes don't use this skill on their own since the last update Lou Wolfskin 20:03, 23 May 2010 (UTC)

They may have fixed it in tonight's update. It works for me now. Veron 05:08, 25 May 2010 (UTC)
Seems like it, Gwen finally decided to use it for me too. Lou Wolfskin 05:50, 25 May 2010 (UTC)

PvP split[edit]

the PvE version has a 20 second recharge, but it is not mentioned on the skill? a bug perhaps? the PvP (lolwutbug) version has a 30 sec recharge 82.72.119.180 15:41, 1 June 2010 (UTC)

I don't have any difference. I don't see them split in the game. Just checked to be sure. - J.P.User J.P. sigicon.pngTalk 15:48, 1 June 2010 (UTC)
See Fast Casting quote "In PvE, each rank of Fast Casting decreases the recharge time for your Mesmer Spells by 3%." 60.48.224.114 19:15, 23 July 2010 (UTC)

Monster usage[edit]

well, ive commented this on the other wiki, but... monsters in the deep, and I suspect elsewhere that have chaos storm only use chaos storm on characters that have wands or staves equipped. in other words, a mage with a sword will not get targeted by chaos storm as opposed to someone using a wand or a staff. maybe this should be noted for the monster ai or something about itNibelhim 15:19, 11 November 2010 (UTC)

^Yes, I can confirm this, and heroes will follow this behavior as well. They will never target a martial-type enemy, even if they are in a ball.Skyburst 00:41, 25 March 2011 (UTC)

AI Changes[edit]

Correct me if I'm wrong, but it seems the AI now doesnt care what you're weilding if you're in HM it'll chaos you anyways. Tested in Thirsty River. Really wish that when they modified AI they also considered altering the insane foe groups like Thirsty and Deep. --The preceding unsigned comment was added by 216.58.93.169 (talk) at 14:43, 16 February 2019 (UTC).

I can confirm this, the Sapping Nightmares in the Deep are terrifying to go up against now. 24.15.85.81 03:34, 12 May 2019 (UTC)
Holy fricks...the start of Thirsty River is insane now... Justice (talk) 09:21, 6 July 2019 (UTC)

Heroes wandering wildly[edit]

Anyone have a clue why heroes seem to just wander about randomly when hit by this skill? They basically require flagging to actually DO SOMETHING rather than go in-and-out of its area of effect. 31.208.29.204 15:58, 10 February 2024 (UTC)