Talk:Mind Burn

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Am I correct in my assumpion that if you want to effectively bypass Spirit Bond, you'd best invest just 14 points in Fire Magic when using this? Nicky Silverstar 09:51, 17 December 2007 (UTC)

Just don't run mind burn. Don't. It's really crap. Unexist 22:49, 2 February 2008 (UTC)
It might be ok if there wasn't exhaustion, and maybe a longer recharge, but at the moment the three Mind spells are really quite useless. Mind blast, on the other hand, has no exhaustion; and guess what? People use it! =O Silavor UserSilavorSigIcon.png 00:34, 13 February 2008 (UTC)
Which also happens to be a completely different skill. Obsidian Flame, on the other hand, has exhaustion; and guess what? People use it! 07:46, 1 April 2008 (UTC)
Its non-elite, and a decent spike skill, plus it ignores armor.--Ryudo 07:48, 1 April 2008 (UTC)
Flare Spam > Mind-Burn --Frigid Mage 14:04, 30 April 2008 (UTC)
I dunno, I think it's okay if it weren't for exhaustion. Is there some like, Glyph of Non-Exhaustion that's not elite like Glyph of Energy? Bisurge 23:09, 30 May 2008 (UTC)

Yes, agreed it's a worthless elite that I wish Anet would fix. I'm not even sure it would be viable without exhaustion. Kevinqx 11:50, 1 June 2008 (UTC)

This spell hurts when level 28 elementalist bosses use it, but they have extra energy and energy regen and stuff. - Elder Angelus 16:49, 9 June 2008 (UTC)

And thats another huge prob with it...monsters have rediculous amounts of energy as seen by watching grawl monks, in hardmode, using heal other/heal area like a pre searing ele would use flare. I seriously doubt most people would get bonus vs anything but warriors in pvm-- 10:17, 30 June 2008 (UTC)

Ever since a group of seven Afflicted Elementalists decided to annoy me by insta-killing me, waiting till I got rezzed, and then insta-killing me again, I've always wanted to make a stupid spike build revolving around this... Krelus Derian 04:42, 8 October 2008 (UTC)
Most people user Mind Blast becuase of the energy it gives. I haven't seen too many pvpers with mind burn. — Seru User Seru Sig2.png Talk 04:47, 8 October 2008 (UTC)
Aye. The thing with Mind Burn, though, is it really is one of the most painful spells out there. It has a drawback which, while necessary to balance it, causes it to be somewhat undesirable. Krelus Derian 13:52, 8 October 2008 (UTC)
It is really painful, but only when monsters with fast cast, fast recharge, 6-8 levels over your level cap and 21 in fire magic cast it on you. --Silverdawn 06:11, 13 September 2011 (UTC)

1/4 dis[edit]

^ - wuhy - 21:34, 25 February 2009 (UTC)

wut? --snogratUser Snograt signature.png 21:38, 25 February 2009 (UTC)
Even with a 1/4 second casting time and/or recharge time, this would be bad. Vili User talk:Vili 22:02, 25 February 2009 (UTC)
I'd use it, maybe for nothing else but fun, it'd be good(lol on 1/4 recharge) - wuhy - 22:05, 25 February 2009 (UTC)
This is never going to be any better than Smiter's Boon until Anet drops the exhaustion.

Concise description[edit]

"Elite Spell. Target foe's Spirit Bond heals him for 100. IF you have more Energy than target foe, his Spirit Bond heals him for an additional 100 and you inflict Burning for Searing Flames....Searing Flames....Searing Flames seconds which is RC food anyway. You suffer Exhaustion, and get kicked out of PvP for not bringing a better elite." (Attribute:You're a moron.)

RC is as much a counter to Seering Flooms as it is to Wounding Strike. Vili User talk:Vili 15:30, 3 March 2009 (UTC)
Most people run 14 fire in PvP. That's way below 60 damage especially if you factor in armor.Pika Fan 16:09, 3 March 2009 (UTC)
Lol? not fully specializing in your selected attribute FTL?
Superior runes, lol? ---Chaos- 13:41, 5 March 2009 (UTC)
Lol? not running minor runes in PvP is pretty dumb, unless you are rawr, or to meet breakpoints, like turret rangers.Pika Fan 13:45, 5 March 2009 (UTC)
16 axe/scythe/hammer ftwwwww Vili User talk:Vili 17:17, 5 March 2009 (UTC)
You forgot

1/3 Searing Flames EnergySearing Flames Activation time15x Searing Flames Recharge time.

Mind Burn, Mind Shock and Mind Freeze solution[edit]

I have enjoyed Guild Wars for 4 years and over that time I have seen many troubles with skills and classes. My suggestions for these skills comes from many battles during my Guild Wars experience; explanations will follow afterward. I took feedback from players and took into account of what the Elementalist suffers from and ultimately needs; so, here I go:

MIND BURN 5/1/15
Elite Spell. Target foe takes 36...120 fire damage. If you have more Energy than target foe, that foe Burns for 1...7 seconds and loses 1 enchantment for every 4 ranks in Energy Storage. If the second effect is activated, you lose an additional 5 Energy.
Elite Spell. Target foe takes 24...100 lightning damage. If you have more Energy than target foe, that foe is interrupted and has 1 random skill disabled for 1 second for every 2 ranks in Energy Storage. If the second effect is activated, you lose an additional 5 Energy. This spell has 25% armor penetration.
Elite Hex Spell. Target foe takes 24...100 cold damage. If you have more Energy than target foe, that foe Freezes (moves 90% slower) for 1...10 seconds and suffers -1 Energy regeneration for every 3 ranks in Energy Storage. If the second effect is activated, you lose an additional 5 Energy.

Mind Burn > My thinking came from Fort Aspenwood and many, many, many battles against bonders in pvp arenas without a way to do anything about it. I always had to get off my Ele to use my Mesmer or Necromancer just have enchantment removal. The only way past buffs like that is by, well, a Mesmer or Necromancer since they have skills to bypass all the buffs. So, I thought, "Out of 10 classes, only 2 are able to do anything." That doesn't seem balanced to me. The Ele is supposed to be a damage dealer but all that goes bye-bye against all those buffs. As much as I wanted to make this an AoE elite, I dared not. I didn't want to make this AoE because Searing Flames and Savannah Heat would become useless so a single target was the obvious choice. In order to make this stand out over the AoE skills due to it being a single target skill, this had to put fear into the opponent and removing enchantments is always scary. In case you do not have more energy than your target, this skill should still do respectful damage so I made it like the other fire skills. You only get the bonus effects if you have more energy. Having said that, and to take from some other skills in Ele line, I used Energy Storage as the source of the secondary effect. Like the other skills, this prevents other classes from using this skill better and so they can't abuse it since the Ele is the only one with Energy Storage. I bumped the recharge but it has a lower recharge than the other two because it can be used more and fire is the primary damage line, which is also why removing enchantments was such a great idea.

Mind Shock > First thing you may notice is I removed the KD (knockdown). Well, if KD was still in this skill then Lightning Surge would never see a skill bar and possibly neither Shock nor Gale. Instead, I turned it into an interrupt. I also removed it because peeps would think a KD from a spellcaster at distance without exhaustion would be too powerful yet melee can can chain KD's but peeps are ok with that...go figure. I also added the effect to disable a random skill which replaces the KD in a sense. At first, I had the disable longer but didn't not look right especially if you get a quick recharge; so, the disable time comes from the Energy Storage ranks. This gives a smaller disable time of around 6 seconds (compared to the non elite skill Diversion, this is small potatoes) and can quite possibly put a halt on a spike depending on the disabled skill. Since you don't have control over which skill gets disabled then the same skill can get it again, which you may not want. On the plus side, if they use a skill that prevents interruption, the disabled skill just may be the skill they are using and gets interrupted anyway (like Power Block). Still a respectful damage on par and even surpasses Mind Burn since it has 25% armor penetration but Mind Burn wins damage wise when the secondary effect kicks in. Again, this skill has to put fear into the opponent.

Mind Freeze > I looked at Icy Shackles and Energy Surge for this one and see how it can compete but yet be different. Mind Freeze has to (not outshine Icy Shackles mind you) offer a different option. Icy Shackles has a 10 cost and 12 sec recharge with a 10 sec duration; however, 66% slower is guaranteed but the 90% speed reduction is not. Mind Freeze is still a hex and can be removed. I increased the recharge so you would have to decide which route to choose when you want to freeze (slow) someone but once you meet the secondary effect you get that 90% slow as well as reducing their energy. Icy Shackles can be used often and keep the opponent slowed as opposed Mind Freeze which has a longer recharge and the slow is not guaranteed (a good chance but not guaranteed and Eles have poor energy management). Mind Freeze has respectful damage on par with the other Mind spells but does less damage than the other two but makes up for it with the secondary effect (all about balance folks). At 13 Energy Storage, the opponent would suffer -4 energy regeneration, which, to put it in perspective, freezes an opponents current +4 energy regen. So, in effect, the energy regeneration does not increase thus giving you the "freeze." If you have lower pips, then of course you get a little energy degeneration. Once again, this skill has to put fear into the opponent.

Eles really need some utility and they get trumped by armor ignoring skills and health stealing skills and the free adrenaline attacks so I added utility to these skills. Just like Hundred Blades for the Warrior which was so badly needed, the Ele needs skills that keep them on par with other classes. All in all, I kept them with modest cost and recharge as well. Essentially, it will cost them 10 if the second effect kicks in and kept in mind if the skill gets the half-recharge. Atrophy will see use and Energy denial will come back in full force to counter these. Atrophy doesn't really see much use since it most classes can survive without their primary...except the Ele. These skills are still prone to interrupts. After 4 years these skills are still useless but I offer a solution. 15:53, 30 March 2009 (UTC)

Please move skill suggestions to the appropriate ArenaNet:Skill feedback pages. This talk page is to discuss the content of the article, not the skill. You may rather wish to create a user suggestion page in your userspace (after you have registered). --Wyn's Talk page Wyn 16:46, 30 March 2009 (UTC)
ip: WTF ENERGY STORAGE...srsly what if i want to run a hybrid? then im fucked? srsly dont bind everything to primary just FIX FUCKING FC AND OTHER PRIMARIES PLSTHXBYE - Wuhy 15:58, 25 May 2009 (UTC)
Clearly he was giving the ELEMENTALIST class a few more elites to use. I'm thinking most elementalists use Energy Storage, and, well, these ARE for them. So, please figure out how to read, and then stop commenting. 14:21, 25 September 2009 (UTC)

some possible changes...[edit]

as is no one will use this.

ideally drop the exhaustion and maybe add recharge. say around 8 sec.

but another possibility is to up the damage. say around.... 20...80...100 at 1-12-16.

or up the burning to like 12 or 14 sec 12 burning equals 12x14 = 168 damage.

add this to let's say 15 fire magic. and a high energy set. that would be 168 + 60+60 =288 damage for 15 energy. kinda overpowered seems to me. also, newbs are gonna say, it's not overpowered! they will remove the burning anyways. if that's so, you don't need a 12 burning. just drop the exhaustion and lower the burning to 0..2 or 0..0 that way you'll have a nice damage spell. and either change energy to 10 ( actually like 7, but that's not possible ) or recharge to 8. 13:11, 23 June 2009 (UTC)

They will remove the burning^,^, you want to deny it? 19:48, 3 February 2010 (UTC)

Jan 5 2012[edit]

This looks really nice now. I wonder how a hero would use this 21:17, 6 January 2012 (UTC)

In theory, it's really nice. In practice, it's less useful than you'd think. Monsters in hard mode have outrageous, nonsensical amounts of energy. I don't even trigger the boost on Spirit Tormentors when I have more than 70 energy. It might not be as bad outside of the DoA, but it's close. Regarding heroes, they're a little reluctant because the exhaustion AI errs on the side of caution. On the upside, they only use it on targets with less energy since they're all mind readers. –Jette 02:49, 10 January 2012 (UTC)
I've never seen a ranger with anything other than 30 or 40 energy, that's really strange. I wouldn't have thought they get a boost in HM, or maybe DoA creatures are weird. Manifold User Manifold Neptune.jpg 03:00, 10 January 2012 (UTC)
It could be the DoA, I admit that. The elementalists have well over 140 energy; I checked by using every consumable in the game at once combined with 16 energy storage and a +30/-2 set. It's totally worthless against enemy elementalists and most caster professions have as much energy as your average fire ele under the best conditions. If the trigger was unconditional it'd be pretty sweet. –Jette 05:55, 10 January 2012 (UTC)

Am I the only one on this wiki that pvp's anymore?--GerrohUser Gerroh GerrohEmblem.gif 00:08, 11 January 2012 (UTC)

Spammable 260 aoe damage to ar60 @15 attribute, assuming burning isn't removed. Still going to hit hard vs. shield sets since 140 from degen is armor ignoring. o.o -Guttersnipe 20:15, 27 February 2012 (UTC)


I've just captured this skill whilst doing the ZM. And everytime I use it, I end up with overcast. Bug? Or Anomoly? Anon-e-mouse (talk) 14:44, 8 May 2014 (UTC)

Ignore me, I didn't notice the Overcast dodad on the skill. Anon-e-mouse (talk) 14:56, 8 May 2014 (UTC)