Talk:Sum of All Fears
Skill Tweaks 07/26/07[edit]
- Sum of All Fears: 5..30 25r -> 5..20 10r
- Please discuss skill change here. ~Izzy @-'---- 23:48, 26 July 2007 (UTC)
- Yes, reducing the recharge is definatly a good thing, I can see this used in some GvG mesmer flagger/split builds. Miss Velvetine 00:34, 27 July 2007 (UTC)
- Well, an MoR, MoP mesmer can now irritate quite a few players, but I still only consider it an irritant. I'm sure there'll be many that will find this appealing now though. --Redfeather 01:07, 27 July 2007 (UTC)
- Gets much more interesting, mostly if you mix it with MoR. I still think you could go for something like 5/2/5, but considering hexes are already overwhelming 10/2/10 is much less risky to add to the problem, and it seems enough to make it attractive at least. Patccmoi 01:49, 27 July 2007 (UTC)
- The table still lists pre-tweaked durations.--Hydralisk mk2 06:23, 27 July 2007 (UTC)
- Yeah that looks more attractive to use in battle now. (Terra Xin 08:42, 27 July 2007 (UTC))
- This is never going to be a spell that makes you go wow ! (masochism, angorodon's gaze). But the shorter recharge is looking good. Thanks.
- Izzy I have a question. Does the 20% slower attack speed facilitate the ability to effectively interrupt an attack skill with signet of clumsiness now? --Redfeather 14:45, 28 July 2007 (UTC)
- Uh actually this skill did make me go 'wow'. This affects every class making a great all purpose hex & combo opener for an Assassin. I see it as basically making your Assassin 20% more efficient against any class... Definitely worth the Me secondary to go on my sin bar. - Insidious420 17:03, 29 July 2007 (UTC)
I really think this skill needs to be buffed to at least 30% or maybe scalable 5...27...33%? Maybe that's a bit much, but still. 20% isnt that scary, especially since this hex is likely to be stripped very fast. Maybe change it down to 5 energy, this skill just dosn't make me very fearful like it's name would imply. 20% penalty on a 2 second spell is only another .5sec cast time. When you have things like Migraine out there, this isnt on my list of stuff to watch out for. --Lou-Saydus 21:12, 31 July 2007 (UTC)
- This skill is powerful as it is. With Mantra of Recovery you can use it every 5 seconds. --Shadetz X 10:39, 1 August 2007 (UTC)
- This is one of those skills that you mindlessly spam on targets. There isn't a situation where you would be unable to use this skill... whereas having something like ineptitude being taken against a full caster team.... that would be useless. (Terra Xin 11:05, 1 August 2007 (UTC))
- This skill is powerful as it is. With Mantra of Recovery you can use it every 5 seconds. --Shadetz X 10:39, 1 August 2007 (UTC)
- This skills utility is very scary, and its a spam hex. The Fact that u can apply pressure to any class is amazing. Also combined with Faint or Shadow of Fear this will effectivly stop IAS to be a factor. Another is the fact that not only will mess with casters timming ever so slightly and warriros IAS, it also works wonders for kiting. Great skill.
- Yeah... Everyone just knows how spammable those 2sec cast and 10sec recharge skills are. Not to mention, it's 10 energy. --Lou-Saydus 21:09, 3 August 2007 (UTC)
- What would be cool would be adding something like, "If this hex ends prematurely, blackout occurs for 1..3..5 seconds". Come on, like removing all your fears instantly wouldn't cause you to have a temporary mental breakdown?. Maybe reduce the overall duration to make this not as powerful. -- Catraine
- I just want to say I think you've done a great job with this skill Izzy, everyone is complaining here, oh it should be longer, oh it costs to much energy, oh it'll just be removed. There are so many answers in-game to issues like that, I mean if there wasn't how would people ever use the skill's that are spammed, or that one hex that is ever so important. Okay, for anyone who doesn't know this. There are energy management spells out there, there are stances in inspiration that will make the hex last longer and you can carry around alot more hex's, even a nice 1 second or less one that you can keep this one applies with.
- Oh and I would like to also add my thoughts about this + assassin's, it will be a great skill to jump in right after. with just 5 in illusion you can keep it up longer than your spike + retreat. --Fusional 06:23, 6 August 2007 (UTC)
Original skill feedback[edit]
People think this is overpowered, but it really isn't. It deals a mediocre effect to all professions, instead of a strong effect that'll only work on half (or even fewer *cough* paragons/Vocal Minority) of the professions. So this is useful in all situations, but not powerful. --Heelz 02:04, 21 July 2007 (UTC)
- This skill looks fine to me, 20% to move and skill cast seems fine to me. I think its good to have a skill that useful in more than one situation. Utility FTW! Sven 04:12, 21 July 2007 (UTC)
- Sum of all fears, or jack of all trades? Does a lot of things, none of them well and in the end I don't think it will be terribly useful. 33% on attack and cast, with no change to movement would have been more useful IMO 203.217.0.53 05:13, 21 July 2007 (UTC)
- For a 10e, 2s cast, 25s recharge spell, it is really bad. Its effects seem pretty ridiculous as it does nothing correctly. I would either see it spammable, with a really shorter duration, or keep it in its current state but with a 33% attack and casting speed reduction (and maybe even a 1 health degen so it will help dealing pressure, and reducing pressure on your team).
- This skill is contradictory to the role of a Mesmer. It's impossible to use this skill to its full effectiveness since the only class that runs, attacks and casts spells all in one motion is the Dervish. If you have a skill that will guarantee that at least one of the downsides is going to be irrelevant (either the attack speed or the casting speed) then lowering the recharge will enable Mesmers to have this cast on multiple targets, giving them the gift of... pressure. (Terra Xin 01:48, 22 July 2007 (UTC))
- I think it'd be more appealing too if the recharge were lowered slightly. Or raise cast to 3 seconds , energy cost to 15 and change it to include all foes adjacent to target?--Redfeather 04:49, 22 July 2007 (UTC)
- This skill is contradictory to the role of a Mesmer. It's impossible to use this skill to its full effectiveness since the only class that runs, attacks and casts spells all in one motion is the Dervish. If you have a skill that will guarantee that at least one of the downsides is going to be irrelevant (either the attack speed or the casting speed) then lowering the recharge will enable Mesmers to have this cast on multiple targets, giving them the gift of... pressure. (Terra Xin 01:48, 22 July 2007 (UTC))
- Why do I have the feeling that this is gonna be a waste of a skill slot ? The recharge and cost don't justify the minor effect it has. And with the "fire and forget" hex removal in GWEN this is a waste of time.
- i think this is actually a pretty good skill. the 20%- isnt that good but it could work really well. allow ur wars sins and dervs to catch ur target or allow you to run away, give you extra time for inturupts and lessens the dps of attackers. true not nearly as good as many other skills but its that little touch. --The preceding unsigned comment was added by User:24.69.179.206 .
- It's a jack-of-all-trades hex. Adds a speed penalty to everything worth adding a penalty to, but not a big one. I'd suggest lowering the recharge so it can be maintained on two or three foes, barring hex removal. 19:29, 22 July 2007 (UTC)
- This is the kind of skill that you can cast on someone without worrying whether it was the right skill to have casted on that target. Still, there's little reason to take a skill that does three different things, when you'll always be using it for one or two of the three - depending on your target. (Terra Xin 02:07, 23 July 2007 (UTC))
- This skill is downright aweful. It doesn't really hurt anyone at all, and has HORRIBLE stats. With this kind of effect, it should be like 5/1/5 so that you can cast it everywhere (but considering that might be even worse for hex balance, it's not necessarily a good suggestion). But seriously i don't know why the stats are so horrible, this skill seems VASTLY overrated Izzy. I don't see any time where i'd want it on my bar unless it has some REALLY appealing stats. I just don't care if a warrior casts 20% slower or an ele attacks 20% slower. And 20% slower cast/move isn't actually as devastating as AConundrum to most casters just like 20% slower attack/move isn't nearly as devastating as Imagined Burden for a melee. Tbh i think that even Faintheartedness is more scary than that for any attacker, because most have a speed buff and/or snares to compensate. The stats need to be MUCH better for this to ever see play Patccmoi 06:49, 23 July 2007 (UTC)
- I agree totally with Patccmoi. I don't see the point of this spell. Against melee Clumsiness, Wandering Eye and Ineptitude are far better, and against casters Arcane conendrum and Frustration are far better alternatives. Yes I know Sum of all Fears works on melee and casters, but it is so weak against each of them that it is far more appealing to just take Clumsiness AND Frustration (Frustration also works against melee by the way). I don't really have an idea on how to make this spell better, but it really needs buffs. (Trouveur 08:51, 23 July 2007 (UTC))
- This skill is downright aweful. It doesn't really hurt anyone at all, and has HORRIBLE stats. With this kind of effect, it should be like 5/1/5 so that you can cast it everywhere (but considering that might be even worse for hex balance, it's not necessarily a good suggestion). But seriously i don't know why the stats are so horrible, this skill seems VASTLY overrated Izzy. I don't see any time where i'd want it on my bar unless it has some REALLY appealing stats. I just don't care if a warrior casts 20% slower or an ele attacks 20% slower. And 20% slower cast/move isn't actually as devastating as AConundrum to most casters just like 20% slower attack/move isn't nearly as devastating as Imagined Burden for a melee. Tbh i think that even Faintheartedness is more scary than that for any attacker, because most have a speed buff and/or snares to compensate. The stats need to be MUCH better for this to ever see play Patccmoi 06:49, 23 July 2007 (UTC)
- This is the kind of skill that you can cast on someone without worrying whether it was the right skill to have casted on that target. Still, there's little reason to take a skill that does three different things, when you'll always be using it for one or two of the three - depending on your target. (Terra Xin 02:07, 23 July 2007 (UTC))
- It's a jack-of-all-trades hex. Adds a speed penalty to everything worth adding a penalty to, but not a big one. I'd suggest lowering the recharge so it can be maintained on two or three foes, barring hex removal. 19:29, 22 July 2007 (UTC)
- i think this is actually a pretty good skill. the 20%- isnt that good but it could work really well. allow ur wars sins and dervs to catch ur target or allow you to run away, give you extra time for inturupts and lessens the dps of attackers. true not nearly as good as many other skills but its that little touch. --The preceding unsigned comment was added by User:24.69.179.206 .
- Why do I have the feeling that this is gonna be a waste of a skill slot ? The recharge and cost don't justify the minor effect it has. And with the "fire and forget" hex removal in GWEN this is a waste of time.
- I also agree with Patccmoi. The stats should be changed, the recharge and energy cost should be dropped for such an insignificant effect... it makes no sense that it has a longer recharge than clumsiness, frustration and other such skills. I wouldn't touch this skill unless it suffered some large changes, 5/1/8 would be perfect for the small effect it produces. 07:44, 23 July 2007 Archedgar
- Pat makes a good point about its current state needing improvement. One change to consider is to leave the skill's effects as they are, but make it cost 5 energy with a 2 second cast and 5 second recharge. It would be more useful in PvE that way because it can be spread to multiple foes. In PvP, it adds annoyance to a team as a whole as opposed to just annoying one enemy on occassion. It also serves as a useful cover for other Hexes. arredondo 18:19, 25 July 2007 (UTC)
- 5/2/5 would likely be more balanced. Something like 5..17..21 duration too, cause the current one is too long. 2s cast makes it less interesting as a cover hex, and afaik stuff like move speed debuff and attack speed debuff are capped too (not cast speed though) so that stacking this over Faint or Imagined Burden wouldn't add anything to them. So it could be either a base hex or a cover hex, fairly spreadable and fairly cheap, but not having any major effect. Just something annoying to spread around. As such, it'd be a great skill that can see play and i don't think would be really overpowered. And i don't think that 5/2/5 with 5..17..21 duration would really add much to the 'hex problem'. Removals are getting solid (with new interesting ones being added), and this isn't any worse than stuff like Faint or PBond Patccmoi 07:33, 26 July 2007 (UTC)
A little thinking[edit]
The purpose of Sum of All Fears is to lightly pressure the three main things that are done by every character. Every character moves, any can attack, and many choose to bring a number of spells from 1 to 8. The reason this skill isnt too great is because it applies very weak pressure to each of these three things. Casting 20% slower is causing a 2 second cast like Lightning Orb to take 2 and a half seconds nearly (not even that much). Blinding Surge would take nearly a second to cast (yet not even a second). It would be unreasonable to expect this skill to give 100% more lenth like Arcane Conundrum, but at 20% longer it is having very little effect. Either it should apply 8% more length for each spell they have equipped, affecting Mending Touch on Rangers very little and BSurges with 6 spells and two glyphs 64% more length, or it should be straight up 40-60% longer casting time, depending on what seems balanced.
That leaves us with a good effect against casters, but their movement speed is also 20% slower, meaning that full out kiting will not keep them out of range of Warriors and Dervishes, and are likely to be critted a lot. 20% slower isnt that much though, and would take a long time for the warrior to catch up and make his hit. If it had an effect of 33% slower then the kiting foe would be hit a lot more and would see a significantly larger effect from this skill.
20% attack speed change isnt a lot again, but 33% should be enough to make it an annoyance to the attackers.
The recharge time of 25 seconds is also extremely high for a hex that is going to be removed quite quickly with the large amount of buffed hex removal. A lower length and recharge time usually helps make these skills stay within play a lot more.
But then the skill is a lot more powerful to that one target. To remain balanced a higher energy cost might be necessary, but without being able to use the skill I cant test its usefulness.--Renegade 09:51, 23 July 2007 (UTC)
- The idea of 20% to everything it's not bad, it's just that it should be balanced accordingly. The point of this skill is, as you said, to LIGHTLY pressure the 3 main things, not seriously screw up anyone. But it just shouldn't BE balanced as if it'd screw up anyone. Make it 5/1/5 or 5/1/8 so that it's just something that's fairly annoying to have on you but not really doing anything enough to ask for a removal.
- Damnit, this skill is so overpowered it is ridiculous. Readem (talk*gwwcontribs) 01:57, 24 July 2007 (UTC)
- Either you are being ironic, and then ok, or maybe you really think it is overpowered, and you should explain why. --Faena 10:08, 24 July 2007 (UTC)
- Damnit, this skill is so overpowered it is ridiculous. Readem (talk*gwwcontribs) 01:57, 24 July 2007 (UTC)
I don't know why people say this is underpowered. I mean for only 10e, you can really hinder every type of character. Not only that, the duration of this hex is amazing. I rather carry this and save a skill slot than carry two or 3 skills that are a bit better at slowing enemies, slowing cast speeds, or slowing attack speeds.
- This shows you never played a mesmer in PvP, or you haven't really gotten the use of a mesmer : mesmers are use to avoid one or many characters to be useful for the opposing group. This skill is just a fire and forget smal hindrance. The warrior will still be able to attack, the monk to heal, the elementalist to nuke. The only efective effect of this spell is the mouvmeent reduction. 20% attack speed won't drop pressure especially if you are able to kite, and 20% slower casting speed is just a joke. So why would anyone take such a spell while a snare will be more efficient ? It is a jack of all trade which ends being used as a snare + some almost useless bonus, and the 20% snare is just not enought to be worth the energy cost, the skill slot or even the casting time. This is also a spell that goes against what every people have been asking : active play in spite of passive. --Faena 21:48, 24 July 2007 (UTC)
You're right, I don't play PvP. Why should I care if this skill is better at PvE than PvP??? Are you saying that all Mes should be confined to play PvP?? If there are better skills out there than this skill, than use those and stop complaining how this one is underpowered. This one is fine, adding extra decrease in speed would be overpowering. Not all mesmers are played the way YOU think they should be played.---DK
- DK, this is useless in PVE. Long duration hexes with weak effects are about as useful as e-denial in PVE. I won't use this for either PVP or PVE. --
Redfeather 23:59, 24 July 2007 (UTC)
First of all, judging by the proposed skill you and Faena suggested below, it's obvious you guys want to buff this hex up to be the mother of all hexes that cost only "15 energy" and does not hold an elite slot. I don't know of a hex that can do 3 entirely different thing for only 10e. Of course for PVP gamers like you, wouldn't care about this hex, because it doesn't suit your needs (after all, what rational unbiased player would propose that a hex that can cripple other hexers/condition applier). Because a skill doesn't feel your needs means that it isn't useful for others. Comparing this to similar spells like imagined burden, and obviously you would choose this spell. What's so good about this hex is that it's duration is long, which is really useful in PvE, especially since there aren't many hex removal (which might change in GW:EN)
- ^ I'm going to assume DK wrote the above comment. DK how come you think long duration hexes are good for PVE? Do PVE enemies last that long when you play? Maybe a REALLY tough boss, but why would you want something so weak for a boss? --Redfeather 10:21, 25 July 2007 (UTC)
- I am not trying to get the "Best hex in the world", just trying to boost it so that it will get some use. I somehow disagree (but everybody has his own opinion) on the fact that you need long hexes in PvE. PvE except very high level area, is about killing fast. Having a 30 seconds hex will just mean the target will be dead before the end of its duration. Now in Hard mode, long lasting hexes that can shutdown a target could be useful, however with their boosted casting speed, moving speed and attack rate you wouldn't even notice the difference with or without the hex ... For my suggestion, maybe it is overpowered, but I am trying to give some use to this skills while keeping it "jack of all trades" and not turning it into another overpowered melee shutdown. Reducing conditions is not something that will be really great as conditions are more than easy to remove, reducing hex duration is much more powerful, but wouldn't nerf hexes into oblivion, but would much likely be a way to help mesmers to play a role in the PvP metagame shift many people are hoping to see. Also active reduction of hex and conditions directly on the spreader is something that is, I believe, not present in game, and I think many people are willing to see new things with GWEN skills. Anyway just want to add, I fully understand you don't agree with me, everyone as his own opinion ! (Skill balancing is indeed a hard job !). --Faena 08:56, 25 July 2007 (UTC)
- Also wishes to add that this skill is somehow one of my potential favorite GWEN skill, and I would really love it to be usable, that's why I spend time trying to find some ideas, maybe not the best, but I am trying hard ! --Faena 08:58, 25 July 2007 (UTC)
- ^ I'm going to assume DK wrote the above comment. DK how come you think long duration hexes are good for PVE? Do PVE enemies last that long when you play? Maybe a REALLY tough boss, but why would you want something so weak for a boss? --Redfeather 10:21, 25 July 2007 (UTC)
Hahaha fine, why not have just scrap the 20% decrease in 3 stats, and just add the reduce the duration of hex/condition applier for 15e. That's something that sounds reasonable. But still I rather keep this skill the way it is (maybe you can propose it on another skill). To Redfeather, long durations (at least for me) is what's it all about in PvE. In reality, I guess I want my mesmer to play like my necro (who uses long duration hex spells like life siphon, SS, etc.). If you look at the hexes that Mesmers have, they are mostly short duration hexes. There are currently no mesmer hexes that limits attack speed (at least from what I know), so it will help limit attacks from all attackers, basically this skill is better at protecting your teammates/heroes/henchmen, than making it easier to kill them (still I wouild use this against enemy monks/elementalists/necros). Why wouldn't you want a skill that limits all your opponent abilities. I guess the difference in PvE and PvP, is that players try to stay alive more than trying to kill as much as they can (I could be wrong). ---DK
- Long durations in pve are worthless when fights are so short. In pvp, that's when they really matter--and it's their long durations that causes the most problems there. --Ufelder 15:41, 25 July 2007 (UTC)
Icon?[edit]
Looks a bit like Natural Stride, just with the purple Mesmer shade. Nhnowell 16:11, 23 July 2007 (UTC)
- And it's a female running also, see the high heels. :) Terra Xin 21:59, 23 July 2007 (UTC)
High-heels are pretty scary! :X Especially all the blisters you get from wearing them! Not that I would no anything about that!. ^.^; Jigoku 15:46, 25 July 2007 (UTC)
- Maybe that's why it's "sum of all fears" :D - IH 07:40, 6 August 2007 (UTC)
Skill Suggestion[edit]
I think the duration is too long on this and the effects too spread out. This is just going to irritate the crap out of anyone it's put on and most mesmers run specialized builds and won't touch this. Here's just a little suggestion for discussion.
- Sum Of All Fears:(15 energy cost, 2 second cast, 25 second recharge)
- Hex Spell. Target foe takes 33% longer to activate skills for 1...11...13 seconds. (That includes attack skills, spells, chants, signets, binding rituals, ect.)--Redfeather 09:15, 24 July 2007 (UTC)
- Sum Of All Fears:(15 energy cost, 2 second cast, 25 second recharge)
- Hex Spell. For 5...16...19 seconds, target foe moves, attacks, and casts Spells 20% slower. All conditions and hexes spread by foe last 5..20..24% less. just an idea of something I'd like to see in game --Faena 10:08, 24 July 2007 (UTC)
- ^ That's actually very interesting Faena. I'm gonna think about that for a while. Thanks! --Redfeather 10:15, 24 July 2007 (UTC)
- After thinking more to my sugestion, I think it would be better with 10e, 2 second cast, 15 recharge, and a duration of 1...11...13 --Faena 21:48, 24 July 2007 (UTC)
- ^ That's actually very interesting Faena. I'm gonna think about that for a while. Thanks! --Redfeather 10:15, 24 July 2007 (UTC)
- Spells that can cover several bases are nice. They are nicer with shorter duration, and greater effects too. :D --Redfeather 22:51, 24 July 2007 (UTC)
- This skill is overpowered. Not only specced in Illusion, so you can run Migraine as well, but it serves as an all purpose skill. Short rec, for very powerful effect. A mesmer will then be able to shutdown both frontliners and casters without even blinking. Nerf plx, deserves elite status. Readem (talk*gwwcontribs) 22:42, 1 August 2007 (UTC)
Trivia[edit]
Look, i have a serious problem with people and their 'need' to give everything a trivia reference to whatever. Now even though people 'may not have heard of the sum of all fears', doesnt mean they want to know, afterall this is a wiki for guild wars where people want information on said game. If any other people feel the same way and want the trivia bit in this section removed, speak up. Now i know i making a big deal out of one page, but i am hoping this will start to wake people up and remember what this wiki is all about.82.36.244.186 22:13, 24 July 2007 (UTC)
- I know what you mean, most of it is pretty irrelevant, but this is not the place to do so, i suggest you register and go here to suggest a change in the policy ~ Kurd 22:16, 24 July 2007 (UTC)
- Of all the skills to say this about, you pick one that is clearly a reference? Capcom 00:02, 25 July 2007 (UTC)
- As i said, im not talking about this single page or skill alone, this just happened to be one page too many that i have come across with these irrelevant pieces of trivia82.36.244.186 08:31, 25 July 2007 (UTC)
- Trivia is always irrelevant, isn't that the point? If it was relevant it would be under 'Notes'. - HeWhoIsPale 15:30, 25 July 2007 (UTC)
- Here's a novel idea: ignore the trivia if you don't care about them. Capcom 15:35, 25 July 2007 (UTC)
- Trivia is always irrelevant, isn't that the point? If it was relevant it would be under 'Notes'. - HeWhoIsPale 15:30, 25 July 2007 (UTC)
- As i said, im not talking about this single page or skill alone, this just happened to be one page too many that i have come across with these irrelevant pieces of trivia82.36.244.186 08:31, 25 July 2007 (UTC)
Translation Suggestions[edit]
To avoid some bad skill translations i'm opening a comment for new skills so everybody can post their translation suggestions in various languages, have fun :) --YukoIshii 00:13, 2 August 2007 (UTC)
- Italian: Essenza delle Paure (i prefer the less known "essenza" to the more straightforward "somma", it sounds better) --YukoIshii 00:13, 2 August 2007 (UTC)
- French: La Somme de Toutes les Peurs Utaku
- Spanish: La Suma de todos los miedos Calor - talk 23:59, 19 November 2007 (UTC)
- Japanese: wa no subete no kenen (和のすべての懸念) 90.207.56.63 08:33, 26 April 2009 (UTC)
Dwarven Battle Stance[edit]
At least in PvE, this is a handy spell when the team has a warrior with Dwarven Battle Stance. Since it works against pretty much any enemy, melee or caster, the hammer guy can interrupt enemy rangers and warriors more easily with the 20% attack decrease and enemy casters's casters spells all for one skill slot, and it's easier to hit enemy casters because they run slower too. - Elder Angelus 13:44, 13 May 2008 (UTC)
- HECK yea. This is great with Dwarven Battle stance. Borin Redfist 19:22, 4 February 2009 (UTC)
Two pages, same skill[edit]
I noticed that there are two separate pages for this same skill. Ummm.... why? 70.189.106.1 23:17, 7 April 2010 (UTC)
- What is the other page? I only see this one :/ – Emmett 23:59, 7 April 2010 (UTC)
- Sum of All Fears (Gwen)? I guess the only difference would be the in-game link...--Fighterdoken 00:03, 8 April 2010 (UTC)
Also the duration is different....76.19.241.117 18:52, 1 September 2011 (UTC)