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Originally Posted by Crom The Pale
Well Frojack, id never abuse but i can see the exploit of your skill with Heros. You set one up casting it then use another to agro into it...
In pvp it would likely never get used and in pve would be way over powered...
You might concider droping the long cast time and making it an enchantment on you that slows your movement by 90%, when the enchantment ends you die unless its removed prematurely. This would make it more costly for an ele to use but still give him a way out with skills like the dervish signet that strips one of your enchants and heals.
To everyone thats posted here, WOW! A huge number of great ideas!
Keep them coming 
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Yes that is certainly a possibility but remember it's actually an aoe. Any ai enemy taking too much aoe damage will flee the area. You are right about pvp though. I guess this is one for those people who like to use the Deepfreeze > Glyph of Sacrifice > Meteor Shower > Death's Charge > Aoe style combinations. It's gimmicky. A one-time use thing which most good teams will never fall for again, but it's also an interesting dynamic.
Ruination introduces a new dynamic in that it's casting is the real spell, allowing it to have power but suitably gimp you enough to justify it. The length of time it continues for is completely flexible and you can float the time as you see fit. To make it an enchantment would actually be over-powered and under-powered at the same time, while ultimately less interesting

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It would be over-powered due to the ability to 'act' while the spell works. Add deaths charge or any teleport/shadow-step and you have a very real problem. People could just run around like suicide bombers, leaving the thing on just long enough, then port' in and nuke everything to oblivion.
Similarly, the need to use an additional slot for a dervish/monk skill to just remove it would be unacceptable for an elite. Though I guess a maintained enchantment could work, but that has it's own draw-backs.
The enchantment dynamic is old and pretty tired anyways. With so many skills available for removing enchantments, I wouldn't even want to experiment with this skill, let alone make a serious build out of it.
With Ruination, you are a living bomb. It thrives in environments where a team is competent at snaring (which isn't exactly hard in the Earth line with Ward Against Foes, Grasping Earth etc.) and constant knockdowns. To get the most out of it requires some planning and actually fore-thought. Similar to that of trying touse Channeling to nuke an area effectively (Destruction, Daoshen, Glaive, Kuurong, Spirit Rift etc). It's about time there we're more complex options than just 1,2,4,1 type spell-casting that's actually worth the trouble. Not saying Ruination is the answer, but it certainly is one. For how long will heal party spam, nuking, spiking etc. remain interesting? I for one am quite bored of it already...