I was thinking it could be instead of 20% chance of half cast for 1 attribute and 10% chance for all attributes an energy based inscription, with 20% chance of spell costing 3/4's of it's cost for weapon attribute and 10% chance of spell costing 3/4's of it's cost for all spells.
There could be an inscription for martial weapons for skills based around a similar principle. or should the inscription cover skills and spells?
Is the energy reduction too little? I think it seems balanced enough not to be over powered and useful for it to see play in long battles.
This is my 1st posted idea so don't hurt me.
Inscription i'd like to see % chance to reduce energy cost
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With skills like [skill=text]Glyph of restoration[/skill] I actually see why it might not be there;
I think they'd be fine, though I'd see them become almost required for any monk to have.
/signed although it's unlikely they will show up, without any new collectors or greens coming up anytime soon.
I think they'd be fine, though I'd see them become almost required for any monk to have.
/signed although it's unlikely they will show up, without any new collectors or greens coming up anytime soon.
there are douzens of different runes and isignias out there with effects missing to this game ....
runes, which increase the maximum Energy ...
runes which let you absorb certain damage of a certain element, but for that you get more damage from the counter element
runes which increase permanently your movement or attack speed slightly
a warrior rune, that gives an adrenaline build up regeneration
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insignias, which increase the duration of skills like traps, preparations, glyphs
or stances
insignias which increase your rate for critical hits or to block physical attacks.
insignias, which increase elemental attack power for increased energy usage
insignias, which increase duration of enchants, hexes and conditions
also where i meantion about "warrior runes" ..all other professions should also receive runes, that only these professions can use ...
runes, which increase the maximum Energy ...
runes which let you absorb certain damage of a certain element, but for that you get more damage from the counter element
runes which increase permanently your movement or attack speed slightly
a warrior rune, that gives an adrenaline build up regeneration
---------------------------
insignias, which increase the duration of skills like traps, preparations, glyphs
or stances
insignias which increase your rate for critical hits or to block physical attacks.
insignias, which increase elemental attack power for increased energy usage
insignias, which increase duration of enchants, hexes and conditions
also where i meantion about "warrior runes" ..all other professions should also receive runes, that only these professions can use ...
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Any addition to the rune/insignia/inscription system increases the diversity of what a player uses besides their 8 skills, which is a good thing - as long as:
1) It makes sense
2) They aren't confusing
3) They are not too powerful
4) It does not destroy the core diversity of professions.
#4 is a rather important one, IMO. I think a lot of problems have crept up that threaten the idea of professions "doing what they do best". For example, essence of celerity and pve skills like mindbender destroy the diversity of choosing a mesmer for FC. Using a few consumables nowadays can get anyone up to 90-100 energy, something that is unique to the energy storage line of an ele. Now, skills like U. blessing take the diversity from the armored classes as being a tank. Well thats a bit of a tangent but you get the point...
1) It makes sense
2) They aren't confusing
3) They are not too powerful
4) It does not destroy the core diversity of professions.
#4 is a rather important one, IMO. I think a lot of problems have crept up that threaten the idea of professions "doing what they do best". For example, essence of celerity and pve skills like mindbender destroy the diversity of choosing a mesmer for FC. Using a few consumables nowadays can get anyone up to 90-100 energy, something that is unique to the energy storage line of an ele. Now, skills like U. blessing take the diversity from the armored classes as being a tank. Well thats a bit of a tangent but you get the point...
/notsigned. It would actually be really easy to abuse. For example, lets say you have 5 energy and try to cast a 10 energy spell. If you do that now, you'll get the "not enough energy" message immidately. What that means is, somebody could litterally hit the cast button 5-7 times in a row in quick succession (under a second) until the mod kicked in and the spell would get through.
In the case above it still would still require 3/4 of 10 energy, not the 5 claimed.
I'm sure it could be implimented so that you need the energy in the first place to cast the spell, but the idea behind the inscription is that you have the opportunity cast more spells for less energy, so you gain that bonus while losing the chance to cast them faster. I know good energy management should never be replaced by a item based bonus such as this, but it's would be nice to have the option to have more focus in your setup for e-management.
I'm sure it could be implimented so that you need the energy in the first place to cast the spell, but the idea behind the inscription is that you have the opportunity cast more spells for less energy, so you gain that bonus while losing the chance to cast them faster. I know good energy management should never be replaced by a item based bonus such as this, but it's would be nice to have the option to have more focus in your setup for e-management.
