Maintained Enchants
toastgodsupreme
After going through the listing of maintained enchants, it seems monks pretty much have the market cornered.
What if more classes had a few of their own?
And these enchants are intended to be able to be cast on yourself or allies.
Elementalist:
Shield Enchants (one for each element, different effect for each)
For conditions/hexes to remain longer than one second, the corresponding elemental attribute must be 13 or higher.
So with 12 points in Fire, you would only get 1 second of burning on an enemy who strikes someone with a fire shield. But with 13 or more, it would go to 2 seconds.
-1 15 1 15
Fire Shield (Fire Magic) - Burning on attacker for 1-2 seconds whenever target ally is struck with damage. Fire damage reduced by 1-10%.
-1 25 1 60
Earth (Earth Magic) - Blind or Weakness (randomly does one or the other) for 1-2 seconds on attacker whenever target ally is struck with damage. Earth damage reduced by 1-10%.
-1 25 1 60
Air (Air Magic) - Cracked Armor or Dazed (randomly does one or the other) for 1-3 seconds on attacker whenever target ally is struck with damage. Air damage reduced by 1-10%.
-1 15 1 15
Water (Water Magic) - 25% Slowed Movement or 25% Slowed Attacking (randomly does one or the other) for 1-3 seconds on attacker whenever target ally is struck with damage. Water damage reduced by 1-10%.
Mesmer:
-1 10 1 20
Leech Aura (Inspiration Magic) - Whenever target ally is struck with damage, they steal 1-2 energy from attacker.
An idea of what it would look like:
It would be a very slow pulse particle effect surounding the character in an outline style. Different from the boss glow in that it does not create a saran wrap effect, merely an outline on the enchanted person.
Necromancer:
-1 10 1 60
Sacrificial Bond (Soul Reaping) - While this enchantment is maintained on target ally, whenever you sacrifice health, enemies near that ally take 10-40% the amount of health lost.
Just to be clear about how I see this working... if you enchant this on a tank, and then sac 300 hp, enemies near the tank will take 30 damage (0 in soul reaping) up to 120 damage (12 in soul reaping).
In GvG battles and other large battles, this is easily countered with Rend Enchantments.
Ritualist:
-1 10 ¼ 20
(Spawning) - For each spirit (up to 1-6) in earshot, target ally gains 1 energy every time they cast a spell or binding ritual.
Sorry for no skill icons or a name for the Rit skill. Kind of ran into a mental block while writing this up and wasn't having any luck in photoshop making snazzy icons.
What if more classes had a few of their own?
And these enchants are intended to be able to be cast on yourself or allies.
Elementalist:
Shield Enchants (one for each element, different effect for each)
For conditions/hexes to remain longer than one second, the corresponding elemental attribute must be 13 or higher.
So with 12 points in Fire, you would only get 1 second of burning on an enemy who strikes someone with a fire shield. But with 13 or more, it would go to 2 seconds.
-1 15 1 15
Fire Shield (Fire Magic) - Burning on attacker for 1-2 seconds whenever target ally is struck with damage. Fire damage reduced by 1-10%.
-1 25 1 60
Earth (Earth Magic) - Blind or Weakness (randomly does one or the other) for 1-2 seconds on attacker whenever target ally is struck with damage. Earth damage reduced by 1-10%.
-1 25 1 60
Air (Air Magic) - Cracked Armor or Dazed (randomly does one or the other) for 1-3 seconds on attacker whenever target ally is struck with damage. Air damage reduced by 1-10%.
-1 15 1 15
Water (Water Magic) - 25% Slowed Movement or 25% Slowed Attacking (randomly does one or the other) for 1-3 seconds on attacker whenever target ally is struck with damage. Water damage reduced by 1-10%.
Mesmer:
-1 10 1 20
Leech Aura (Inspiration Magic) - Whenever target ally is struck with damage, they steal 1-2 energy from attacker.
An idea of what it would look like:
It would be a very slow pulse particle effect surounding the character in an outline style. Different from the boss glow in that it does not create a saran wrap effect, merely an outline on the enchanted person.
Necromancer:
-1 10 1 60
Sacrificial Bond (Soul Reaping) - While this enchantment is maintained on target ally, whenever you sacrifice health, enemies near that ally take 10-40% the amount of health lost.
Just to be clear about how I see this working... if you enchant this on a tank, and then sac 300 hp, enemies near the tank will take 30 damage (0 in soul reaping) up to 120 damage (12 in soul reaping).
In GvG battles and other large battles, this is easily countered with Rend Enchantments.
Ritualist:
-1 10 ¼ 20
(Spawning) - For each spirit (up to 1-6) in earshot, target ally gains 1 energy every time they cast a spell or binding ritual.
Sorry for no skill icons or a name for the Rit skill. Kind of ran into a mental block while writing this up and wasn't having any luck in photoshop making snazzy icons.
Hou Yuanjuai
I can see the sheilds being used wayyy to much in PvE as long as there are no enchantment strippers
TempusReborn
I quite like them: they have no chance of going in the game but there not ridiculous of epic proportions. May I suggest Spiritual Conduit for the Rit one
Molock
They seem.. pretty balanced. I would add cripple to the Fire Shield
HawkofStorms
Some pretty deccent and sorta balanced ideas (rare in Saradelic), but I'm just not in favor of giving professions skills they "shouldn't" have so...
/notsigned
Monks have a corner in the market for a reason. They are the only ones who are "supposed" to use them due to the existance of Blessed Signet. The only reason assassins have them is because it was a lazy way to impliment teleport skills that work twice in one cast.
/notsigned
Monks have a corner in the market for a reason. They are the only ones who are "supposed" to use them due to the existance of Blessed Signet. The only reason assassins have them is because it was a lazy way to impliment teleport skills that work twice in one cast.
The Meth
They are a bit overpowered. The ele ones either apply conditions that completely neutralize melee, or will provide cover conditions that make it impossible to remove the other conditions that neutralize melee.
The mesmer one would be infinitely abusable with farming, and would also be fairly imbalancing in PvP, as no energy = far less damage taken, and its also energy management for yourself.
The necromancer one is pure garbage. Who wants to see a necro buff their health a ton, stand at the edge of radar and spam BiP and kill whole teams?
Okay, I would like to see it, but it would be horribly unbalanced.
Ritualist is pretty useless, if you are casting a spirit all the time you barely gain energy when you factor in the -1 pip of energy cost for maintaining.
The mesmer one would be infinitely abusable with farming, and would also be fairly imbalancing in PvP, as no energy = far less damage taken, and its also energy management for yourself.
The necromancer one is pure garbage. Who wants to see a necro buff their health a ton, stand at the edge of radar and spam BiP and kill whole teams?
Okay, I would like to see it, but it would be horribly unbalanced.
Ritualist is pretty useless, if you are casting a spirit all the time you barely gain energy when you factor in the -1 pip of energy cost for maintaining.
mistokibbles
Sac bond is a bit too much. BiP + Awaken bombers. I think the Air magic shield should be 25 energy, 2 sec cast and 25 recharge since it causes dazed which would be really useful in pve hard mode.
MagmaRed
Dervish has one without an energy regen issue. [skill]Faithful Intervention[/skill]
Mesmer has one too. [skill]Illusion of Weakness[/skill]
I'd prefer to see Monk get skills that function like those, as opposed to other classes getting maintained enchantments. Neither will happen though, as there is no 'new' stuff going into GW.
Mesmer has one too. [skill]Illusion of Weakness[/skill]
I'd prefer to see Monk get skills that function like those, as opposed to other classes getting maintained enchantments. Neither will happen though, as there is no 'new' stuff going into GW.
Bront
Many of those might work ok as stances. Maintainable enchantments are... odd, and mostly a monk thing, much like Glyphs are only an Elementalist thing.
MithranArkanere
Quote:
Originally Posted by MagmaRed
Dervish has one without an energy regen issue. [skill]Faithful Intervention[/skill]
Mesmer has one too. [skill]Illusion of Weakness[/skill] |
Quote:
Originally Posted by Bront
Many of those might work ok as stances. Maintainable enchantments are... odd, and mostly a monk thing, much like Glyphs are only an Elementalist thing.
|
I think we should keep it that way.
HawkofStorms
Quote:
Originally Posted by MithranArkanere
Maintainment is not something exclusive to monks. Assassins have them too, so it's not like glyphs, but like sacrifice. Only two profession have it. It's not exclusive to one profession, but to two profession. But still they are exclusive.
I think we should keep it that way. |
Sins have them as a gimmick way to compress a skill that "activates" twice. A.net didn't want to have to develop a new game mechanic to figure out how to get AoD to cause teleportation twice on demand, so they made them maintained enchants.
MagmaRed
Quote:
Originally Posted by MithranArkanere
Those are not 'maintained' those are 'set'. If they do not have Upkeep cost, they are not maintained.
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My point was that there are enchantments that last indefinitely. I also said it would be nice if Monk got skills like them, but that I didn't see that happening.
Divine Intervention does virtually the same thing as Faithful Intervention. However, it has a short duration, while Faithful lasts until it is needed.
To clarify:
I do not think other classes should recieve maintained enchantments.
I would like to see Monk receive enchantments that last until they are needed.
Mars Dragonblade
Well presented idea, but maybe instead of "target ally", some of them could be "target other ally" so as not to be abused by farmers using the mesmer enchantment.
cgruber
Ilusionary weaponry should be a maintaned enchantment imo. It would give it a slight buff without making it overpowered. Also possibly have it it give a slight armor buff as well +1-8 or somethign like that.