Enchantment Protection Ideas.

Headchopperz

Academy Page

Join Date: Aug 2008

always 5+ miles from you

Slayers of Lost Order

D/

ive had 2 ideas for protecting against enchantment removal and ive tried to make it realistic:

heres #1:

Profession: Mesmer
Attribute: Inspiration Magic
Type: Stance(non-elite)
Campaign: Core

Mantra of Protection
15 energy
instant cast time
20 second recharge

Stance. For 10...20...30 seconds, you can not loose enchantments, but each time you would have lost an enchantment, you lose 15...10...8 Energy or Mantra of Protection ends. End effect: loose all enchantments.

heres #2:

Profession: Necromancer
Attribute: Soul Reaping(non-elite)
Type: Enchantment Spell
Campaign: Core

Sacrifice Enchantment
10 energy
1/4 second cast time
15 second recharge

Enchantment Spell. Loose 2...1...1 enchantment(s), For 5... 10... 15 seconds you can not loose enchantments, however you can not gain more than 3...5...5 enchantments. Each time you would of lost an enchantment, you gain poison condition for 5 seconds (stacking).

heres #3:

Profession: Dervish
Attribute: Mysticism(non-elite)
Type: Enchantment Spell
Campaign: Nightfall

Mystic Enchantment
15 energy
1 second cast time
30 second recharge

Enchantment Spell. For 10...20..28 seconds your enchantments last 50..35..20% shorter, however you can not loose enchantments. Each time you would of lost an enchantment 1 enemy in the area looses 10..15...20 health for each other enchantment on you. Prevention cost: loose 50... 30... 25 health. End Effect: loose all enchantments.

heres #4:

Profession: Paragon
Attribute: Leadership(non-elite)
Type: Chant
Campaign: Nightfall

Anthem of Enchantment
10 energy
1 second cast time
25 second recharge

Chant. (5... 10... 15 seconds). Allies in earshot do not loose an enchantment when they would next.
(this chant ends when they do prevent removal)

and these prevent the prevention

heres #1:

Profession: Necromancer
Attribute: Curses(Elite)
Type: Hex Spell
Campaign: Core

Expose Enchantments
5 energy
1 1/2 seconds cast time
15 seconds recharge

Hex Spell. For 5... 15... 20 seconds, target foe can not prevent the removal of enchantments, this target takes 30... 45... 70 damage whenever they would prevent enchantments. If this hex ends early target foe looses 1... 3... 4 enchantments.

heres #2:

Profession: Mesmer
Attribute: Domination Magic(non-Elite)
Type: Spell
Campaign: Core

Shatter Defenses
15 energy
2 seconds cast time
30 seconds recharge

Spell. Target Foe looses all protection against enchantment removal, for each protection removed target foe looses 1... 2... 3 enchantments and looses 2... 5... 10 energy for each enchantment removed, if target foes energy reaches 0 you gain 50... 75... 100 health.

heres #3:

Profession: Assassin
Attribute: Deadly Arts(non-Elite)
Type: Enchantment Spell
Campaign: Factions

Seeking Blades

15 energy
2 second cast time
30 second recharge

Enchantment Spell. For 10...20...25 seconds, the next 1...4...7 successful hits with attack skills ignore enchantment prevention, for each enchantment prevention ignored like this, one other enchantment on the foe is reduced by 15...40...50%.



please rate the idea

these spells are examples of what i think they should have

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Either useless or overpowered. Most of those preventing are totally useless and I would never consider taking them, Necromancer's Expose Enchantments is OP as hell. It would be a really good Elite skill...

Headchopperz

Academy Page

Join Date: Aug 2008

always 5+ miles from you

Slayers of Lost Order

D/

i just said these are ideas so u get the idea of what i mean

MStarfire

MStarfire

Krytan Explorer

Join Date: Nov 2007

[SOS]

Rt/

You're tampering with an already sufficient mechanic. Stop it.

Headchopperz

Academy Page

Join Date: Aug 2008

always 5+ miles from you

Slayers of Lost Order

D/

its called an idea
it hasnt been approved

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Quote:
Originally Posted by Headchopperz View Post
its called a bad idea
Fixed it for you

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

You have an idea, but what is the reason for the idea? Is there something not working, imbalanced, or overpowered? Provide reasons if you expect anyone to approve, much less for Anet to even consider it.... which they won't, even with an idea you get 1000% approval of from Guru.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

To be honest I can't see how this would improve the current status quo.

-We have enchantments.
-Enchantments can be removed.
-We use cover enchantments.
-There are a few skills capable of removing multiple enchantments.

What you propose would give us:
-Enchantment.
-Which can be removed.
-Enchantment protection.
-Which can also be removed.

So we'd have in total - if we used all possible tactics available:
-Enchantment - Cover Enchantment - Enchantment Protection
-Enchantment removal - Remove multiple enchants - Remove enchantment protection

It is a mechanic which works the same way as cover enchantments do. Regardless of whether the skills you proposed are over-powered, it would be a redundant mechanic in the game.

We only have 8 skills on our bars (something I hope they keep in GW2) and this additional mechanic would force some bars to become far less functional than they currently are without adding anything new to the game.

/not signed

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

I respect that this is solely an idea, but the problem is it's vague AS an idea. You need a purpose, function, and most important of all, support. With out any of these there's no point in making one. You should just say that this is for fun instead of claiming it as an idea. Thinking up things for fun is more friendly, where as claiming to make an idea means you're being serious. If you are going to be serious, pull up your sleeves and put some labor into it like any other serious business.

Just a little advice for you to take thought.

/not signed.

P.S.
To Lady Lozza- I read that the skills in a bar could be less, but there would be other mechanics of function on the side of the skill bar. As to what, I don't know. That's what I've read at least.