Dervish Spell: Extend Enchantment : Change

Headchopperz

Academy Page

Join Date: Aug 2008

always 5+ miles from you

Slayers of Lost Order

D/

heres the current spell
5 energy
1/4 cast time
20 recharge time
Enchantment Spell. (5...17...20 seconds.) Remove all your enchantments. Enchantments cast on you last 100% longer. End effect: lose all enchantments.

now this is a sweet spell but it doesnt realy work well because of its 'Remove all your enchantments' when u cast the spell.
meaning you cant keep this going without stripping youself

i propose that they make this spell usefull by making it
Enchantment Spell. (5...17...20 seconds.) Enchantments cast on you last 100% longer. End effect: lose all enchantments.

or even

Enchantment Spell. (5...17...20 seconds.) Enchantments cast on you last 50...65...75% longer. End effect: lose all enchantments.

or somthing simalar

what do u guys think?

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

I don't really know about it. I rely on at least 2-3 enchants to END to power my derv through myst, usuallly zelous renewal + others. I also focus on some skills that remove my enchants, so when I see the skill that increases enchantment time.....i dunno.

I Will Heal You Ally

I Will Heal You Ally

Krytan Explorer

Join Date: Feb 2007

In my HoM

Canthan Refugees [TOGO]

E/Rt

Wouldn't make sense... if an enchant lasts 20 seconds like PS you wouldn't get 40 seconds because it will strip after 20 seconds

Headchopperz

Academy Page

Join Date: Aug 2008

always 5+ miles from you

Slayers of Lost Order

D/

Quote:
Originally Posted by I Will Heal You Ally View Post
Wouldn't make sense... if an enchant lasts 20 seconds like PS you wouldn't get 40 seconds because it will strip after 20 seconds
yes but if u keep extend enchantments going you wont get the end effect
eg
with +20% enchantments on wep extend enchantments will last 24 seconds

there for every 20seconds all u gota do is cast exend enchantments again and it stays going

and the second time it will last 2x longer

eg 40 seconds, so u only have to cast it once every 40 seconds the second time.

Massive Impulsa

Massive Impulsa

Jungle Guide

Join Date: Mar 2007

In Viking land! (Norwaii)

Beyond the Gates of Infinity [sKy]

R/Mo

To bad this doesnt work on stuff YOU cast =( (SoA Farm <3)

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

yea...
generally the enchantments i want extended r those that i want longer than +20s
making this not terribly useful

i spose if it extended enchants u cast on other allies, then it could find some gimmicky use
perhaps a perfect addition to the orders derv


so either 10-30s duration
or allow targetting to other allies as well

that or a complete mechanic change

dasmitchies

Lion's Arch Merchant

Join Date: Nov 2007

Sacred Forge Knights

W/P

This is a call for perma enchantment builds, shadowform etc. ANET will NEVER allow this skill to do that.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Quote:
Originally Posted by dasmitchies View Post
This is a call for perma enchantment builds, shadowform etc. ANET will NEVER allow this skill to do that.
Why, because it could be used to make an infinite shadow form? That sure would be unbalanced, ANET will NEVER allow a skill to do that. Oh wait, nvm

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Imagine using the A/D crit scythe build under shadowform (the pits one in UW SC) except you dont need cons to maintain it (this is what this build is essentially suggesting). Im sorry, but this is either retartedly overpowered or useless.

Maybe change it to you lose all enchantments. For XX seconds all enchantments on target (other perhaps) ally last XX% longer.

Headchopperz

Academy Page

Join Date: Aug 2008

always 5+ miles from you

Slayers of Lost Order

D/

ok then just make it not work with sf
make it if the two enchantments are up they are both instantly removed

edit

assasins dont need cons atm to perma so whats the big issue?

brightblade13

Ascalonian Squire

Join Date: Nov 2006

Vindictive Malevolence

Mo/N

A/D wouldn't work, it's still tied to mysticism... it would just open up a lot of long-lasting enchants for dervs, and it only works for enchants on self, not others

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

I'd rather the condition that all enchantments be removed once this skill ends is, well removed. It makes no sense. Think about it. Most highly used enchantments last around 20 seconds. Using this skill with any of these enchantments results in a wash. It's pointless, really. Just as for the removal of that condition and everyone would be happy.

Headchopperz

Academy Page

Join Date: Aug 2008

always 5+ miles from you

Slayers of Lost Order

D/

yea the A/D cant perma because
Enchantment Spell. (5...17...20 seconds.) Enchantments cast on you last 100% longer. End effect: lose all enchantments.
it only lasts 5 seconds meaning when its ended u loose perma

because its tied into a primary attribute

meaning it wont let A/Ds perma without cons