Illusionary Weaponry suggestion!
ajc2123
Alright this one is different and not a hexmania one so....let's see about this one.
Hex spell
10 energy 2 casting 20 recharge
For 1...13...15 seconds, target foe attacks 33% faster but has 25% chance to miss. End effect: Target foe suffers from Deep wound for X...X seconds and takes 7 damage for each second this hex was on target.
Or for each attack target made.
Better? Worse? Up t post 14 was all on the other suggestion
Hex spell
10 energy 2 casting 20 recharge
For 1...13...15 seconds, target foe attacks 33% faster but has 25% chance to miss. End effect: Target foe suffers from Deep wound for X...X seconds and takes 7 damage for each second this hex was on target.
Or for each attack target made.
Better? Worse? Up t post 14 was all on the other suggestion
weretoad
intersting idea, but as you know drunken blow isnt used, so this probly won't be used.
my idea is intersting,
IW 15e 1s 15r
Your melee attacks deal no damage and can't hit, but when ever you use a melee attack it deal 0-40 damage and causes 0-2 energy loss.
IW 15e 1s 15r
Your melee attacks deal no damage and can't hit, but when ever you use a melee attack it deal 0-35 damage and causes 3-7 extra damage for each hex on that foe. you have +20 armor
my idea is intersting,
IW 15e 1s 15r
Your melee attacks deal no damage and can't hit, but when ever you use a melee attack it deal 0-40 damage and causes 0-2 energy loss.
IW 15e 1s 15r
Your melee attacks deal no damage and can't hit, but when ever you use a melee attack it deal 0-35 damage and causes 3-7 extra damage for each hex on that foe. you have +20 armor
Rabina Hood
nerfs keep th game intresting. changing skills to make them more use and have more variety. i like the red dudes idea a little better. be4 eotn cam out, i remember i saw a few me/d illusioners, i tihnk its still an aight build. the red dudes idea, forgot his name,is idea is kidna cool. but maby if u could put it on some one else. or make the damge life stealing . life stealign, jsut changing that from what it surrently is be cool, put it in a tanking build. 55 life stealer .
Rasaek
Change the name to "Illusionary Gear" and make it give your offhand item, if you are equipped with one, +16 armor vs. physical damage. If you are using a 2h item, no armor, but a little more damage.
Rhamia Darigaz
even if mesmers had 100 AL when they used this it would still be crap. enchant strip = ups there goes all ur damage. an IW frontline has no disruption, can't use attack skills, and basically can't kill things.
Sora267
So for 15 energy, over the course of ten seconds, you could wand six hexes which cost a total of 50 energy and span two or three different attributes at maximum power. Oh, and Phantom Pain causes deep wound and has synergy with Fragility since it runs out before Fragility. This doesn't say MELEE attacks, so you could wand someone...
At 16 Fast Casting, you're getting: 16 seconds of -5 degen, 97 damage (if used on an attacking foe, and this is per foe Clumsiness hits), 50% decreased movement speed, 10 seconds of -3 degen and a deep wound for 21 seconds, 42+ damage (Deep Wound will get removed almost immediately in PvP, and there's bound to be more conditions flying around,) and a large hex stack. All for wanding someone for 10 seconds.
No worries if the enchant gets stripped, it auto recharges and gives back the energy! And if a hex is already on a foe it won't be reapplied! So you can just wand someone six times...
And then you have 7 other skills on your bar and a shitton more attribute points to specialize into your secondary. And your secondary would likely benefit from high Fast Casting, too!
Hexes are already way too plentiful when compared to the amount and quality of hex removal. There's a reason the chance skills are one hit only, and there's a reason there's no hex causing chance skills. This would completely DESTROY PvP. /notsigned
If you want to fix it, make it disable all of your other skills, remove all IMS/IAS buffs, and reduce your attack speed by 25%. And remove the insta-recharge upon early removal clause.
At 16 Fast Casting, you're getting: 16 seconds of -5 degen, 97 damage (if used on an attacking foe, and this is per foe Clumsiness hits), 50% decreased movement speed, 10 seconds of -3 degen and a deep wound for 21 seconds, 42+ damage (Deep Wound will get removed almost immediately in PvP, and there's bound to be more conditions flying around,) and a large hex stack. All for wanding someone for 10 seconds.
No worries if the enchant gets stripped, it auto recharges and gives back the energy! And if a hex is already on a foe it won't be reapplied! So you can just wand someone six times...
And then you have 7 other skills on your bar and a shitton more attribute points to specialize into your secondary. And your secondary would likely benefit from high Fast Casting, too!
Hexes are already way too plentiful when compared to the amount and quality of hex removal. There's a reason the chance skills are one hit only, and there's a reason there's no hex causing chance skills. This would completely DESTROY PvP. /notsigned
If you want to fix it, make it disable all of your other skills, remove all IMS/IAS buffs, and reduce your attack speed by 25%. And remove the insta-recharge upon early removal clause.
kostolomac
/notsigned
First you are put on the frontline and this ain't nice. Second you can't keep it up 24/7. Third you deal no damage , just overload 'em with hexes and I'm (maybe more people are) sick of hex overloads.
My suggestion for IW: instead of affecting melee attacks it should affect wand attacks , and your attack speed can't be increased. PvE of course
First you are put on the frontline and this ain't nice. Second you can't keep it up 24/7. Third you deal no damage , just overload 'em with hexes and I'm (maybe more people are) sick of hex overloads.
My suggestion for IW: instead of affecting melee attacks it should affect wand attacks , and your attack speed can't be increased. PvE of course
Abedeus
Quote:
My suggestion for IW: instead of affecting melee attacks it should affect wand attacks , and your attack speed can't be increased. |
ajc2123
Quote:
So for 15 energy, over the course of ten seconds, you could wand six hexes which cost a total of 50 energy and span two or three different attributes at maximum power. Oh, and Phantom Pain causes deep wound and has synergy with Fragility since it runs out before Fragility. This doesn't say MELEE attacks, so you could wand someone...
At 16 Fast Casting, you're getting: 16 seconds of -5 degen, 97 damage (if used on an attacking foe, and this is per foe Clumsiness hits), 50% decreased movement speed, 10 seconds of -3 degen and a deep wound for 21 seconds, 42+ damage (Deep Wound will get removed almost immediately in PvP, and there's bound to be more conditions flying around,) and a large hex stack. All for wanding someone for 10 seconds. No worries if the enchant gets stripped, it auto recharges and gives back the energy! And if a hex is already on a foe it won't be reapplied! So you can just wand someone six times... And then you have 7 other skills on your bar and a shitton more attribute points to specialize into your secondary. And your secondary would likely benefit from high Fast Casting, too! Hexes are already way too plentiful when compared to the amount and quality of hex removal. There's a reason the chance skills are one hit only, and there's a reason there's no hex causing chance skills. This would completely DESTROY PvP. /notsigned If you want to fix it, make it disable all of your other skills, remove all IMS/IAS buffs, and reduce your attack speed by 25%. And remove the insta-recharge upon early removal clause. |
I appreciate the input, not the sarcasm.
I understand why it would worry someone at first, but its chance, so you could be casting conjure phantasm on someone the whole time (and it won't even renew itself) and it is easily countered by blind/blocking/kiting, empathy, diversion, Spiteful spirit. You can always strip it and then interrupt it, or wail of doom. I think it is very vulnerable in this state as well.
And I honestly don't know who runs 16 in any attribute anymore unless its farming lol. BUT we could I guess put it in illusion magic still and say (If less then 5 fast casting, this spell fails) If it would make you feel better.
I'm pretty sure holy viel and/or cure hex would just make this useless as well. Even the peace and harmony and whatnot.
Eddie Frenzy Spam
I really do hope you're joking but reading your last post I assume you're not.
If you don't understand how imbalanced this would be then.../facepalm. Also the fact that you disagree with the only person who has posted so far that realises how imba this is, even though he explains it pretty clearly.
I lol'ed.
If you don't understand how imbalanced this would be then.../facepalm. Also the fact that you disagree with the only person who has posted so far that realises how imba this is, even though he explains it pretty clearly.
I lol'ed.
Abedeus
Quote:
I appreciate the input, not the sarcasm.
I understand why it would worry someone at first, but its chance, so you could be casting conjure phantasm on someone the whole time (and it won't even renew itself) and it is easily countered by blind/blocking/kiting, empathy, diversion, Spiteful spirit. You can always strip it and then interrupt it, or wail of doom. I think it is very vulnerable in this state as well. And I honestly don't know who runs 16 in any attribute anymore unless its farming lol. BUT we could I guess put it in illusion magic still and say (If less then 5 fast casting, this spell fails) If it would make you feel better. I'm pretty sure holy viel and/or cure hex would just make this useless as well. Even the peace and harmony and whatnot. |
AoE hexes, deep wound, Fragility and spammable Clumsiness for 15 energy? And you can put it every 2-4 seconds with [Cyclone Axe] and [Whirlwind Attack]? woah.
JupiterStarWarrior
Don't fix what's not broken. Namely, Illusionary Weaponry.
Eddie Frenzy Spam
MStarfire
That's the most goddamn convoluted mechanic for a skill I've ever seen.
First of all, it's imbalanced because it essentially adds hex skills to your bar and allows them to be overpowered by speccing them into a new attribute. It laughs at hex removal (already underpowered) with your instant recharge caveat (removing enchantments is easy), and the energy gain is unnecessary because Mesmers already have the best energy management in the game. If you think 15 energy is too hefty for a Mesmer, you're doing it wrong.
/notsigned
First of all, it's imbalanced because it essentially adds hex skills to your bar and allows them to be overpowered by speccing them into a new attribute. It laughs at hex removal (already underpowered) with your instant recharge caveat (removing enchantments is easy), and the energy gain is unnecessary because Mesmers already have the best energy management in the game. If you think 15 energy is too hefty for a Mesmer, you're doing it wrong.
/notsigned
Puebert
I'd rather it just be "Target allies attacks can not be blocked and deal +X damage"
ajc2123
Puebert
I don't think mesmers should be able to apply DW.
ajc2123
Puebert
True, why not make it an elite clumsiness/wandering eye then?
But they still shouldn't produce DW.
But they still shouldn't produce DW.
ajc2123
Quote:
True, why not make it an elite clumsiness/wandering eye then?
But they still shouldn't produce DW. |
Ya know I thought about that....but then we have ineptitude which is the most similar. I think inept should be AoE if it's going to have a 20 recharge. Or maybe the damage part is aoe.
Puebert
What I was thinking is like, a reverse splinter weapon.
Target foe and all adjacent foes are hexed with IW, the next time each foe attacks, that attack is interrupted and that foe and all adjacent foes take X damage".
5/1/8
So if you use it a mob of melee you see big numbers. =]
Target foe and all adjacent foes are hexed with IW, the next time each foe attacks, that attack is interrupted and that foe and all adjacent foes take X damage".
5/1/8
So if you use it a mob of melee you see big numbers. =]
Eddie Frenzy Spam
I c wut u did thar. Clumsiness + aoe damage + effect = new elite skill?
Somehow, I think not.
Somehow, I think not.
ajc2123
Mesmer in Need
Instead of buffing yourself, it could be made into a bebuff and not just a semi workable gimick.
For 5...15 seconds, target foe misses with all attacks and can not gain adrenaline.
10e 1c 20recharge.
For 5...15 seconds, target foe misses with all attacks and can not gain adrenaline.
10e 1c 20recharge.
Lourens
Its fine now with [Flurry] and if you want DW use [Phantom Pain]
Eddie Frenzy Spam
This idea is not so bad however I think Misses all attacks is a bit to much, especially for a possible 5 seconds of downtime, that would mean in a heavy hex pressure build you could pretty much keep it up consistently on 1 warrior and he will do zero damage. Also if he's not hitting the lack of adrenaline gain from the skill kinda becomes pointless since the only way to gain adrenaline is by taking damage and the rate of adrenaline gain from that is quite slow.
ajc2123
I want to make this in 'loreish terms' terms where the opponent is in the illusion that something good is happening, but when its over, he realizes hes in trouble.
how about
5 e 1 casting 15 recharge
For 15...8...5 seconds, target foe attacks 33% faster and gains 1 extra strike of adrenaline per attack. When this hex ends, target foe looses all adrenaline, and is crippled for 1...7...9 seconds, suffers cracked armor for 1...5...8 seconds, and takes 20....50....70 damage.
I avoided deep wound since i thought it woulda been a bit much. Besides thats what phantom pain is for XP I didn't want the conditions to last too long either, since i could see some IW - Dran delusions or shatter delusions just to get the end effect. Thats also why its 15 recharge...although maybe it should be 20 the way that works....i dunno
whattya think?
how about
5 e 1 casting 15 recharge
For 15...8...5 seconds, target foe attacks 33% faster and gains 1 extra strike of adrenaline per attack. When this hex ends, target foe looses all adrenaline, and is crippled for 1...7...9 seconds, suffers cracked armor for 1...5...8 seconds, and takes 20....50....70 damage.
I avoided deep wound since i thought it woulda been a bit much. Besides thats what phantom pain is for XP I didn't want the conditions to last too long either, since i could see some IW - Dran delusions or shatter delusions just to get the end effect. Thats also why its 15 recharge...although maybe it should be 20 the way that works....i dunno
whattya think?
Eddie Frenzy Spam
Quote:
I want to make this in 'loreish terms' terms where the opponent is in the illusion that something good is happening, but when its over, he realizes hes in trouble.
how about 5 e 1 casting 15 recharge For 15...8...5 seconds, target foe attacks 33% faster and gains 1 extra strike of adrenaline per attack. When this hex ends, target foe looses all adrenaline, and is crippled for 1...7...9 seconds, suffers cracked armor for 1...5...8 seconds, and takes 20....50....70 damage. I avoided deep wound since i thought it woulda been a bit much. Besides thats what phantom pain is for XP I didn't want the conditions to last too long either, since i could see some IW - Dran delusions or shatter delusions just to get the end effect. Thats also why its 15 recharge...although maybe it should be 20 the way that works....i dunno whattya think? |
Nathaniel (Was 'ere)
Um, no Illusionary Weaponry is fine as it is. You only want to change it because you don't have the skill to use it on a bar without getting massacred. Leave it alone.
Eddie Frenzy Spam
Quote:
Um, no Illusionary Weaponry is fine as it is. You only want to change it because you don't have the skill to use it on a bar without getting massacred. Leave it alone.
|
As much as I think that most of the OP's ideas are pretty bad, at least he recognizes that it IS a terrible skill, which is more than you can say as you seem to think it is quite good. /Facepalm.
ajc2123
Quote:
Um, no Illusionary Weaponry is fine as it is. You only want to change it because you don't have the skill to use it on a bar without getting massacred. Leave it alone.
|
IW is mediocre at best and is a shameful elite for the Mesmer class.
Sucks that I can play a lot better then I think >_>
Alright, no more skill suggestions in te morning lol How about this.
10 energy 2 cast 15 recharge
For 1...17...20 seconds, target foes attacks does 1...30...40 less damage, and suffers from cracked armor for 1...13...15 seconds. When this hex ends, target foe looses half of their adrenaline.
It's kind of like siphon strength, but instead of buffing ur crit rate, it lowers targets armor (paragons warriors rangers dervish and sin).
Why do i keep trying? Because its fun!...thats izzy's excuse right?
Painbringer
What if they changed it so that all allies that are adjacent to you are enchanted with IW reduce the time enchanted to 5-10 seconds and recharge to 10-12 seconds?
Eddie Frenzy Spam
Quote:
What if they changed it so that all allies that are adjacent to you are enchanted with IW reduce the time enchanted to 5-10 seconds and recharge to 10-12 seconds?
|
"BALL ON THE IW MES IN 5..4..3..2..1 GOGOGOGO AUTOATTACK!!"
EDIT: Actually the more I think about it, the more I think that even that would suck badly as a build.
Bad idea.
Puebert
@ eddie
wurst pressure ever?
wurst pressure ever?
Eddie Frenzy Spam
After I thought about it practically I don't think it would be much pressure at all, by the time you ball up and then spread out again and then chase after someone it will have probably ran out, making it just as dumb and ineffective as it was previously.
MStarfire
After reading OP's NEW suggestion, I want to hit him.
Stop making dumb suggestions. IW's fine as it is, useful or not.
Stop making dumb suggestions. IW's fine as it is, useful or not.
Nuclfus
Much as I don't use it much, I consider IW an excellent skill and one of my favorite Mesmer elites. I'll explain my thinking.
I'm sure you realize Illusionary Weaponry is a very energy-efficient way to deal fixed-amount, armor-ignoring damage to your target at a constant rate. Its residence in the Illusion attribute means you'll never have trouble adding degen and/or snares on your bar for increased pressure. Or if you're worried about being on the front lines, bring Distortion (the energy loss from blocking attacks will be alleviated by the energy you aren't using while swinging your blade sans attack skills). The key to IW's worthiness of an elite slot is not its damage quantity, but its damage reliability: your enemy's AL could be 300, he could have a 95% block chance, or he could keep you blinded indefinitely--but as long as you're swinging your fists with IW applied you'll do XX dmg per sec. Consider that not even a skill like shadow form will keep you safe from damage dealt by IW--can you imagine what would happen to perma-sins if mobs started packing this in UW?
For the sake of balance, power like that must come at a price. IW's is this: you need to be highly dependent on using it or it won't be worthwhile, yet being dependent will also make its being countered (enchant stripping) more detrimental to your effectiveness. I think given the perks I've mentioned that's a perfectly fair weakness--players truly skilled enough to benefit from IW will either use cover enchantments or plan the rest of their bar accordingly for situations where it is stripped.
I'm sure you realize Illusionary Weaponry is a very energy-efficient way to deal fixed-amount, armor-ignoring damage to your target at a constant rate. Its residence in the Illusion attribute means you'll never have trouble adding degen and/or snares on your bar for increased pressure. Or if you're worried about being on the front lines, bring Distortion (the energy loss from blocking attacks will be alleviated by the energy you aren't using while swinging your blade sans attack skills). The key to IW's worthiness of an elite slot is not its damage quantity, but its damage reliability: your enemy's AL could be 300, he could have a 95% block chance, or he could keep you blinded indefinitely--but as long as you're swinging your fists with IW applied you'll do XX dmg per sec. Consider that not even a skill like shadow form will keep you safe from damage dealt by IW--can you imagine what would happen to perma-sins if mobs started packing this in UW?
For the sake of balance, power like that must come at a price. IW's is this: you need to be highly dependent on using it or it won't be worthwhile, yet being dependent will also make its being countered (enchant stripping) more detrimental to your effectiveness. I think given the perks I've mentioned that's a perfectly fair weakness--players truly skilled enough to benefit from IW will either use cover enchantments or plan the rest of their bar accordingly for situations where it is stripped.
Empress Amarox
25e 3s 20
Elite Skill. For 3..7..10 seconds while not wielding daggers, you deal no damage in melee, but whenever you attack in melee, you attack 50% faster and target foe and adjacent foes take 23...49...55 damage.
Elite Skill. For 3..7..10 seconds while not wielding daggers, you deal no damage in melee, but whenever you attack in melee, you attack 50% faster and target foe and adjacent foes take 23...49...55 damage.
X3R0
Hey that sounds like fun oh wait theres already a skill LIKE this its called Hundred Blades