Disarm

Gift3d

Gift3d

Forge Runner

Join Date: Feb 2007

Las Vegas

Enraged Whiny Carebears [oR]

W/E

[disarm]Full: Interrupt target foe's action. If that action was an attack, all of that foe's attack skills are disabled for 0...2 seconds.

Change to

[disarm]Full: Interrupt target foe's action. If that action was a skill, that foe loses its weapon spell. This attack cannot be blocked.

Or something of the likes that removes weapon spells. Thoughts?

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Weapon spells are the only things that rits really have going for them.

We don't really need skills to remove them.

Mr Emu

Mr Emu

Lion's Arch Merchant

Join Date: Apr 2006

W/A

Quote:
Originally Posted by ajc2123 View Post
Weapon spells are the only things that rits really have going for them.

We don't really need skills to remove them.
Of course we do. Also, see PwK/Recup. One removal that requires an interrupt certainly wont kill rits.

Codin The Great

Codin The Great

Frost Gate Guardian

Join Date: Jul 2008

You will never know!!!!

Guardians of Hades [GoH]

W/E

meeeh its alright i dont mind it becuase it could be useful against rits.

Icy The Mage

Icy The Mage

Forge Runner

Join Date: Apr 2008

Canada

E/

Maybe not this suggestion, but there definitely needs to be some sort of skill to counter weapon spells.

OoO Rift OoO

OoO Rift OoO

Lion's Arch Merchant

Join Date: Jan 2009

127.0.0.1

Rt/

Maybe if they use a bad leasership shout/anthem and make it something like: for 0...4...13 seconds all party members in earshot remove a weapon spell with their next attack skill.
Hey, itd possibly make paras have a useful skill

Gift3d

Gift3d

Forge Runner

Join Date: Feb 2007

Las Vegas

Enraged Whiny Carebears [oR]

W/E

Quote:
Originally Posted by OoO Rift OoO View Post
Maybe if they use a bad leasership shout/anthem and make it something like: for 0...4...13 seconds all party members in earshot remove a weapon spell with their next attack skill.
Hey, itd possibly make paras have a useful skill
Now that'd be overpowered. I say this because it makes sense, disarm, remove weapon, ya know. Also with a 20 second recharge, and you'd actually have to interrupt something for the weapon removal to work, i think it's a totally feasible idea to have a little counter toward weapon spells.

Spike Stritter

Spike Stritter

Krytan Explorer

Join Date: Jan 2007

W/

/not signed
only because that seems a little awkward with tthe skill used against it.

i agree with something against weapon spells though

maybe like a natural ritual or something that has a certain ranged effect

Create a natural ritual at current location. All weapon spells casted while this is in effect last X-XX% shorter. This spirit dies after XX seconds.

Bobulation

Bobulation

Lion's Arch Merchant

Join Date: May 2008

USA

W/Mo

It makes sense, but it just seems a bit odd.

Still /signed

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

The problem with making weapon spells removable at this stage is that all of the existing weapon spells would need changes. The only person who does skill balance anymore is Izzy, and there are better things for him to be working on than changing every single weapon spell so that it would still be viable.

This could be changed to take effect only when interrupting attack skills, and then increase the duration to 0...6 or something along those lines. Much better for defending against melee spikes, while still not being overpowered.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Ariena Najea View Post
The problem with making weapon spells removable at this stage is that all of the existing weapon spells would need changes. The only person who does skill balance anymore is Izzy, and there are better things for him to be working on than changing every single weapon spell so that it would still be viable.
How would this suggestion make weapon spells unusable? You wouldn't have to change them at all.

1) Requires a sword warrior
2) Warriors already have tight bars
3) Recharge is 20 seconds
4) All used (and most) weapon spells have a low recharge

If disarm was changed to what the OP suggested, weapon spells would not need to be changed at all.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

/not-signed

The only pro of weapon spells is they can't be removed, let it stay this way.

P.S. Even without weapon spell removal, unblockable interrupt would still be damn good.

Krill

Krill

Desert Nomad

Join Date: May 2005

America

Disarm should go to 15s recharge and bump up the disable 1s. It was a little ridiculous @ 12s (with a 4s disable?) but hasn't seen any play in it's current forum.

I do like the idea of finally making a skill that strips weapon spells, but it should probably be a spell in dom or curses *and be an elite skill that has the strip as secondary effect.

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

Quote:
Originally Posted by OoO Rift OoO View Post
Maybe if they use a bad leasership shout/anthem and make it something like: for 0...4...13 seconds all party members in earshot remove a weapon spell with their next attack skill.
Hey, itd possibly make paras have a useful skill
I would love this.

Note: overpowered as hell, but I would love it.