Iron Mist skill suggestion
ajc2123
Just a fun little idea for iron mist.
10 E 1 C 20 recharge
Hex Spell
For 1...15...20 seconds. Any time target takes earth damage, that foe moves 0...8...15% slower (Max 50) Also Hexes adjacent foes.
What i mean by this is everytime it takes damage from earth, the slowing increases
I dunno, seems kinda fun for PvE. Something like stone daggers, shockwave or sandstorm to go with this.
10 E 1 C 20 recharge
Hex Spell
For 1...15...20 seconds. Any time target takes earth damage, that foe moves 0...8...15% slower (Max 50) Also Hexes adjacent foes.
What i mean by this is everytime it takes damage from earth, the slowing increases
I dunno, seems kinda fun for PvE. Something like stone daggers, shockwave or sandstorm to go with this.
Trinity Fire Angel
Quote:
Just a fun little idea for iron mist.
What i mean by this is everytime it takes damage from earth, the slowing increases |
it is a nice idea, but would be abused to all beleif with regards to hex stacking...
ie. Stone Striker + Iron Mist + Savanah Heat + Tenais = no hope
Raul the Rampant
Quote:
a sin with frenzy would have an ele moving at 0% in perhaps... 100 / 15 = 6.67 swings. a dual attack would have the movement down by 30% already,
|
Still, it seems like it would be introducing a new hex mechanic so I'm not sure I like it. I guess [Shield of Absorption] works in a similar manner, though.
Helix Dreadlock
Maybe make it -33% max? Good thing it isnt AoE too XD
End
Quote:
Originally Posted by ajc2123
For 1...15...20 seconds. Any time target takes earth damage, that foe moves 0...8...15% slower (Max 50) Also Hexes adjacent foes.
|
The thing is...it's still inferior to grasping earth in most respects (most is in there for the near you instead of near target). I mean it may get some use finally but it'd still be inferior.
Marty Silverblade
I'd agree that IM needs a buff but not in this way. Too similar to Grasping Earth, and would be abusable in this form.
ajc2123
Quote:
Kinda is aoe...
The thing is...it's still inferior to grasping earth in most respects (most is in there for the near you instead of near target). I mean it may get some use finally but it'd still be inferior. |
I figured 10 energy with 20 recharge was undesireable for sins, since they have PS builds, warriors will still use Grasping, and dervs have better options also, but this is more Ideal for Eles...methinks.
Yeah the max 50 is so it cant exceed too much. I thought max 33 was too little since most speed DEBUFFS deal with % over 33%
I wanna kinda keep Iron mist as a slowing hex like it is now, but the lightning damage only thing is shit. I'm glad Gadd got his removed.
As for the stone striker comment, Think of it as a new Nuke combo without Deep freeze, except it requires TWO skills to use. If using with fire magic, most people will just bring Deep freeze over this.
MithranArkanere
Iron Mist has that name to relate it to lightning damage. It's main use it's to make turn a foe into a perfect target for Air Proyectiles, for example, a Lighning Ball spike.
But outisde that it's a bit useless skill. There are other skills and ways to add 90% movement reduction, and the lighning damage limitation is undesirable.
I'd change it to:
Hex Spell. For 5...15...17 seconds, target foe moves 90% slower while hexed with an air hex, otherwise, anytime other nearby foe is hit with lightning damage target foe takes that damage too (maximum 50 damage)".
That way is a spell that either slows down when it has lightning on it, or attracts lightning when not.
But outisde that it's a bit useless skill. There are other skills and ways to add 90% movement reduction, and the lighning damage limitation is undesirable.
I'd change it to:
Hex Spell. For 5...15...17 seconds, target foe moves 90% slower while hexed with an air hex, otherwise, anytime other nearby foe is hit with lightning damage target foe takes that damage too (maximum 50 damage)".
That way is a spell that either slows down when it has lightning on it, or attracts lightning when not.
ajc2123
Quote:
Iron Mist has that name to relate it to lightning damage. It's main use it's to make turn a foe into a perfect target for Air Proyectiles, for example, a Lighning Ball spike.
But outisde that it's a bit useless skill. There are other skills and ways to add 90% movement reduction, and the lighning damage limitation is undesirable. I'd change it to: Hex Spell. For 5...15...17 seconds, target foe moves 90% slower while hexed with an air hex, otherwise, anytime other nearby foe is hit with lightning damage target foe takes that damage too (maximum 50 damage)". That way is a spell that either slows down when it has lightning on it, or attracts lightning when not. |
The way I see my skill working out is everytime earth hits them, little chunks of iron from the ground keep building and building on them until it's harder for them to move. Thats where I got this suggestion.
Tenebrae
Quote:
Problem I see with that is there is VERY few Air Hexes. VERY few. Also Iron doesn't always have to relate to lightning, even though I can see where it does. In a lot of games Iron or metals are considered closer to ground or earth based.
The way I see my skill working out is everytime earth hits them, little chunks of iron from the ground keep building and building on them until it's harder for them to move. Thats where I got this suggestion. |
Iron Mist 10e , 2s , 40s rech
For 15 seconds target foe and adjacent foes are Hexed with Iron Mist. Whenever they take ELEMENTAL damage Iron Mist deal 3....12....20 lightning damage to adjacent foes.
Ofc got to rework numbers and so on but the idea would be cool to make eles synergy with each other and switch element magic ( not mr all-day-fire always ).
ajc2123
theres a problem with that. Two foes next to each other, both hexed, one takes elemental damage, lightning goes to one, then the other, then back, then to the other again. Sounds more like an OP elite skill to me lol.
Unless it was only target foe that was hexed, to make it more like mark of pain I guess.
Still like mine XD.
Unless it was only target foe that was hexed, to make it more like mark of pain I guess.
Still like mine XD.
Lexar
For 5...15 seconds, target foe moves 90% slower. Target foe cannot lose more than 10...20% max Health due to damage from a single attack or Spell.
Tenebrae
Quote:
theres a problem with that. Two foes next to each other, both hexed, one takes elemental damage, lightning goes to one, then the other, then back, then to the other again. Sounds more like an OP elite skill to me lol.
Unless it was only target foe that was hexed, to make it more like mark of pain I guess. Still like mine XD. |
Another thing , so easy to hit 1 Mop'ed target physically but hit 2-3 or 4 foes CONSTANTLY with elemental damage ? wow .... i dont see a problem there dude and if it was , i dont see it nowhere near OP or near MoP damage.
ajc2123
For 15 seconds target foe and adjacent foes are Hexed with Iron Mist. Whenever they take ELEMENTAL damage Iron Mist deal 3....12....20 lightning damage to adjacent foes.
C/P from your post.
AoE Hex so it hexes everyone around target.
Elemental Wand attack on target.
Adjacent foe takes LIGHTNING damage which causes lightning damage on the original monster, which cause another lightning damage on the adjacent monster again.
The way you worded it, it will work like an instant death spike. The two lightning damages will keep going back and forth between the two (or more) monsters in miliseconds killing both. Doesn't matter if their only adjacent together for 2 seconds because the damage will be instantaneous.
UNLIKE MoP where ONE target is hexed, and everyone else suffers AoE once. Even if two targets were hexed, the AoE damage is NOT physical causing a chain of MoP.
See what I mean?
C/P from your post.
AoE Hex so it hexes everyone around target.
Elemental Wand attack on target.
Adjacent foe takes LIGHTNING damage which causes lightning damage on the original monster, which cause another lightning damage on the adjacent monster again.
The way you worded it, it will work like an instant death spike. The two lightning damages will keep going back and forth between the two (or more) monsters in miliseconds killing both. Doesn't matter if their only adjacent together for 2 seconds because the damage will be instantaneous.
UNLIKE MoP where ONE target is hexed, and everyone else suffers AoE once. Even if two targets were hexed, the AoE damage is NOT physical causing a chain of MoP.
See what I mean?
ZenRgy
33% slow is useless.
To make this skill useful it would have to be very efficient at a low spec because people rarely spec into Earth Magic. Possibly if a blind was added to it it would be somewhat good.
To make this skill useful it would have to be very efficient at a low spec because people rarely spec into Earth Magic. Possibly if a blind was added to it it would be somewhat good.
Tenebrae
Quote:
Elemental Wand attack on target.
Adjacent foe takes LIGHTNING damage which causes lightning damage on the original monster, which cause another lightning damage on the adjacent monster again. |
Quote:
The way you worded it, it will work like an instant death spike. The two lightning damages will keep going back and forth between the two (or more) monsters in miliseconds killing both.
|
Saw it , but wouldnt be easier to fix it instead the "it wont work bla bla" way to look it ?
ajc2123
Quote:
Woah , use the skill and keep wanding instead using spells ? uh , thats mortal kombat !. Whatever , change damage to earth damage if you feel stressed lol
changed to earth damage , easy fix. Saw it , but wouldnt be easier to fix it instead the "it wont work bla bla" way to look it ? |
I wasn't saying use wanding the whole time. All you needed was ONE wand to start the chain of death.
I was just trying to point out where the skill was OP.
MagmaRed
I don't see a need to change Iron Mist. Hybrid builds using 2 different elements are fun and effective if you make them right. Need some evidence?
Enervating Charge + Stoning
Glyph of Immolation + Steam
Arc Lightning + Deep Freeze
Winter's Embrace + Lightning Touch
Blinding Flash + Slippery Ground
Earthen Shackles + Glyph of Immolation
And I didn't even touch Chilling Winds or several other skills that coordinate with another Elemental attribute. Maybe if there was a reason to change the skill I could understand. If you want to use it, just make sure your team knows and takes builds/weapons to make use of it. All weapons for martial classes can be fitting with a Shocking mod, and if you want to use caster weapons to support it that can be covered by Ele and Rit both.
Although your idea is interesting, I don't see a need for it, and there are other skills that NEED some changes.
Enervating Charge + Stoning
Glyph of Immolation + Steam
Arc Lightning + Deep Freeze
Winter's Embrace + Lightning Touch
Blinding Flash + Slippery Ground
Earthen Shackles + Glyph of Immolation
And I didn't even touch Chilling Winds or several other skills that coordinate with another Elemental attribute. Maybe if there was a reason to change the skill I could understand. If you want to use it, just make sure your team knows and takes builds/weapons to make use of it. All weapons for martial classes can be fitting with a Shocking mod, and if you want to use caster weapons to support it that can be covered by Ele and Rit both.
Although your idea is interesting, I don't see a need for it, and there are other skills that NEED some changes.
FoxBat
The recharge/uptime on mist are crap, it would see play despite the damage restrictions if those were adjusted. Whether we want them adjusted is another question entirely.
ajc2123
Quote:
I don't see a need to change Iron Mist. Hybrid builds using 2 different elements are fun and effective if you make them right. Need some evidence?
Enervating Charge + Stoning Glyph of Immolation + Steam Arc Lightning + Deep Freeze Winter's Embrace + Lightning Touch Blinding Flash + Slippery Ground Earthen Shackles + Glyph of Immolation And I didn't even touch Chilling Winds or several other skills that coordinate with another Elemental attribute. Maybe if there was a reason to change the skill I could understand. If you want to use it, just make sure your team knows and takes builds/weapons to make use of it. All weapons for martial classes can be fitting with a Shocking mod, and if you want to use caster weapons to support it that can be covered by Ele and Rit both. Although your idea is interesting, I don't see a need for it, and there are other skills that NEED some changes. |
I just thought that the amount of work to get a team to work with this skill is insane, especially from a PvE standpoint where "Oh I dont have a shocking weapon" "Why run that when I can do SS?" "Wait, you want me to run Air magic and not Earth or Fire? Are you insane?" Especially from the standpoint of a single target snare being used in PvE is slightly silly.
Thought it would be more 'accessible' in this form.
DoomFrost
I'd say keep it how it is, but change "That foe gains immunity to damage from all sources.." to "That foe takes 100..75..50% less damage from all sources.."
Sword Hammer Axe
My idea:
10 E, 1 C, 20 R.
"For 5...15...17 seconds target foe moves 33% slower and takes 20...30...35% more damage from lightning damage. If target foe is enchanted this spell causes exhaustion."
Wouldn't be overpowered either. The extra damage would attract people to making air builds + it isn't more overpowered than that +damage asura skill. The exhaustion would also make sure that rangers, dervs, paras, sins and warriors would have to reconsider this skill so as not to make a too deadly combo using this and that same asura skill + conjure lightning.
10 E, 1 C, 20 R.
"For 5...15...17 seconds target foe moves 33% slower and takes 20...30...35% more damage from lightning damage. If target foe is enchanted this spell causes exhaustion."
Wouldn't be overpowered either. The extra damage would attract people to making air builds + it isn't more overpowered than that +damage asura skill. The exhaustion would also make sure that rangers, dervs, paras, sins and warriors would have to reconsider this skill so as not to make a too deadly combo using this and that same asura skill + conjure lightning.