Mysticism -> Scythes hitting 1..3 targets
Bristlebane
Suggestion. Change Scythe to hit single targets only, tie in multi-target hitting to Mysticism. Also increase the health gain a bit
Mysticism (PvE)
Each rank grants 3 Health and every 3 ranks grants 1 Energy whenever an enchantment ends on the player. You can hit 2 foes at 3 ranks and above, and 3 foes at 8 ranks and above using a scythe.
This would effectively stop other professions from outshining a dervish using a scythe. You would need 8 Mysticism to hit 3 targets.
Mysticism (PvE)
Each rank grants 3 Health and every 3 ranks grants 1 Energy whenever an enchantment ends on the player. You can hit 2 foes at 3 ranks and above, and 3 foes at 8 ranks and above using a scythe.
This would effectively stop other professions from outshining a dervish using a scythe. You would need 8 Mysticism to hit 3 targets.
WarcryOfTruth
An interesting idea, I never thought to do it that way. I was thinking for each rank of Mysticism you do 2% more damage with your scythe, but I know what would happen if that were the case so your idea outshines mine .
jazilla
very nice idea.
Qobra
This doesnt improve the dervish though, it just limits other professions. This would still not prompt me to use a dervish, because quite frankly other professions just do it better. However, ADDITIONAL targets would be an interesting idea, and maybe since it's mysticism the foes wouldnt have to be adjacent, they could be nearby?
t00115577
Would be a great way to balance out the professions.
On top of this I would add:
Strength only effects Swords, Axes, Hammers
Crit Strikes only effect Daggers
Expertise only effects ranger skills.
Reduce energy gain of soul reaping.
Fast casting only for mesmer skills of any activation time.
Smiter's boon Shadow Form.
Remove Consumables.
Wow.. I fixed Guild Wars, wheres my cookie?
WTB devs who actually play GW.
On top of this I would add:
Strength only effects Swords, Axes, Hammers
Crit Strikes only effect Daggers
Expertise only effects ranger skills.
Reduce energy gain of soul reaping.
Fast casting only for mesmer skills of any activation time.
Smiter's boon Shadow Form.
Remove Consumables.
Wow.. I fixed Guild Wars, wheres my cookie?
WTB devs who actually play GW.
Lanier
I like this idea because its not actually improving dervishes, thus not advancing power creep, but it still solves the problem. Simply giving dervishes more damage with mysticism would be a bad idea due to power creep but this would work well i think.
Amy Awien
What problem?
Sins using scythes is strong because of Critical Strikes yielding insane damage from the scythe's high max-damage. Giving scythes a smaller damage range with the same average damage would help. Reducing the effect of certain Assasin skills would help as well.
Sins using scythes is strong because of Critical Strikes yielding insane damage from the scythe's high max-damage. Giving scythes a smaller damage range with the same average damage would help. Reducing the effect of certain Assasin skills would help as well.
vamp08
I have to spend points just to make my scythe act like a...err...Scythe?
Unless they make the scythe's inherent dmg range 29-41, /notsigned. The Assassin class is just plain and simply "f****** broken", stop trying to balance out the dervish's scythe with the Assassin's inability to be a legitimate ORPG class.
Unless they make the scythe's inherent dmg range 29-41, /notsigned. The Assassin class is just plain and simply "f****** broken", stop trying to balance out the dervish's scythe with the Assassin's inability to be a legitimate ORPG class.
Zodiac Meteor
Quote:
Would be a great way to balance out the professions.
-nerfing fun snip- Wow.. I fixed Guild Wars, wheres my cookie? WTB devs who actually play GW. |
This is a decent idea for mysticism, but what I would do:
Under mysticism:
Your attacks speed increase for scythe attacks skills by 2% per point. Your enchantments cast 4% faster per point. Every 4 ranks you gain 1 energy each time you hit a foe with an attack skill.
If scythes are weaker, dervishes are weaker, that doesn't mean people still want dervishes because their strength in scythes is better.
This way, attack speed is increased, energy doesn't require enchantments and enchantments are cast faster.
Tenebrae
Quote:
Under mysticism:
Your attacks speed increase for scythe attacks skills by 2% per point. Your enchantments cast 4% faster per point. Every 4 ranks you gain 1 energy each time you hit a foe with an attack skill. If scythes are weaker, dervishes are weaker, that doesn't mean people still want dervishes because their strength in scythes is better. This way, attack speed is increased, energy doesn't require enchantments and enchantments are cast faster. |
The Black Mumba
No cookie for you, your "fixed" guild wars suck: i like diversity, i want to use scythes/bows/spears on my sin/ranger/warrior.
On topic i don't like a nerf to scythe in order to buff dervs. Mysticism is useless as it is, it should somehow buff your attacks, like strength and critical stikes do.
On topic i don't like a nerf to scythe in order to buff dervs. Mysticism is useless as it is, it should somehow buff your attacks, like strength and critical stikes do.
reaper with no name
Why is it that people only like my suggestions after someone else suggests them as well?
/signed
/signed
Lanier
No, no, no. Buffing underpowered attributes to the level of overpowered attributes is a horrible idea. Strength and Critical Strikes (in addition soul reaping) should be nerfed. Mysticism, though i'd be fine with a slight buff related to enchantments or energy management (not attack damage or attack speed), should not be buffed to the level of critical strikes and strength.
X Dr Pepper X
Instead of making it so scythes on other professions can only hit 1 person, make it 2 people for them. 1 Person defeats the purpose of the scythe.
Other profs can use scythes effectively still for AoE, and Dervs are the scythe kings.
Dervs also need better energy management to spam their attack skills as quickly as Sins, Rangers, and Warrior's Endurance Wars. Let that not be overlooked because Dervishes are fundamentally flawed by their inherent design.
I'd change Mysticism to whenever a Dervish skill or enchantment ends upon yourself, to trigger the health/energy gain. I'd have stances, normal skills, and enchants be the energy tank of the Dervish. Even giving adrenaline fueled enchantments, stances, skills, or attack skills to the Dervish would ease their energy pool.
Other profs can use scythes effectively still for AoE, and Dervs are the scythe kings.
Dervs also need better energy management to spam their attack skills as quickly as Sins, Rangers, and Warrior's Endurance Wars. Let that not be overlooked because Dervishes are fundamentally flawed by their inherent design.
I'd change Mysticism to whenever a Dervish skill or enchantment ends upon yourself, to trigger the health/energy gain. I'd have stances, normal skills, and enchants be the energy tank of the Dervish. Even giving adrenaline fueled enchantments, stances, skills, or attack skills to the Dervish would ease their energy pool.
R_Frost
Quote:
Would be a great way to balance out the professions.
On top of this I would add: Strength only effects Swords, Axes, Hammers Crit Strikes only effect Daggers Expertise only effects ranger skills. Reduce energy gain of soul reaping. Fast casting only for mesmer skills of any activation time. Smiter's boon Shadow Form. Remove Consumables. Wow.. I fixed Guild Wars, wheres my cookie? WTB devs who actually play GW. |
Desert Rose
The AP of Strength can hardly be considered overpowered.
I've done the calculations a long time ago, so I'm not sure if the numbers are correct, but afair even if the AP would apply to every strike and not just attack skills, each point in a weapon attribute would increase the damage by a 7-8 times higher value until 12, and after 12 points each point still increases the damage by 2-3 higher value.
Interesting idea, but conditions would be to powerful because you're able to inflict and remove them on yourself en masse.
I've done the calculations a long time ago, so I'm not sure if the numbers are correct, but afair even if the AP would apply to every strike and not just attack skills, each point in a weapon attribute would increase the damage by a 7-8 times higher value until 12, and after 12 points each point still increases the damage by 2-3 higher value.
Interesting idea, but conditions would be to powerful because you're able to inflict and remove them on yourself en masse.
Shayne Hawke