Does anyone use this? Really? ONLY blocks projectiles and quite a huge recharge.
I don't want to buff it though since Water Elementalists already have pretty good defenses with snares and skills like blurred vision. What if we make it a non-elite mirror of ice type of skill?
10e 1second cast, 30 s recharge
Enchantment spell
For 1...35 seconds, while activating non attack skills, foes nearby (or adjacent) to you take 0...13 cold damage each second.
Or
10e 1second cast, 30 s recharge
Enchantment spell
For 1...35 seconds, while activating non attack skills, foes nearby (or adjacent) to your target take 0...13 cold damage each second.
10e 1second cast, 30 s recharge
Enchantment spell
For 1...35 seconds, When you activate a non-attack skill, foes nearby (or adjacent) to your target take 0...20 cold damage. 50% chance to fail with 5 or less Energy storage.
To me its not too much damage, and it compliments the somewhat long casting times Elementalists have (even though most water spells aren't THAT bad) The cold damage would be armor ignoring so it might have to be 0...9 but I honestly don't think its that powerful. I was thinking of throwing in a 1 sec snare hex to the skill but that's probably too much.
We could do the same thing for other skills in other elemental lines for spells that no one uses, like Smoldering embers, Arc lightning, Magnetic aura.
I also had this in mind.
10e 3/4c 20 recharge
Create a swirling aura at your location. For 5 seconds, adjacent foes take 0...9 damage per second and move 66%slower for 2 seconds.
I don't know...i just imagine this swirling ball of water hurting things or slowing them down.
I just want to bring more skills to the table for people. Any ideas/Suggestions?
Swirling aura suggestion.
ajc2123
Liability
For a small amount of aoe it probably wouldn't be worth it to bring compared to what else could be run there. The problem with buffing underused/underpowered skills is that with so many skills in the game there will be skills which serve a certain purpose better than others, so to get a skill to be run it needs to be made more effective than the alternatives or it has to have a niche usage. So then the choices are powercreep or a skill which is only useful in certain situations and likely not used in favor of a more universally useful skill.
Mini rant aside, something similar to your proposal could make water more viable in pve, and the damage could be higher. With any fast cast though the damage wouldn't trigger on 1secs, so maybe the MoI mechanic would be a better way to go about it. Or link it to the standard cast time somehow.
Mini rant aside, something similar to your proposal could make water more viable in pve, and the damage could be higher. With any fast cast though the damage wouldn't trigger on 1secs, so maybe the MoI mechanic would be a better way to go about it. Or link it to the standard cast time somehow.
Icy The Mage
It seems kind of weird to implement a mechanic that punishes swapping weapon sets properly.
ajc2123
Morphy
Won't lead to crazy spikes like MoI does, so I'm ok with it. Don't expect it to get used, though.
MithranArkanere
I'd prefer to stick to the "water swirls around you" theme of the skill.
Why not just:
- Enchantment Spell. (8...18...20 seconds.) You have 75% chance to block projectiles. Whenever you block a projectile attack, that projectile hits and adjacent enemy instead.
This way it would block not only attacks, but also projectiles from spells, spirit attacks and if you are near an enemy, they will get the hit instead. A good spell to bring along Searing Flames to kill get rid of enemy spirits.
I also like skills with both offensive and defensive multiple purposes. Although those should have limitations and downsides:
- Enchantment Spell. (8...18...20 seconds.) You have 50% chance to block projectiles. Your water hexes last 10...42...50% more, but you take 10% more lightning damage.
And why not bringing the 'healing water' idea from GW2 to GW1?
Enchantment Spell. (8...18...20 seconds.) You have 50% chance to block projectiles. Heals all nearby allies for 16..36..40 health whenever you block a projectile attack.
Why not just:
- Enchantment Spell. (8...18...20 seconds.) You have 75% chance to block projectiles. Whenever you block a projectile attack, that projectile hits and adjacent enemy instead.
This way it would block not only attacks, but also projectiles from spells, spirit attacks and if you are near an enemy, they will get the hit instead. A good spell to bring along Searing Flames to kill get rid of enemy spirits.
I also like skills with both offensive and defensive multiple purposes. Although those should have limitations and downsides:
- Enchantment Spell. (8...18...20 seconds.) You have 50% chance to block projectiles. Your water hexes last 10...42...50% more, but you take 10% more lightning damage.
And why not bringing the 'healing water' idea from GW2 to GW1?
Enchantment Spell. (8...18...20 seconds.) You have 50% chance to block projectiles. Heals all nearby allies for 16..36..40 health whenever you block a projectile attack.