Ranger Skill
Soul Shaker
Another skill i randomly think of while bored, how aobut this:
Magnetic Arrows-Preparation
10 E 2 cast 12 cooldown
Prepartion. For 12 seconds, every arrow fired cannot be dodged, blocked or evaded and has a 12...46% chance to make nearby arrows go 'stray'. (Attrib. Expertise)
I'm not too sure on this, could use a few changes on it to make it better, or less overpowered...
Magnetic Arrows-Preparation
10 E 2 cast 12 cooldown
Prepartion. For 12 seconds, every arrow fired cannot be dodged, blocked or evaded and has a 12...46% chance to make nearby arrows go 'stray'. (Attrib. Expertise)
I'm not too sure on this, could use a few changes on it to make it better, or less overpowered...
Meneldil
interesting, and creative, but im going to have to put a ''thumbs down'' on this one. magnetic arrows? the idea could be modified a bit. like "Winds of Rage" where you shoot and never miss, cuz youre pissed lol
of course this would all seem a bit too powerful
but we are still in the experimental phase... so... we shall see
of course this would all seem a bit too powerful
but we are still in the experimental phase... so... we shall see
Mandy Memory
lol I think magnetic arrows should pull them toward you.
But no...really.
Change it to an elite attack, and make it pull all other (perhaps allied, or traveling in the general direction) arrows in the air to hit your target. (believe it or not...thats very good.)
But no...really.
Change it to an elite attack, and make it pull all other (perhaps allied, or traveling in the general direction) arrows in the air to hit your target. (believe it or not...thats very good.)
Soul Shaker
I was thinking of that as well, but...what if your allies don't want that? It'll just add things as annyoing as spirits...like, no enchant heavy monks want an idiotic ranger on their team casting NR, now do they?
And the nearby arrows go stray means all nearby projectiles at the point where this arrow is travelling...let's say that the polarity is reversed instead on allies' arrows so it it attracts them?Wait..no...same thing as a bove...
Could use some tweaking, but throwin some ideas around helps.
And the nearby arrows go stray means all nearby projectiles at the point where this arrow is travelling...let's say that the polarity is reversed instead on allies' arrows so it it attracts them?Wait..no...same thing as a bove...
Could use some tweaking, but throwin some ideas around helps.
Mandy Memory
If 5 other people are casting barrage...that pulls a lot of arrows to one person.
In your suggestion every arrow would miss, but you couldnt avoid your arrow.
That could be very powerful with some stuff. Like cripshot
In your suggestion every arrow would miss, but you couldnt avoid your arrow.
That could be very powerful with some stuff. Like cripshot
Soul Shaker
Yep...crip shot was once underrated. Now it has the glory it deserves, and i wouldn't say it needs a nerf at all. If it attracted all allies arrows...O.o..dual shot...all fire, only one person has the preparation, none miss...hello 400+ damage in about 2 secs...
Akbur the great
completely off topic cause im a noob: whats nerfing i keep hearing it
Soul Shaker
nerfing is making something less powerful. Buffing is the exact opposite.
Blair46
Quote:
Originally Posted by Soul Shaker
Yep...crip shot was once underrated. Now it has the glory it deserves, and i wouldn't say it needs a nerf at all. If it attracted all allies arrows...O.o..dual shot...all fire, only one person has the preparation, none miss...hello 400+ damage in about 2 secs...
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Even if it was an elite, it still wouldn't fly. Erm, no pun intended.
While it does sound like a neat idea, just imagine 1 person using this Elite, and then 7 other people using Barrage. Barrage tends to do atleast 30+ dmg per arrow. So. 180x7 is a whopping 1260 damage, plus the 30 or so damage from the magnetic arrow's guy's normal arrow.
So, 1300 dmg to 1 guy, and that takes about 3 seconds tops to get it all working.
gg, hello ranger spike.
But back to the OP's original idea. Which I think was having none of your arrows miss. This could work if it was an elite, but it's still kind of unfair due to being able to use this preparation, and then using concussion shot, or any other interrupt on someone who is, for example, using lightning reflex/whirling defense in order to use troll unguent/res sig. So you only have to fire off one interrupt and hit the troll unguent, resulting in a very useless lightning reflex/whirling defense.
The way it currently is, this skill would be too powerful.
EDIT: just kind of brainstorming here... what if it was more of a defensive elite? Such as, if you fire it at someone who is also using projectiles, it kind of "pushes" their projectile off-course.
But I'm not sure if that would work because ANET has a really borked z-axis.
Soul Shaker
It sounds nice as a defensive elite, but they really gotta do somethin to it to make it work. Most people wouldn't use it if it were like that...
Epinephrine
Completely absurd.
There are VERY limited ways to not miss in this game;
- Warrior's Cunning (only melee, Strength based, lasts up to 12 seconds out of a minute)
- Rigor Mortis (hex, easily removed, 2 second casting time, 30 second recharge)
- Illusionary Weaponry (Enchanment, can be stripped/rended, 40 second recharge, melee only)
- New ritualist skill, but similarly lasts 10 seconds out of 45
- Assassin hex, works on blinded targets.
Umm, and that's about it. Note the commonalities - all are easily removed excepting Warror's Cunning, which has a short uptime, and is melee only, and in a primary attribute. Your idea is absurd, simply overpowered. You want to hit? Use the attack skills rangers get - Precision Shot, Called Shot. You can still stack preps onto them, they still carry orders.
There are VERY limited ways to not miss in this game;
- Warrior's Cunning (only melee, Strength based, lasts up to 12 seconds out of a minute)
- Rigor Mortis (hex, easily removed, 2 second casting time, 30 second recharge)
- Illusionary Weaponry (Enchanment, can be stripped/rended, 40 second recharge, melee only)
- New ritualist skill, but similarly lasts 10 seconds out of 45
- Assassin hex, works on blinded targets.
Umm, and that's about it. Note the commonalities - all are easily removed excepting Warror's Cunning, which has a short uptime, and is melee only, and in a primary attribute. Your idea is absurd, simply overpowered. You want to hit? Use the attack skills rangers get - Precision Shot, Called Shot. You can still stack preps onto them, they still carry orders.
Mandy Memory
There is already a preperation that interupts (a few actually, choking gas, incendiary arrows)
And called shot cant miss.
This would just be a reverse, and its elite and makes projectiles go astray...I dont like the idea, but its not "Completely absurd." And every skill you listed has no downside to it, like this one has.
I actually think its underpowered and redundant. Thats my reason for not liking it. Its not vastly overpowered like 90% of the suggestions on these boards.
I would like to congradulate the maker on knowing how to not break the game, but your skill isnt very powerful :-P
And called shot cant miss.
This would just be a reverse, and its elite and makes projectiles go astray...I dont like the idea, but its not "Completely absurd." And every skill you listed has no downside to it, like this one has.
I actually think its underpowered and redundant. Thats my reason for not liking it. Its not vastly overpowered like 90% of the suggestions on these boards.
I would like to congradulate the maker on knowing how to not break the game, but your skill isnt very powerful :-P
fallot
A way to totally bypass evasive stances and enchantments that cannot be removed and can be applied indefinitely is "Completely absurd". However, this causes nearby arrows to go astray as well, reducing its usefulness a lot. I agree with both Epinepherine and Mandy :P
Alcazanar
oh yeah that skill and barrage!!
then you got ownage on the list
but however its not fair and i think that the staff dont approve such a skill.
then you got ownage on the list
but however its not fair and i think that the staff dont approve such a skill.
Soul Shaker
Called shot can miss...it can't be blocked or evaded, but, there's still dodge and stray. The 3x faster makes a harder dodge, but stray..i'm not sure about how that was meant to work...