Ranger skill suggestion

Beta Ray Bill

Beta Ray Bill

Academy Page

Join Date: May 2005

The Frozen North

I don't currently play Ranger with my primary toon, but I'd likely switch my secondary if there were a skill like this coming in the future (pardon the goofy name):

Enduring Season - Nature Ritual (5E, 5C, 60R)
Create a level 1-8 Spirit. For creatures within its range, all "Enchantments" and "Hexes" cannot be broken. For 30-78 seconds, Enchantments and Hexes take 33% longer to cast and cost +5 energy (maximum 25 energy). This Spirit dies after 30-78 seconds.

I can't tell you how much I'd love to see something like this--I don't carry enchantments anymore because they get broken too fast. If anyone has a better idea for balance, please add your $.02.

Okay, discuss...

Cymmina

Cymmina

Krytan Explorer

Join Date: Apr 2005

Me/N

Enchantments are too easily broken? The fastest a mesmer can break an enchantment is every 20 seconds (unless they take more than 1 enchantment removal), I think the same might be true for necro skills. It barely does any good, since a majority of enchantments can be restored before that 20 second timer is up.

Enchantments > enchantment removal

Beta Ray Bill

Beta Ray Bill

Academy Page

Join Date: May 2005

The Frozen North

The enchantments I tend to carry give nominal benefits overall. I'd love to have them available, but many of them carry a recharge time of 60 seconds. Attunements, Conjure [element], and a few others all carry a 60R time. Yes, there are other useful ones that have recharge of as little as 20 seconds, but then that's pretty equal to the mesmer breaks, right?

If I cast Conjure Flame, I don't want to lose it after 5 seconds and take damage too, then wait another 55 seconds before I can cast again for another 5 second benefit. While this might not be realistic in PvP, mesmer casters in PvE mobs go for enchantments first when you've got one active. I usually carry Hex Breaker too, but it doesn't stop enchantment killers.