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Originally Posted by AhuraMazda
Hi, BahamutKaiser.
I note you dont offer any examples on how things should be changed, fail to grasp entireally the working concept of mantras, and also have limited experiance in Guild Wars itself, failing to recognise with the massive crossover in skills between ritualist, mesmer, necromancer and monk currently.
I am sure you dont mean to sound overbearing, and somewhat ignorant, but if you cant see that Guild Wars has ample space in it for a proper, dedicated team buff / debuff character, instead of just limited buffs and debuffs across the entire spectrum, then you need to get off the forums and into the game a bit more.
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Rude... That's all I have to say. And it's experience. And making judgements about someone you don't know is just stupid.
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Originally Posted by AhuraMazda
These skills are no more overpowered than many others are, and as mantras, maintained buffs or debuffs, can be stripped with one interrupt, rather than specific anti enchantment skills, I feel the overall effect when added into the game could prove to be not that unbalanced.
Mystic is actually synonomous with sitting in a cave up in the Himalayas  , I would ask you to be careful with offering your opinions as fact. Regardless of your opinion as read in Dracula.. It is my opinion that the Mesmer would correspond to a controller of the mind, an illusionist, whereas this Mystic concept is infact less of a magician, as a mesmer could be seen, less of a shaman, as a ritualist could be seen, less of a healer/preacher as a monk could be seen, and more of a natural philosopher and meditative thinker.
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That's correct, I'm glad you took the time to research your grounds for the Mystic^^. Nice counter argument^^.
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Originally Posted by AhuraMazda
Had you perhaps read much of my class description, you would have realised that aside from the name, mantra, which doesnt actually make much sense when applied to the mesmer line of skills it currently describes, the implimentation, effect, and style of mesmer mantras actually bears no resemblance to the chant style constant effect interruptable enchantments the Mystic would use. Infact considering that the monk is currently the only class to use constant effect enchantments in the style it does, and these tend to be damage reduction, damage increasing, or healing in their effects, I find it astounding that the idea this concept could be adapted for a whole more varied line of effects is damned as being unoriginal, flawed and far too similar to current mesmer mantras. Sounds to me like skim reading, and conclusion jumping there, my friend, which ultimatly leads to flawed reasoning, and flawed arguements. Mesmers ritualists elementalists assassins and necros share hexes, monks elementalists necros mesmers ritualists and assassins share spells, so why not have monks and mystics sharing constant effect style skills? I am afraid that your flawed arguement based upon mesmer mantras is devoid of much reason, considering the cross over of skills and skill types, and the entire regions where new skills, skill forms, and variations of others could be implimented.
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Now you're insulting a profession... great. Actually, the mantra in the mesmers line shares a more 'implied' definition than your 'direct' form of mantra use. For mesmers, their stance changes and their mind is focused on that mantra they are performing. Same effect with Mystics, and interruption is a good cover, but stacking mantras puts out the mesmers mantras, making the mystic more favourable with the mantra concept. Overall, i'd favour having 1 mesmer mantra in effect than 3 or 4 Mystic mantras, simply because its impossible to chant more than one mantra.
So you clearly forgot about Assassins maintenance spells. Monks and Ritualists share constant effect-style spells - one has energy regeneration penalty, another has a fixed AoE penalty; the monk's condition is that it is an enchantment, and the Ritualist's condition is that it is a spirit. I back up Bahamut when he says that Mesmers already have mantras. The difference in a Mystics maintenance mantra is insignificant, and should be renamed.
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One opinion does not make a community feeling,
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And yet we have great leaders...
*enter Terra Xin*
OK. Allow me to use Bahamut's quote to expand on why Mesmers already fit the role of this profession.
Now I'm not complaining that these skills are overpowered, even though it seems like they obviously are, but the skills that would otherwise be overpowered, are countered with another underpowerment which effectively balances the skills out. Not a good thing for this profession, anyway, here is one end I believe to be underpowered:
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Mantras are like monk enchantments, however unlike monk enchantments they cannot be stripped, but a Mystic can lose ALL maintained mantras if interrupted. Mantras are maintained constantly as long as the Mystic has enough energy to maintain them.
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Either the Mystic will be completely useless by an R-Spiker or an Interrupt Mesmer or the Mystic will be unmatched if there isn't an R-Spiker or an Interrupt Mesmer. Now either I misread this quote, but in order to lose ALL maintained mantra's you have to be interrupted, does that mean interruption while casting the mantra? or is it interruption in general? OK OK, I digress, I suppose knockdowns would apply, seeing as all other professions can knock you down, this profession seems pretty weak. All the more reason not to go a Mystic. Though I'll be happy, at least Mesmers and Monks wont be the first to be targeted^^.
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Piercing Gaze. 5 energy. instant cast. 20 second recharge
Lose half you current energy. Target foe loses half their current energy.
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Now this is just as overpowered as someone who once proposed "gift of energy" but after a few discussions it had been changed. Here is the example (sorry I can't provide the link, search is out)
"Gift of Energy" You lose 5 energy, Target ally gains 5 energy.
For all examples, I will use the Mesmer.
Example: Mesmer uses Signet of Disenchantment or Ether Lord. Mesmer uses Piercing gaze. Target foe loses half of their energy.
Example 2: Mesmer (who naturally has less energy than elementalists) echo casts piercing gaze, and target now has 1/4 energy. Because mesmers have an E-Denial build and good energy maintenance, they're going to love spamming Mind Wrack.
I propose you scrap this skill altogether.
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Cursed Whispers. 15 energy. 2 second cast. 20 second recharge.
For (5-25) seconds each time target foe casts a spell they lose 5 energy. If target foe casts a spell that targets an ally while under Cursed Whispers, cursed whispers is renewed and spread to that foe.
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Point of Clarification. How about saying:
Cursed Whispers. 15 Energy, 2 Casting, 20 Recharge
(State what type of skill it is) Hex Spell. For 5...25 seconds, each time target for casts a spell they lose 5 energy. If that foe casts a spell that targets an ally, the remaining duration of Cursed Whispers is spread to that foe.
Now I edited out what I thought would make the spell run forever. If a monk doesn't have Hex Removals, he should't be screwed out of his energy for 25 seconds "minimum". More definately, he shouldn't be penalised even more for casting spells targeting allies, only to have te hex removed. Either make this an elite, reduce the duration to like, 12 seconds (standard hex duration), increase the recharge (to 60) or.... yeah.... your decision.
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Plague Caller. 15 energy. 1 second cast. 30 second recharge.
A plague decends and all foes within area suffer from disease and cripple. You become poisoned. (not sure of timing for this one)
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Call fourth a devastating plague. All nearby foes suffer from disease and become crippled for 5...12 seconds. You become poisoned for 15 seconds.
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Impending Doom. E 20 energy. instant cast. 30 second recharge.
For (5-30) seconds target enemy is cursed with impending doom and suffers (1-3) health degeneration between 100% and 75% health, (3-5) health degeneration between 75% and 50% health, (5-7) degeneration between 50% and 25% health, and (7-9) degeneration between 25% and 0% health. When Impending Doom is removed, or ends, target foe recieves (5-20) HP damage for each second Impending Doom was on the foe. (as the foe loses health, so the rate of degeneration accelerates, and the damage recieved when hex ends or is removed increases)
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I like the idea that this spell becomes more effective the longer it is on the target. But for a target.... again... who doesn't have hex removals, that character is screwed. (Before I explain further, you need to look at other skills, that do not cause this amount of punishment for not carrying hex removals.) Now then, let's look at this from a technical perspective.
Stats assume max duration of Hex Spell (30 seconds) and target foe has 400 health. This also assumes that this hex is casted while target is at max health (400)
HP at:
100%: 400 75%: 300 50%: 200 25%:100
Foe suffers -3 Degen = 6HP per second
After 16.7 Seconds to degenerate 100HP
Foe suffers -5 Degen = 10HP per second
After 10 Seconds;
Foe suffers -7 Degen = 14HP per second
After 3.3 seconds
Hex Ends
Total damage taken = 100 + 100 + 14x3 + 20x30 = 842 damage.
Now, you should have really spent more time on this build... 842 damage... I'm telling you... The biggest damage comes from the after damage. Effectively, this spell causes the initial degen, plus -10 degen per second when you count after damage. Not only that, but the after damage bypasses the -10 degen cap (the most amount of degen a person can take... fyi) so you can add in other hex degenerating spells to the mix.
Compare this with Illusion of pain: For 10 seconds, Target foe suffers 10 health degen. When illusion of pain ends, target foe is healed for 20 for each pip of health degeneration caused by this spell.
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Mantra of Baleful Suffering. 5 energy. 1 second cast time. 30 second recharge
While you maintain this mantra, all foes within range suffering from a necromancer hex also suffer from an additional 1 health degeneration per hex.
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Now that's a good spell^^. It'll be the first one to have the coditions of another profession... but oh well. New is good.
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Mantra of Focused Meditation. 5 energy. 3 second cast time. 45 second recharge.
While you maintain this mantra you cannot be interrupted, whenever you avoid interruption this way you lose (5 lowering to 1?) energy, or mantra of focused mediation ends. When this mantra ends you suffer from exhaustion (and are dazed?).
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Mantra of resolve.... your proposed skill will make the mesmers one far less favourable in all builds. Also, this skill seems to cover itself, so not only can you not remove it by any skills, you cannot interrupt it, relying on an E-denialist to force the removal of the mantra, or have the R-Spiker effectively drain you first. And there would be no point in becoming exhausted if you have no energy anyway. So, here is a solution
Mantra of Meditation. 15 energy, 2 Casting, 60 Recharge, -1 Re-Energy
Mantra. While you maintain this Mantra, you cannot be interrupted, but whenever you are interrupted, you instead lose 8...4 energy or Mantra of Meditation ends. When Mantra of Meditation ends, you become exhausted.
No need for dazed, too much of a penalty for Mystics.
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Mantra of Elemental Communion. 10 energy. 1 second cast time. 30 second recharge time.
While you maintain this mantra, target other allies elemental attributes are raised by 2, and you lose 1 pip of energy regen. You lose 1 energy each time target other ally casts a spell. When Mantra of elemental communion ends, you are healed for (50-200) points.
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OK. Compare this with the necromancers "Awaken the Blood" and have it changed.
While you maintain this mantra, target other ally's (use proper punctuation, you can't cast a 'target' spell on more than one person. otherwise you need to change it to "all allies in the area". Which I'll have to wait for your reply on.) elemental attributes are raised by 2. (the -1 energy pip should be located at the title. Maintenance spells and energy degeneration are synonymous) You lose 4 energy whenever target other ally casts an elemental spell. When Mantra of Elemental Communion ends, you are healed for (20...180) health.
Apart from the bracketed comments, I increased the energy and decreased the health gained, also made it so that target other ally drains your energy when he/she casts "elemental spells" only.
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Mantra of Life Power. E 25 energy. 3 second cast time. 60 second recharge.
Lose all maintained mantras, enchantments, and all energy. While you maintain this mantra all allies receive (1-3) health and (1-2) energy regen and hexes take 50% longer to cast on them, and you suffer from (5-10) health and 4 energy degeneration, and cannot be interrupted. When mantra of life power ends, you become dazed and crippled. This spell causes exhaustion.
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OK, you really need to re-write this one. From what I see, the moment you cast this mantra, it ends... You have no energy to maintain it as soon as you cast it. Sorry, can't help you with this one.
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Mantra of Divine Wrath. E 10 Energy. 1 second cast time. (30?45?) second recharge time.
Lose all enchantments and mantras. While you maintain this mantra all spells you cast that target an enemy knock down that enemy and strike for (10-50) holy damage. While you maintain this mantra you receive -1 energy degeneration, and lose 1 additional energy each time you cast a spell. Mantra of Divine Wrath ends if you use a spell that does not target a foe.
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For most mantenance spells, the recharge time is irrelevant, so I wont worry about that for now.
Add in: Strike for 10...30 holy damage. You lose 2 energy whenever you cast a spell. Mantra of Divine Wrath ends if you use a spell that targets an ally.
Note: its implied that when you target an ally, you are counted as well.
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Mantra of Unguided Soul. 20 energy. 2 second cast time. 45 second recharge time
For (10-20) seconds all enemies within range that cast a spell become dazed, and can be easilly interrupted. This mantra causes exhaustion.
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So, you can't call this a hex spell, and you cannot call this an enchantment. Please invent a new game mechanic similar to spirits, that would have this effect on ALL targets in the area.
For 6...12 seconds, all foes in the area are dazed for 2...4 seconds whenever they cast a spell. This mantra causes exhaustion.
Note: You don't need to put in "can be easily interrupted" when dazed implies that effect.
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Mantra of whispering wind. 10 energy. 2 second cast time. 30 second recharge time.
While you maintain this mantra, all allies (inc spirits) within range recieve a +10-25% increase in attack speed, and you lose one pip of energy regen.
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Spirits exclusive please, if a ritualist cannot modify the effects of their spirits, a Mystic shouldn't be able to outclass them. Increase energy to to 15, rechage time to 60, and either take off 2 energy pips, or show penalty for attack speed (such as increased chance to miss, take more damage etc) or this mantra is overpowered.
Enjoy^^
Oh, for your primary attribute, how about
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for every 2 ranks in Meditation, you gain 1 energy every time you are interrupted.