New Mod for elementalists
prism2525
The new chapter has brought more skills to the elementalist but I'ts sad that so many of them cause exhaustion. So I'm proposing a mod which would give a chance to the elementalist to avoid the exhaustion.
Basically, what I'm proposing is a staff mod which gives a 20% chance to avoid exhaustion when using skills that cause exhaustion. This mod can be put on any staff but would of course be useless if that class has no skills which cause exhaustion. The 20% is the perfect value. Lower chance would be available for common drops.
Eg:
Staff Wrapping of Conservation
Your spells don't cause exhaustion (chance X%)
I put the name 'Conservation' as it's the first that came to my mind but if anyone has a better name for it is welcome to share it.
All feedback is greatly appreciated.
Basically, what I'm proposing is a staff mod which gives a 20% chance to avoid exhaustion when using skills that cause exhaustion. This mod can be put on any staff but would of course be useless if that class has no skills which cause exhaustion. The 20% is the perfect value. Lower chance would be available for common drops.
Eg:
Staff Wrapping of Conservation
Your spells don't cause exhaustion (chance X%)
I put the name 'Conservation' as it's the first that came to my mind but if anyone has a better name for it is welcome to share it.
All feedback is greatly appreciated.
yo home boi
Nice idea it could come in useful
/signed
/signed
Gizmo Loco
Make it a Weapon mod too and say hello to the Gale Warrior :P
prism2525
Nah i planned this to be like the furious things of the weapons, although they can be applied to any staff.
Helll is for Heroes
i think 20% is too powerful.
10% should be better.
20% is a little too high imo for something that is supposed to hinder you a lot.
10% should be better.
20% is a little too high imo for something that is supposed to hinder you a lot.
prism2525
I don't think so though. this could be made so it triggers each time you use a spell or only when u use a spell with exhaustion. Either way how many exhaustion spells is anyone going to play before this actually helps? Not that much. 20% is balanced from my point of view.
Undivine
20% seems about right, if it's 20% on every spell. That means most of the time when it's triggered it doesn't even do anything, since most of the spells you cast will not have exhaustion.
Evilsod
There aren't enough skills that give exhaustion to really benefit from it though. It'd become the 'Sundering' mod of the Staff world. Looks good but you'd be better with somet else.
I'd rather they just change the customised mod for staffs/rods... 20% extra damage can make a difference to a warrior/ranger/assassin. 20% extra damage to a caster means... what? Its not like it increases damage of spells by 20% is it.
I'd rather they just change the customised mod for staffs/rods... 20% extra damage can make a difference to a warrior/ranger/assassin. 20% extra damage to a caster means... what? Its not like it increases damage of spells by 20% is it.
prism2525
Quote:
Originally Posted by Evilsod
There aren't enough skills that give exhaustion to really benefit from it though.
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Undivine
Evilsod, every elementalist in Guild Wars is going to want this mod. If you want to make a usefullness comparison like that, let's say it's more similar to the Silencing Bowstring that increases the duration of daze. Very situational; the ranger only has 3 skills that cause daze and one of them isn't even done through his bow. It is, however, a desirable bowstring. If that's what you do, you need it.
robrobrob
In keeping with the Recharge & Cast time Staff mods, would something such as:
Halves effect of Exhaustion (20%) be more appropriate? I'm not saying it would, just something I thought fit better with the existing spell-affecting mods already in place.
Either way,
/signed
Halves effect of Exhaustion (20%) be more appropriate? I'm not saying it would, just something I thought fit better with the existing spell-affecting mods already in place.
Either way,
/signed
Ellipson
Addition to the idea:
I believe that spells that cause exhaustion (Arcane Languor) should NOT be effected by the mod. It can only trigger if that spell already causes exhaustion. That's just me, though.
I believe that spells that cause exhaustion (Arcane Languor) should NOT be effected by the mod. It can only trigger if that spell already causes exhaustion. That's just me, though.
TheMadKingGeorge
also a suggestion
Hexs Last 20% Longer
Hexs Last 20% Longer
Loki Seiguro
i dont like the idea of hexes lasting longer.....but sure to the ex. thing - even though there is a glyph i believe that dioes that.....
/sign
/sign
eVeRt
/signed
Maybe a mod that reduces exhaustion would be nice too. Like a 'Reduces exhaustion on you by 20%/33%".
Maybe a mod that reduces exhaustion would be nice too. Like a 'Reduces exhaustion on you by 20%/33%".
Vahn Roi
20% chance to bypass exhaustion? Why not give Monks a staff wrapping that gives them a 20% chance to fully heal an ally when casting monk spells?
Elementalists have more energy than the other classes for a reason, and exhaustion is there to keep it in check.
/not signed.
Elementalists have more energy than the other classes for a reason, and exhaustion is there to keep it in check.
/not signed.
Tien ak
Well furious or double addreline on hit is only 10% and thats really usefull for warrior so I think making a elementist weapon have 20% is a bit unfair.
This weapon would only really be usefull for elementists anyway as they have more energy than other classes and course all their top skill cause exhaustion...though you can have a skill that stops it...I still don't see this being a problem as all these people blubbering over how they can't play their elementists right...I mean it needs to be buffed how silly of me.
/Signed ONLY if 10% any higer and it's not signed unless furious gets put up to 20% to.
This weapon would only really be usefull for elementists anyway as they have more energy than other classes and course all their top skill cause exhaustion...though you can have a skill that stops it...I still don't see this being a problem as all these people blubbering over how they can't play their elementists right...I mean it needs to be buffed how silly of me.
/Signed ONLY if 10% any higer and it's not signed unless furious gets put up to 20% to.
Evilsod
Quote:
Originally Posted by Undivine
Evilsod, every elementalist in Guild Wars is going to want this mod. If you want to make a usefullness comparison like that, let's say it's more similar to the Silencing Bowstring that increases the duration of daze. Very situational; the ranger only has 3 skills that cause daze and one of them isn't even done through his bow. It is, however, a desirable bowstring. If that's what you do, you need it.
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/signed in that case, i guess i secretely want one
As for the 20% longer hexes mod suggested in here, no. Shadow of Fear would last FOREVER, not to mention it'd screw up things like Illusion of Pain and make Diversion/Arcane Languor extremely powerful.
A mod that reduces exhaustion would be utterly useless it was constant. And i fail to see your point Tien. We all know warriors are extremely unbalanced in comparison to Eles in terms of damage dealing capabilities (its just refuse to accept it), a Furious mod gives them the chance of using an adren skill 1 attack earlier. This mod would be a waste of space if it was only 10%, every 10 spells cast, you get no exhaustion... and even then, you need to be casting a skill that actually causes it.
Tien ak
Quote:
Originally Posted by TheMadKingGeorge
also a suggestion
Hexs Last 20% Longer |
Quote:
Originally Posted by Evilsod
I'd rather they just change the customised mod for staffs/rods... 20% extra damage can make a difference to a warrior/ranger/assassin. 20% extra damage to a caster means... what? Its not like it increases damage of spells by 20% is it.
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Quote:
Originally Posted by Undivine
Evilsod, every elementalist in Guild Wars is going to want this mod. If you want to make a usefullness comparison like that, let's say it's more similar to the Silencing Bowstring that increases the duration of daze. Very situational; the ranger only has 3 skills that cause daze and one of them isn't even done through his bow. It is, however, a desirable bowstring. If that's what you do, you need it.
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Maybe for assains Conditions last 10% longer and Ritulaists Spirits last 10% longer.
So to sum all classes primary mods
Warrior: 10% double arderline on hit
Ranger: Daze lasts 10% longer
Monk: Enchants last longer or speed casting which is 10% and 20% on a specific (sorry don't know the percentage of enchant)
Necromancer: Hexes last 10% longer and Speed casting mods
Mesmer: Same as above
Assasin:Conditions last 10% longer
Ritualist:Spirts last 10% longer and speed casting mods.
Now you could buff em up to 20% par the speed casting ones...but as I said you can't leave one class out this a 'blanced' game so all need to beneift.
Vahn Roi
If exhaustion is crippling you to the point in which you feel a new staff mod needs to be introduced then you should probably look into some basic energy management techniques...
Furthermore the concept behind the adverse effect of using powerful skills like Meteor Shower and Obsidian Flame is intended to stack up (and thus get worse) the more you do it to keep you from spamming it like Flare. Throwing a mod in there that would trump this 10 or 20% of the time would kill the entire idea behind exhaustion and could possibly put a dent in the balance of the classes imho.
Furthermore the concept behind the adverse effect of using powerful skills like Meteor Shower and Obsidian Flame is intended to stack up (and thus get worse) the more you do it to keep you from spamming it like Flare. Throwing a mod in there that would trump this 10 or 20% of the time would kill the entire idea behind exhaustion and could possibly put a dent in the balance of the classes imho.
floppinghog
as much as i'd like a type of buff for ele's (more so for ele primaries - screw other classes in that respect - they are fine)
its being a elementalist primary thats the issue, and even so, this mod is overpowered - as well as useable by other classes which i dont agree with either.
/notsigned
there needs to be a better advantage of being a ele primary - besides more energy to only lose to exhaustion and pay for the over priced spells... its true you cant deny it..
even with energy management on an ele' your still hindered some what useless in the respects of - down time - have to wait for energy AND exhaustion and spells that do alot are STILL limited by recharge - why does it hinder you with exhaustion of one spell - and that spell is disabled for a min. well thats lame cause now your doing nothing for a min.
you should be able to spam exhausting spells all you want - you have to manage the exhaustion - that way they become the TRUE - Nuker of elements as originally intended - blow all your energy make a difference - than have a type of meditation skill to regain it all within a set time depending on something. so they can compete with warriors and their DPS.
theres your answer.
its being a elementalist primary thats the issue, and even so, this mod is overpowered - as well as useable by other classes which i dont agree with either.
/notsigned
there needs to be a better advantage of being a ele primary - besides more energy to only lose to exhaustion and pay for the over priced spells... its true you cant deny it..
even with energy management on an ele' your still hindered some what useless in the respects of - down time - have to wait for energy AND exhaustion and spells that do alot are STILL limited by recharge - why does it hinder you with exhaustion of one spell - and that spell is disabled for a min. well thats lame cause now your doing nothing for a min.
you should be able to spam exhausting spells all you want - you have to manage the exhaustion - that way they become the TRUE - Nuker of elements as originally intended - blow all your energy make a difference - than have a type of meditation skill to regain it all within a set time depending on something. so they can compete with warriors and their DPS.
theres your answer.
Evilsod
Quote:
Originally Posted by Tien ak
Warrior: 10% double arderline on hit
Ranger: Daze lasts 10% longer Monk: Enchants last longer or speed casting which is 10% and 20% on a specific (sorry don't know the percentage of enchant) Necromancer: Hexes last 10% longer and Speed casting mods Mesmer: Same as above Assasin:Conditions last 10% longer Ritualist:Spirts last 10% longer and speed casting mods. Now you could buff em up to 20% par the speed casting ones...but as I said you can't leave one class out this a 'blanced' game so all need to beneift. |
Ranger has plenty of mods already
Enchantments is more variable than monk.. besides they have Blessed Aura for that sorta stuff
Necro would just become extremely powerful with certain long lasting hexes, plus you gotta remember that these can't be class specific so mesmers could still use em. Same goes for Assassin hexes.
They already have increase duration for individual conditions, increasing the lot wouldn't make much difference.
Ritualists you'd have to make it happen for Ranger spirits too.
You couldn't really increase duration of offensive things beyond single things or attributes.
Its why i didn't suggest 'increase hex duration 20%' for example on customised necro items. The only problem with using increase damage of spells 20%, although its a good idea (if i say so myself ) is that people would whine about it making specific items too overpowered and just not affecting others. Spiteful Spirit with 20% extra damage would do about 41 each action, not much at first but multiple it by 8 actions and it begins to hurt. Where as Conjure Phantasm gets absolutely no bonus from this what-so-ever.
It would be a good method of boosting the damage of Eles and Necros to actually make them potential damage dealers instead of just Warriors, but all the degen skills for mesmers wouldn't be affected, and some would say Backfire would become too potent doing about 180 each cast.
Even giving casters a bonus in energy would be useless, +5 or 10 max energy on customised items would be useless in PvP where typically you never have full energy anyway. Decrease in cast times would just make things too hard to interrupt, obviously that'd be the point, but we're not all AI mesmers. As Fast Casting would be useless if you got the same effect from mods, just like Expertise would be less effective if basically all classes had 20% reduction. Same goes for Strength if you added Armour Penetration to spells that way.
Decreasing recharge times is a possiblity though. wouldn't invade any primary attributes either.
Evilsod
Quote:
Originally Posted by Vahn Roi
If exhaustion is crippling you to the point in which you feel a new staff mod needs to be introduced then you should probably look into some basic energy management techniques...
Furthermore the concept behind the adverse effect of using powerful skills like Meteor Shower and Obsidian Flame is intended to stack up (and thus get worse) the more you do it to keep you from spamming it like Flare. Throwing a mod in there that would trump this 10 or 20% of the time would kill the entire idea behind exhaustion and could possibly put a dent in the balance of the classes imho. |
prism2525
First, just in case someone misunderstood what I said, the mod gives a 20% chance of avoiding exhaustion. Also, I know that exhaustion is there for a reason and that is why I didn't just put a mod saying 'Halves Exhaustion' or something of that sort. I mean, out of 5 exhausting spells u get 1 without. The exhaustion from the other spells is still there and you'll just have to wait for it to go. Is 1/5 so godly powerful a boost? I think not.
Second, the +20% to hexes, be it duration or damage, is WAAAAAY overpowered. Either way SS would be even more deadly that it is now, diversion, backfire, etc. This mod is indeed usable by anyone but unless they have exhaustion-causing spells, they are being truly gits and wasting the mod and the cash if they bought it.
Thrid, all this talk on the silencing, furious and so on... the furious affects directly dps so that's why it's only at 10%, silencing is constant, monks with longer enchants... (was it a joke?), assasins and ritualists aren't my field as I still don't have Factions although unless I'm wrong the spirits of the ritualist 'kill' themselves when called to action so they die far earlier than their time limit. This mod works by chance, a 1 out of 5 chance isn't unreasonable imo, and it won't benefit the ele THAT much to make all players want one.
Second, the +20% to hexes, be it duration or damage, is WAAAAAY overpowered. Either way SS would be even more deadly that it is now, diversion, backfire, etc. This mod is indeed usable by anyone but unless they have exhaustion-causing spells, they are being truly gits and wasting the mod and the cash if they bought it.
Thrid, all this talk on the silencing, furious and so on... the furious affects directly dps so that's why it's only at 10%, silencing is constant, monks with longer enchants... (was it a joke?), assasins and ritualists aren't my field as I still don't have Factions although unless I'm wrong the spirits of the ritualist 'kill' themselves when called to action so they die far earlier than their time limit. This mod works by chance, a 1 out of 5 chance isn't unreasonable imo, and it won't benefit the ele THAT much to make all players want one.
floppinghog
if it doesnt benefit that much as you said, why bother?.. i dont mean to be that literal about it.. but still. its too much of a mess just to try to work with what we know it as, there can be change - we just have to want it enough to have it happen.
prism2525
What I meant was to give eles some more air to breathe in. It's true that they will still have tons of exhaustion but it helps to ease their life a bit.
On another note, this is ONE mod, with it I mean there isn't a Staff head for no exhaustion, just the wrapping. So NO ele is ever going to have a 40% chance to avoid it.
On another note, this is ONE mod, with it I mean there isn't a Staff head for no exhaustion, just the wrapping. So NO ele is ever going to have a 40% chance to avoid it.
Imp
if you are casting a ton of exhaustion spells you are probobly doing too much damage anyways.
/notsigned
/notsigned
jummeth
exahaustion aspect is pretty balanced, all the spells that cause exhaustion are pretty powerful, and should be used sparingly.
Shock warriors only use one spell that causes exhaustion, if there was a weapon mod... xD I'd be so happy. Extra shocks for me ^^
Shock warriors only use one spell that causes exhaustion, if there was a weapon mod... xD I'd be so happy. Extra shocks for me ^^
Evilsod
Quote:
Originally Posted by Imp
if you are casting a ton of exhaustion spells you are probobly doing too much damage anyways.
/notsigned |
Imp
Quote:
Originally Posted by Evilsod
Half the exhaustion spells suck.
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prism2525
If Exhaustion spells suck it's because of the heavy exhaustion. making it possible to avoid that once in a while might make them more playable.
frojack
Quote:
Originally Posted by Imp
then.. don't use them?
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Regarding your mod. Sounds good. I like the idea of this working on only the exhaustion spells. I use Obsidian Flame 5 times. 1 of those instances it doesn't cripple me. To those who think this is over powered.
5 exhaustion spells used over a short period is -50 energy. You get it? I'll type it again. -50 energy.
No decent elementalist in their right mind would change their conservative casting of these debilitating spells because of a 20% chance. It just helps a bit. Quite similar to how most warriors still prefer -2 always (or -2/-2) shields to the 20%-5 variant. The former is dependable.
Another point. I'd suggest making this a staff head instead. No way I'd use this instead of a 20% longer enchantment mod. I would however, consider losing 5 energy, 5 armour or 30hp for it.
On another point. Is it really fair that melee classes can keep me suffering from a condition for 33% longer than normal? The dps implications are huge. I would guess it is, since no one bitches about it. Why oh why then is this considered over-powered? I can already escape exhaustion every 15 seconds and reduce my energy cost's by 20 using Glyph of Energy. Is this over-powered to? Have any of you even noticed the difference between users of this skill and those who do not?
Elementalist primaries really just need a way to combat exhaustion naturally. Besides, a class that requires a 'condition' that cannot be removed for balance issues, essentially being a patch-up, is such bad design. At least as it stands currently.
Maybe Eviscerate should cause adrenal exhaustion also (as in you get less than 1 strike per hit). Then people might actually understand how annoying this really is. Exhaustion is not trivial. Tell your friends.
Slainster
/signed... would make for some interesting build options