How about a run/evade skill for the Necros, Mesmers, and Monks
Okae
The ability to kite/run away IMO is an essential skill to have. If I had a nickel for everytime time my Ne/Me couldn't run away from trouble I'd be a rich man. Every class has some form of skill to retreat except for the Ne, Mes, and Monk combos.
The mesmer has illusion of haste.. but at the end of it.. you're crippled! WTH!
My Suggestions:
Necro - Invigorated Blood 10-1-25 - Enchantment - blood
"Sacrifice 20% of maximum health, you move 25% faster for 5-10 seconds. IB ends if you use a skill."
Mesmer - Illusion of Haste 10-1-25 - Enchantment - illusion
The skill works as is but I'd rather the skill degen energy instead of create a condition; as a retreating mesmer is most likely trying to rebuild mana.
I'd change it to:
"For 5-10 seconds you move 33% faster than normal but you suffer energy degeneration of 1-3" and/or it ends if you use a skill.
Monk - Divine Wind 10-1-25 - Enchantment - protection prayers
"For 5-10 seconds you move 25% faster but take double damage" Since a monk has an arsenal of heals... a dmg counter might make it work.
I don't know if any of these would work. It would just be nice if the above-mentioned had the ability to actually retreat once in awhile.
The mesmer has illusion of haste.. but at the end of it.. you're crippled! WTH!
My Suggestions:
Necro - Invigorated Blood 10-1-25 - Enchantment - blood
"Sacrifice 20% of maximum health, you move 25% faster for 5-10 seconds. IB ends if you use a skill."
Mesmer - Illusion of Haste 10-1-25 - Enchantment - illusion
The skill works as is but I'd rather the skill degen energy instead of create a condition; as a retreating mesmer is most likely trying to rebuild mana.
I'd change it to:
"For 5-10 seconds you move 33% faster than normal but you suffer energy degeneration of 1-3" and/or it ends if you use a skill.
Monk - Divine Wind 10-1-25 - Enchantment - protection prayers
"For 5-10 seconds you move 25% faster but take double damage" Since a monk has an arsenal of heals... a dmg counter might make it work.
I don't know if any of these would work. It would just be nice if the above-mentioned had the ability to actually retreat once in awhile.
Tuoba Hturt Eht
For
Me/Mo
Mo/Me
Me/N
N/Me
You can just combo Illusion of Haste with Mend Ailment(Monk) or Plague Sending(Necro)
Me/Mo
Mo/Me
Me/N
N/Me
You can just combo Illusion of Haste with Mend Ailment(Monk) or Plague Sending(Necro)
Okae
^ True. But i mean a run/evade skill that doesn't need to be combo'd with something else just to make it work.
Arcanis Imperium
Well, really, Elementalists cant always use Windborn Speed, because not everyone uses Air Magic.
Rangers and Warriors are more based in their physical prowess, unlike casters who rely on magic. So it would be easier for them to justify those two classes having running skills.
Illusion of Haste is a mediocre spell, I'll give you that, but note that it also heals Crippling for a moment. So the spell is obviously more for PVE. A crippled mesmer runs behind the pack and gets protection from other people in the party, then uses magic from a distance, where crippling no longer matters.
Rangers and Warriors are more based in their physical prowess, unlike casters who rely on magic. So it would be easier for them to justify those two classes having running skills.
Illusion of Haste is a mediocre spell, I'll give you that, but note that it also heals Crippling for a moment. So the spell is obviously more for PVE. A crippled mesmer runs behind the pack and gets protection from other people in the party, then uses magic from a distance, where crippling no longer matters.
Lemmy
Quote:
Originally Posted by Okae
Mesmer - Illusion of Haste 10-1-25 - Enchantment - illusion
The skill works as is but I'd rather the skill degen energy instead of create a condition; as a retreating mesmer is most likely trying to rebuild mana. I'd change it to: "For 5-10 seconds you move 33% faster than normal but you suffer energy degeneration of 1-3" and/or it ends if you use a skill. |
lishi
you can spam illusion of haste until you are out of trouble
The milk shake
Quote:
Originally Posted by Okae
Monk - Divine Wind 10-1-25 - Enchantment - protection prayers
"For 5-10 seconds you move 25% faster but take double damage" Since a monk has an arsenal of heals... a dmg counter might make it work . |
Sarus
This is why you're allowed to have a secondary class. If you want a speed buff that badly then take a class that has one as your secondary.
Adding speed buffs to the monk line would be a bad idea from a PvP standpoint. The whole reason warriors have sprint is so they can catch up to running monks. If you give monks the speed buffs as well then warriors are never going to be able to hit anything. =/
Adding speed buffs to the monk line would be a bad idea from a PvP standpoint. The whole reason warriors have sprint is so they can catch up to running monks. If you give monks the speed buffs as well then warriors are never going to be able to hit anything. =/
audioaxes
uh no. There are already WAY too many options to shut down a warrior and if you are having trouble finding one of them, (blind, slow down, weakness, hexes), then god bless. If anything they should beef up the warrior class to even things up a bit. Since the strength attribute is so weak, they should have it that every one level in strength makes your default running speed 1% faster.
rii
no not really, while the options for warrior shutdown are great, it is easily arguable that the options for removing this shutdown are greater. e.g. conditions < martyr.
you couldnt ingrain speed movement, for a start what would be the point in speed buffs for warriors i.e. sprint rush charge etc. The strength attribtue isnt weak. the ap is reasonable, and the skills linked to it are great.
you couldnt ingrain speed movement, for a start what would be the point in speed buffs for warriors i.e. sprint rush charge etc. The strength attribtue isnt weak. the ap is reasonable, and the skills linked to it are great.
Mandy Memory
you could combo illusion of haste with itself, since it removes haste and lasts longer than its recharge...
so the onlyway you dont get a running skill is if you are n/mo or mo/n (sorry FI boon healers out there)
so the onlyway you dont get a running skill is if you are n/mo or mo/n (sorry FI boon healers out there)
Racthoh
Way I see it... monk has pacifism/amity to stop whatever is attacking him and you don't even need to bother. Or to some extent spellbreaker, mark of protection have a similar effect allowing you to avoid the danger. Running away grants warriors instant critical hits, why would you want to run when you can just reduce the damage altogether?
Necromancers can teleport... somewhat. Consume corpse, nectrotal(sp?) traverse do rely on a corpse but they're the only ones who have that ability.
Necromancers can teleport... somewhat. Consume corpse, nectrotal(sp?) traverse do rely on a corpse but they're the only ones who have that ability.
Arcanis Imperium
Quote:
Originally Posted by rii
no not really, while the options for warrior shutdown are great, it is easily arguable that the options for removing this shutdown are greater. e.g. conditions < martyr.
you couldnt ingrain speed movement, for a start what would be the point in speed buffs for warriors i.e. sprint rush charge etc. The strength attribtue isnt weak. the ap is reasonable, and the skills linked to it are great. |
aeronox
I have found Distortion infinitely valuable with my mesmer. I have gone from "stay back or die" to "attack now, i'll be right" coupled with ether feast and perhaps inspired hex, you've got as good survival chance as a mesmer can have. you do suffer from knockdowns and power strikes, so perhaps if you know what you're up against you can bring Physical Resistance instead, and watch out for Ele damage. Decent level of Inspiration can keep any mesmer alive and fighting