Current:
Leech Signet:Interrupt target foe's action. If that action was a Spell, you gain 3...13 Energy.
1/4 sec cast
45 recharge
Proposed:
Leech Signet: Interrupt target foe's action. If that action was a Spell, you gain 3...13 Energy. If that action was not a spell, you lose 3-13 Energy.
1/4 sec cast
20 recharge
Reason:
A leech dies if it has no blood.
The recharge is crazy... you might as well use a warrior with disrupting chop.
Leech Signet:Revamped
LifeInfusion
chaos dragoon
possibly have it be like some other skills where the loss is lowered with a higher lvl.
like lose 11-5 energy if you dont interupt a spell.11 for 0 in the attribute,5 for 15 in it.
like lose 11-5 energy if you dont interupt a spell.11 for 0 in the attribute,5 for 15 in it.
Goonter
The changes youve been posting, couldnt you have put them all in one thread?
Anyhow. The other two, Antidote and Purge Conditions seem like good ideas. Those skills dont get much play even in pve because they just dont do what other skills or your support can do much better.
This one though, Im not so sure.
I think, power drain is a more relable (for casting time) energy managment interupt. But if leech signet is your thing, there are already mesmer skills in the same attribute that make this skill rdy very often.
For instance, Mantra of Signets + Leech Sig makes up for the cost of the matra while adding energy managment (if you successfully interrupt) with 2 interrupts every 30 seconds.
And then, losing energy under any circumstances is a...unreasonable nerf for this skill, imo.
Again though, your other 2 were petty good heads up to skills that dont appear to (at least to me) pull thier weight.
Anyhow. The other two, Antidote and Purge Conditions seem like good ideas. Those skills dont get much play even in pve because they just dont do what other skills or your support can do much better.
This one though, Im not so sure.
I think, power drain is a more relable (for casting time) energy managment interupt. But if leech signet is your thing, there are already mesmer skills in the same attribute that make this skill rdy very often.
For instance, Mantra of Signets + Leech Sig makes up for the cost of the matra while adding energy managment (if you successfully interrupt) with 2 interrupts every 30 seconds.
And then, losing energy under any circumstances is a...unreasonable nerf for this skill, imo.
Again though, your other 2 were petty good heads up to skills that dont appear to (at least to me) pull thier weight.
LifeInfusion
(On an aside)
I post them in separate threads so he ones that aren't favored get sent to the bottom,and the ones that are worthwhile float to the top.
I post them in separate threads so he ones that aren't favored get sent to the bottom,and the ones that are worthwhile float to the top.