ArenaNet:Skill feedback/Elementalist/Mind Burn

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Mind Burn Mind Burn

Lilondra's Issue -- 07:33, 30 March 2008 (UTC)

Discussion

Issue
The mind spells (excluding mind blast) are unpopular due to there exhaustion.This skill is by far the worst of them all as it lacks utility (no knockdown,no snare) and gives a lgenthy burn instead wich is rc food.(So you are actuaklly helping them to deal with the damage)
Suggestion
This sugestion might be a bit overpowered but i would change it to something like this :

10e/C1/2nd/12recharge,although the recharge might be to low. Tabel :

Progression
0
10
10
0
1
12
12
0
2
13
14
1
3
15
16
1
4
17
18
1
5
18
20
1
6
20
22
2
7
22
24
2
8
23
26
2
9
25
28
2
10
27
30
3
11
28
32
3
12
30
34
3
13
32
36
3
14
33
38
4
15
35
40
4
16
37
42
4
17
38
44
5
18
40
46
5
19
42
48
5
20
43
50
5
21
45
52
6


This way the skill would become very usefull in spikes dealing a large portion of damage at the sacrifice of a elite.

Another option might be reforming it to this :
Spell.If you have more energy then target foe,that foe is set on fire for 3..8..10 seconds 5e/1c/4r,being a burning spammer this would be a way to cap out the degen while not being effective as spiking skill.Lilondra 15:41, 3 April 2008 (UTC)

TimeToGetIntense's issue ----

Discussion

Issue
The way I see Mind Burn being viable is as a skill that allows you to solo almost anyone 1v1 with sheer firepower at the cost of exhaustion. Imagine a Mind Burn flag runner who can roast anyone who he runs into. This could be acheived by lowering the recharge on Mind Burn to allow the character to deal massive damage at the cost of a lot of exhaustion. This could be good for a Flag Runner who will have a lot of time to regen that exhaustion. When he's at stand, he can cause a lot of pressure for a short period of time.
Suggestion

Lower recharge time to 2 seconds.

Same issue as Mind Shock

Issue
Burning effect is conditional, uses up elite slot, underpowered compared to Searing Flames
Suggestion
Give Mind Burn a recharge time of 12 seconds. Burning duration should be 1...5...6 seconds. If the conditional is not met, it recharges in 2 seconds. So if you spam this skill with less energy, it becomes an elite, nerfed immolate spell.


RitualDoll 02:44, 12 May 2008 (UTC)

Discussion

Issue
Exhaustion hurts even if the foe only takes one effect
(Same as Lilondra's, this will fuel RC)
Suggestion
Change it so Exhaustion only occurs when the secondary condition is met.
Raise secondary damage & reduce burning effect.
Reasoning
Mind Burn will still be able to be used while waiting for Exhaustion to recover, and as primary damage is not effected, it isn't a buff or a nerf. =)

Frvwfr2's Issue -- 21:05, 17 May 2008 (UTC)

Issue
Above
Suggestion
Same as RitualDoll, only cause exhaustion if the 2nd effect triggers.

Requires an aggressive buff to provide an alternative to Searing Flames

Issue
Underpowered, weak skill.
Suggestion
Change to 10 energy, 1 second cast, 8 second recharge. Change to "Elite Spell. Target foe is struck for 15...51...63 fire damage. If you have more energy than target foe, it does 15...51...63 more fire damage and causes Burning for 1...6...7 seconds. If target foe was already burning, you suffer Exhaustion and this skill is disabled for an additional 12 seconds."

The conditional exhaustion hinders its use in degenerate spike builds(4x mind burn = 126x4 damage = 504 damage, more than the standard 480 health.)

Suggestion
Increase energy to 10, decrease damage to 5...41...53(remove spike builds), remove exhaustion.

Smaller exhaustion? 86.26.89.66 11:23, 6 July 2008 (UTC)

Issue
Same as above - too much exhaustion on a seemingly spammable skill.
Suggestion
Decrease the Exhaustion, and possibly improve the power generally (since the burning is not as effective as Mind Shock's knockdown, for example):
Elite Spell. Target foe takes 18...61...72 fire damage. If you have more Energy than target foe, that foe takes an additional 8...74...90 fire damage and that foe and all adjacent foes are set on fire for 1...4...5 seconds. This Spell causes 5 points of Exhaustion.
See also the page on exhaustion.

23:45, 7 July 2008 (UTC)

(85.229.48.46 23:45, 7 July 2008 (UTC)) Mind Burn blows. At the absolute minimum it needs to drop exhaustion to be viable. Mind Shock has its armor penetration spiking plus KD, Mind Freeze snaring, Mind Blast energy management. Mind Burn has... a few seconds of burning degen. On a single foe.

Don't forget that burning is easily removed. Mind Shock knocks things down which is useful, Mind Freeze has a rare 90% snare, and Mind Burn gets..... a lousy condition?!?!?!?!

Nuke's Issue 17:07, 21 August 2008 (UTC)

Issue
It sucks. Burning sucks, single target damage sucks.
Suggestion
Replace burning with "loses 1...8...10 energy. letz burn minds, mmkay?

-- NUKLEAR User NuclearVII signature 3.jpg IIV 17:07, 21 August 2008 (UTC)

That's no good either. It would be worse for energy denial than Energy Burn which isn't elite, does comparable damage, has no exhaustion, and has a faster effective recharge.
atribute Lilondra User Lilondra Eviscerate.jpg*poke* 17:35, 27 October 2008 (UTC)

Boro 10px‎ 08:26, 2 January 2009 (UTC) ' s issue

issue
Exhaustion with weak damage.
suggestion
Remove Exhaustion, increase either energy cost or recharge.

Compare this with Burning Arrow

Well, just do it. I think this skill sorely needs a buff.

Phoenix Locklear's issue

I was told to move this topic here. I have enjoyed Guild Wars for 4 years and over that time I have seen many troubles with skills and classes. My suggestions for these skills comes from many battles during my Guild Wars experience; explanations will follow afterward. I took feedback from players and took into account of what the Elementalist suffers from and ultimately needs; so, here I go:

MIND BURN 5/1/15 Elite Spell. Target foe takes 36...120 fire damage. If you have more Energy than target foe, that foe Burns for 1...7 seconds and loses 1 enchantment for every 4 ranks in Energy Storage. If the second effect is activated, you lose an additional 5 Energy.

MIND SHOCK 5/1/18 Elite Spell. Target foe takes 24...100 lightning damage. If you have more Energy than target foe, that foe is interrupted and has 1 random skill disabled for 1 second for every 2 ranks in Energy Storage. If the second effect is activated, you lose an additional 5 Energy. This spell has 25% armor penetration.

MIND FREEZE 5/1/20 Elite Hex Spell. Target foe takes 24...100 cold damage. If you have more Energy than target foe, that foe Freezes (moves 90% slower) for 1...10 seconds and suffers -1 Energy regeneration for every 3 ranks in Energy Storage. If the second effect is activated, you lose an additional 5 Energy.

Mind Burn > My thinking came from Fort Aspenwood and many, many, many battles against bonders in pvp arenas without a way to do anything about it. I always had to get off my Ele to use my Mesmer or Necromancer just have enchantment removal. The only way past buffs like that is by, well, a Mesmer or Necromancer since they have skills to bypass all the buffs. So, I thought, "Out of 10 classes, only 2 are able to do anything." That doesn't seem balanced to me. The Ele is supposed to be a damage dealer but all that goes bye-bye against all those buffs. As much as I wanted to make this an AoE elite, I dared not. I didn't want to make this AoE because Searing Flames and Savannah Heat would become useless so a single target was the obvious choice. In order to make this stand out over the AoE skills due to it being a single target skill, this had to put fear into the opponent and removing enchantments is always scary. It also has to beat Strip Enchantment which is a non-elite that removes 2 enchantments and steals health on top of if. This also helps greatly in Fort Aspenwood so Anet can remove the turtle's ability to remove enchantments. In case you do not have more energy than your target, this skill should still do respectful damage so I made it like the other fire skills. You only get the bonus effects if you have more energy. Having said that, and to take from some other skills in Ele line, I used Energy Storage as the source of the secondary effect. Like the other skills, this prevents other classes from using this skill better and so they can't abuse it since the Ele is the only one with Energy Storage. I bumped the recharge but it has a lower recharge than the other two because it can be used more and fire is the primary damage line, which is also why removing enchantments was such a great idea.

Mind Shock > First thing you may notice is I removed the KD (knockdown). Well, if KD was still in this skill then Lightning Surge would never see a skill bar and possibly neither Shock nor Gale. Instead, I turned it into an interrupt. I also removed it because peeps would think a KD from a spellcaster at distance without exhaustion would be too powerful yet melee can can chain KD's but peeps are ok with that...go figure. I also added the effect to disable a random skill which replaces the KD in a sense. At first, I had the disable longer but didn't not look right especially if you get a quick recharge; so, the disable time comes from the Energy Storage ranks. This gives a smaller disable time of around 6 seconds (compared to the non elite skill Diversion, this is small potatoes) and can quite possibly put a halt on a spike depending on the disabled skill. Since you don't have control over which skill gets disabled then the same skill can get it again, which you may not want. On the plus side, if they use a skill that prevents interruption, the disabled skill just may be the skill they are using and gets interrupted anyway (like Power Block). Still a respectful damage on par and even surpasses Mind Burn since it has 25% armor penetration but Mind Burn wins damage wise when the secondary effect kicks in. Again, this skill has to put fear into the opponent.

Mind Freeze > I looked at Icy Shackles and Energy Surge for this one and see how it can compete but yet be different. Mind Freeze has to (not outshine Icy Shackles mind you) offer a different option. Icy Shackles has a 10 cost and 12 sec recharge with a 10 sec duration; however, 66% slower is guaranteed but the 90% speed reduction is not. Mind Freeze is still a hex and can be removed. I increased the recharge so you would have to decide which route to choose when you want to freeze (slow) someone but once you meet the secondary effect you get that 90% slow as well as reducing their energy. Icy Shackles can be used often and keep the opponent slowed as opposed Mind Freeze which has a longer recharge and the slow is not guaranteed (a good chance but not guaranteed since Eles have poor energy management). Mind Freeze has respectful damage on par with the other Mind spells but does less damage than the other two but makes up for it with the secondary effect (all about balance folks). At 13 Energy Storage, the opponent would suffer -4 energy regeneration, which, to put it in perspective, freezes an opponents current +4 energy regen. So, in effect, the energy regeneration does not increase thus giving you the "freeze." If you have lower pips, then of course you get a little energy degeneration. Once again, this skill has to put fear into the opponent.

Eles really need some utility and they get trumped by armor ignoring skills, health stealing skills, utility skills and the free adrenaline attacks so I added utility to these skills. Just like Hundred Blades for the Warrior, which was so badly needed, the Ele needs skills that keep them on par with other classes. All in all, I kept them with modest cost and recharge as well. Essentially, it will cost them 10 if the second effect kicks in and kept in mind if the skill gets the half-recharge. Attunements don't give back the extra 5 lost. To reiterate about the 2 classes that help in Fort Aspenwood against bonders, yes, Sins and Dervs have a few skills that remove enchantments but I say 2 because melee are useless in Fort Aspenwood since the NPC's are anti-melee. Atrophy will see use and Energy denial will come back in full force to counter these. Atrophy doesn't really see much use since most classes can survive without their primary...except the Ele. These skills are still prone to interrupts. With the Ele, its either damage or not at all...one extreme or the other. All classes can damage but the others also do extra effects. After 4 years, these skills are still useless but I offer a solution. 75.190.225.224 22:26, 16 April 2009 (UTC)

^no. - Wuhy User Wuhy sig.jpg 15:09, 6 July 2009 (UTC)