ArenaNet:Skill feedback/Necromancer/Pain of Disenchantment

From Guild Wars Wiki
Jump to navigationJump to search
Info-Logo.png Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use.

Pain of Disenchantment Pain of Disenchantment

Issue -- 15:59, 9 July 2008 (UTC)

Discussion

Issue
Pain of Disenchantment is more or less equal to Scourge Enchantment for single target pressure. Granted that this skill has some advantages like the ability to "spike" or contribute to a spike, but hex based spikes rarely work well and on top of that it depends on the opponent wether it works or not. On top of this being inferior in my oppinion, it is also an elite with no other advantages!
Suggestion
There are many possibilities to improve this skill relative to scourge enchantment, I would take one or more of the following solutions and see how it works out:
-Increase damage slightly so it deals just as much damage as Scourge Enchantment, making this equal in power for single target pressure, while keeping the advantage of being able to "spike" with this. If people were to spike with this skill (which is easy to counter) I guess this can be reconsidered.
-Lower the casting time to 1s, this way the improvement is more or less equal to the change of Soul Bind, which is just a 1s elite version of Scourge Healing.
-Reduce recharge to 5s, energy will make sure that this skill will not be overspammed.
Of course I could be mistaken that this skill is more powerfull than I'd expected, but as I've never ever seen it being used, I think this needs a boost.

Dark Morphon's Issue 14:13, 30 July 2008 (UTC)

Discussion

Issue
Energy cost and casting time are too high for a conditional skill like this. Comparing it to other buffed Necromancer skill, this should just get buffed.
Suggestion
5e 1c, maybe 10r.

Readem's Issue

Issue
This skill is a fucking joke. It makes pure spikes so clean, that not even the best of infusers can catch it.
Suggestion
Increase the recharge, lower the damage.

Rising_Dusk's Thoughts - 16:45, 4 June 2009 (UTC)

Discussion

Issue
  • This skill screams to be a hex that interacts with enchantment removal, but has simply never been much more than an enchantment removal itself. This would open up substantially cool builds in the curse line that require more thought than with its previous form. Additionally, if it's a problem for PvP balance, a PvP form could be introduced to compensate.
  • Necromancer's do not need another elite Shatter Enchantment. An enchantment removal utility hex would greatly benefit them.
  • I recognize the possibility for this to be very powerful with Rend Enchantments on a character with numerous enchantments. For usage with PvP, I suggest putting a cap on the number of enchantment removals it lasts for as seen below.
Suggestion

10 Energy1 Activation time5 Recharge time - Elite Hex Spell. (6...12...14 seconds.) Whenever an enchantment ends on target foe, it takes 10...62...75 damage.

10 Energy1 Activation time5 Recharge time - Elite Hex Spell. (6...12...14 seconds.) Whenever an enchantment ends on target foe, it takes 10...62...75 damage. Ends after 1...3...4 enchantments end on target.