Feedback:User/Falconeye/New Condition - Chilled
Note: Elementalist's should <FREEZE> their foes, not hexway them to death! (This suggestion is not yet complete) |
Under Construction:
Fines doubled in work zones |
OK to edit You have permission to edit this page as long as you respect its intent. (I reserve the right to revert.) |
- Note: This article assumes many feedback proposals from myself, ArenaNet, and other excellent Elementalist Feedback contributors are implemented; feedback proposals are continually an organic work-in-progess. ^_^
New Condition - Chilled | |
---|---|
User | Falconeye |
Categories | Skill feedback → Elementalist → Water Magic Mechanics → Professions |
Chilled[edit]
Condition. While chilled, it causes a 66% speed reduction and skills already recharging will recharge at one third speed. While chilled, those affected by it to aquire a blue tint and mists flow from the base.
Concise description: You move 66% slower; skills recharge 33% slower.
— in-game description
Skills that cause chilled[edit]
“No inherent effect. Many Elementalist skills, especially spells that deal cold damage, soothe nearby allies, and freezes your foes, become more effective with higher Water Magic.
— in-game description
Elementalist[edit]
- Area of Effect; Unconditionally, Water Magic-only.
15 1½ 10 Hex spell (10 seconds). Ends the next time target hexed foe takes elemental damage. End effect: Target and adjacent foes takes 7...91...112 fire damage; inflicts cracked armor (5...17...20 seconds) on lightning damage, inflicts weakness (5...17...20 seconds) on earth damage, inflicts burning (1...4...5 second[s]) on fire damage, and inflicts Chilled (2...8...10 seconds) on cold damage.
- Water Magic skills usually deal cold damage, making it more effective against foes vulnerable to cold damage.
- Water Magic skills are especially useful for slowing down/snaring melee foes (such as Warriors, Assassins) or opponents that are kiting.
5 1 25 Glyph. (15 seconds.) Your next 1...3...3 spell[s] inflicts Chilled condition (1...4...5 second[s]). When dealing elemental damage to foes, other nearby targets take 5...41...50% of it as Cold damage.
5 1 20 Enchantment Spell. (10...22...25 seconds.) You have +10...34...40 armor against physical damage and immunity to Burning. Inficts Chilled condition (2...5...6 seconds) on adjacent attacking foes.
10 1 30 Enchantment Spell. (8...18...20 seconds.) You have +10...34...40 armor against elemental damage and move 33% faster. Foes targeting you with spells are Chilled (2...5...6 seconds).
10 1½ 10 Elite Hex Spell. (3 seconds) Target and nearby foes move 90% slower. Initial effect: deals 25...85...100 cold damage. End effect: inflicts Chilled condition (1...8...10 seconds).
10 ¾ 12 Elite Hex Spell. Foes near you and target ally take 15...59...70 cold damage; these foes move 66% slower. Inflicts Chilled condition (2...5...6 seconds) and recharges 50% faster if you strike a foe thats Chilled or hexed with Water Magic. Cannot self-target.
10 2 8 Elite Hex Spell. (3 seconds.) Initial effect: removes Chilled condition. Deals 25...85...100 cold damage. End effect: removes Chilled condition. Deals 25...85...100 cold damage to all nearby foes. Removal effect: inflicts Chilled condition (2...6...7 seconds) to other nearby foes.
10 1 8 Hex Spell. Target foe moves 66% slower and skills recharge 33% slower. (1...4...5 second[s]). Initial effect: Deals 20...68...80 cold damage if target foe is Chilled or hexed with Water Magic.
15 ¾ 8 Hex Spell. Hexes foes near you (3 seconds). Initial effect: deals 10...70...85 cold damage to foes near you. End effect: inflicts Chilled condition (1...4...5 second[s]) to all nearby foes.
25 2 15 Spell. Foes in the area of your target are Chilled (10 seconds). Initial effect: deals 10...70...85 cold damage.
10 1 8 Storm Spell. Deals 5...21...25 cold damage and inflict Bleeding (5 seconds) each second while moving (5 seconds). Hits foes near target's initial location. Initial effect: These foes are Chilled (2...5...6 seconds).
10 2 15 Spell. Target foe is Chilled (1...8...10 seconds). Initial effect: deals 10...70...85 cold damage.
5 1 5 Elite Spell. Deals 15...51...60 cold damage. If you have more Energy than target foe, deals +15...51...60 cold damage and inflicts Chilled (1...8...10 second[s]); you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Also hits adjacent foes.
10 1 10 Spell. Projectile: deals 10...70...85 cold damage. Also hits foes adjacent to target foe. These foes are Chilled (2...5...6 seconds).
5 1 3 Elite Spell. Fast Projectile: deals 10...74...90 cold damage and Chills (3 seconds); knocks-down moving foes. Shoots 2 additional projectiles at adjacent foes.
10 1 10 Ward Spell (3...9...10 seconds). Allies in this ward inflict Chilled condition (2...5...6 second) whenever they deal cold damage with a spell. Whenever allies in this ward deal elemental damage that damage is converted into cold damage.
Ranger[edit]
- Conditionally, outside of Wilderness Survival; Unconditionally, Elite-only
10 5 Elite Bow Attack. Hits 2 foes near your target and inflicts Chilled condition (1...4...5 seconds). Deals 5...17...20 cold damage to adjacent foe(s).
10 3 30 Nature Ritual. (30...78...90 seconds.) Create a level 1...8...10 spirit. Affects creatures in spirit range: resurrection skills cannot be used. Inflicts Chilled conditon (5...9...10 seconds) each second while knocked down. Does not affect spirits.
5 2 20 Trap. (30...78...90 seconds.) Affects nearby foes. Deals 5...17...20 Cold damage every second (3 seconds). Inflicts Chilled condition (5...9...10 seconds). Easily interrupted.
- Snare - Change name, skill icon, animation, and functionality to Frost Trap.
Necromancer[edit]
- Conditionally, outside of Death Magic; Unconditionally, Elite-only
10 1 5 Elite Hex Spell. (10...30...35 seconds.) Death effect: deals 20...92...110 Cold damage and inflicts Chilled condition (3...8...9 seconds) to nearby foes if target foe dies. Initial effect: deals 10...74...90 cold damage and chills (3...8...9 seconds).
10 2 15 Hex Spell. (10...34...40 seconds.) Cold damage interrupts target foe's skills. Interruption effect: inflicts Chilled and Cracked Armor (3...8...9 seconds). Interruption cost: you lose 10...6...5 Energy or Spinal Shivers ends.
15 2 8 Hex Spell. (5 seconds.) Each second while hexed, all nearby foes are inflicted with one of the following conditions: Fear (3 seconds), Weakness (5 seconds), Chilled (3 seconds), Poison (5 seconds), Disease (3 seconds), or Cracked Armor (5 seconds). Conditions inflicted in this way last 0...160...200% longer. No effect unless this foe already had a condition.
5 ¾ 5 Touch Spell. Inflicts one of the following conditions: Fear (3 seconds), Weakness (5 seconds), Chilled (3 seconds), Poison (5 seconds), Disease (3 seconds), or Cracked Armor (5 seconds). Conditions inflicted in this way last 0...160...200% longer. No effect unless this foe already had a condition.
5 1 5 Spell. Deals 15...43...50 cold damage. Inflicts Bleeding (10...22...25 seconds) and Chilled (3...8...9 seconds) conditions if target foe had more Health than you.
17% 15 2 15 Spell. Deals 15...43...50 Cold damage. Removes an enchantment from target foe and foes adjacent target. Removal effect: inflicts Chilled (3...8...9 seconds) and Poison (3...13...15 seconds).
10 1 5 Spell. Deals 5...41...50 cold damage. Deals 5...41...50 more damage and inflict Chilled condition (3...8...9 seconds) if target foe was above 50% Health.
10 2 8 Spell. Deals 30...86...100 cold damage to target foe and foes adjacent to target. Inflict Chilled condition (3...8...9 seconds) if these foes were above 50% Health.
5 ¾ 10 Spell. Deals 15...55...65 cold damage. Inflicts Chilled (3...8...9 seconds) and Poison (5...17...20 seconds) condition to adjacent foes if target foe is knocked-down.
5 1 5 Elite Spell. Also affects adjacent foes. Inflicts Chilled (3...8...9 seconds) and Poison (10...22...25 seconds) conditions. No effect unless this foe is enchanted or hexed. Initial effect: Deals 15...63...75 cold damage to target foe.
5 1 12 Spell. Inflicts two of the following conditions: Fear (3 seconds), Weakness (5 seconds), Chilled (3 seconds), Poison (5 seconds), Disease (3 seconds), or Cracked Armor (5 seconds). Conditions inflicted in this way last 0...160...200% longer. No effect unless this foe already had a condition. Initial effect: Target foe and adjacent foes take 15...51...60 Cold damage.
Dervish[edit]
- Conditionally, outside of Wind Prayers; Unconditionally, Elite-only
5 2 20 Elite Form. (10...74...90 seconds.) Your Scythe attacks deal dark damage and steal 0...10...12 Health. You are immune to disease. Initial effect: apply Chilled condition to all adjacent foes (3 seconds) when you cast a Dervish enchantment. Enchant effect: inflict Fear condition (3 seconds) with scythe attacks while enchanted with a Dervish enchantment. End effect: apply Disease condition to all adjacent foes (3 seconds) when you lose a Dervish enchantment. This skill is disabled for 45 seconds.
5 10 Elite Flash Enchantment Spell. (20 seconds). Your attack skills transfer 1 condition to each foe you hit. Initial effect: inflicts Chilled condition (1...9...11 second[s]) to all nearby foes. End effect: deals 10...34...40 Cold damage to all nearby foes. No effect unless you are wielding a cold weapon.
6 Scythe Attack. Deals +3...13...15 damage. Deals 10...26...30 cold damage to each foe hit who has less Health than you and foes adjacent to those targets; these foes are Chilled for 0...2...3 seconds.
PvE-only skills[edit]
- Unconditionally (its PvE, so who cares? ^_^)
¾ 30 Spell. Inflicts Chilled condition (7 seconds) on target and nearby foes.
2 25 Hex Spell. These foes move 66% slower (5 seconds). Initial effect: Deals 75 cold damage to target and adjacent foes. End effect: These foes are Chilled (5 seconds).
6 1 10 Storm Spell. (10 seconds.) Deals 25 damage each second. Applies Chilled (5 seconds). Hits foes in the area of target foe's initial location. Initial effect: these foes are hexed with Snow Down the Shirt (10 seconds).
5 10 Storm Spell. Deals 30...40 cold damage and inflicts Chilled condition (5 seconds) each second for 5 seconds. Hits foes adjacent to target foe's initial location.
10 3 60 Summon Spell. (120...300 seconds). Summon a level 14...25 Ice Imp that has Rust, Icy Prism, and Swirling Aura. Only 1 Asura Summon can be active a time. Causes summoning sickness (300 seconds). Cannot be used while suffering from summoning sickness.
- Ice Imps's skills inflict/depends on Chilled.
[edit]
Skills with chilled-dependent effects and/or benefits from chilled[edit]
10 ¾ 12 Elite Enchantment Spell. (5...10...11 seconds.) Both you and target ally move 33% faster. Initial effect: foes near you and your target take 15...59...70 cold damage; attacking, Chilled or moving foes are knockdown. Cannot self-target.
10 1 45 Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. Lengthens Chilled and Water Magic hex duration on foes by 33%. No effect unless your weapon deals cold damage.
5 1 30 Elite Enchantment Spell. (10...38...45 seconds.) You take 33% less damage from foes Chilled or hexed with Water Magic. Earshot allies are healed for 50...210...250% of the Energy cost whenever you cast an elemental spell. Does not affect spirits.
10 1 10 Spell. Deals 5...41...50 cold damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Chilled.
5 1 15 Spell. Deals 20...68...80 cold damage. Causes a knock down and inflicts bleeding condition (5...17...20 seconds) if target foe is moving, Chilled, or hexed with Water Magic.
5 1 6 Spell. Deals 5...41...50 lightning damage to foes nearby target ally and you. Deals 5...41...50 lightning damage to foes nearby target target ally and you. Deals 50% more damage to foes attacking, Chilled or hexed with Water Magic. 25% armor penetration. Cannot self-target.
5 1 8 Hex Spell. (30 seconds.) Target takes 5...9...10 Cold damage each second while Chilled. The next Water Magic hex on target foe lasts 10...122...150% longer. Initial effect: 25...45...50 cold damage.
5 1 5 Spell. Deals 5...41...50 lightning damage to target foe. Deals 50% more damage and recharges 80% faster if target foe is attacking, Chilled or hexed with Water Magic. 25% armor penetration.
5 ¾ 7 Touch Spell. Deals 15...63...75 lightning damage to target foe and foes nearby target foe. Inflicts Blind condition (1...4...5 seconds) on any foes that are attacking, Chilled or hexed with Water Magic. 25% armor penetration.
- Shock 10
5 ¾ 10 Touch Spell. Deals 15...63...75 lightning damage to target foe and foes adjacent to target; any foes attacking, Chilled or hexed with Water Magic are knockdown. 25% armor penetration.
5 ¾ 8 Spell. Deals 15...51...60 cold damage to foes adjacent to you and target ally; any foes attacking, Chilled or hexed with Water Magic are knockdown. Cannot self-target.
5 3 30 Nature Ritual. (30...78...90 seconds.) Creates a level 1...8...10 spirit (30...126...150 second lifespan). Affects creatures in spirit range: converts elemental damage to cold damage. Creatures take 5...9...10 Cold damage each second while Chilled. Does not affect spirits.
Skills that prevent and/or remove chilled[edit]
5 20 (5...11...13 seconds.) Elite Shout. Allies in earshot gain Stability and move 33% faster. Ends when knock-down is prevented. (i.e. they lose Chilled, Crippled, and Knock down).
5 30 Stance. (8...18...20 seconds.) You gain Stability, +12...22...24 armor, and do not take extra damage from critical hits.
20 Signet. (8...18...20 seconds.) You have +10...34...40 armor and gain Stability. You move 75% slower.
5 6 Elite Stance. (10 seconds.) You gain Stability, +12...22...24 armor, and move 25% faster. Ends when knock-down is prevented. End effect: gain 1...3...3 adrenaline and 1...6...7 Energy. -
5 ¼ 12 Enchantment Spell. (3...7...8 seconds.) Grants Stability. Cannot self-target.
5 ¼ 5 Elite Enchantment Spell. (5...9...10 seconds.) Grants Stability. Ends when knock-down is prevented. End effect: Deals 15...63...75 holy damage and causes knockdown 2...4...4.
5 1 5 Enchantment Spell. (5...10...11 seconds.) Gain Stability and move 33% faster. End effect: you are Crippled (3 seconds).
10 1 12 Ward Spell. (3...9...10 seconds.) Allies in this ward gain Stability and +12...22...24 armor against physical damage. Allied spirits are not affected. -
5 4 Shout. (5...13...15 seconds.) Grants Stability. Cannot self-target. Ends when knock-down is prevented. End effect: deals 15...63...75 damage to all foes near target ally.
10 20 Shout. (5...17...20 seconds.) Party members in earshot gain +24 armor and Stability. No effect when moving.
5 10 Flash Enchantment Spell. (2...5...6 seconds.) You have Stability and move 25% faster. Ends when knock-down is prevented.
10 15 Flash Enchantment Spell. (5...17...20 seconds.) Gain Stability and your attacks on moving foes also Cripple them (2...8...9 seconds). Ends after you apply Cripple 1...3...3 time[s]. Initial Effect: lose 1 condition. -
5 20 Shout. (3...5 seconds.) Grants Stability; affects party members within earshot.
5 30 Shout. (16...20 seconds.) You have +24 armor and gain Stability.
5 30 Flash Enchantment Spell. (24...30 seconds.) Your stances last 55...100% longer and gain Stability while moving.
1 60 Enchantment Spell. (10 seconds.) You gain Stability, you are immune to conditions, and you take no damage. Ends if you move.
Skills that specifically mimic chilled[edit]
- See also: Snare (tactic)
10 1 8 Hex Spell. Target foe moves 66% slower and skills recharge 33% slower (1...4...5 second[s]). Initial effect: Deals 20...68...80 cold damage if target foe is Chilled or hexed with Water Magic. Lasts twice as long if target foe is moving.
15 1 10 Hex Spell. Hexes foes nearby target ally and you (3...7...8 seconds). These foes move 66% slower and skills recharge 33% slower. Initial effect: deals 10...70...85 cold damage to these foes. Cannot self-target.
15 1½ 10 Hex Spell. Also hexes foes adjacent to target (2...5...6 seconds). These foes move 66% slower and skills recharge 33% slower. Initial effect: deals 20...68...80 cold damage.