Feedback:User/Wretched90/Air Magic
Air Magic | |
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User | Wretched90 |
Categories | Skill feedback → Elementalist → Air Magic |
A lot of things about air magic need to be changed in my opinion so instead of filling the ele feedback slot I am going to list my ideas all in one spot. The first skill that needs to be changed is Lightning Surge. A simple change would be having its effects happen regardless of whether the hex is removed or not making it similar to Shatterstone. That would be perfectly fine, but it just seems too simple to me and I feel I have to change it so that it has some crazy new effect.
5 ¾ 10 Elite Enchantment Spell For (1...12...15 seconds) Your Air Magic spells that target a single foe also hit another nearby foe. No real reason to do this, but it would be neat and fit the spells name.
Another skill that is underpowered is Thunderclap. Its recharge is to high and its effect is too small to justify using it as an elite. I have two suggestions similar to my lightning surge idea that would fit just as well for this skill.
(Suggestion 1) 15 ¾ 20 Elite Enchantment Spell For 20 seconds your next 1...3...4 Air Magic spells that target a foe create a thunderclap at target foe's location. After 3 seconds all nearby foes are knocked down. This would kind of be like a glyph and be a little closer to the skill's original function.
(Suggestion 2) 5 ¾ 12 Elite Enchantment Spell For (2...24...30 seconds) Air Magic spells that target a foe cause daze for 3 seconds to nearby foes after 3 seconds. You loose 2 energy for each dazed foe. It would just be neat and more effective than what thunderclap is now.
With the recent change to Ebon Hawk, Enervating Charge seems to be less useful. The only idea I have is to boost it a little or slightly change its functionality.
Lightning Strike is also a fairly weak skill. It is not as useful as other skills that do similar damage like Arc Lightning, Lightning Javelin, Shell Shock, and Shock Arrow. My idea is to add effects that real lightning causes to this skill, or just boost the damage.
10 1 5 Spell target foe is struck for 5...41...50 lightning damage and set on fire, dazed, and/or blinded for 1 second. 25% armor penetration. If only one condition is added the energy cost should be lower or the damage should be higher. This would make sense for a lightning strike because lightning is very hot, very bright, and would most likely daze the person struck.