Feedback talk:User/Mora/Dervish Skills

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Avatars[edit]

Grenth allows you to do 100 damage with 1s activation time attacks along with being nearly immune to blind, Melandru makes you immune to most spikes as well as granting every attack a cover comdition, and Lyssa allows you to train monks for insane pressure. The rest is completely useless. Koda User Koda Kumi UT.jpeg Kumi 21:15, 22 July 2010 (UTC)

Completely useless? I don't agree with that, however balth should still grant an armor boost, after all with IMS your going to be charging in first and taking the hits. Overall some interesting ideas.Dinsy 17:14, 24 July 2010 (UTC)

I really don't know about this. Balthazar isn't that great as it is, and that's a big nerf. Dwayna seems needlessly changed (it's fine how it is). Lyssa and Grenth versions look overpowered (condition/interrupt abuse). Also, the energy costs should not be equal, given that the benefits of each vary wildly. Finally (and this is just a pet peeve of mine) I don't like the shorter length and recharge. Dervs already use up time managing enchants, if you take a form and have to reapply basically every 30-45 seconds, that will get tiring after 5 minutes. Xiaquin Crystal Snowflake.png 00:00, 30 July 2010 (UTC)

These might be just overpowered enough to give the dervish a place in this overpowered PvE meta without being too, well, overpowered. Reaper with no name 05:04, 13 August 2010 (UTC)

I don't see the point in this... Dervish isn't an Assassin, right? It's fine as it is... --Kali Shin Shivara 03:48, 6 September 2010 (UTC)

@Dinsy: IMS isn't a synonyme for rushing around... - J.P.User J.P. sigicon.pngTalk 09:22, 3 December 2010 (UTC)

Updated Avatars[edit]

"you are blessed by _____" - Blessings would scale similar to these, and maybe 0...2...2 for the attribute blessings.--Mora 01:40, 2 November 2010 (UTC)

Stuff.[edit]

  • Signets: I like your signet idea (it mirrors GW2's signet mechanic), but I think that the skills should also have some active effect (you know, like GW2's signet mechanic). Mechanically speaking, though, I'm not sure if it's possible to make a skill have an effect simply for being equipped: the easy workaround for this is to just make them maintainable (and with no activation time); because they're signets, maintainable duration = 100% uptime, because there's no drawback to spamming them (except for effects that trigger on skill or signet use). The alternative is to simply give them an infinite duration on use, but, again, that's boring.
  • Blessings in general: They're a neat mechanic, but they're not very dynamic. They aren't enchantments from what I can see, so they have no synergy with any other derv skills and don't benefit from Mysticism. And, like your signets, they have that "not really fun to use" issue: there's no real variation in playing with them when the ideal strategy is "maintain this as much as energy permits". To remedy this, I suggest making Blessings a subset of Enchantments and giving the skills initial and/or end effects.
  • Specific skill issues:
    1. Meditation's wording suggests that it applies an effect which lasts forever and causes -40 armor indefinitely; I'm sure this is not the case. That aside, the activation time is too long for its effect. I see what you're doing, thematically, but three seconds of doing nothing for 100 health and +3 net energy isn't worthwhile. I suggest a functionality similar to the one I used for my version of Lion's Comfort, something along the lines of "

5 Energy Skill. For 5...3...2 seconds, you move 33% slower and cannot activate skills. End effect: gain 30...102...120 Health and 3...7...8 Energy.

    1. Grenth's Fingers is simply too strong when paired with, say, swords or daggers. It's like conjure, but it's lifesteal and you can spec into an att with IAS and IMS, unlike A/E conjure sins.
    2. Guiding Hands (1) has a generally not-desirable effect and (2) rewards bad play. If you're a dervish and you have to choose between a stance that does a pittance of damage when you fail to hit and a stance that, say, makes you move 25% faster so you can actually land hits, which are you going to pick? If you're not hitting with attacks for some reason, your best strategy is to move to a different target, nine times out of ten. And in the one-in-ten chance that it's not your best option, this skill's tiny damage makes it not worth it.
    3. Mystic Twister. Farming.
    4. Crippling Sweep's nerf is pretty drastic. This would probably remove it from play completely because, at that point, Bull's Strike is a better option more often than not.
    5. Whirling Charge is a nice idea, but not really usable: the damage you lose from not being able to use skills doesn't really justify the 25 slashing damage. I'd rather use Victorious Sweep, myself.

That's my two cents. — Raine Valen User Raine R.gif 1:20, 12 Jan 2011 (UTC)

Dervish preview[edit]

I especially like the "lose an enchantment" clause. ^_^ --Falconeye 05:48, 11 February 2011 (UTC)
Suggestion

10 Energy5 Recharge time Elite Flash Enchantment Spell. (3...13...15 second.) Whenever an earshot ally casts a spell, you gain 3 Energy.

10 Energy5 Recharge time Elite Enchantment Spell. Enchant earshot allies (3...13...15 seconds.) They gain 3 Energy whenever they cast a spell.

Synergy with your Necromancer Orders and other ideas. ^_^ --Falconeye 08:07, 22 February 2011 (UTC)