User:Raine Valen/Mass Balance/Elementalist/Skills/Fire Magic
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Fire Magic[edit]
Elemental Flame[edit]
Current:[edit]
- 5, 1, 5. Hex Spell. For 5...17...20 seconds, whenever an Elemental Hex ends on target foe, that foe is set on fire for 3...5...5 seconds.
Proposed:[edit]
- 5, ¼, 5. Enchantment Spell. Lose 1...4...5 Water Magic hexes. For 8 seconds, you gain 5...13...15 health every second.
- 5, ¼, 8. Enchantment Spell. Lose 0...2...2 hexes. If a Water Magic hex was removed, you gain 5...13...15 health every second for 8 seconds.
- Nice concept. I've used yours to create my own, alternate suggestion, just to look at some of the possibilities. 145.94.74.23 08:44, 1 April 2009 (UTC)
Fire Attunement[edit]
Current:[edit]
- 10, 2, 60. Enchantment Spell. For 36...55...60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.
Proposed:[edit]
Raine's Proposal:[edit]
- 10, 2, 12. Skill. For 15...27...30 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.
- "Oh my god, it's irremovable!" Yes, it is, and with good reason. If an elementalist loses their attunement, it's basically gg for them. Elementalists require attunements to function properly. Most of their skills are balanced around attunements (read: eles have 4 pips and their skills cost 2-5 times as much everything else with 4 pips' skills), and the costs for running their bars can quickly become unmanageable without them. So, because of this, they've been made irremovable. To compensate, they've been made to be recast more often, and thus more prone to interrupts. Raine - talk 03:57, 27 March 2009 (UTC)
145.94.74.23's Proposal:[edit]
- 5, 1, 30. Enchantment Spell. For 20...28...30 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.
- This suggestion is aimed at solving the same problem. By simply halving all the stats, the skill is made more active and less susceptible to removal and interrupts, but it requires more effort on the Elementalist's part too. One of the ways of dealing with an Elementalist is stripping/interrupting their attunements, and personally, I kinda like it that way, but it should take a little more effort than it does now. That's just my opinion of course. Shouldn't this be moved to the category Elementalist though, because the same applies to all 4 and it would center the discussion a little better. 145.94.74.23 07:54, 31 March 2009 (UTC)
96.233.10.68's Proposal:[edit]
- 1, 12. Stance. For 8 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic, but your Fire Magic skills take 35...23...20% longer to recharge.
- The current functionality of Attunements does several things. First of all, they keep the costs of some elementalist skills up, sort of how Rangers get punished with 10 energy attacks for Expertise (that's why they all use scythes and spears - Elementalists would probably be using mesmer and necro skills if elementalist skills weren't overpowered). Secondly, they're passive but generous energy management without limit that required no additional attribute investment, and requires no skill to use, really. They promote "buff + buff + spamspamspam" builds. The third issue is that Attunements are easily interrupted. Elementalists generally rely on Attunements, so if it's interrupted, they are finished. Fourthly, long recharge time makes them vulnerable to enchant removal. And finally, because Elementalists are balanced so that they have to use Attunements, they effectively have 7 skill slots. To fix this, make attunements weaker but harder to counter and make elementalists without attunements viable. This addresses all of those problems. Elementalists now can decide if they want attunements or not since energy costs are lower. This attunement is active, not passive (4 seconds downtime) so you can't spam skills mindlessly 33% of the time. It's a stance, so it's immune to enchant removal and interruption. Being viable without attunement gives you an extra optional skill slot. The recharge is greatly decreased. 96.233.10.68 12:33, 31 March 2009 (UTC)
Searing Flames[edit]
Current:[edit]
- 15, 1, 2 Elite Spell. Hits foes near your target. Deals 10...82...100 fire damage to foes already Burning. Inflicts Burning condition (1...6...7 seconds) to foes not Burning.
Proposed:[edit]
Raine's Proposal:[edit]
- 15, ¼, 8 Elite Spell. Affects target foe and adjacent foes. If any of these foes were burning, they take 30...126...150 Fire damage and stop burning. Otherwise, they take 15...63...75 damage. For 8...4...3 seconds, these foes gain +40...24...20 armor against Fire damage.
Morphon's Proposal:[edit]
- 15, 1, 5 Elite Spell. Affects target foe and nearby foes. For every foe, if it doesn't suffer from Burning, that foe suffers from Burning for 1...6...7 and is Crippled for 1...3...3 seconds and takes 15...75...90 damage.
- An elite Rodgort's Invocation. My plan is to add cripple to the more powerful Fire Magic skills so that they can support their party more. Also, my plan is to convert parts of the damage a fire magic spell does into burning, so that it inflicts more pressure on one target, but has less spike capabilities.
145.94.74.23's Proposal:[edit]
- 15, 2, 10 Elite Spell. Spell. Projectile: deals 15...75...90 fire damage to target and foes in the area. Initial effect: deals -7...74...91 fire damage to nearby foes. Foes hit also suffer from burning for 1...3...3 seconds.
- An elite Phoenix with both increased range and added burning. The fact that it's relatively easy to interrupt will help balance this skill.
- 5, 1, 3 Elite Spell. Spell. Projectile: deals 20...64...75 fire damage to target and nearby foes. Foes hit also suffer from burning for 1...3...4 seconds.
- Basically an elite combination of Flare and Immolate. Can be used by a single fire ele to aid in a spike, or help to pressure, but is relatively weak when multiple eles use it (due to the burning). The small AoE is mostly meant for PvE.
Vili's Proposal:[edit]
- 5, 3/4, 2 Elite Hex Spell. All foes in the area of you and target foe suffer from Burning for 0...6...8 seconds. Foes that were already suffering from Burning are instead hexed with Searing Flames for 1...8...10 seconds, and take 0...8...10 Fire damage per second while Burning. If you were under the effects of any Elementalist Enchantments when you cast this spell, you lose 5 energy.
- Something entirely different. Still able to spread MASS degen. Spike possibility/problems from stacking eliminated entirely since hexes won't stack. Punishes use of Fire Attunement etc. since it would be great if eles were forced to learn to manage energy again. ;) Could still be used in PvE due to massive AoE degen and hex-interaction skills. Vili >8< 08:05, 31 March 2009 (UTC)
Mind Burn[edit]
Current:[edit]
- 5, 1, 5 Elite Spell. Deals 15...51...60 fire damage. Deals 15...51...60 more fire damage and inflicts Burning condition (1...6...7 seconds) if you have more Energy than target foe.
Proposed:[edit]
Boro's Proposal[edit]
- 10, 1, 10 Elite Spell. Target foe loses 1...4...5 energy and all nearby foes take 5...9...10 damage and begin burning for 0...2...2 seconds for each point of energy lost if you had more energy than target foe. Else deals 15...51...60 fire damage.
- I reworked this skill to make it burn the mind literally, and added an AoE damage+burning to it. may be too powerful --Boro 20:26, 28 July 2009 (UTC)