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Supernova [(5 energy)(1/2 cast)(20 recharge)]
Spell. Lose all energy. For every 1 point of energy lost by this skill you deal 2 points of damage to all foes in the area from caster's location and are Knockedback and burn for 1-4 seconds. This spell ignores armor and magic resistance but all of your skills are disabled for 10-3 seconds. Linked Attribute: Energy Storage
The skill is based on 16 not 12 points allocation.
"A supernova explosion is a catastrophic event leading to its collapse that implodes in a supernova blast after its nuclear fuel runs out. Amounts of its matter equal to the mass of several Suns may be blasted into space with such energy and power that the violently exploding star outshines its entire home galaxy."
This helps to slowdown those "rush in and take out the ele in 4 hits" attitude--now they have to think twice! Of course, there is that massive downside...
Great game.
WAAAAAAY too powerfull. Imagine this: two eles run into the middle of the enemy group with full energy and use that skill. if they have 80 energy each, it does 160 damage each, knocking down anyone near them, AND putting burn on them. Now, with the 20 second recharge, imagine them doing it over and over with a BiP necro on their team. changes things, huh?
--um104
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Switch to two +15/-1 weapons with 16 ES, take 3 of them, run in, and blam, 600pts of armor ignoring damage + KD + burning. Incredibly over powered.
Post this in the suggestion thread. Not a bad idea, and even if overpowered or potentially abusive, I'm pretty confident ANet will make the right adjustments to it if they decide to throw it into the game.![]()
To keep people from rushing in and killing the elementalist there's plenty of spells you can use already in the earth/air/water departements to slow down ennemies, throw them down or blind them, and give you extra armor, speed or both. Any good geomancer, hydromancer or aeromancer can really take the unsuspecting warrior by surprise with some of those lovelies. True, fire magic doesn't really have much in the likes of those, but fire is about simple straightforward nuking.
If you want to do massive ammounts of dammage, you're going to have to be vulnerable to certain builds/strategies. Can't have it all.
I was thinking for ES dmg skills too. The first thing I think of, when I hear offensive magical energy is: Arcane Missiles. It's a cliche thru and thru. So I think it should be something good and original. The Supernova idea is good, but way too overpowered. If u turn some numbers, might be more balanced.
Supernova [(25 energy)(2 cast)(45 recharge)
Elite Spell. Lose all energy. For every 2 points of energy lost by this skill you deal 1 points of damage to all foes in the area from caster's location and it causes exhaustion. This spell ignores armor, but all of your skills are disabled for 15-5 seconds.
It looks a bit better this way. I was also thinking of something like this:
Birth of Magic[(10 energy)(1.5 cast)(60 recharge)
Elite Enchantment. Lose all energy and suffer 5-1 dmg for each point of energy. After that you gain +6 energy regen and +2 health regen. Foes around caster suffer -6 energy regen and -2 health regen.
It might sound overpowering, but this is on atribute lvl 16. BTW, name ain't that good.
Arcane Power[(20 energy)(0.5 cast)(60 recharge)
Elite Spell. All nearby foes lose enchantments and hexes. For each enchantment stripped from foes you gain 10 health and lose 5 energy. For each hex stripped from foes you lose 20 health and gain 10 energy.
These aren't thought through. If you have any ideas for betterment, we the elementalist strategy forum might call ourselves creators of new ele skills![]()
Unfortunately this version of the skill is useless. Imagine typical 80energy ele, (80-25)/2 = 27.5 dmg to area, to be sneezed at by every foe. I'd rather use flameburst(albit smaller range) for 100+ dmg and without the consequence of no energy left and all skills disabled for 15-5 secs and wasting an elite slot.Originally Posted by DEATHSHEAD
May be: everyone 1pt = 1dmg more reasonable and without the disabling. Think about it the ele is already disabled by no energy left and can't use ether prodigy (elite slot taken). Don't further disadvantage them more by preventing at least some signets, otherwise, this is a death spell upon the ele himself.
Err... didn't I suggest something quite similar to this just a week or so ago? Lemme go find it...
EDIT: Yep, found it... This is how I posted it in this thread. There's alot more good ideas from people on that thread, good read.
Energy Blast
Spell
Elementalist Unlinked
Energy: 5
Cast: 1
Recharge: 30
Lose all your energy. For every 2 points of energy lost, you lose 1 health. For every point of energy lost, foes in the area sre struck for 2 damage.
Last edited by The Boz; 06-03-2006 at 21:17.
It's somewhat hard to find the perfect line between overpowered and useless. But that's what balance is. I hope any of you skilled in balancing can help get bugs out of these spells.