Monday, April 9, 2007

Guild Wars: Because I Can

Let's take a closer look at yesterday's list of potential GW: EN skills. As pal Clamatius went to great lengths to point out, these are in a very raw form and the devil about what each skill will eventually become is in the details. Beyond any grand, sweeping changes prior to release which fundamentally alter how they play – I remember during the Factions preview, Death Blossom's AoE counted as an attack, but come release that had been changed a sort of sourceless damage so it wouldn't do crazy things like trigger hexes or your zealous mods anymore. Things like that will happen but these skills can all be made or unmade based on a simple shifting of the numeric values attached. So, my counter-point to the bi-valve's would be that focusing on whether or not these skills are good based on the numbers is, of course, a fundamentally flawed approach. What really matters at this point is the design space each skill occupies. Whether or not they actually succeed at wat they're trying to do is less important than what it is they're going to be doing. Because, presumably, what they'll be doing is adding something to the game that wasn't there before. With that in mind, here are some of my thoughts on those skills since I didn't have the time to go into any depth with my last post on them.



ASSASSIN


  • Lotus Strike 10en, 12recharge - Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +x damage and you gain x energy. Dagger Mastery.


This one's pretty nice, actually. It's a non-hex version of Black Lotus strike meaning you'll need to use a lead attack first but when you do, you get rewarded with a lot of energy. I'd still rather, say, Shadow Prison -> Black Lotus -> Twisting Fangs silliness but there are ways of building a Sin that use a lead attack so good off-hands are a plus. Nothing to write home about but a solid skill that should see some play.



  • Assassin's Thirst 5en, 8recharge - Dual Attack. Must follow an off-hand attack. If this attack hits, you steal x Health. Deadly Arts.


Health Stealing is useful as it cuts right through armor and protections, although you'll have to land a hit first. A Dual attack in Deadly Arts is just weird. To make this skill worth it, no matter what the final numbers settle on, you'd have to invest decently into Deadly. There's, at the moment, only two attack chains available through Deadly Arts - either Dancing Daggers to Mantis Touch or Iron Palm to Mantis Touch. So, to get decent damage you're going to have to buff up Deadly - otherwise, why bother? But to do so you'll need to give up either a lot of Daggers or Critical Strikes resulting in a very odd Assassin. This is one that depends a lot on what other skills are going to be available, I think, but doesn't seem to promising at the moment.


  • Misery Signet 1cast, 8recharge - Signet. You gain x health for each Condition on target foe. Deadly Arts.


Moderately useful heal that synergizes with all the conditions Sins lay down. Yawn.


  • Shadow's Embrace 10en, 1/4cast, 45recharge - Hex Spell. Shadow step to target foe. For 10 seconds, this Hex does nothing. When this Hex ends, you return to your original location and that foe suffers a Deep Wound for x seconds. Deadly Arts.


Meh. A Deep Wound isn't very useful unless you're attacking - the biggest benefit is how it maximizes your damage output by making you hit for higher percentages (while reducing the benefits of healing). Aside from bamfing in, laying down some pain, and letting the Deep Wound combined with some degen kill your target, I'm not seeing much of a point here. Might have some use with applying a hex to replace Shadow Prison but I'm unimpressed.




ELEMENTALIST


  • Shell Shock. 10en, 1cast, 10recharge - Spell. Target foe takes x damage and has Cracked Armor for x seconds. Air Magic.


Really depends on how good Cracked Armor is, doesn't it? At first glance, though, it's something like Enervating Charge. Not going to kill anybody by itself but could be a useful follow-up in Air spikes.




  • Grasping Flames. 10en, 2cast, 15recharge - Hex Spell. For x seconds, target foe moves 66% slower while Burning. Earth Magic.


With all the ways of causing burning these days this could be very nice, indeed. Just imagine SF spam with snares. Or a team with this, Mark of Rodgort's, and a a bunch of attackers with fiery weapons. Brutal.


  • Ward of Weariness. 10en, 2cast, 20recharge - Ward Spell. You create a Ward of Weariness at your current location. For x seconds, foes within that location become Weakened for x seconds whenever they take elemental damage. Earth Magic


So, here's how I see this skill being used. You run up in range of the enemy, cast it, then try and cast some PBAoE to cover as many of them as you can with a moderately useful condition that really only hurts the sort of big people with pointy weapons who are going to be beating on you during said casting. I can see this having a lot of use - in PvE farming builds. Otherwise? Not so much.


  • Glyph of Immolation. 5en, 1cast, 10recharge - Glyph. For 15 seconds, your next 3 spells that target a foe also cause burning for 3 seconds. Fire Magic.


Very nice. If I can throw around some numbers here, 3 seconds of Burning is 42 damage. It's hard to see the duration going much lower or higher than that – although I'll be stunned if it's not tied to Fire Magic eventually, so let's do a little crunching of that damage. Damage that doesn't care about armor and flash off a bit too quickly for most condition removal. So, that's 126 damage for only 5 energy and a second's worth of casting time and a big boost to any Ele's damage output - Not just Fire, as I read the skill you could put this on Water Trident or even Freezing Gust. Your Fireballs get to cause more damage. And imagine Incendiary Bonds causing 3 seconds of Burning when you cast it, then dealing damage and another 3 seconds of Burning. Sexy. The only thing that worries me slightly is the wording about "spells that target a foe". Hopefully that means anything you cast on an enemy and not just single target skills.


  • Winter's Embrace. 5en, 1/4cast, 10recharge - Hex Spell. For x seconds, you and target touched foe move 66% slower. Water Magic.


For a primary Ele, this is a dumb skill. For, say, a W/E depending on the recharge, duration, and cost this could be nice. I could see it being used the way Shock is - although I'd still prefer the KD myself - on a W/E. As we've seen with Flail, knot being able to move yourself isn't much of a problem if the enemy isn't moving themselves.


  • Glyph of Swiftness. 5en, 1cast, 10recharge - Glyph. For 15 seconds, projectiles from your next 2 Spells moves 66% faster.


Well, changing the projectile speed on Water Trident really improved that skill. However, I can't think of many other projectiles that you really care about - again, there could be some nice ones that we haven't seen yet but, you know, Lightning Orb and Ebon Hawk and Fireball and the rest work just fine as is. So, given all the other glyphs around, it's hard to see this one finding a spot on a bar. It's one of those skills where if you had a ninth or tenth spot you might consider but, as is, there's just not enough room for such a minor effect. Now, if it was something like "Your next two projectile spells cast 50% faster and move 66% faster"....




MESMER


  • Aneurysm. 10en, 1cast, 20recharge - Spell. Target foe regains all Energy. For each point of energy gained in this way, that foe takes x damage. Domination Magic.


Another conditional Dom Mesmer skill. The stats I saw were that each point of energy didn't reward you with much damage - you might be able to really pound an Ele but on most people, at best, you're talking maybe 40~50 energy burned off their pool so at 2~3 damage a pop, you'd expect something like 80~150 armor ignoring damage. More than 3 points of damage per energy and I think this skill gets far too scary. And I think, like Power Return, that giving someone energy is going to scare a lot of people off this one. An okay skill that might be something to really abuse.


  • Power Lock. 10en, 1/4cast, 15recharge - Spell. If target is casting a Spell, that Spell is interrupted and disabled for an additional 1 second. Domination Magic.


Clamatius's objections aside, I don't like this one. It's probably going to be another of those "so so but use it with MoR and it goes crazy" skills. For me, though, it doesn't pass the "Would you take it over Power Spike" test - P-Drain is the interrupt of choice but it's in a separate attribute line. Not unless the skill disable is in the 10~20 second range, in other words a Distracting Shot for Mesmers. Maybe it's just me, but I don't like the idea of Mesmers having a D-shot. There's plenty of counters for Rangers from flight time to LoS issues to even things like Shield's Up or Blind. Not so much for Mesmer interrupts which are instant, go through any obstacle, and you're not likely to be wasting the Migraines, Backfires, and such that disable casters on a Mesmer. Combined with all the other avenues they already have for screwing over a caster, the ability to D-Shot stuff almost at will gets frightening.

  • Signet of Distraction. 1/4cast, 20recharge - Signet. If target foe is casting a Spell, that Spell is interrupted and disabled for 1 second for each signet you have equipped.

Oh look, another moderately useful signet skill for Mesmers. Maybe if they keep adding enough of these someone will find a use for Keystone Signet one of these days. I don't think it's today, though.


  • Calculated Risk. 10en, 2cast, 10recharge - Hex Spell. For x seconds, target foe has 50% chance to miss with attacks but does +10 damage. Illusion Magic.


It's Reckless Haste for Mesmers. Has a chance to be pretty good, especially if Price of Failure stays playable.



  • Inadequacy. 10en, 1cast, 8recharge - Hex Spell. For x seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take x damage. Illusion Magic.


More melee hate for the Illusion line. It's not exactly going to keep anyone from swinging but it is pretty nasty and is no doubt going to make me grit my teeth when I run into the RA idiot who decides to build around/with it. A lot like Clumsiness today, really.


  • Logic Bomb. 10en, 1cast, 10recharge - Hex Spell. For 10 seconds, target foe suffers from -3 health degeneration. When this Hex ends that foe has Cracked Armor for x seconds. Illusion Magic


Phantom Pain except it deals Cracked Armor instead of a Deep Wound. I'm guessing that Cracked Armor is going to drop someone's AL insted of health. Depending on how much it drops, that's actually a pretty daunting prospect. So, this is a skill that's nasty while it's up and nasty when it's taken off. I like it.


  • Sum of All Fears. 10en, 2cast, 20recharge - Hex Spell. For x seconds, target foe moves, attacks, and casts Spells 20% slower. Illusion Magic

Nasty on just about anything you can put it on. Should see a lot of play on Migraine-type Mesmer if that's still a viable archetype when GW:EN comes out.


  • Signet of Recall. 1cast, 20recharge - Signet. You lose all Energy. For 10 seconds, you have -4 energy regeneration. When this effect ends, you gain x Energy. Inspiration Magic

Screw yourself on energy for 10 seconds and you get a slight amount back. Unlike Mantra of Recall, you can't mess around with the duration to get that energy back ahead of time, probably. Also unlike Mantra of Recall, it's probably not an elite. About the only way this is useful is on a build that doesn't require a lot of energy in which case, why do you need the energy? Again, one of these days they're going to create a Keystone monster. Don't think it's today but...


  • Wastrel's Feast. 5en, 1/4cast, 20recharge - Spell. If target foe is not casting a spell or attacking you gain x energy. Inspiration Magic



Now that's what I'm talking about. Gale someone, pop this off, and revel in your newfound energy. Probably be able to catch other people with it at times, so it could be decent e-management. Depending ont he recharge, you might or might not want to risk just tossing it out there, though.



MONK


Balthazar's Signet. 1cast, 20recharge - Signet. Target foe takes x holy damage. If that foe was attacking you gain x energy. Smiting Prayers.


Monks are always getting beat on so if they're specced into Smiting this could be useful for e-management. The key words there are , "if they're specced into Smiting". So, yeah, another useless Smiting skill that farmers might love.



This could be interesting. It's a Holy Veil for conditions. I'm not quite sure it sees play right now but I can see where it could come in handy - preprot yourself with this in the RA and you don't have to worry so much about being Dazed, for example, and all those Thumpers can go sit and spin. Might help your frontliners with a Blindbot, too, depending on how quickly it scales down the duration of conditions.


  • Smite Condition. 5en, 1cast, 8recharge - Spell. Remove one Condition from target ally. If a Condition was removed. Foes in the area take 5 damage. Smiting Prayers.


It's Smite Hex but with Conditions. I'm sensing a theme here with the Smiting skills but, again, that line has to get a lot better overall before people take it seriously. And there's enough effective condition removal out there that you don't have to rely on unattributed stuff like Smite Hex.


  • Cure Hex. 10en, 1cast, 12recharge - Spell. Remove one Hex from target ally. If a Hex was removed that ally is healed for 102 Health. Healing Prayers.


I'm actually liking this one. The heal will be nice as will having another low recharge, single use hex removal out there. But the real draw here is that this is in the Healing line. Healing doesn't tend to get a lot of utility skills and this is a skill that can heal and deal with moderate hexing, sounds promising.





NECROMANCER


  • Masochism. 5en, 1cast, 10recharge - Spell. Steal x health from target foe for each Condition you are suffering from (maximum 60). Blood Magic.


Er, yeah, it does damage based on the amount of conditions you have. But it's capped so you can't go nuts with it. Fairly useless, if you ask me.


  • Cacophany. 10en, 2cast, 15recharge - Hex Spell. For x seconds, whenever target foe uses a shout or Chant, that foe takes x damage. Curses


A skill like this should really shut down a Paragon. I'm actually surprised they don't have something like it already. But it looks to be a fairly narrow and fairly powerful counter - you might not need it every time you bring it but when you do need it, it'll really work overtime. That's in line with other highly conditional counter skills. I see it falling into a similar place as Rust, Ignorance, or Soothing Images. It's not going to be used very often but it's going to be there as a safety valve and people who really hate shout spams will run it. If it ever does see serious play, it means there's something seriously wrong with shouts and chants.


  • Entropy's Grasp. 5en, 1cast, 3recharge - Enchantment Spell. For x seconds, target ally's attacks cause Weakness for x seconds. Death Magic


Meh, it looks reasonably spammable but I'm not too high on Weakness as a condition. So, something like a weaker version of Tainted.


  • Putrid Bile. 10en, 1cast, 12recharge - Hex Spell. For x seconds target foe suffers -1 health degeneration. If that foe dies while under the effect of this Hex, all nearby foes take x damage. Death Magic


Moderately useful hex. There are already skills that deal damage when someone's health bar pops and they don't see much play. The real draw here will be the casting and recharge along with just how much degeneration this kicks out - it could be useful as a cover hex for stronger degen skills.



RANGER


  • Rapid Fire. 10en, 2cast, 12recharge - Preparation. For x seconds, you attack 25% faster. Marksmanship.


Another IAS with the potential to really get crazy. I'm guessing it's restricted to Archers only but the main drawback here seems to be that you can't use Apply Poison.



RITUALIST


  • Pure Was Li Ming. 10en, 1cast, 30recharge - Item Spell. Hold Li Ming's ashes for 5 seconds. Whilst you hold her ashes, Conditions on you expire 10% faster. When you drop her ashes all allies within earshot lose 1 Condition. Restoration Magic.


Fairly interesting. Just looking over the skills we have so far, I'm guessing conditions are expected to factor largely in the next expansion...



  • Energetic Was Lee Sa. 10en, 2cast, 30recharge - Item Spell. Hold Lee Sa's ashes for 5 seconds. while you hold her ashes, you gain +1 energy regeneration. When you drop her ashes, you gain +1 energy. Spawning Power.


Could be moderately useful e-management. Still doesn't really want to make me use item skills - it's just not a very attractive mechanic no matter what they do with it, if you ask me. Mainly because it keeps you from weapon swapping and attacking for only a moderate, long lasting effect. But anything more powerful than that gets crazy so, you know, blah.

2 comments:

Clamatius said...

Lotus Strike may be a prep for nerfing the currently ubiquitous Black Lotus and Black Spider Strikes.

One of the things that puts you off running a lead-offhand-dual chain is that pretty much all the normal offhands suck. Of course, the main thing is that you want to run as many duals as you possibly can, which is why both the current popular build types (Black X Strike and Moebius) sport more than one dual in their chain.

If the Black X Strikes are nerfed, would Assassins see play? I'm not sure.

Sausaletus Rex said...

I agree, at first blush Lotus Strike looks to be serving a similar intent as the buffs to lead attacks in the latest rebalance - get people off the "on hex" stuff. I think a better way of going about it is to tone down the Black Whatever and then tone up the other off-hands so they're really compelling to use. But I still think it's a lost cause.

As I think I've said before, no one's going to care about lead attacks as long as there are ways to bypass them. And the black whatever off-hands could say "target foe gains 100 health and 10 armor" and they'd still be used instead of a lead->off-hand chain because they let you skip straight to the money duals.

If it's not the Black X, it's the Golden X, if it's not that, there's Falling Spider and at least one other way to skip ahead of the curve that I can't remember.

So, not only are the lead->off->hand->dual chains an awful concept, they've also got a number of design mistakes out there compounding the problem. It's not easy to fix, as you say, without nerfing Sins right out of the game.

Of course, the main thing is that you want to run as many duals as you possibly can,

It's partly that you want to run multiple duals. But even if you're only running one dual, the extra space on your bar afforded by dropping a lead attack is worth it. By not taking a lead you can bring something else and that can be another dual or a rez sig or expose or whatever else.