Diamond Skin - Reloaded
Not a bad one either. Which Chill and Burning around though. Though i dont quite think it would be worth grand master status anymore.
I doubt this would be possible but:
Make it so that damaging conditions (Burning, Bleed, Poison) heal you and increase healing (poison) while the non-damaging ones (Chill, Vul, Cripple and Blind) ahve the Opposite affect.
So chill and Cripple would give you swiftness, Blind give you Aegis and Vul gives you might…
Of course this would be based on the attunement you are in. For example -
Fight starts:
You are in Fire.
Someone inflicts burning – This heals you instead as you are in fire
You are then inflicted with poison but as you are in fire it ticks
You swap to Air
The poison is removed
Someone poisons you but you are in air so are healed and given 33% increased healing
You are Burned – you get damaged as not in fire
and so on and so forth, so if you are in the right attunement at the time you will be healed/buffed but if not then you can remove the condition by going to the right attunement
(edited by ArmageddonAsh.6430)
Also cleanses corresponding condition when you switch attunment.
OP
Also cleanses corresponding condition when you switch attunment.
OP
I do think the conditions should stay, but they shouldn’t have an effect while you’re in that attunement, unless it’s the idea above where they have the opposite effect (would be so nice to get poisoned in air).
This allows intellegent play on the part of both parties, as well as giving eles viable non-water protection from conditions.
Just make it give short duration berserker stance on swap.
Maguuma
I actually really like that idea. The problem arises though that Anet said they wanted to reduce the need for lower attunement cds to reduce the dependency on arcana. This would tie the conditions removal for people who spec 30 into earth, to their ability to switch attunements when needed. So in the end it would just encourage speccing 30 into arcana and 30 into your desired line.
I actually really like that idea. The problem arises though that Anet said they wanted to reduce the need for lower attunement cds to reduce the dependency on arcana. This would tie the conditions removal for people who spec 30 into earth, to their ability to switch attunements when needed. So in the end it would just encourage speccing 30 into arcana and 30 into your desired line.
Meh, technically you wouldn’t have a net gain by switching, because you would then be vulnerable to the conditions you were previously immune to.
Meh, technically you wouldn’t have a net gain by switching, because you would then be vulnerable to the conditions you were previously immune to.
Yeah but timing it right would make it worthwhile and it would be better than having such a cheesy Trait like it is now. That is why i said that if you are the right attunement that you would BENEFIT from it rather than just being immune, it would be about skill and timing your switches just right and your enemy would have to adjust to counter what attunement you were in.
You had me at make us immune to a specific condition that matched out with our element.
Fire-burn
water-poision
air-cripple
earth-bleed or vulnerable.
I am against the idea of getting heals from these effects. however If we had it like just a immune effect that be a great condition remover and but not enough to make it over power us since it would force us to switch around just to remove stuff which can be used by enemies to keep us from fighting in the element we wanted just to keep that 1 condition off.
Also I would change its name to match the effects. rather then diamon skin i’d call it elemental skin.
(edited by Chaotic Storm.2815)
You had me at make us immune to a specific condition that matched out with our element.
Fire-burn
water-poision
air-cripple
earth-bleed or vulnerable.I am against the idea of getting heals from these effects. however If we had it like just a immune effect that be a great condition remover and but not enough to make it over power us since it would force us to switch around just to remove stuff which can be used by enemies to keep us from fighting in the element we wanted just to keep that 1 condition off.
Also I would change its name to match the effects. rather then diamon skin i’d call it elemental skin.
Like that it wouldn’t be Grand master trait worthy. 4 conditions over 0-100% health or all conditions from 90-100% health…
Meh, technically you wouldn’t have a net gain by switching, because you would then be vulnerable to the conditions you were previously immune to.
Yeah but timing it right would make it worthwhile and it would be better than having such a cheesy Trait like it is now. That is why i said that if you are the right attunement that you would BENEFIT from it rather than just being immune, it would be about skill and timing your switches just right and your enemy would have to adjust to counter what attunement you were in.
That’s what I meant, I was trying to explain that it wouldn’t necessarily force traits in arcane.
Or make it have different effects related to conditions based on your attunement at all health levels.
Water-Cleanse a condition every few seconds in water, activates when swapping to water then one condition every say 5 seconds thereafter
Fire- Conditions applied grant buffs when applied to you in fire for a brief time. Bleed/Poison=Regen, Weaken=Fury, Cripple/Immob=Swiftness, Burn/Chill=Might
Would have to be short durations for the boons applied obviously, but it would greatly synergize with ele’s boon generation
Air- Reduce condition duration by x%. Probably something like 50%
Earth- Reflect conditions applied within say 600 range, meaning if someone is in range and applies a bleed, they will also receive a bleed.
Or make it have different effects related to conditions based on your attunement at all health levels.
Water-Cleanse a condition every few seconds in water, activates when swapping to water then one condition every say 5 seconds thereafter
Fire- Conditions applied grant buffs when applied to you in fire for a brief time. Bleed/Poison=Regen, Weaken=Fury, Cripple/Immob=Swiftness, Burn/Chill=Might
Would have to be short durations for the boons applied obviously, but it would greatly synergize with ele’s boon generationAir- Reduce condition duration by x%. Probably something like 50%
Earth- Reflect conditions applied within say 600 range, meaning if someone is in range and applies a bleed, they will also receive a bleed.
Thats an interesting idea as well. Maybe have it so that Conditions applied in Fire grant a boon that lasts 50% of the duration of the condition applied but that can be increased by Boon Duration for example -
6 second Burn = 3 second Might
10 second Bleed = 5 second regen
Thought it would need to have some work, that could be near Perma Regen in most situations.
They aren’t going to do anything complicated. For one it’s a lot more work than they are going to put into a trait that is only going to be used for pvp. For another, pvp games strive for clarity both when using and countering abilities. An average user should have a reasonably good idea of what their character is going to do at any given time, as well as being able to immediately tell what their opponent is doing.
Maguuma
You had me at make us immune to a specific condition that matched out with our element.
Fire-burn
water-poision
air-cripple
earth-bleed or vulnerable.I am against the idea of getting heals from these effects. however If we had it like just a immune effect that be a great condition remover and but not enough to make it over power us since it would force us to switch around just to remove stuff which can be used by enemies to keep us from fighting in the element we wanted just to keep that 1 condition off.
Also I would change its name to match the effects. rather then diamon skin i’d call it elemental skin.
Actually i tought opposite; Like if you have water, you can extinguish fire. Or you have fire you can melt the ice etc.
OP as kitten =D can be for me :P
Prnn [dF]
Driven By Fury
I dont know if this is OP or not but i think this is open for more skillfull play than the current diamond skin.
I dont know if this is OP or not but i think this is open for more skillfull play than the current diamond skin.
I disagree. The current Diamond Skin trait requires skillful play to keep your health above 90% (which is hard or even impossible if you receive any focused damage).
This idea just promotes further attunement spam. There’s already enough mental gyrations that should be occurring for attunement switching — what conditions you have should not be a part of that thought process.
I disagree. The current Diamond Skin trait requires skillful play to keep your health above 90% (which is hard or even impossible if you receive any focused damage).
This idea just promotes further attunement spam. There’s already enough mental gyrations that should be occurring for attunement switching — what conditions you have should not be a part of that thought process.
The problem is, 1 Vs 1 unless you are a Hybrid build, you wont be able to do enough damage to get the person under 90% this is of course unless you are a Thief in which case BS and they have pretty much lost 70% life already
Sure it is more balanced in groups due to all the damage everywhere by small (2-3) groups and solo its going to be VERY hard for a condi to get someone to 90%
I think Engineer wouldn’t have a lot of issues with it due to all the damage options, knockbacks, stuns and such which as far as i know are not affected by Diamond Skin. Get immunity while doing nothing is NOT skilled at all.
I dont know if this is OP or not but i think this is open for more skillfull play than the current diamond skin.
I disagree. The current Diamond Skin trait requires skillful play to keep your health above 90% (which is hard or even impossible if you receive any focused damage).
This idea just promotes further attunement spam. There’s already enough mental gyrations that should be occurring for attunement switching — what conditions you have should not be a part of that thought process.
You can’t really say focusing on healing constantly requires a lot of thought any more than you can say spamming lava font off cooldown does.
The rule with diamond skin is that you are either fighting only condition classes at one time, in which case you just heal once every several years and you’re fine, or you face anything else and have immunity to conditions for about half a second, and can either play without a grandmaster trait and 20 points that would probably be better in another traitline, or spam heals for another half second of immunity.
It’s not really skillful play to be a hardcounter for three to four builds and hamstringed against everything else.
It does require more thought. Do you spend your heal skill or not? You don’t spam healz for the obvious reason of efficiency. Why would you blow your heal to get above 90% health if you currently at 85% health? It’s a waste of a heal, however it makes diamond skin active again.
This in turn impacts your skill and attunement rotation. You have to adjust and shift into water to maintain your 90% HP when maybe you would have gone to a different attunement instead.
So while diamond skin is partially a hard counter, it does require changes in your play to make it effective (and that in itself requires skill).
Or make it have different effects related to conditions based on your attunement at all health levels.
Water-Cleanse a condition every few seconds in water, activates when swapping to water then one condition every say 5 seconds thereafter
Fire- Conditions applied grant buffs when applied to you in fire for a brief time. Bleed/Poison=Regen, Weaken=Fury, Cripple/Immob=Swiftness, Burn/Chill=Might
Would have to be short durations for the boons applied obviously, but it would greatly synergize with ele’s boon generationAir- Reduce condition duration by x%. Probably something like 50%
Earth- Reflect conditions applied within say 600 range, meaning if someone is in range and applies a bleed, they will also receive a bleed.
Earth is op. I suggest a 10%~25% chance modifier.