So I was reading the recent post by a necro on how “boring” marks feel on our staff; a weapon with the most skills of all the weapons we have; and they all feel the same. I don’t think the mark concept is bad I just agree with the poster about staff needing some versatility in its skills and visuals.
Why marks feel redundant: They have very little counterplay in actual play. Placing something on the ground for a set period of time that will trigger its effects upon enemy interaction sounds like a trap but marks are not used as a trap, they’re used like aoe nukes. It’s also the easiest “trap” to see coming and evade (dodge/roll). This makes the staff number of counter-plays less than 3, and the counter-play is a one-step action versus four skills. For example: a warrior blocks while or in anticipation to you laying down marks (or dodge/roll). When you fight a staff mesmer or especially a staff ele, they have a variety of move sets and skills that offer equally as many counter measures to you.
But like I said I really like the idea behind marks and feel that it has prime potential for a bit of expanded play. The updated version below is still a bit strange, like bawb said lol, but the idea is to still allow marks as utility while offering additional options for play through transformations.
I also wanted to make it clear that the marks will still produce their standard effects when triggered by an enemy. I just didn’t add those effects in the descriptions.
Concept: Invoking (UPDATED)
Invoking the mark will be a secondary skill given to each mark once its layed on the ground. Invocations transform the player and will trigger all nearby marks, gaining additional transform bonuses.
Change to marks: Marks will now have a 1 second delay before it may be triggered by an enemy. Marks will not recharge while in a invocation transformation thingy. lol
Examples
Mark of Blood:
Transform bonus: Gain regeneration and condition duration.
[secondary] Blood Bat: Transform. Stun-breaker. Become a vampire bat.
effects: 15% bonus move speed, 8 second duration.
1 – Claw: strike your enemy with a siphoning claw attack.
2 – Rebound: stun-break and a heal.
3 – Shriek: Daze a foe.
4 – Swoop: Deal damage in a line.
5 – Deep Bite: A massive siphon attack, causing bleed.
Chilblains:
Transform bonus: Gain might and health.
[secondary] : Chilblains Ooze: Transform. Become a sickly ooze that spreads poison and chill to enemies.
effects: 8 second duration.
1 – Ooze Slap: Hit your enemy with a short ranged attack.
2 – Bounce: Area damage and a poison field. (no range)
3 – Ooze Trail: Cause poison on yourself, leaving trail of ooze that chills foes.
4 – Spikes: Damage and bleed nearby foes.
5 – Liquid Death: Move through a foe, covering them in ooze causing poison chill and immobilize. Ends transform.
Putrid Mark:
Transform bonus: Gain healing power and condition damage.
[secondary] Putrid Sarcophagus: Minion. Transform. Become immobile and invulnerable while locked inside an undead coffin. Transformation ends when sarcophagus is destroyed.
effects: Invulnerable. 4 second duration. Sarcophagus gains 2 seconds stability.
1 – Putrid Hail: Cause a frozen skull to land on target area, chilling and damaging foes. (small radius, .45 second groud-telegraph cast time, fast recharge.)
2 – Toxic Fumes: Discharge toxic gas from your sarcophagus, poisoning enemies.
3 – nil
4 – nil
5 – Burst from your sarcophagus sending bone and flesh shrapnel in an area dealing damage. Blast finisher. 0.5 second cast time.
Reapers Mark:
Transform bonus: Gain ferocity, accuracy and +4 seconds transform duration.
[secondary] Lupus Reaper: Transform. Spectral. Take the form of a spectral dire wolf.
Effects: 25% bonus move speed. Bonus power. 8 second duration.
1 – Ghost Bite: Bite your enemy and gain 1% life force.
2 – Chilling Howl: Chill nearby enemies.
3 – Fearsome Gaze: Gain stability for 1 second and cause fear to up to 3 nearby enemies facing you.
4 – Pounce: Leap towards your enemy to damage and bleed your foe. Leap finisher.
5 – Dark Den: Enter Death Shroud and retain your current skill set.
Notes:
Your character would have to be within range of the active marks for the secondary to become available.
These secondary activations might seem extravagant but they can be simplified further. The idea is that these transformations will not be compounded often while in the middle of combat and will create a stronger transform in preparation of a fight.
Survivability, active defenses, and avenues for counter play is all these are geared toward. Restricting staff recharge during transform makes it different from ele.
(edited by TheDevice.2751)