This thread is feedback on Storm's single charm removal spell-disarm. Currently Disarm costs 1 pip. I believe this pip cost should be lowered to be in line with the trends established with Myth and Storm's parallel spells.
Currently one of the Storm School's sub specialties is charm removal while one of the myth school's sub specialties is ward removal. The costs of their comparable spells mirror each other.
Myth: Cleanse Ward- Remove one negative ward- Cost 0 pips Storm: Cleanse Charm- Remove one negative charm- Cost 0 pips
Myth: Shatter- Remove all Positive Wards from opponent- Cost 3 pips Storm: Enfeeble- Remove all Positive Charms from opponent- Cost 3 pips
Myth: Mystic Colossus- Damage All and Remove all Positive Wards from opponent's team- Cost 5 pips and 1 shadow pip Storm: Glowbug Squall- Damage All and Remove all Positive Charms from opponent's team- Cost 5 pips and 1 shadow pip.
Note that in each of these cases the associated pip costs for charm and ward removal is exactly the same
However, in one case the pip costs are not the same
This thread is feedback on Storm's single charm removal spell-disarm. Currently Disarm costs 1 pip. I believe this pip cost should be lowered to be in line with the trends established with Myth and Storm's parallel spells.
Currently one of the Storm School's sub specialties is charm removal while one of the myth school's sub specialties is ward removal. The costs of their comparable spells mirror each other.
Myth: Cleanse Ward- Remove one negative ward- Cost 0 pips Storm: Cleanse Charm- Remove one negative charm- Cost 0 pips
Myth: Shatter- Remove all Positive Wards from opponent- Cost 3 pips Storm: Enfeeble- Remove all Positive Charms from opponent- Cost 3 pips
Myth: Mystic Colossus- Damage All and Remove all Positive Wards from opponent's team- Cost 5 pips and 1 shadow pip Storm: Glowbug Squall- Damage All and Remove all Positive Charms from opponent's team- Cost 5 pips and 1 shadow pip.
Note that in each of these cases the associated pip costs for charm and ward removal is exactly the same
However, in one case the pip costs are not the same
Pointless, disarm is rarely used in pvp and PVE. I have yet to see someone use this spell in either one.
Lvl 110 Lvl 100 Lvl 27
Not in max lvl PvP. But in mid level PvP it certainly could be useful if it was cheaper. We all know Storm can use all the help it can get at mid levels.
Not in max lvl PvP. But in mid level PvP it certainly could be useful if it was cheaper. We all know Storm can use all the help it can get at mid levels.
In mid level pvp, you can enfeeble or get a may cast enfeeble pet
In mid level pvp, you can enfeeble or get a may cast enfeeble pet
A maycast enfeeble pet is random and thus unreliable wheras enfeeble cannot be trained till lvl 70+(beyond mid level) and is only available as an extremely rare no auction tc.
This thread is feedback on Storm's single charm removal spell-disarm. Currently Disarm costs 1 pip. I believe this pip cost should be lowered to be in line with the trends established with Myth and Storm's parallel spells.
Currently one of the Storm School's sub specialties is charm removal while one of the myth school's sub specialties is ward removal. The costs of their comparable spells mirror each other.
Myth: Cleanse Ward- Remove one negative ward- Cost 0 pips Storm: Cleanse Charm- Remove one negative charm- Cost 0 pips
Myth: Shatter- Remove all Positive Wards from opponent- Cost 3 pips Storm: Enfeeble- Remove all Positive Charms from opponent- Cost 3 pips
Myth: Mystic Colossus- Damage All and Remove all Positive Wards from opponent's team- Cost 5 pips and 1 shadow pip Storm: Glowbug Squall- Damage All and Remove all Positive Charms from opponent's team- Cost 5 pips and 1 shadow pip.
Note that in each of these cases the associated pip costs for charm and ward removal is exactly the same
However, in one case the pip costs are not the same
Steal Ward actually gives you a ward, but I agree it should be less. 1 pip is good in my opinion.
Steal Charm actually gives you the blade and only costs 1 pip. Disarm only removes the charm and costs the same. Both Steal Ward and Disarm should be lowered by 1 pip.
A maycast enfeeble pet is random and thus unreliable wheras enfeeble cannot be trained till lvl 70+(beyond mid level) and is only available as an extremely rare no auction tc.
May cast enfeebled is unreliable? Then how come many grandmaster wizards have this talent on their pets? Disarm only removes 1 blade where enfeeble removes ALL. In low and mid lvl pvp, blades are MAJOR but removing one won't do much because you can cover them up with elemental/spirit blades