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Old Jan 24, 2012, 01:15 AM // 01:15   #1
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Default Update - January 23, 2012

Assassin

* Fox Fangs (PvP): reduced bonus damage to 10…25.
* Leaping Mantis Sting: reduced bonus damage to 5…15.

Dervish

* Crippling Victory: increased adrenaline cost to 6; removed Cripple from AoE component.
* Onslaught (PvP): removed 25% movement-speed increase.
* Twin Moon Sweep (PvP): reduced damage by 25%.
* Wearying Strike: increase adrenaline cost to 6.

Elementalist

* Blinding Flash: increased recharge to 8 seconds.
* Glyph of Sacrifice: added the following functionality: “Ends prematurely if you use a non-spell skill.”
* Obsidian Flame (PvP): split for PvP; reduced damage to 22…92.

Monk

* Shield Guardian: reduced cost to 5 Energy; increased casting time to 1.5 seconds.
* Spirit Bond: reduced healing threshold to 50 damage; reduced healing to 30…90.
* Spirit Bond (PvP): reduced healing threshold to 50 damage; reduced healing to 30…90.

Paragon

* Wild Throw: added the following functionality: “All of your non-spear attack skills are disabled for 3 seconds”

Ranger


* Melandru’s Shot: reduced recharge to 8 seconds.

Warrior


* Enraged Smash (PvP): split for PvP; increased recharge to 10 seconds.
* Yeti Smash: removed 1 second activation; reduced adrenaline cost to 6.
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Old Jan 24, 2012, 02:05 AM // 02:05   #2
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Quote:
* Spirit Bond: reduced healing threshold to 50 damage; reduced healing to 30…90.
* Spirit Bond (PvP): reduced healing threshold to 50 damage; reduced healing to 30…90.
edit: Ok at first I thought they looked identical and wondered why still split, but turned out they have different recharge. I blame time, 3.15am and time to sleep

Last edited by Bristlebane; Jan 24, 2012 at 02:16 AM // 02:16..
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Old Jan 24, 2012, 02:06 AM // 02:06   #3
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Did this update cause anyone else's Guild Wars clients to stop working? Now mine won't load.
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Old Jan 24, 2012, 02:11 AM // 02:11   #4
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Quote:
Originally Posted by Bristlebane View Post
Ah so they did reduce both the PvE and PvP version. In the preview only PvP-version was mentioned. Now here's the 1 million ecto question:
What's the difference between the PvE and PvP version now, and why ain't they merged?
The preview was corrected and added that the change would affect both pve and pvp. The pvp version has a higher recharge.
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Old Jan 24, 2012, 02:14 AM // 02:14   #5
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Quote:
Originally Posted by Bristlebane View Post
Ah so they did reduce both the PvE and PvP version. In the preview only PvP-version was mentioned. Now here's the 1 million ecto question:
What's the difference between the PvE and PvP version now, and why ain't they merged?
recharge on the pve version is 2 seconds while on the pvp version it is 5

ninja'd ^^
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Old Jan 24, 2012, 02:19 AM // 02:19   #6
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Alright, 3.15am and time to sleep. Should teach me to comment on skills this late lol.
Edited my original post. Winner can claim their 1 million ecto here, tell them Bristlebane sent you
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Old Jan 24, 2012, 03:32 AM // 03:32   #7
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50 damage limit in PvE means that the average caster wanding probably activates it now. Probably works for decent healing under SY.

Other things have all been discussed in the preview thread, not much more to add. Still don't like the Wild Throw change, a warrior carrying a spear to throw before engaging in melee combat was historically a very often used combination, and mechanically it seems heavy-handed.
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Old Jan 24, 2012, 03:48 AM // 03:48   #8
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The warrior needs to have some of his stance removals changed then. Wild Blow should not remove adrenaline.
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Old Jan 24, 2012, 03:49 AM // 03:49   #9
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500/smite should be much easier on players now.
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Old Jan 24, 2012, 03:57 AM // 03:57   #10
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Quote:
Originally Posted by Zylo16 View Post
Did this update cause anyone else's Guild Wars clients to stop working? Now mine won't load.


You might have to right click and "run as administrator" if you're set up
to keep programs from changing executable files.
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Old Jan 24, 2012, 04:06 AM // 04:06   #11
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Originally Posted by Swingline View Post
The warrior needs to have some of his stance removals changed then. Wild Blow should not remove adrenaline.
or hammer warriors could do stuff other than hit monks exclusively
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Old Jan 24, 2012, 04:23 AM // 04:23   #12
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The "Not bad" meme came to my mind for some reason.

Look at that. I may actually start considering Shield Guardian and Spirit bond for my monk and hero monk builds now.

Quote:
Originally Posted by Swingline View Post
The warrior needs to have some of his stance removals changed then. Wild Blow should not remove adrenaline.
I think it should, but not all adrenaline. I liked the change to exhaustion, it allowed better fine-tune of the effect. Maybe something like that could be done, replacing "Lose all adrenaline" effects with effects like, for example "Lose X strikes of adrenaline" or "Lose X% adrenaline".
I know how fast can warriors get adrenaline up again, but I still dislike absolute effects like that. They tend to break the flow, making things too much "all or nothing".
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Old Jan 24, 2012, 04:38 AM // 04:38   #13
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Quote:
Originally Posted by Kunder View Post
a warrior carrying a spear to throw before engaging in melee combat was historically a very often used combination,
In most situations like this, the spear was thrown before battle commenced. Wild throw, since it costs adrenaline, can not be used in this manner. Therefore, the historical arguement doesnt really work for this skill.

That said, I remember once using a build on my warrior in PvE where I would go /p and start each battle with a Spear of Fury + some condition skill (maybe a find their weakness with moderate command spec?). It was kind of fun to roleplay with the whole "realistically using a javelin" bit, and it wasn't totally useless since I started each battle with a good chunk of adrenaline.
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Old Jan 24, 2012, 04:46 AM // 04:46   #14
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Originally Posted by lemming View Post
or hammer warriors could do stuff other than hit monks exclusively
lolwut?

Hammer Warriors do other things besides hit the monk. The good Warrior will put pressure on others then switch for the KD chain and spike and the monk will know when the Warrior is coming for the spike. The problem with Warriors is and always has been a lack of self profession support to remove blind and the lack of decent stance removal.

Wild Blow needs to change to Strength with a less than five fail component. Then it needs to remove the adrenaline loss. The skill already has a 8 second recharge. Most of the time if someone pops a stance in PvP they are invincible to melee. There should be better options for the Warrior to remove it. He is the master of stances after all.
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Old Jan 24, 2012, 04:53 AM // 04:53   #15
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I just checked crippling victory. The cripple mechanic is now tied to the "on hit" so it no longer cripples on a miss/block. A good thing.

For some reason it just now hit me. Spirit bond now triggers on regular axe crits. At 14 axe 60 armor a crit was 59 damage, just under spirit bond range.
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Old Jan 24, 2012, 05:11 AM // 05:11   #16
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Does anyone actually have 60 AR anymore, though?
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Old Jan 24, 2012, 05:15 AM // 05:15   #17
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Skills balance only? When will we get WoC's last part?
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Old Jan 24, 2012, 05:44 AM // 05:44   #18
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Quote:
Originally Posted by Swingline View Post
lolwut?

Hammer Warriors do other things besides hit the monk. The good Warrior will put pressure on others then switch for the KD chain and spike and the monk will know when the Warrior is coming for the spike. The problem with Warriors is and always has been a lack of self profession support to remove blind and the lack of decent stance removal.

Wild Blow needs to change to Strength with a less than five fail component. Then it needs to remove the adrenaline loss. The skill already has a 8 second recharge. Most of the time if someone pops a stance in PvP they are invincible to melee. There should be better options for the Warrior to remove it. He is the master of stances after all.
A good warrior won't make it known when a spike's coming. Also, Forceful Blow.
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Old Jan 24, 2012, 06:14 AM // 06:14   #19
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Quote:
Originally Posted by Swingline View Post
lolwut?

Hammer Warriors do other things besides hit the monk.
Wild Throw meant that they didn't have to.
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Old Jan 24, 2012, 07:58 AM // 07:58   #20
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Originally Posted by Elnino View Post
A good warrior won't make it known when a spike's coming. Also, Forceful Blow.
Most monks bring two forms of defense which is usually a mix of Bonetti's, B Stance and Shield Bash. If used properly a monk will always have one ready for a spike and even a good warriors spike can be spotted by a smart enough monk.

I see your Forceful blow and raise you a Protector's Defense.

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Wild Throw meant that they didn't have to.
There had to be a solution to the monk stance problem and even then they can bring protector's defense and shield bash.
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