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Old Mar 17, 2011, 11:17 PM // 23:17   #21
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Originally Posted by AndroBubbles View Post
Signet of suffering will probably see little to no use in competitive play; the players won't sacrifice an elite just to get bleeding.
Yes, they will.
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Old Mar 17, 2011, 11:23 PM // 23:23   #22
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Bhav: Some of us like to mess around with the ranger's skills, not just use the overpowered ways all the time. Do you want them to just cut out all the other skills than Barrage then??
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Old Mar 17, 2011, 11:23 PM // 23:23   #23
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i noticed a slight stealth nerf to those trying to go quickly through MQ... no matter what i do i always come back to minions in that place so that one boss with consume soul is essentially going to be a instant minion killer. other then that nothing was changed that i actually use
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Old Mar 17, 2011, 11:24 PM // 23:24   #24
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fast response for anet to the derv garbage, though still amazed that Soul Twisting is still unchanged

hmmm not amazed, i'm sure anet can't wait for bbway to make a comback
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Old Mar 17, 2011, 11:28 PM // 23:28   #25
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Quote:
Originally Posted by Taurean View Post
Bhav: Some of us like to mess around with the ranger's skills, not just use the overpowered ways all the time. Do you want them to just cut out all the other skills than Barrage then??
Well, fortunately for you they arent doing that like they are planning to do to ellys.

I meant that Rangers still have a viable HM build. If invoke gets nerfed, thats ellys doing any kind of damage in HM gone down the drain. The only role left for ellys will be healing or protting, which isnt really what people make that character class for.

Its a sad state in this game where smite monks with arcane echo RoJ do more damage than ellys can.
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Old Mar 17, 2011, 11:29 PM // 23:29   #26
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barbed signet should be doing what signet of suffering is doing, and vice versa.

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Originally Posted by lemming View Post
Yes, they will.
Oh ok we're just gonna believe you cause you're modsquad and don't have to, ya know, feel obligated to explain your illogical one-liners.

Last edited by Gift3d; Mar 17, 2011 at 11:32 PM // 23:32..
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Old Mar 17, 2011, 11:31 PM // 23:31   #27
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WOW - Barbed Signet looks really good, in my 7 man setup I made a necro with only hexes and I'm ofc using Barbed signet for that, this looks completely awesome.

I doubt it will go live though it seems overpowered.

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Originally Posted by Gift3d View Post
barbed signet should be doing what signet of suffering is doing, and vice versa.
Yeah the changes doesn't seem to make much sense, they should change the status and make Barbed elite and the other one normal.

Last edited by majoho; Mar 17, 2011 at 11:34 PM // 23:34..
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Old Mar 17, 2011, 11:33 PM // 23:33   #28
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Nice, but you forgot to fix ranger.
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Old Mar 17, 2011, 11:36 PM // 23:36   #29
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Quote:
Originally Posted by bhavv View Post
If your actually taking 28 seconds to kill stuff in PVE, they your doing it wrong.

More damage in one go is better than lower but more frequent damage because its more likely to kill something and less likely to get healed in time.
you're*

Quote:
Originally Posted by bhavv View Post
You already have Splinter Barrage which is better in HM than most of what Ellys can do other than E/Mo protting.
Splinter barrage is terrible for the 90% of the time things don't ball to make it worthwhile.
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Old Mar 17, 2011, 11:45 PM // 23:45   #30
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Ahh, I remember back in 2006 or so. I looked at Shatter Hex, then I looked at Smite Hex. Then back at Shatter Hex. I was confused. "lol, sucks to be a mesmer, i guess?"

Thanks for patching that one up, guys.

;-)
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Old Mar 18, 2011, 12:04 AM // 00:04   #31
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splinter barrage is awesome!!!! maybe once per set of mobs .......

seriously, rangers need a lil touch up. heres a simple one:
preparations last 60 seconds
OR
barrage/volley do not remove preps

just one out of those 2 could actually help alot
(seriously other classes are able to AoE conditions quite easily and condition spreading was originally meant for Rangers)

Last edited by Rites; Mar 18, 2011 at 12:08 AM // 00:08..
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Old Mar 18, 2011, 12:16 AM // 00:16   #32
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Quote:
Originally Posted by AndroBubbles View Post
Signet of suffering will probably see little to no use in competitive play; the players won't sacrifice an elite just to get bleeding.
Signet of Suffering will see just as much play time in competitive GvG as Barbed Signet did before. Losing an elite skill utility is only a minor setback to the blood necro bar. Don't underestimate the power of bleeding spread in a condition-heavy meta, especially with new dervish condition pumping machines.


Quote:
Originally Posted by Gift3d View Post
Oh ok we're just gonna believe you cause you're modsquad and don't have to, ya know, feel obligated to explain your illogical one-liners.
lol

Do you even play competitive GvG? Lemming is far from illogical, and is well-versed and fairly well-known in competitive GvG play. How about you?


As far as feedback for the update:

I feel like Fragility and Strip Enchantment needs to see some changes (for PvP, just so PvE'ers don't get their panties tied up in a knot).

-Fragility: With the recent dervish update making conditions more prominent in GvG, I think Fragility should see a recharge nerf at the very least, perhaps 8 or 10 recharge. Maybe make it 10 energy cost as well, but that may be pushing it.

-Strip Enchantment: I dont think a deep enchantment removal that deals static life stealing damage is very good for the game. If not re-work the skill itself, perhaps scale the life stealing per enchantment removed? At 14 spec Blood Magic, it currently deals 61 life stealing damage regardless if 1 or 2 enchantments are pulled. Dealing 30-31 life steal damage per enchantment removed with a maximum of 2 enchantments removed would be good I think.

Last edited by gooeydark; Mar 18, 2011 at 12:39 AM // 00:39..
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Old Mar 18, 2011, 12:30 AM // 00:30   #33
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Quote:
Originally Posted by gooeydark View Post
Signet of Suffering will see just as much play time in competitive GvG as Barbed Signet did before. Losing an elite skill utility is only a minor setback to the blood necro bar. Don't underestimate the power of bleeding spread in a condition-heavy meta, especially with new dervish condition pumping machines.
they need to get rid of derv condition pumping machines. barrage/volley want their mechanics and role back.


P.S. I am still scratching my head at the IL nerf. I really don't understand the change and why it isn't split. Were there all of a sudden 8 ele teams clearing dungeons in record time with IL that I am unaware of? Why not add a damage buff to the attunements for spells cast from their line(PvE only)? Add all Elementalist spells(including Energy Storage) to Elemental Attunement.
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Old Mar 18, 2011, 12:32 AM // 00:32   #34
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Quote:
Originally Posted by Del View Post
Splinter barrage is terrible for the 90% of the time things don't ball to make it worthwhile.
Meh, splinter has always been working fine when I play my paragon, stuff in PVE actually balls up 90% of the time, and splinter doesnt cause them to scatter unlike the vast majority of elly nukes.
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Old Mar 18, 2011, 12:38 AM // 00:38   #35
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Quote:
Originally Posted by jazilla View Post
they need to get rid of derv condition pumping machines. barrage/volley want their mechanics and role back.


P.S. I am still scratching my head at the IL nerf. I really don't understand the change and why it isn't split. Were there all of a sudden 8 ele teams clearing dungeons in record time with IL that I am unaware of? Why not add a damage buff to the attunements for spells cast from their line(PvE only)? Add all Elementalist spells(including Energy Storage) to Elemental Attunement.
I think everyone here needs to keep in mind that this skill update was centered more for PvP than PvE.

Invoke Lightning was a powerful spike skill that dealt an incredible amount of damage for only 10 energy, a relatively short recharge, and had a negligible drawback. If this change to Invoke affects PvE greatly, then maybe they should make it split (unless of course there were balance issues with Invoke in PvE as well as PvP).

Last edited by gooeydark; Mar 18, 2011 at 12:44 AM // 00:44..
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Old Mar 18, 2011, 12:46 AM // 00:46   #36
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IL seems "equally" good to me. Slightly less damage but more spammable. Less stronger for spiking, yes, which seems like it was their intention. But more damage over time to compensate. I'd say it will keep it's usefulness for pve.
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Old Mar 18, 2011, 12:49 AM // 00:49   #37
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Quote:
Originally Posted by gooeydark View Post
I think everyone here needs to keep in mind that this skill update was centered more for PvP than PvE.

Invoke Lightning was a powerful spike skill that dealt an incredible amount of damage for only 10 energy, a relatively short recharge, and had a negligible drawback.
If this change to Invoke affects PvE greatly, then maybe they should make it split (unless of course there were balance issues with Invoke in PvE as well as PvP).
That's why I am saying it should be split and my reference to 8 ele SC's is obviously a jab about Shadow Form and you totally missed it. You just completely agreed with what I was saying in a totally argumentative fashion as well as previously telling every PvE player in a previous post that we had our panties in a bunch. Are you done trying to make everyone feel inferior while missing people's points entirely yourself?

you also didn't comment on my Dervish part of the post. They basically took conditions out of Barraging for a reason and just added them to Dervishes. You weren't under the impression that change was made for PvE were you? And for the record, I am talking about a nerf to Barrage that happened so long ago, I don't remember what year it was, but here we are with a class now that does what Barrage used to do. I am talking about PvP btw.

Last edited by jazilla; Mar 18, 2011 at 12:58 AM // 00:58..
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Old Mar 18, 2011, 12:59 AM // 00:59   #38
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Quote:
Originally Posted by DiogoSilva View Post
IL seems "equally" good to me. Slightly less damage but more spammable. Less stronger for spiking, yes, which seems like it was their intention. But more damage over time to compensate. I'd say it will keep it's usefulness for pve.
more damage over time?

My impression was Ele Spells are suppose to hit hard, and take on a role of being the "nuker". Apparently, that title doesn't seem to correspond to what i see with how the ele is being changed right now.

if you don't deal high amounts of damage in a moment (especially hard mode), then that is trouble for your supports (aka. healers). What if you're in a situation where there's 3 healers enemies, their healing output is higher than your damage output.

More spammable, less damage ..hrm..i don't know, we'll see how this change in due time..
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Old Mar 18, 2011, 01:04 AM // 01:04   #39
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Quote:
Originally Posted by jazilla View Post
That's why I am saying it should be split and my reference to 8 ele SC's is obviously a jab about Shadow Form and you totally missed it. You just completely agreed with what I was saying in a totally argumentative fashion as well as previously telling every PvE player in a previous post that we had our panties in a bunch. Are you done trying to make everyone feel inferior while missing people's points entirely yourself?

you also didn't comment on my Dervish part of the post. They basically took conditions out of Barraging for a reason and just added them to Dervishes. You weren't under the impression that change was made for PvE were you?
lol

My response to your post was not meant to make you feel inferior. I was merely explaining the Invoke change for PvP.

And yes, I did miss your 8 ele reference thing because I have not done any sort of PvE in years. My HoM score has been relatively high for a long time, even before the HoM calculator was released. ^______________________^

Also, my previous post said "centered more for PvP than PvE", so as not to disregard any elements in PvE that this update may affect.

Now that that is out of the way, lets keep the rest of this thread focused on the update.
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Old Mar 18, 2011, 01:09 AM // 01:09   #40
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Now that Shatter Hex has been reduced to 10e, consider reducing Hex Eater Vortex to 5e.
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