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Old Dec 14, 2008, 05:05 PM // 17:05   #241
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Originally Posted by Mr Emu View Post
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO [shared burden], [Lingering Curse]+[visions of regret]

try replacing visions wit the new mark of insecurity and ull have a real monk brick shitting fest. hexway for new meta?

btw hundred blades is bad b/c it isnt armor ignoring. dps doestn work in pvp unless its in obscene amounts on everyone, and the bonus 24 dmg isnt exactly good. maybe in ra but ra fails.

the other "scrubs now think is a good pvp skill" skill is aura of the lich. seriously, its not good. even if u can raise 1 minion without corpses, whoopdefkingdoo. 1 minion every 45 seconds. theres alot better skills for death attribute. even if u instant recharge it and create an army of them, they are gonna easily die from one shot aoe, unlike jagged bones recycling. maybe in pve this will be good, but all it does is save u some time from needing to recharge ur energy and use ur minion health spells a lil more. still a waste of an elite.

Last edited by maraxusofk; Dec 14, 2008 at 05:20 PM // 17:20..
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Old Dec 14, 2008, 05:18 PM // 17:18   #242
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Either I haven't been paying attention, or the people saying Hundred Blades isn't armour-ignoring have not seen it in action yet.
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Old Dec 14, 2008, 05:19 PM // 17:19   #243
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One more thing

For Primal Rage, it should end if you use a non-attack skill. That way, you don't need to bring a cancel stance.
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Old Dec 14, 2008, 05:57 PM // 17:57   #244
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Nah. The way I see it, users of Primal Rage will be using none attack skills often while the stance hasn't ended yet. The stance switch is safer in my opinion. Just be glad it IS an elite. Otherwise, Primal Rage AND Defy Pain! E-gads! A rabid tank!
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Old Dec 14, 2008, 06:03 PM // 18:03   #245
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Originally Posted by Tyla View Post
Either I haven't been paying attention, or the people saying Hundred Blades isn't armour-ignoring have not seen it in action yet.
It's slashing damage, guess that's what they mean.
A W takes 6 dmg whereas 60al takes 20 or so, obv mods will make a difference to this
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Old Dec 14, 2008, 06:56 PM // 18:56   #246
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Originally Posted by lilDeath View Post
It's slashing damage, guess that's what they mean.
A W takes 6 dmg whereas 60al takes 20 or so, obv mods will make a difference to this
The slashing damage is armour ignoring (from what I've seen) the same way that the cold damage from Mirror of Ice is armour ignoring.
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Old Dec 14, 2008, 07:13 PM // 19:13   #247
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Originally Posted by Tyla View Post
The slashing damage is armour ignoring (from what I've seen) the same way that the cold damage from Mirror of Ice is armour ignoring.
It does NOT ignore armor. At 15 swordsmanship [hundred [email protected]] should deal 25 damage to surounding foes. However warriors only take 7 damage.

I vanquished an entire map on hard mode just to test out the skill so I know this is indeed the case unless they updated it very recently.
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Old Dec 14, 2008, 07:23 PM // 19:23   #248
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The slashing damage of hundred blades is not armor ignoring. Try testing it out on the dummies in isle of the nameless.
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Old Dec 14, 2008, 07:23 PM // 19:23   #249
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I can confirm non-armor-ignoring damage. I've been playing with Hundred on my Ranger a bit. Spirits, minions and squishies got hit by 20+ damage, while even Assassins and Dervishes took less than 10-15 damage.
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Old Dec 14, 2008, 07:27 PM // 19:27   #250
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Originally Posted by Crom The Pale View Post
It does NOT ignore armor. At 15 swordsmanship [hundred [email protected]] should deal 25 damage to surounding foes. However warriors only take 7 damage.

I vanquished an entire map on hard mode just to test out the skill so I know this is indeed the case unless they updated it very recently.

This. Hundred blades' splash damage is indeed reduced by armor. The upside is the synergy with Mark of Pain. That's the armor-ignoring damage that really shines with Hundred Blades. That and it hits even when you're missing/blocking.
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Old Dec 14, 2008, 10:03 PM // 22:03   #251
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Originally Posted by Kyp Jade View Post
From a warriors perspective, peace and harmony is sexy, you should read the 2nd clause on it, where conditions and hexes expire 90% faster, and that you can maintain pnh permanantly
read the attribute requirement, df says fail on wars
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Old Dec 14, 2008, 11:39 PM // 23:39   #252
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after playing just a few minutes with the new hundred blades, I'm looking for a new elite. Any suggestion?
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Old Dec 14, 2008, 11:41 PM // 23:41   #253
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^This X13 (not 12, but 13. Woot!)

Life Sheath was, at least for me, the deleted skill options for a wammo. What else could there be? Life Sheath doesn't reduce damage like it did before. Back to Defy Pain, I guess. Oh wait, I almost forgot about the new elites!

Quote:
Originally Posted by Markaedw View Post
after playing just a few minutes with the new hundred blades, I'm looking for a new elite. Any suggestion?
Primal Rage. It's excruciatingly improved, but make sure you got cover for it's draw back. Either have a damage reduction skill, or a canceling stance. If you're a Hammer warrior, the updated hammer skill might be your fancy for pvp. Like the improved version of Bull's Strike. Whirling Axe still don't look appealing, at least to me.

Last edited by Racthoh; Dec 15, 2008 at 08:05 AM // 08:05..
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Old Dec 14, 2008, 11:53 PM // 23:53   #254
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Primal rage doesn't work with my curremt build, hundred blades charged up my adreneline skills. I don't use her that much anyway. She'll just go to premenat retirement.
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Old Dec 15, 2008, 12:10 AM // 00:10   #255
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Originally Posted by Markaedw View Post
Primal rage doesn't work with my curremt build, hundred blades charged up my adreneline skills. I don't use her that much anyway. She'll just go to premenat retirement.
There-is-no backing down! Not when you have [Defy Pain]. Oooo!
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Old Dec 15, 2008, 04:27 AM // 04:27   #256
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Originally Posted by jaximus View Post
read the attribute requirement, df says fail on wars

Yeah....because GW is all about 1v1 and solo farming. Sure.

Personally as a warrior, I love peace and harmony. ON MY PROT HERO. Because all the anti-warrior conditions and hexes in PvE...zomg unstoppable!
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Old Dec 15, 2008, 08:47 PM // 20:47   #257
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Originally Posted by Cobalt View Post
That's the point, Monks are already reliant on secondaries for energy management so why in the hell would you remove one of the only tools they have to do it themselves?

Because my naive friend some of us have learned to play and used Peace and Harmony to its full potential in private farm builds. This is really a deliberate nerf disguised as a buff aimed at players who knew how to use that skill.
Yes, your 1337 farming build that required you to waste your elite on a whole extra 1 pip of energy regen was totally the basis behind the PnH "nerf". I hope this is the best-disguised trolling attempt I've ever seen, because I can't believe you're serious.
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Old Dec 15, 2008, 09:44 PM // 21:44   #258
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@ Cobalt

Divine Spirit has always been better than PaH for energy management in the monk skill department and it works well with Deny Hexes, a useful skill in the current hex heavy meta. The old version of PaH was shit from day one, the new version is a nice skill.
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Old Dec 15, 2008, 11:50 PM // 23:50   #259
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Quote:
Originally Posted by A11Eur0 View Post
Yeah....because GW is all about 1v1 and solo farming. Sure.
Hmm, yes, because that PvP aspect out there is pretty much an afterthought.
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Originally Posted by A11Eur0 View Post
Personally as a warrior, I love peace and harmony. ON MY PROT HERO. Because all the anti-warrior conditions and hexes in PvE...zomg unstoppable!
Yes, it's fine for PvE because it can be kept up almost indefinitely with the the right atts and mods:
Quote:
Originally Posted by cthulhu reborn
Even if a monk casts it on your warrior it will last 6 seconds if that monk has divine favour of at least 14 and an ench mod on his staff/sword. and the recast is still 7.
From the apparently irrelevant PvP perspective though it still has too many problems. It certainly isn't going to replace RC (which is a vastly superior skill for pure condition removal) on the prot monk who would be most likely to have the points to give to it... and taking it on a team that has an RC and then actually using it essentially cancels out the healing capacity of the RC monk. Even 3 monk backlines rarely if ever have one devoted to DF, and even then there are plenty of other options that synergize better with the standard bars. Removing a stack of hexes all at once is useful at least (though the conditions may be counterproductive at times), but Divert Hexes would work almost as well without hurting the RC. PvE hero monks need not worry about any of this.

The real value of the skill is in the reduced hex duration. That said, who runs 14 DF in GVG or HA? Few exceed 9 DF which with the enchant mod keeps the duration under 4 seconds assuming it's not removed prematurely. This is still an alright duration if allowed to run its course, but it's far from constant and it only works on one person... again, I still think Divert Hexes would be a stronger alternative.

And what decent team neglects to bring enchant removal? None. What decent team that relies on hexes at all is going to not make removing Peace and Harmony the top priority? None. This skill requires at least one cover enchant (which decompresses the bar again) or a completely inept opponent (although this might be a reasonable expectation these days) to achieve its full potential.

Still, the new version is better than it was before, and while it doesn't seem like something that's going to overtake the current standards there's some niche and gimmick possibilities for it.
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Old Dec 16, 2008, 12:27 AM // 00:27   #260
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as for pnh on a monk. right now it does too much for too little. it wont stay like this. itll either get a 10.1.7 or get # of hexes/conds taken down or lose the enchant part. compare it to b-lite which is what they wanted it to be.

pnh was sposed to start a new meta?? as far as anyones seen so far it just makes the meta more stale. currently its clean the melee for a spike. gogogo lets make that easier!
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