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Old Jan 18, 2008, 03:28 AM // 03:28   #141
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Quote:
Originally Posted by lutz
So like...

every warrior is going to be W/Rt.
not like a lot of them in GvG aren't already, what with the use of Death Pact sig.

Interesting update, nothing that really calls for great discussion, except perhaps HeV, maybe Pious Assault, and Magebane for sure.
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Old Jan 18, 2008, 03:32 AM // 03:32   #142
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I've got no idea what to say about this one because I don't use the skills they changed for the post part.
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Old Jan 18, 2008, 03:38 AM // 03:38   #143
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Quote:
Originally Posted by pamelf
This is definitely a good update.
Based on what?
None of these 'balances' will fix any of the lame crap running rampant thru Pvp at the moment.

VoD and GvG npc stuff is interesting tho.
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Old Jan 18, 2008, 03:44 AM // 03:44   #144
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Quote:
Originally Posted by VitisVinifera
wow....Izzy behaved himself this time......mostly buffs to unused skills, didn't touch popular skills, Ursan stays
That pretty much sums up my thoughts.

I've got a couple of complaints, though:

1) That stupid timer still has not been removed from Soul Reaping.

2)
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Originally Posted by RTSFirebat
Will they EVER fix the skill Winter?????? :S
But all-in-all this was a good update.
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Old Jan 18, 2008, 03:51 AM // 03:51   #145
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Quote:
Originally Posted by Lykan
Based on what?
None of these 'balances' will fix any of the lame crap running rampant thru Pvp at the moment.
Exactly why I don't think this was a great skill balance. The only thing that got minorly balanced was TA, with the warmongers/magebane nerfs.
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Old Jan 18, 2008, 04:26 AM // 04:26   #146
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Hmm, more signs of a shrinking player base, perhaps, hence the reason to open the server gates.

Buffing of less used skills will always be random, cos there are bucket of skills like that. More of that please.

Fall Back!
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Old Jan 18, 2008, 04:44 AM // 04:44   #147
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I was hoping for MORE skill updates...but w.e
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Old Jan 18, 2008, 04:53 AM // 04:53   #148
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Quote:
Originally Posted by LifeInfusion
Warmonger's Weapon: increased recharge time to 30 seconds. --> Hi, Glyph of renewal
my guild has been using a glyph of renewal rit for a couple weeks now.. heh.
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Old Jan 18, 2008, 05:36 AM // 05:36   #149
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i like this update i dont use any of those skills tought
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Old Jan 18, 2008, 05:37 AM // 05:37   #150
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The activation times might make rangers more viable for DPS damage but it still doesn't make them good. Precision shot got a major buff, since activation of 1 is better than ~2-3 (bow attack speed) meaning it is more likely to activate properly.

Fallback was good to begin with in mobile environments.

Caltrops might see use on casters sins I guess. It is still half range though.

Ethereal Burden: reduced recharge time to 30 seconds. <-- does nothing for the skill it oculd be pushed to 20 (30 as opposed to 45)

Mind Wrack: increased duration to 30 seconds. <-- can you say cover hex???

Heaven's Delight: increased the area of effect to earshot. <-- usable, but not good due to 2 cast and 30 recharge (unless you have no prot/healing prayers)

Patient Spirit: decreased duration to 2 seconds; increased healing to 30..120 Health. <-- odd, since Healer's Boon doesn't synergize with this and the 2 seconds is still not going to save you since it doesn't stack (like Ancestor's Rage)

Renew Life/Restore Life --> touch range...

Wail of Doom: decreased Energy cost to 10 <-- might be viable with Masochism but 15 cooldown...and shutting down melee with weakness/miss hexes is better than shutting off their attack skills with an elite. As an interrupt it is costly and bringing cry of frustration/leech signet/web of disruption/complicate is simpler.

"We Shall Return!": decreased Energy cost to 5. <-- wasting a skill slot for a res buff? Planning to die before the battle starts?

Rejuvenation: increased Spirit's level to 1..16. <-- still a joke
(health=20*spirit level*(1+spawning*0.04))
-->16 restor, 13 spawning = 486HP--> 48.6 heals at 10hp a heal


Sundering Weapon: now affects the next 3 attacks. <-- turns into reapplied cracked armor most of the time

Warmonger's Weapon: increased recharge time to 30 seconds. <-- channeling magic got hit

"Coward!": decreased adrenaline cost to 4 strikes. <-- sort of pointless for snaring unless you run on a paragon...how do you get 4 adrenaline before hitting ...Make Your Time? Signet of Aggression? To the Limit? You Will Die!? (not really) Balthazar's Spirit? (yeh right maybe after taking damage for 15 seconds) It is sort of counterproductive to use your elite on a conditional knockdown when you have Bull's Strike/Shock. The best I can see this do is as a anti-kite mid-chain (after nonelites like enraging charge and whatnot)...
-->"If target foe is moving, that foe is knocked down." is not strong enough to be elite in most cases since if they are moving you want to use an energy skill/signet to pre-snare...not adrenal. This means it is only good for after you executed an attack and it isn't on demand.

Last edited by LifeInfusion; Jan 18, 2008 at 06:06 AM // 06:06..
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Old Jan 18, 2008, 05:49 AM // 05:49   #151
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I overlooked what many have pointed out: when is SR going to be addressed for the final time? The timer must go as spirit SR was nerfed, which is the only reason it was put in in the first place (Izzy notes stated this).
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Old Jan 18, 2008, 06:04 AM // 06:04   #152
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Quote:
Originally Posted by stretchs
This is one of their temporary skill balances which typically are testing some they were like, eh just maybe, then after the testing period you get the full fledged whacka-skill tool going and things are really put down to business
Nah, spoke with izz. This is it. VoD changes were the major thing, and Guild Lord behavior.

Oh, and if you guys didn't catch on to the major concept behind the balance, it was to stimulate hexes back into the meta in heavier form. (aka the SBS buff)

Oh, and elemental flame + earthen shackles + Freezing gust = hax?
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Old Jan 18, 2008, 06:10 AM // 06:10   #153
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It's not really the skill changes per se that is interesting, but the choosing of skill to change.

If ANET continue making changes in "NOT MUCH USE" skill, then perhaps if the changes accumulate, we would have more wide variety choice of useful skills to put in the skill bar.

About URSAN, well, it stays atm. Maybe people need better anti-ursan avatar and cat-photo cliche for arguments.

Peace.
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Old Jan 18, 2008, 07:03 AM // 07:03   #154
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Just in case you guys missed it, we have a Dev Update with some discussion of today's skill changes. Catch it here.
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Old Jan 18, 2008, 07:42 AM // 07:42   #155
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Update was decent, but feels small...

..Gonna suck if we gotta wait 2 months for another....
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Old Jan 18, 2008, 08:25 AM // 08:25   #156
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Quote:
Power Shot, Penetrating Attack, Sundering Attack, and Precision Shot
Make all 4 of these skills 5 energy as a final buff? I'd really like to see that. Keen arrow among other 5 energy bow shot skills are pretty powerful at only 5 energy, why not these as well?
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Old Jan 18, 2008, 09:42 AM // 09:42   #157
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Quote:
Originally Posted by Zeek Aran
Energy Surge.
Sub-par by default.
The only reason why it's considered good is because other options are worse.

Expel on the other hand IS sweet!




On-topic:
Sweet! I am just thinking of quitting GW - so this comes very handy. Nothing big that would make me go "OMG!11! I so need to play with that!1!!!".
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Old Jan 18, 2008, 09:46 AM // 09:46   #158
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Yeah, I'm a huge fan of skill changes, and this update is really lacking. Other than the Warrior skills, and maybe Signet of Agony, I don't see anything that makes me consider different builds.

*yawn*


EDIT: Oh wait, maybe the Bow Attacks... yeah, gonna have to mess with those

Last edited by arcanemacabre; Jan 18, 2008 at 11:29 AM // 11:29..
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Old Jan 18, 2008, 10:25 AM // 10:25   #159
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Quote:
Magebane Shot has become the clear elite choice for Rangers in GvG due to its low cost and high effect. At 10 Energy, this skill should now be more appropriately priced.
wut?

Have seen MBS in gvg twice ..
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Old Jan 18, 2008, 11:22 AM // 11:22   #160
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Hero key bind is great, i was thinking about that feature two days ago.
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