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Old Oct 12, 2007, 07:21 PM // 19:21   #41
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I've already tested it. It gets reapplied with every shout. So unless your monks have got the energy to get rid of Cracked every 5 seconds, paragons have 76 armor.
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Old Oct 12, 2007, 07:21 PM // 19:21   #42
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Quote:
Originally Posted by Andrew Patrick
Hey guys,

Hard Mode is currently not showing up as an option for players that beat the game prior to September 27th. We are pushing a build to live very soon which will fix the problem so all players that have beat GW:EN will have access to Hard Mode.
Tell your buddys..
I've been playing this game since the weekend after it came out

And this is undoubtedly my favorite update.
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Old Oct 12, 2007, 07:22 PM // 19:22   #43
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Tried it, sera is right..
*Puts monk to RC*

~Prof.
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Old Oct 12, 2007, 07:23 PM // 19:23   #44
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Yup, it is re-applied every time a shout or chant ends at you.

IMO this is a HUGE nerf to Agressive Refrain.
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Old Oct 12, 2007, 07:23 PM // 19:23   #45
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Yes, I really don't get the Aggressive Refrain nerf.

It's a hack job, a lot like the Exhaustion that was briefly added to some Ritualist skills.

Even from a lore point of view, how is a certain refrain going to make your armor crack?


I would really recommend them to think this over again, and perhaps balance it in the form of making their attacks less powerful (you deal XX% less damage). This way support Paras who are based around buffing their party with Echoes, Shouts and Chants rather than doing damage with Spears wouldn't be punished.


I'm trying really hard to make Paragons worthy of being Monk replacements in all-attacker PvE builds (shameless pimp of my guild, based around the principle), but seeing them get nerf after nerf only because they're being abused in PvP is starting to make me lose hope.


To sum it up: QQ
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Old Oct 12, 2007, 07:25 PM // 19:25   #46
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Originally Posted by ForgeWhelp
I cashed in 2 player handbooks on 2 different characters and got 2 new ones as well. Did you cash in the old one and did you ask the right 'questions' to get a new one?
Yes. But I have the "no HM" bug, maybe its related with that...
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Old Oct 12, 2007, 07:25 PM // 19:25   #47
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Quote:
Originally Posted by Lagg
Even from a lore point of view, how is a certain refrain going to make your armor crack?
You just attack so damn fast, your armor cracks.

Definately.
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Old Oct 12, 2007, 07:28 PM // 19:28   #48
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Quote:
Originally Posted by Bankai
You just attack so damn fast, your armor cracks.

Definately.
Gimme 33% IAS

~Prof.
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Old Oct 12, 2007, 07:29 PM // 19:29   #49
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hum no HM for me yet... :\
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Old Oct 12, 2007, 07:29 PM // 19:29   #50
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Two thumbs up for the miniatures change and the /report going official.

As for the rest of it - too many details for me to understand yet.
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Old Oct 12, 2007, 07:30 PM // 19:30   #51
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That Aggresive Refrain nerf stinks of that Exhaustion fiasco involving Ritualists.
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Old Oct 12, 2007, 07:31 PM // 19:31   #52
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Chillbains was the only really reliable way to dust those annoying shadowform players. Without this tool, I expect the number of shadowform builds to explode exponentially.

Rethink this one Anet. Either give us another reliable way to remove shadowform or even better ditch that god awful skill in the trash bin where it belongs.
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Old Oct 12, 2007, 07:33 PM // 19:33   #53
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Quote:
Originally Posted by Bankai
I've already tested it. It gets reapplied with every shout. So unless your monks have got the energy to get rid of Cracked every 5 seconds, paragons have 76 armor.
Still not so bad if youre spear-chucking.

Rangers Thump with no shields .-.?
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Old Oct 12, 2007, 07:33 PM // 19:33   #54
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AHAHAHA PARAGON NERF AHAHAHAHAHA
Dead profession is dead.

NOTE: Have fun getting blinded Paragons. Once you get hit, the blindness will be buried by Aggressive Refrain's Cracked Armor, making it near impossible to remove the blind unless you completely stop casting shouts, or have a RC Monk on your team.

Last edited by CHunterX; Oct 12, 2007 at 07:38 PM // 19:38..
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Old Oct 12, 2007, 07:34 PM // 19:34   #55
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Quote:
Assassin
Death's Charge: increased conditional Health to 65..200.
Golden Fang Strike: fixed a bug that allowed the use of Golden Fang Strike without a lead attack.
Shadow Refuge: increased duration to 6 seconds.
A much needed buff to shadow refuge.

BUT WHERE IS THE NERF TO DEADLY PARADOX


Quote:
Dervish
Wearying Strike: decreased damage to 5..20.
meh... whatever...

Quote:
Elementalist
Ash Blast: increased damage to 35..65.
Chilling Winds: increased damage to 25..50.
Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5..20.
Ebon Hawk: increased damage to 45..100.
Enervating Charge: increased damage to 25..50.
Glyph of Swiftness: fixed a bug that increased the projectile speed.
Ice Spikes: decreased recharge time to 10 seconds.
Searing Flames: increased Burning duration to 1..7 seconds.
Steam: increased conditional damage to 40..100; increased damage to 25..70.
Stoning: increased damage to 45..105.
Ward Against Melee: increased Energy cost to 15; decreased duration to 5..20 seconds.
Good change with the conjures, they don't overpower prot spirit anymore.
Ice Spikes gets a much needed buff... steams damage looks... impressive, wow...
Good balance to Ward against Melee, now eles are the only ones who can support it, as it should be.

Quote:
Mesmer
Air of Disenchantment: decreased casting time to .25 seconds.
Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked.
Energy Burn: increased damage multiplier to 12.
Energy Surge: increased damage multiplier to 12.
Extend Conditions: decreased recharge time to 5 seconds.
Hex Eater Vortex: increased recharge time to 12 seconds.
Illusion of Haste: decreased Energy cost to 5.
Ineptitude: decreased recharge time to 15 seconds.
Keystone Signet: decreased recharge time to 10 seconds.
Mantra of Recovery: decreased recharge reduction to 33%.
Power Drain: decreased recharge time to 20 seconds.
Power Leak: decreased recharge time to 12 seconds.
Power Spike: decreased Energy cost to 5.
Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple.
Signet of Illusions: increased the number of Spells affected to 3.
Signet of Midnight: decreased recharge time to 10 seconds.
Very interesting balances here. I like the new drain enchantment. Surge and Burn do more damage, which is cool. Signet of Illusions might just be useable now, MoR is... balanced!


Quote:
Monk
Reversal of Damage: fixed a bug that caused this Spell to stop all damage instead of the max damage listed.
Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds.
Shield of Regeneration: increased recharge time to 12 seconds.
Way to miss the boat.

Quote:
Necromancer
Angorodon's Gaze: decreased Energy returned to 12.
Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds.
Gaze of Contempt: decreased recharge time to 15 seconds.
Putrid Bile: fixed a bug that prevented the Health Bar from turning purple.
Rend Enchantments: decreased recharge time to 20 seconds.
Rigor Mortis: decreased recharge time to 20 seconds; decreased casting time to 1 second.
Rip Enchantment: decreased Health lost to 15..5.
Strip Enchantment: decreased recharge time to 15 seconds.

Quote:
Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds.


Quote:
Ranger
Nature's Renewal: decreased Spirit levels to 1..10.
uh

Quote:
Paragon
Aggressive Refrain: now causes Cracked Armor for 20 seconds when applied.
"Go for the Eyes!": increased recharge time to 4 seconds.
Now this is how you balance a class.

Quote:
Warrior
Agonizing Chop: increased activation time to 1 second.
"Charge!": increased movement speed to 33%.
Critical Chop: increased activation time to 1 second.
Disarm: reworded skill description to explain that it is an interrupt.
"Watch Yourself!": increased recharge time to 4 seconds; increased duration to 10 seconds.
Eh...
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Old Oct 12, 2007, 07:34 PM // 19:34   #56
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Well, this looks like a great update, except i can't get into hard mode just yet..Will definitely be doing that as soon as its available for me!

I do feel a bit of a mug for handing in my dungeon book last week! no chance of there being a retroactive reward i guess

The only thing im unhappy about: Paragons!

For god's sake BUFF THEM FOR ONCE! I made a Paragon when Nightfall came out, and they were useful for roughly 2 months. Then they got nerfed, and I could hardly use him. Then a month later they were nerfed again..and again..and again..

At this rate there are going to be about 10 paragons playing in the entire game within 2 weeks.
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Old Oct 12, 2007, 07:34 PM // 19:34   #57
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You are so right Quozz.
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Old Oct 12, 2007, 07:36 PM // 19:36   #58
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Quote:
Originally Posted by Quozz
Chillbains was the only really reliable way to dust those annoying shadowform players. Without this tool, I expect the number of shadowform builds to explode exponentially.

Rethink this one Anet. Either give us another reliable way to remove shadowform or even better ditch that god awful skill in the trash bin where it belongs.
Or they can simply turn its type to Elite Form like that Avatars for the Dervish and make it unaffected by Deadly Paradox.
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Old Oct 12, 2007, 07:37 PM // 19:37   #59
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Quote:
Originally Posted by Theus
That Aggresive Refrain nerf stinks of that Exhaustion fiasco involving Ritualists.
I really disagree here.

The problem with Paragons was that they had a huge amount of armor, were ranged, had a constant IAS, had similar DPS to that of a warrior, could apply defensive buffs, offensive buffs, join in on spikes, easily change to backlining, and have unlimited energy.

There are some classes that can do multiple of those, but not all of them. This change to AR basically gives you the option to either be a tank, or deal more damage and get more adrenaline.
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Old Oct 12, 2007, 07:37 PM // 19:37   #60
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Does anyone else that has completed EOTN doesnt have access to HM ? Some guildies of mine are having this problem as well as other random people in towns, bug ?
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