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Old Apr 05, 2007, 12:35 AM // 00:35   #141
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Quote:
Originally Posted by Yue
MoR dom was mesmer on easy mode. At least this reduces the spammability of these skills and actually require people to use their brains to time shit.


I'd have to agree with Yue, mesmer skills have lately made the whole proffesion just a spam fest. Now the player is required to choose their target more carefully. I'm all for increasing the recharge time.
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Old Apr 05, 2007, 12:41 AM // 00:41   #142
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Quote:
Originally Posted by Does-it-Matter
Blind: 90% chance to miss. More times than not, that will stop an assassin cold in its tracks. And it's not like taking a "cause blind" skill makes you take something for JUST assassins as it shuts down most of the offensive capabilities of four other classes.
*shudders* I hate blind on my 'Sin, it's amazingly frustrating. I do like the recharge time change to Jagged Strike. I personally don't feel 'Sins need an IAS skill, simply because they attack pretty fast anyway.

Looks like I personally have avoided the nerf bat. Go me.
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Old Apr 05, 2007, 12:47 AM // 00:47   #143
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Quote:
Originally Posted by Wilhelm
1 - Oh yes, that's why Shadow Prison, and the usual attack chain is not used anymore.
"nerfed" does not always mean "hit so hard it's not worth using anymore"...
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Old Apr 05, 2007, 12:49 AM // 00:49   #144
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just a bit off-topic but I see many dervish experienced players here so I want to ask a question.

Why is it sometimes my Avatars recharge faster than 120s? I occasionally see the avatar elite already available when my dervish is still under that avatar's form.
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Old Apr 05, 2007, 12:50 AM // 00:50   #145
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Quote:
Originally Posted by Does-it-Matter
Blind: 90% chance to miss. More times than not, that will stop an assassin cold in its tracks. And it's not like taking a "cause blind" skill makes you take something for JUST assassins as it shuts down most of the offensive capabilities of four other classes.

Anything in the right situation is powerful, and if you don't expect/plan for that, it will get the best of you.
Maybe you're playing in arenas where blind stays on. But I play in those where you're lucky if blindness lasts beyond two seconds, and you have to time it well to avoid enough hits to make a difference. Pre-blinding doesn't work for the obvious reasons, and the teleport + fast attack + reaction time means that the blind can easily hit too late if you're a little too slow. And even if you get it right, he waits until blind gets pulled and finishes the second half of his chain. Hopefully it gives you enough time to get some protection on the target, but it's still requiring far more energy, attention, and skill than it takes for the assassin who's just picking a target and pressing the buttons in order.

Quote:
Originally Posted by ensoriki
Ummm 2 things about the entire Shadow prison thing

1. SHadow prison is not the problem, if you think shadow prison is the problem...my god...your an idi-...

Shadow prison snares and shadow steps, elite mmm its same as dark prison with a lower recharge, in whole if your using the Black line you use an IAS with it because running will easily ruin it if you have both black skills on it....and if you have all 3 lol.

The problem relys in the IAS which allow a chain that is not really that strong to become valuable.
A sin with no IAS isn't hard to stop as a monk its the same as a warrior or ele spike.
There are actually three problems. (Besides the inherent one of a character that exists to spike)

1: Shadow Prison is a zero attribute skill. Nobody cares what it scales to, 4 seconds is far more than enough. That gives the build too much flexibility.
2: Direct-to-offhand attack skills are overpowered. They don't just skip an attack on the way to the strongest (duals), they often do more damage and side benefits too (poison, energy). The hex conditional is far more trivial than Arenanet seems to think it is, especially now and not just because of Shadow Prison. If this proposed update is any indication, they're trying to buff leads to make you consider them instead, but I shudder to think of the kind of numbers that would have to be on those skills to get someone to use them over Black Spider/Lotus Strike.
3: Burst of Aggression. There's a reason Assassins didn't have an attack speed boost to begin with, and not only did they get one, it doesn't even have any drawbacks for energy characters.
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Old Apr 05, 2007, 12:52 AM // 00:52   #146
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Heh. People complaining about the Diversion nerf havent seen what a MoR/Diversion spam could do. Diversion someone every couple of seconds? Complete shutdown. And that's just with two skills.
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Old Apr 05, 2007, 12:52 AM // 00:52   #147
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Quote:
Originally Posted by Viet Spirit
just a bit off-topic but I see many dervish experienced players here so I want to ask a question.

Why is it sometimes my Avatars recharge faster than 120s? I occasionally see the avatar elite already available when my dervish is still under that avatar's form.
When you get a morale boost, all your skills recharge immediately. So, if you put on your Avatar and smack down a boss, you get it recharged while the skill's still up.
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Old Apr 05, 2007, 12:55 AM // 00:55   #148
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Single comment. PvP and PvE should be separated completly. Why are you nerfing PvE anet?? SR just needs a non spirit allies. And PvP players can stop whining and PVE will be fine. I mean really. I don't see a single PvE player screaming for any nerfs on anything. Bah.....
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Old Apr 05, 2007, 12:56 AM // 00:56   #149
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Quote:
Originally Posted by Not A Fifty Five
Did Izzy get interested in pvping? hehe.. cause I actually like this skills update. It actually.. well.. balanced things ya know.
WHAT>!? He did alot that was good but the Soul Reaping Lack of attention thereof and the mesmer nerf without buff to the inspiration line cuts this whole update in half. These skill changes will have no effect until 4 things happen:


-Soul Reaping Just doesn't work on spirits, period.

-Inspiration, and other energy management skills for each spellcaster class gets modified for actual usage. IE Divine Spirit, Energy Tap, Energy Drain, GoLE(cmon if you put the skill into energy storage... make the effect better it won't be used as much anymore), Earth Attunement(and friends).

-Hexes get torn a new hole. It is purely ridiculous that hexes can be cast and covered in 5 seconds when the lowest non-elite hex removal comes in the form of a 2 second cast.

-Divine Favor gets a buff so there is a reason to use a friggin monk in HA.

Fix those things, and I'll be insanely happy along with everyone who takes GvG and other forms of PvP into good perspective.

Otherwise you might as well advertise Fury for the PvP'ers and say that GW2/WoW is better for the PvE'ers.

I thought this 2000 word update was going to be good, filled with junk IMO so far.
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Old Apr 05, 2007, 12:59 AM // 00:59   #150
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Quote:
Originally Posted by xFriedEyedx
Single comment. PvP and PvE should be separated completly. Why are you nerfing PvE anet?? SR just needs a non spirit allies. And PvP players can stop whining and PVE will be fine. I mean really. I don't see a single PvE player screaming for any nerfs on anything. Bah.....
PVE players may not scream for nerfs but they sure scream a lot when nerfs come. PVE players dont scream for nerfs because PVE is easy and that's how most of them like it. You're not going to scream for nerfs because monster A.I. isnt smart enough to use skills against you effectively for you to want to scream for nerfs.

I can already see PVE players turning this into another PVE vs PVP flamefest.

Quote:
Originally Posted by Shmanka
I thought this 2000 word update was going to be good, filled with junk IMO so far.
Go play Tetris if you're this negative.
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Old Apr 05, 2007, 01:02 AM // 01:02   #151
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Quote:
Originally Posted by The Ernada
I can already see PVE players turning this into another PVE vs PVP flamefest.
That's ArenaNet's fault, for nerfing Soul Reaping more in PvE than PvP, which what was, ironically, a PvP update.

If SR was just fixed so that it wouldn't proc from spirits, there would be no complaints whatsoever from the PvE crowd. And it would have fixed the problem in PvP. But no...
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Old Apr 05, 2007, 01:05 AM // 01:05   #152
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Quote:
Originally Posted by lightblade
Monk can use [skill=text]Auspicious Incantation[/skill] + [skill=text]Aegis[/skill]

That's the equivilent of: 30 energy gain every 35 seconds.

Or you can use...[skill=text]Auspicious Incantation[/skill] + [skill=text]Balthazar's Aura[/skill]

And that's the equivilent of 50 energy gain every 30 seconds. A big bonus for smite monks.
If you ran it at 12 inspiration, which I wouldn't be doing on a monk primary.
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Old Apr 05, 2007, 01:08 AM // 01:08   #153
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Assassin: Boring

Dervish: Expected

Elementalist: Expected. Gole isn't as bad as you'd think...10 from the previous 15.

Mesmers: Tend to get just raped in every skill balance due to their direct influence on matches the way they do. I honestly never though they'd touch Diversion though, its been like the meanest skill since Mesmers came out.
Also: Their whole big deal about Mesmers becoming better in PvE ended up just being a sad update to Signet of Cluminess? WATCHOUT 2x MM and 2x SF ele teams I have like 10 more dmg on my signet of cluminess...

Monk: Convert casting is hot. They made a huge deal about Zealous+Gole though..seems alittle weird. Boon Prot survived a LONGGGGG time as the *ONLY* Monk option, and they slap down a popular monk build that honestly isn't even ran on every team.

Necromancer: Boring except for Soul Reaping...By the sounds of it Soul Reaping will be buffed in how much net energy you get on a death, but limited to once every 5 seconds. Good change to it if I understand right.

Paragon: This is a PvE nerf too (I know directly it was a nerf to the spirit teams, the same ones using Soul Reaping). PvE nerf too because alot of people filled the last slot with a paragon because alot of their shouts effected minions (which all pver's bring along).

Ranger: Beast Mastery stuff is yawn except for the Pet controls system, I assume in the update they'll roll out better pet control. Otyugh's Cry buff is alittle funny due to that skills popularity as the "worst skill". Pest nerf is "huh?" its almost useless as a general propose spirit now, I assume as a nerf to a very specific build.

Rit: Boring.

Warrior: Shields Up we all knew was coming. Crip Slash will actually be worth brining sometimes.
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Old Apr 05, 2007, 01:10 AM // 01:10   #154
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I bet a lot of necros are going to start refusing to allow rits into their groups, because they don't want to risk their one energy charge every 5 seconds being a half strength one. The half boost from spirits used to be a free bonus on top of all other energy sources; now it cuts off other sources instead.

(Theoretically the same problem arises with rangers, but I don't think that will be an issue because their spirits aren't used anywhere near as often as rits, and tend to last longer.)
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Old Apr 05, 2007, 01:11 AM // 01:11   #155
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Quote:
Avatar of Lyssa: increased duration to 10..90.
*Begins to sharpen scythe for test weekend*
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Old Apr 05, 2007, 01:14 AM // 01:14   #156
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Quote:
Originally Posted by prism2525
Is it possible that Soul Reaping will only give energy every 5 seconds from minion and/or spirit sources only meaning that it will still function normally when players die?

I feel this would be fair enough, what do you ppl think?
Fine for a pvp context, but there are no player deaths in pve.
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Old Apr 05, 2007, 01:14 AM // 01:14   #157
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Quote:
Originally Posted by Zinger314
That's ArenaNet's fault, for nerfing Soul Reaping more in PvE than PvP, which what was, ironically, a PvP update.

If SR was just fixed so that it wouldn't proc from spirits, there would be no complaints whatsoever from the PvE crowd. And it would have fixed the problem in PvP. But no...
I dont think the change to SR is the most elegant and best solution but why turn this into another PVE vs PVP flamefest? I still think Ensigns idea of energy pip regen for SR for each death is a better idea. And no complaints from the PVE crowd if SR werent changed? I only wish...

Last edited by The Ernada; Apr 05, 2007 at 01:17 AM // 01:17..
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Old Apr 05, 2007, 01:19 AM // 01:19   #158
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finally a nerf to GoLE!!! that was just cheap, skilles ,brainless emanagement!

ether signet recharge now 45 sec? it may make it a little too good....
it may become the new GoLE.

i was convinced Spiritual Pain would return to be an aoe skill. ( 30% nerf to its damage was more than enough).
its just sad that the only aoe spell a mesmer has is esurge and its an elite....maybe they should de-elite it.
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Old Apr 05, 2007, 01:39 AM // 01:39   #159
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Quote:
Originally Posted by Zinger314
That's ArenaNet's fault, for nerfing Soul Reaping more in PvE than PvP, which what was, ironically, a PvP update.
And even more Ironicly,

Quote:
Originally Posted by Gaile Gray
to allow more attractive options for cooperative play, as well as begin adjusting some skills to make them more viable in cooperative play.
Seemingly supposed to be aimed at PvE.

So they nerf Recall (Ironicly I've never seen it used in PvP...), nerf SR (Necro's best attribute...), Nerfed price of failure (Another rarely used skill, because it only has a 25% to miss...), Nerfed Shields up (Which was better before, when it required you to have a shield), nerfed spirit of failure (Another weak skill with only 25% to miss), And they buffed the hell out of the dervishes!

And I didn't even go to ele or paragon.

I do like changes to the Assassin lead attacks.

As Zinger said. SR shouldn't gain energy from spirits. maybe only take half from minions too.

And PvE necro's wouldn't strongly revile Anet as much right now.
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Old Apr 05, 2007, 02:15 AM // 02:15   #160
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Recall needed the balance. I believe if you maintain this on yourself, you can go out of radar range (it seems that way I guess) leaving you able to do more out of range of your ally which is a buff IMO. I'm gonna love this for hero battles. hehe
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