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Old Aug 27, 2005, 01:35 PM // 13:35   #21
Frost Gate Guardian
 
Join Date: May 2005
Location: SoCal
Profession: W/E
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Quote:
Originally Posted by Ensign
I don't think we'll start to see the full effect of these changes until the top guilds stop running gank squads and start running serious builds in GvG / Tombs again.
Quoted for truth

the only losses i got today in GvG were complete gank squads went agains an ele/warrior group without healers and mopped em and a few that didnt suceed on thier rushes left after dieing


Quote:
Originally Posted by Ensign
The only thing that this update didn't address is Smiting. ElMo Smiters are stronger than ever with the nerfing of Nature's Renewal, so expect to see even more of them than you did before.
ran into a group of these using draw conditions should have brought a fragility mesmer and a bunch of conditions to kill their target
Quote:
Originally Posted by Ensign
What would I have done differently? 2 second recharge on Draw and Boon, 60 second recharge and damage nerf on Zealot's Fire, remove the 'per enchantment' clause on Ether Renewal, and buff up a ton of skills that badly need help.
i would love those changes but maybe only a 30 sec or so change on zealots 60 seconds is a long time for a zealot smiter to be out of attacks
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Old Aug 27, 2005, 01:48 PM // 13:48   #22
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Quote:
Originally Posted by Ensign
What would I have done differently? 2 second recharge on Draw and Boon, 60 second recharge and damage nerf on Zealot's Fire, remove the 'per enchantment' clause on Ether Renewal, and buff up a ton of skills that badly need help.
Yeah the uptime versus downtime needs to change for zealots in addition to the ways to abuse it. But to be honest the renewal one is a little off. A wider stroke of the brush, which would also help enchantment removal, would be to limit the total number of enchantments on a target in the 1-3 range.
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Old Aug 27, 2005, 03:14 PM // 15:14   #23
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Quote:
Originally Posted by zehly
Do you find it more enjoyable to participate in the various PvP matches?
Oh definitely. I can use my Mesmer with exciting and interesting builds. I've used a Water elementalist to destroy people. It's been, all-around, great fun so far. Looking forward to later today when I hear my Guild just *might* have enough people to GvG...

Quote:
Originally Posted by zehly
How have the new changes affected your strategy?
They've dramatically improved my options. I can use *strategy* now rather than desparately search through my skill lists for anything that isn't an enchantment or hex. It's also made me be more aware of enchantment and hex defense/removal. I almost always run Drain Enchant and Inspired Enchant now.

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Originally Posted by zehly
Do you think these changes will have a positive or a negative impact on the PvP community in general?
Postive. Very very positive. After the initial week of complaining, anyway.

Quote:
Originally Posted by zehly
In your opinion, were these changes sufficient to satisfy most of your concerns?
Were there concerns not addressed, that you feel should have been?
My primary PvP concerns have been answered, but there are still a great number of skills that are IMHO too weak to consider using...ever...and enchantment/hex removal needs work.

Quote:
Originally Posted by zehly
What would you have done differently, if you were in charge of skill development at A.Net?
I'll revisit this question in particular after the weekend is over.

Thanks for the great thread. Lets hope it sticks on topic.
cmb
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Old Aug 28, 2005, 11:10 AM // 11:10   #24
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Guild: Good Eye Sniper [GeS]
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Quote:
Originally Posted by zehly
Do you find it more enjoyable to participate in the various PvP matches?
Yes, since the skill balance changes have been made, my W/N, with a purposed build, has become a real asset in PvP.

Quote:
Originally Posted by zehly
How have the new changes affected your strategy?
Subtle, but important build changes. What's turned out to work best for me now includes Feast of Corruption and Rend Enchantments.

Quote:
Originally Posted by zehly
Do you think these changes will have a positive or a negative impact on the PvP community in general?
Positive, no doubt. There will be a vocal minority of people who can't stand it that their build got nerfed, but it had to happen, and there are tons of other very effective combinations to use.

Quote:
Originally Posted by zehly
In your opinion, were these changes sufficient to satisfy most of your concerns?
Most of them, yes. There are still some uber-builds out there that need to be identified and tamed a bit, but the field has been leveled quite a bit.

Quote:
Originally Posted by zehly
Were there concerns not addressed, that you feel should have been?
One thing that simply eludes me is why faction can't be spent on buffing your PvE characters for PvP. I mean, you can use your hard-fought PvE characters, skills, weapons, armor, items in PvP, but you can't spend faction on that PvE character.

Quote:
Originally Posted by zehly
What would you have done differently, if you were in charge of skill development at A.Net?
Hard to say. You need some low-level skills in the early part of the game, thinks you wouldn't otherwise use. I think some of the Elites in all of the classes are weak, and hardly worth using. I'm not so sure I wouldn't have allowed two elites to be used at any given time, one for your primary profession and one for your secondary. Only playtesting like a madman would flesh out whether or not that would work.
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