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Old Aug 03, 2010, 08:55 AM // 08:55   #1
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Default SF and othe Elites that are non-vialble in pvp

I was thinking that some elite skills that are split for pve and pvp need reworked. Shadow Form for example is completely useless in pvp unless you are in Jade Quarry and want to be called names. SoS is also really bad in PvP and is rewarded with flames from team members if you so choose to bring it. I am hoping for creative ideas to emerge from this thread as to how these skills and others that are used in pve but rarely if ever in pvp could be tweaked to become viable for the pvp side of GW.

IDEAS?
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Old Aug 03, 2010, 08:59 AM // 08:59   #2
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This isn't a suggestion. Besides, aren't you a PvE player?
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Old Aug 03, 2010, 09:03 AM // 09:03   #3
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NO morphy im not a pve player...it is a suggestion in that these skills that cant be used in pvp need reworked so they can be used in pvp. Im looking for idea as to how these skills can be reworked to be viable in pvp..any more questions?
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Old Aug 03, 2010, 09:18 AM // 09:18   #4
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Could you make a list of the skills you wish to see changed? It'd be a lot easier to work from that.
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Old Aug 03, 2010, 09:37 AM // 09:37   #5
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Ok, do you know how this section of the forum works?

First, you make a thread detailing what you7 want changed, and how you want it to be changed. Then people criticize or defend your idea. None of it works if there is no idea to begin with.
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Old Aug 03, 2010, 10:09 AM // 10:09   #6
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Quote:
Originally Posted by Morphy View Post
Could you make a list of the skills you wish to see changed? It'd be a lot easier to work from that.
OK, here are a few ideas.

Shadow Form Assassin
ELITE Enchantment Spell: pvp version
10 Energy
3/4 sec cast / 20 sec recharge
target party member/self moves 33% faster, can not be slowed and receives half damage for 7...11...11..secs. Upon enchantment ending/removal party member is healed for 70..90..120 health.

Cleave Warrior
Elite Axe Attack: pvp version
5 Adrenaline
1/2 sec
Target enemy takes +27..+34..+41 Damage and is crippled for 4..7..10 seconds.

Quicksand Ranger
Elite nature Ritual: pvp version
15 energy
3 second cast / 35 second recharge
Create a level 1..8..10 spirit that lasts for 15..20..20 seconds.
Enemies lose 1 energy and 15..20..20.. health each time they attack or use a skill.

Second Wind Elementalist (never seen it used in pve either)
Elite Spell: pvp version
10 energy
1 1/2 second cast / 45 second recharge
Target party member/self has all exhaustion removed and gains 6..11..15 energy.

Signet of Spirits Ritualist
Elite Signet: pvp version
1 second cast / 20 second recharge
Target foe is crippled for 4 seconds for each spirit within earshot and does 20%..25%..30% less damage for 6..12..15 seconds.

Vow of Silence Dervish
Elite Enchantment Spell: pvp version
5 energy
3/4 cast / 20 second recharge
For 7..9..12 seconds Hexes and conditions target party member/self receives expire 20%..25%..33% faster. Upon Enchantments removal/ending target party member/self is healed for 75..90..105 health and moves 25% faster for 7..10..13 seconds.

Just a few ideas...

Last edited by Terrible Surgeon; Aug 03, 2010 at 10:26 AM // 10:26.. Reason: grammar
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Old Aug 03, 2010, 11:08 AM // 11:08   #7
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Huuray, a PvP thread. Now the PvE dodge doesn't work.

Quote:
Originally Posted by Terrible Surgeon View Post
Shadow Form
You may want to be careful with the whole "snare immunity" thing. The suggested skill as it is probably won't see use as Windborne Speed and Dark Escape do pretty much the same thing without taking up your elite slot and have only part of the downsides this skill has: a monstrous recharge and easily removedness.

Quote:
Cleave
There's a few things wrong with this suggestion: Axes barely inflict Cripple (which means giving them an easy way to apply it provides them with a lot of new versatility), 1/2sec attack skills have been proven to lead to degenerate spike metagames and the +damage is very high for what it costs. The skill simply does too much at too little cost.

Quote:
Quicksand
I'm not a big fan of the whole Nature Ritual thing as it generally leads to teams that just build their teambuild around it, suffering no downsides from it while gimping their opponents. You work around that by only making it affect opponents, making them much more reasonable to balance. However, the effect you propose is too strong: it basically allows you to put Spiteful Spirit with a bit of energy denial on the entire team.

Quote:
Second Wind
Exhaustion is a balance mechanic that makes sure certain Spells can't be used too often, while also making them stronger for an Elementalist (Energy Storage). I'm not down with anything that breaks that rule, even though I wouldn't expect this to see use because of the enormous recharge. Second Wind is easily fixed, by the way: all it needs is a 1 cast time to make it more flexible.

Quote:
Signet of Spirits
This could potentially lead to people running this without Spirits for the irremovable damage reducal effect. That part should probably be made a Hex or something like that but that leaves us with a skill that's conditional and rather bad.

Quote:
Vow of Silence
Again, very odd mechanics. Does this skill re-apply the Enchantment with a different effect when it ends? Comparing this to Peace and Harmony, though, I wouldn't expect it to see much use.
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Old Aug 03, 2010, 11:37 AM // 11:37   #8
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Quote:
Originally Posted by Morphy View Post
Huuray, a PvP thread. Now the PvE dodge doesn't work.



You may want to be careful with the whole "snare immunity" thing. The suggested skill as it is probably won't see use as Windborne Speed and Dark Escape do pretty much the same thing without taking up your elite slot and have only part of the downsides this skill has: a monstrous recharge and easily removedness.
The idea is to make SF functional as a runner in HA and GvG..rc is high i guess but seemed functional and not OP...plus you forgot to mention the heal.



Quote:
There's a few things wrong with this suggestion: Axes barely inflict Cripple (which means giving them an easy way to apply it provides them with a lot of new versatility), 1/2sec attack skills have been proven to lead to degenerate spike metagames and the +damage is very high for what it costs. The skill simply does too much at too little cost.
This would be no more OP than what cripslash is now. Crippling slash inflicts bleeding also mind you. Also, what warrior skill takes more than 3/4 second at the most to use?



Quote:
I'm not a big fan of the whole Nature Ritual thing as it generally leads to teams that just build their teambuild around it, suffering no downsides from it while gimping their opponents. You work around that by only making it affect opponents, making them much more reasonable to balance. However, the effect you propose is too strong: it basically allows you to put Spiteful Spirit with a bit of energy denial on the entire team.
Ranger spirits are rarely used in pvp. Adding something like this would allow for better defense in GvG against multiple ele teams that split for lord damage/pit spikes. Also would be a good counter to mesmer teams. Easily counteref also with dshot or other rupts.



Quote:
Exhaustion is a balance mechanic that makes sure certain Spells can't be used too often, while also making them stronger for an Elementalist (Energy Storage). I'm not down with anything that breaks that rule, even though I wouldn't expect this to see use because of the enormous recharge. Second Wind is easily fixed, by the way: all it needs is a 1 cast time to make it more flexible.
My initial idea was to use this proposed elite in a support build, nothing more. Not like you are going to be a huge spike if your elite removes exhaustion.



Quote:
This could potentially lead to people running this without Spirits for the irremovable damage reducal effect. That part should probably be made a Hex or something like that but that leaves us with a skill that's conditional and rather bad.
The idea of spirits needing to be present to maximize the effect of the signet was the point of this proposed change.



Quote:
Again, very odd mechanics. Does this skill re-apply the Enchantment with a different effect when it ends? Comparing this to Peace and Harmony, though, I wouldn't expect it to see much use.
Dervish healers are strong in the right hands. However, the idea behind the proposed change was to develop a defensive support build. Also, the proposed change could be used offensively...not just a pnh. You get hex/con reduction, heal, and a speed buff. Siget of pious light could be used also to utilize the speed buff if needed b4 the enchantment expires..derv runner for ha and gvg could be possible.

Last edited by Terrible Surgeon; Aug 03, 2010 at 11:49 AM // 11:49.. Reason: spelling
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Old Aug 03, 2010, 11:50 AM // 11:50   #9
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Quote:
Originally Posted by Terrible Surgeon View Post
Shadow Form Assassin
still useless
Quote:
Originally Posted by Terrible Surgeon View Post
Cleave Warrior
broken as RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO
Quote:
Originally Posted by Terrible Surgeon View Post
Quicksand Ranger
why should this be the only nature ritual in the game to only affect enemies
Quote:
Originally Posted by Terrible Surgeon View Post
Second Wind Elementalist (never seen it used in pve either)
go read gale
Quote:
Originally Posted by Terrible Surgeon View Post
Signet of Spirits Ritualisth
unremovable debuffs are a bad idea
Quote:
Originally Posted by Terrible Surgeon View Post
Vow of Silence Dervish
useless

tldr: stop posting, all of your suggestions have been uniformly awful.
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Old Aug 03, 2010, 12:01 PM // 12:01   #10
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Please read the rules for the section before posting. An open "how2fix x" thread is against forum policy in this area.

Thank you.
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