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Old Jan 14, 2010, 03:29 PM // 15:29   #21
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Originally Posted by Morphy View Post
Mantra of Persistence. Still a lame skill. Try again.
Yeah, whatever. The point is that it would take either item investment or a second slot. I don't wat to destroy the build, I just don't want the skill so strong that people think "Oh hey, I have a spare slot, I'll just drag this overpowered crap into it."
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Old Jan 14, 2010, 03:32 PM // 15:32   #22
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Originally Posted by drkn View Post
too bad those are/were two of ~six mesmer skills actually useful and used by primairy[sic] mesmers. nerf them more and leave mesmers a secondary-only then, just warn new players about it. sheesh.
Domination mesmers are powerful, illusion mesmers are only good for tab/hes glad farming and GvG gank races. nerfing overpowered skills isn't going to make mesmers "secondary only". In fact, the only people that actually stop playing a class because their OP builds get nerfed are usually the baddies that rely on OP builds.
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Old Jan 14, 2010, 03:35 PM // 15:35   #23
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Originally Posted by Nechrond View Post
Yeah, whatever. The point is that it would take either item investment or a second slot. I don't wat to destroy the build, I just don't want the skill so strong that people think "Oh hey, I have a spare slot, I'll just drag this overpowered crap into it."
Exactly what build are you talking about here?
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Old Jan 14, 2010, 04:11 PM // 16:11   #24
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The point of illusion of pain as it was probably meant to be is a temporary OP pressure support skill that heals about half the damage back if they don't die. That being said, it needs to either end when another illusion hex is cast on the target or change the recharge so it's not perma maintainable. The hex does a net 157 damage on its own over 10 seconds with 14 illusion, that's with the heal...
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Old Jan 15, 2010, 01:17 AM // 01:17   #25
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Originally Posted by Wuhy View Post
not true. in the past you could use deadly paradox to recharge any stance faster so it wouldn't need an entire mechanism change.
True. Serpent's Quickness was the same way as well. Neither of those work that way now since they made it where they force the first stance to end before beginning the second.

Can you name any stances that still work this way? I'm willing to admit I'm wrong if I am. However, to my knowledge that's how all stances work now (hence the entire mechanism comments). I also don't see why it should be changed for a skill that would be completely overpowered if reactivation didn't cause a lost enchantment.
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Old Jan 15, 2010, 03:48 AM // 03:48   #26
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I think Mending's OP'd. Can I has nerf on that, too? IoP pails in comparison to IoP. OMG those invincible W/Mo's keep beating my arcane echo echo orison mesmar! >.<
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Old Jan 15, 2010, 01:13 PM // 13:13   #27
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Originally Posted by Regulus X View Post
I think Mending's OP'd. Can I has nerf on that, too? IoP pails in comparison to IoP. OMG those invincible W/Mo's keep beating my arcane echo echo orison mesmar! >.<
Stop being bad.
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Old Jan 17, 2010, 12:46 AM // 00:46   #28
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According to this logic, Pious Haste would need to be adjusted here.
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Old Jan 18, 2010, 01:11 AM // 01:11   #29
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There's a difference between Pious Haste and Endure Pain/Ram in the link you're talking about, Shayne.

Endure Pain and Ram are simply "skills." Pious Haste is a specific sub-type of a skill in a stance. Stances do not work in the same way as a plain skill, just like enchantments, hexes, etc. don't work in the same way.
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Old Jan 20, 2010, 07:42 PM // 19:42   #30
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apples and oranges.
/not signed. we all make mistakes like this when looking at skills though.
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