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Old Jun 09, 2009, 10:44 PM // 22:44   #1
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Default Protective Spirit (PvE)

I'd like to see the following PvE skill change:

Protective Spirit: Functionality changed to "For 5...19 seconds, target ally cannot lose more than 10% of their base max Health due to damage from a single attack or Spell."

Whoops, forgot something about Spirit Bond. Currently, Spirit Bond will heal its target if the damage it takes before damage is reduced is greater than 60. The mechanics of the skill simply need to be changed so that the skill looks at the damage dealt after the damage is reduced.

Last edited by Shayne Hawke; Jun 10, 2009 at 11:15 PM // 23:15..
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Old Jun 09, 2009, 10:48 PM // 22:48   #2
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This will happen after all the crazy overpowered shit in PvE gets nerfed (so most likely never).

Don't see why you want to kill 55 monks.
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Old Jun 09, 2009, 10:53 PM // 22:53   #3
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Quote:
Originally Posted by Arkantos View Post
This will happen after all the crazy overpowered shit in PvE gets nerfed (so most likely never).

Don't see why you want to kill 55 monks.
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?

[edit]

Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain?

Last edited by MagmaRed; Jun 09, 2009 at 10:58 PM // 22:58..
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Old Jun 09, 2009, 10:59 PM // 22:59   #4
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Quote:
Originally Posted by MagmaRed View Post
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
I didn't notice, because I posted before he edited.

The nerf to protective spirit would kill 55/600 monks (not needed) and buff it for regular use (again, not needed). Either way, I still see no reason to change either skills. Kill the real problem before you kill a lesser problem (if you want to call 600 monks a problem), please.

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Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain?
Base health would be 480, and runes wouldn't affect it. This would make every hit deal 48 instead of 5 damage on a 55 monk, which is what I meant by kill 55 monks. He's asking to kill 55 and 600 monks it seems.
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Old Jun 09, 2009, 10:59 PM // 22:59   #5
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Quote:
Originally Posted by MagmaRed View Post
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
That change to Prot Spirit will kill 55 monks. Assuming base health meant the unmodded 480.
It's actually a buff to Prot spirit for general use though, seeing as most players will have more than 480 for their max health.
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Old Jun 09, 2009, 11:07 PM // 23:07   #6
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nerf 55's? wow

nerf all the other overpowered PvE skills. 55 doesnt need a nerf
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Old Jun 09, 2009, 11:12 PM // 23:12   #7
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This was a common suggestion four years ago
Nowadays, 55 monks are nothing compared to the PvE skills
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Old Jun 09, 2009, 11:40 PM // 23:40   #8
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The point is indeed to get rid of 600/Smite, for two reasons:

- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
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Old Jun 09, 2009, 11:45 PM // 23:45   #9
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No, reworking those skills as you've outlined would encourage players to use a different build to farm.
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Old Jun 09, 2009, 11:46 PM // 23:46   #10
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Quote:
Originally Posted by Shayne Hawke View Post
The point is indeed to get rid of 600/Smite, for two reasons:

- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
Does it honestly matter at this point? There's more overpowered builds than 600/smite, and ANet doesn't care. Sure, nerf 600/smite, you still have everything else. In the end you change nothing.
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Old Jun 09, 2009, 11:48 PM // 23:48   #11
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WTB Infuse spammer with Protective Bond!

Change that skill to?
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Old Jun 09, 2009, 11:53 PM // 23:53   #12
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If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
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Old Jun 09, 2009, 11:54 PM // 23:54   #13
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Originally Posted by sonofthort View Post
If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
If they're able to keep it up with blessed signet, you're changing nothing.
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Old Jun 10, 2009, 12:00 AM // 00:00   #14
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So apparently the OP has problems with 55 monks and 600 monks

but
these are still bad ideas
I do not see why he suggested these changes
I see no problem with PS or SB

Last edited by Hanging Man; Jun 10, 2009 at 12:44 AM // 00:44..
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Old Jun 10, 2009, 12:00 AM // 00:00   #15
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Quote:
Originally Posted by Arkantos View Post
If they're able to keep it up with blessed signet, you're changing nothing.
If it causes 2 or even 1 energy loss you won't be able to maintain it with more than 5 enemies plowing you with increased everything.
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Old Jun 10, 2009, 12:22 AM // 00:22   #16
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Quote:
Originally Posted by Shayne Hawke View Post
The point is indeed to get rid of 600/Smite, for two reasons:

- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
- After doing eotn dungeon books on 5 characters, I enjoy being lazy and getting ran.
- If I wanted to PvP for my title, I would. Personally I can't stand the people there, and if it was up to me I'd remove it. Fix HA and bad GvG meta first.

Prot Sprit is fine, bring back 2s rc on Spirit Bond imo. :P
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Old Jun 10, 2009, 12:34 AM // 00:34   #17
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Quote:
Originally Posted by Shayne Hawke View Post
The point is indeed to get rid of 600/Smite, for two reasons:

- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
Compared to SF and cryway they are far less problematic. SF dominates elite areas.

For the fff note, even b4 the introduction of fff methods, AB and such was sooooooooo annoying. The skill lvl of most groups wouldnt change(nor will the attitudes)
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Old Jun 10, 2009, 12:50 AM // 00:50   #18
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55 and 600 monks help the economy, by sinking gold to lockpicks via dungeon runs (most people bring like 10 lockpicks each run or so :P) and 55 monks help out with Powerleveling and other uses, wich help circulate the money flow :P
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Old Jun 10, 2009, 01:19 AM // 01:19   #19
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Maybe I'm missing something but uhhhhmmm... DPing parties are gonna be screwed without penalty removal.

Just as speculation, a standard 600 health with 60% DP has 240 health, and with your suggestion, damage is limited to 48 per hit. This means that even with Prot Spirit 5 hits without a heal is death, which is entirely possible in a short amount of time in HM.

I understand that this is attempting to nerf 600/smite, but really, it's not effective for it without heavy side effects in other areas of use. Prot Spirit is such an essential skill is normal HM PvE gameplay that nerfing it in any way would be really detrimental.
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Old Jun 10, 2009, 02:03 AM // 02:03   #20
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To me, the bottom line would be that permasins should be nerfed before invincimonks (of either variety). As things currently stand, removing invincimonks is just likely to get them replaced by permasins.
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