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Old May 26, 2008, 01:50 PM // 13:50   #1
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Default Possible buff/change to shield of judgement

If this is in the wrong section move it, thanx.

Currently Shield of Judgement is useless apart from farming due to its limited usefulness and its 45 second recharge. [Shield of Judgment]

My suggestion is make it a more pro-active skill. This will also prevent its use from farming, but who actually uses it to farm anymore since the mystic regen nerf.

My suggestion is as follows:

Shield of Judgement

5/0.5/10

For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 5...61). If that damage came from an attack, the attacker is knocked down.

Its similar in concept to both [Reversal of Damage] and [Balthazar's Pendulum]. It has the same effect as RoD except it also causes a KD if it was an attacker. At first I thought to put it as 5/.25/5 but then it would be an imba balthazar's pendulum. But after consideration i though a 5/0.5/10 makes it useful, but not imba. Possibly 10 energy, but i think that will make it too expensive.

Any comments for this suggestion?
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Old May 26, 2008, 02:01 PM // 14:01   #2
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atm it is currently good alrdy
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Old May 26, 2008, 02:04 PM // 14:04   #3
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atm its only use is for farming. I have never seen it used effectively in pvp, even in RA. Its duration/recharge/cost make it unusable.

On the other hand, what makes u say that its good as it is?
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Old May 26, 2008, 02:09 PM // 14:09   #4
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That's a pretty huge nerf. I understand your concern with making Balthazar's Pendulum obsolete, but I think I would shorten the duration and recharge to make it more like an offensive [Shield Guardian]. I'm also not sure whether it should be a short duration and not end prematurely, or have a longer duration and be removed on first activation.
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Old May 26, 2008, 02:11 PM // 14:11   #5
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A nerf... really? I thought it would be a buff because now its usable in pvp. It would be really great on smiters boon bars.
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Old May 26, 2008, 02:42 PM // 14:42   #6
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/notsigned.

When the recharge is too high for you, then use arcane echo to double it, so you will have a duration of 42 seconds max, so you have only to wait freaking 3 seconds, before you can reactivate the enchant.

use this together with an enchantement increasing weapon mod and you'll easily be able as Mo/Me to perma upkeep the Shield as long you don't get stripped, ripped or whatever naturally, that steals your enchants.

The skill is already very powerful and doesn't need a buff.
This SKill belongs to one of the best smite skills of all, it gives perma knockdown to foes whenever they hit you and even deals additionally to that damage. This Skill together with Empathy on a foe and you can completly shut down melee enemies from attacking you, when these don't won't to risk dieing through the heavy counter damage and everytime knock down when attacking you makes foes that attack you in the tiem very vulnerable versus aoe skills that trigger additional damage on knockdowned foes, like the Elementalists Afterquake Skill, which can deal for its 10 energy quite nasty damage versus knocked down foes.

This skill has some great possible synergies between Warrior, Mesmer and Elementalist Skills and even of more professions I can't think of now.
Buffing this skill would make it definetely overpowered.

Also this Skills should not become imo a dumb Clone Skill of Reversal of Damage
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Old May 26, 2008, 02:51 PM // 14:51   #7
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/notsigned
it's fine
contains KD and good dmg
ppl only use it for farming but ppl use so many skills for farming djeez
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Old May 26, 2008, 02:53 PM // 14:53   #8
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Imo make it ,,Next time ally takes damage, that damage is negated and attacking foe and foes near him take XX damage. If that damage was physical, all nearby foes are knocked down. And the cost/recharge/cast you said.

@Phoenix - it's powerful only in farming. It's a total crap in PvP, as people just run away/don't attack/ignore monk with SoJ.


At least make change to it and separate skill to PvE and PvP - farmers get old version, pvpers get new version.
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Old May 26, 2008, 03:09 PM // 15:09   #9
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Please never make skill suggestions again.
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Old May 26, 2008, 03:17 PM // 15:17   #10
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while it may seem nice to play around wit in pvp
solo farmers will qq

how bout buff [mark of protection] which gets no use anywhere at all?
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Old May 26, 2008, 03:33 PM // 15:33   #11
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Quote:
Originally Posted by Luminarus
atm its only use is for farming. I have never seen it used effectively in pvp, even in RA. Its duration/recharge/cost make it unusable.

On the other hand, what makes u say that its good as it is?
there are dozens of elites that are bad for pvp, just dont use them
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Old May 26, 2008, 03:39 PM // 15:39   #12
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Quote:
Originally Posted by snaek
how bout buff [mark of protection] which gets no use anywhere at all?
Hey, Mark of Protection saw plenty of PvP play. You know, when you could activate Cultist's Fervor, Shadow Walk, then spam Death Nova while you were MOPed up.

Or does that not count?
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Old May 26, 2008, 03:40 PM // 15:40   #13
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Quote:
Originally Posted by TrippieHippie89
there are dozens of elites that are bad for pvp, just dont use them
skills r roughly broken down into 3 categories:

1. well rounded skills useful in many situations
2. specific purpose skills useful in few gimmick build situations
3. completely useless skills that wont get any use at all

i'd prefer anet fix teh ones in category 3,
rather then try to fix teh ones in category 2 to be shifted into category 1 status
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Old May 26, 2008, 03:44 PM // 15:44   #14
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Quote:
Originally Posted by Randvek
Hey, Mark of Protection saw plenty of PvP play. You know, when you could activate Cultist's Fervor, Shadow Walk, then spam Death Nova while you were MOPed up.

Or does that not count?
i've never seen that...
but it sounds terribad

recharge on mop is 45s
and cast time on death nova is 2s

and does life sac even trigger mop?
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Old May 26, 2008, 04:43 PM // 16:43   #15
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How about .....

Shield of Judgment 10/0.25/12

Enchantment spell. For 3.6.7 seconds, each time you get hit by an attack or target of offensive spells, the attacker or the caster is kd and suffers 10.18.21 holy damage. When this enchantment ends, all adjacents foes takes 50.70.75 holy damage.

Farmer : keep it for 11 sec. and deals 21 x 4-5 attack = 84-105 holy damage + 75 holy damage at the end. = 159-180 holy damage for 11 sec. GOOD for farming as it keeps enemy on the floor, deals good damage and it cast in .25 sec.

PvP : Could prevent spike. Can prevent pressure. Even if the attacker stops hitting, damage will come when the enchantment ends. The recharge makes it viable and reusable. Could even be use as a tactic for smite team.

Overall : Everyones happy but would it be imbalance ???
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Old May 26, 2008, 05:03 PM // 17:03   #16
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Quote:
Originally Posted by snaek
i've never seen that...
but it sounds terribad

recharge on mop is 45s
and cast time on death nova is 2s

and does life sac even trigger mop?
Yes, over 1k PBAoE DPS for 10 seconds is terribad.
Anyways, it used to be a gimmick/exploit that got fixed fast.
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Old May 26, 2008, 05:06 PM // 17:06   #17
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Quote:
Originally Posted by snaek
i've never seen that...
but it sounds terribad
It was terribroken. Death Nova was casting (and failing) instantly, and teams were blowing shit up with several thousand shadow damage every second.

Anyho, as always Pheonix proves he's clueless, and as for the skill?

Meh. Start off by going Tactics stances on it's ass - Cut its duration to 8-9 seconds but then reduce it's recharge to around 15s. It then becomes infinitely more useful, if still quite bad.
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Old May 26, 2008, 05:15 PM // 17:15   #18
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Quote:
Originally Posted by eximiis
How about .....

Shield of Judgment 10/0.25/12

Enchantment spell. For 3.6.7 seconds, each time you get hit by an attack or target of offensive spells, the attacker or the caster is kd and suffers 10.18.21 holy damage. When this enchantment ends, all adjacents foes takes 50.70.75 holy damage.

Farmer : keep it for 11 sec. and deals 21 x 4-5 attack = 84-105 holy damage + 75 holy damage at the end. = 159-180 holy damage for 11 sec. GOOD for farming as it keeps enemy on the floor, deals good damage and it cast in .25 sec.

PvP : Could prevent spike. Can prevent pressure. Even if the attacker stops hitting, damage will come when the enchantment ends. The recharge makes it viable and reusable. Could even be use as a tactic for smite team.

Overall : Everyones happy but would it be imbalance ???
It's imbalanced.

Crazy imbalanced - at least in pvp.

I'd say 10/0.25/15.

Enchantment. The next 1...3 times the ally is hit with an attack skill, the attacker takes 10...60 holy damage and is knocked down.
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Old May 26, 2008, 05:36 PM // 17:36   #19
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/notsigned
Too big a change. It like changes the concept of the skill itself. I think some elites should not have uses everywhere, for example, I don't think [skill]shadow form[/skill] should be used in PvP, only in farming.
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Old May 27, 2008, 07:38 AM // 07:38   #20
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@Pheonix, I dare u to go Mo/Me into any pvp with arcane echo and SoJ and do it, youll not only be useless to ur team, but probably laughed at.

@ Those saying buff something else, how is that constructive?

As I was saying it doesnt see any use at all, not even farmers use it any more? If there are any popular farms that still use it, then please correct me. But since the mystic regen nerf, all farms using monks are usually 600/smite.

Now a question, is my suggestion imbalanced, just bad, or what?

If its imba, what should cost/cast/recharge be. It its just bad, please say why?

I'm happy for criticism so long as its not useless, or just flaming (tyla)

EDIT: Oh yeah, forgot to mention skill overhaul/changes are not always bad, Magebane Shot is a good example, as is Wail Of Doom, & Foul Feast. They are all i can think of off the top of my head.

Last edited by Luminarus; May 27, 2008 at 07:40 AM // 07:40..
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