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Old Jan 04, 2007, 10:24 PM // 22:24   #81
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Quote:
Originally Posted by Kai Nui
gotta realize guild wars is a big game and there are counters to pretty much everything
This is a really easy way to trivialize any discussion about game-balance. If something is balanced, it's balanced and everyone knows it. If something is too powerful, it's too powerful regardless of any specific counters. You could use Diversion or Vocal Minority to counter old Energizing Finale, it was still a hugely retarded skill.
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Old Jan 04, 2007, 10:26 PM // 22:26   #82
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How many times do they buff something because it sucks in PvE?

How many times do they Nerf something because it is too powerfull in PvE?

How often do they Nerf something because it is overpowered in PvP? Many hundreds of times?
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Old Jan 04, 2007, 10:34 PM // 22:34   #83
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Quote:
Originally Posted by Retribution X
How many times do they buff something because it sucks in PvE?

How many times do they Nerf something because it is too powerfull in PvE?

How often do they Nerf something because it is overpowered in PvP? Many hundreds of times?
Because "too powerful" in PvE is only in relation to when it lets you acquire money faster than they think you should be able too. Thats why the only nerfs to skills for PvE have been Farming builds.

The argument that something should be nerfed/buffed/stay the same based on how fast it kills an enemy in PvE is indeed not a good argument since these balances are for PvP. I agree there.
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Old Jan 05, 2007, 04:00 AM // 04:00   #84
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SF will be altered. It's not even a matter of if. It's spike damage and AN has decided that they don't like spike damage if it can actually kill anyone. Trust me, the debate is pointless because it will be nerfed.
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Old Jan 05, 2007, 02:14 PM // 14:14   #85
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Quote:
Originally Posted by Zonzai
SF will be altered. It's not even a matter of if. It's spike damage and AN has decided that they don't like spike damage if it can actually kill anyone. Trust me, the debate is pointless because it will be nerfed.
thank you
/signed
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Old Jan 05, 2007, 03:01 PM // 15:01   #86
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All I ask is a decent ele or monk spell that cures exhaustion, I don't care if they nerf SF, i have plenty other decent ele builds.
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Old Jan 05, 2007, 05:50 PM // 17:50   #87
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Quote:
Originally Posted by Chaos Herald
All I ask is a decent ele or monk spell that cures exhaustion, I don't care if they nerf SF, i have plenty other decent ele builds.
glyph of energy?

well it dont look so much decent after the glyph of lesser energy buff
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Old Jan 05, 2007, 06:33 PM // 18:33   #88
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Quote:
Originally Posted by lishi
glyph of energy?

well it dont look so much decent after the glyph of lesser energy buff
Glyph of energy always sucked -.- If they buff it in the same way they buffed lesser, people might actually use it.
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Old Jan 05, 2007, 06:51 PM // 18:51   #89
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Originally Posted by lightblade
Searing Flame need Exhaustion. Mindburn however doesn't.
Lightblade do you even play an ele. If you play an ele for one month you will see how much you are ****ed by exhaustion. Its one of the worst things that happened to this game. SF is an easily balanced skill. Just read this forum and you are given numerous ways to counter it. Play an ele and you will see that this is the one decent elite that they have given fire elementalists. So many noobs.
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Old Jan 05, 2007, 09:36 PM // 21:36   #90
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Withdraw Hexes. At 12 Divine Favor it will still take over a minute to recharge if you use it on a standard 8-person party. It would be just about worthwhile as an unlinked signet, but as a 15-energy ELITE? It needs a buff and a half.
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Old Jan 06, 2007, 09:32 AM // 09:32   #91
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they gonna nerf spoil victor?? If so..PLS NO
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Old Jan 06, 2007, 09:38 AM // 09:38   #92
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Mystic Regen move to the Mysticism line.
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Old Jan 06, 2007, 11:29 AM // 11:29   #93
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pffft just go to my thread, the last three posts are askills I mention in my original post
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Old Jan 07, 2007, 01:36 AM // 01:36   #94
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Healing signet -40 armor when use the signet should be changed the way watch your self is changed.
I think -1 armor per lvl should be fine.
lvl 1: -40
lvl 2: -39
lvl 3: -38
bla bla bla
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Old Jan 07, 2007, 05:25 AM // 05:25   #95
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Quote:
Originally Posted by Angel Develin
Healing signet -40 armor when use the signet should be changed the way watch your self is changed.
I think -1 armor per lvl should be fine.
lvl 1: -40
lvl 2: -39
lvl 3: -38
bla bla bla

yes agreed
i think spiritual pain could use a good change
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Old Jan 07, 2007, 05:26 AM // 05:26   #96
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All I'd like to say is "Please leave Glowing Gaze alone". You can nerf Searing Flames to high heaven for all I care. Just leave our new fire e-management skill alone ^_^.

Edit:

Adjustments/Buffs I'd like to see...

Elemental Flame.
Increase burning to 1..6 seconds and change it so that the burning triggers on the activation and removal of any elemental hex. Been struggling to find a use for it. I've thus reached the conclusion that it sucks...

Mind Blast:
15...75 damage instead of 15...51? Could be over-powered but I think people may actually use it with these numbers.

Mind Burn:
Instead of exhaustion, how about if you achieve the condition it's disabled for an additional 5...3 seconds? Or perhaps the cost increases similar to how Star Burst functions. Just an idea. I believe the current consensus is that this spell is not deserving of exhaustion but still shouldn't be so 'freely' spam-able.

Lava Arrows:
Normal spell range with Barrage style adjacent functionality, and a damage increase to 15...51 from 10...45.


Smouldering Embers:
A recharge drop to 7 seconds from 10, and a cast-time drop to 1 second. The 'conditional' burning could use being upped to 1...5 seconds.

Armour of Mist:
Recharge could drop to 20 like Frigid Armour considering all the enchantment hate flying around. 30, even with a 20% longer mod’ isn't great.

Frozen Burst:
Recharge dropped to either 15 or 20 from 30. I wouldn't mind the dreadful after-cast as much if the skill was available more often.

Icy Prism:
Since this functions as a signet interrupt, the cast-time could use being either 3/4 or 1/4 second.

Icy Shackles:
I see very little reason to use an elite 'conditional' slow over a non-elite reliable variant (Freezing Gust). Perhaps add damage to give it a primary use with conditional effects? 20...68 cold damage.

Gust:
A nice idea, but almost never worth it. Would be nice if it changed to any Elemental hex and was given a 7 second recharge. The damage is pretty low for Air so that could also have added penetration or just be untyped damage if the condition is met. If the damage was modded, then I guess the recharge should probably remain the same.

So...
Gust: 5 | 1 | 10 ( original stats)
'Elite Spell. If that foe is under the effects of an Elemental Hex, that foe is struck for 10...54 damage and is knocked down for 3 seconds, otherwise target foe is struck for 10...54 cold damage (50% failure chance with Air Magic 4 or less.)’

Lightning Touch:
Skill is fine really. A shorter recharge of say 5-7 seconds instead of 10 would help to attract more people to dual builds.

Ride The Lightning:
10 | 1 | 20. Very little use for an elementalist. Costs too much and takes too long to recharge. It could still be fun to use in dual builds though. so either...

5 energy | 3/4 cast | 15 second recharge

or...

10 energy | 3/4 cast | 5 second recharge

This spell is already 'controlled' since it has exhaustion.


Ash Blast:
Interesting if a little pointless (If you want blind you really just go air right?). I still love the idea of it, even if the 'chain' could be faster.
5 | 3/4 | 5 from 5 | 1 | 8 would make it more attractive.

Ebon Hawk:
Great in theory. Painfully weak to actually use. A 2 second cast kills this thing. A 1 second cast instead of 2 would improve this enough I think.

Glowstone:
The idea behind it is fantastic but it's currently like a crappy version of Glowing Gaze. Could use it's recharge being upped to 5 seconds from 7. It's already a projectile making it weak enough as it is.

Magnetic Aura:
This needs to have it's recharge seriously adjusted considering it's an enchantment and only works on melee. 30 seconds would be good.

Stone Striker:
Immune to critical hits please.

Ether Prism:
I just don't like the thing. I originally loved the idea of this spell. However it just doesn't synergize with Dual builds as it requires 12 e-storage to even work. Plus when your trying to kill something, the need to break half-way through your energy to use it just doesn't feel right. After a front-load of fire, those following 2 seconds make it all pointless. It's already hard enough to kill with an elementalist as it is.
I'm not wise enough about energy to know at which point this spell becomes over-powered (well, beyond the obvious), but currently I still favor Second Wind over this 80% of the time, and that's an unlinked skill...

Master of Magic:
Another 'my first elementalist' e-management skill. Too basic for my liking. Has none of the high-end elegance of Ether Prodigy, or Second Wind, and lacks the ability to provide flexibility (E-storage req is way too high. Unlike Ether Prism, this doesn't justify it). I'm sure I'll get flamed for this since I imagine it's popular with people who really have difficulty managing energy on a normal day, but there you have it...

The '2' energy return needs to occur lower (around 10 e-storage). While it sounds hypocritical of me to insult the skill with 'my first elementalist' and then actually 'buff' the thing, the reason is simple... I don't need the e-management enough to justify using this...

Energy Boon:
Could use some work. It's currently really, really bad. There is no reason to use this at all. Making it a Signet or a Glyph would be a good start, but I still probably wouldn't bother with it...

Glyph of Concentration:
The recharge is too long. It got a great buff.... For non-elementalists. In the face of a ranger I was quite happy to pay 5 energy every 2 seconds to 'ensure' I got a 2+ second cast-time spell off. Now I don't even have that option. Keeping it's 2 spell usage is great, but the recharge could use being at 5 seconds. If that's over-powered then move it to e-storage and make it scale from 1...2.

Glyph of Energy:
Loved it when I was afraid of exhaustion. Never use it now I'm not. Now it looks like crap next to Glyph of Lesser Energy since this is elite and that is not. Not sure what to do with it in all honesty...

Last edited by frojack; Jan 07, 2007 at 01:31 PM // 13:31..
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Old Jan 08, 2007, 06:59 AM // 06:59   #97
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yeah Lava Arrows needs a change its weak atm
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Old Jan 08, 2007, 02:30 PM // 14:30   #98
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The idea of Gust and Ash Blast is to use them togheter.
There is an elementalist boss that uses this combo (ouside of that city south from unwaking waters)
Hes skills are: Rust (water hex) Gust and Ash Blast.

Even with a specific combo it still sucks. What i do with this combo is knockdown so that i can blind.
If i want to knockdown whenever i want to, or blind whenever i want to, i can get 16 on air and use blinding flash and gale, and guess what, i still have an elite slot available
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Old Jan 08, 2007, 05:29 PM // 17:29   #99
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Quote:
Originally Posted by Angel Develin
Healing signet -40 armor when use the signet should be changed the way watch your self is changed.
I think -1 armor per lvl should be fine.
lvl 1: -40
lvl 2: -39
lvl 3: -38
bla bla bla
Why the hell should you need to buff Healing Signet ? The skill is fine as it is.
And idea about making Searing Flames cause Exhaustion must be the "best" idea ever.
Seriously, Soul Reaping needs to be reworked.

Last edited by linhlh; Jan 08, 2007 at 05:32 PM // 17:32..
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Old Jan 08, 2007, 05:45 PM // 17:45   #100
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the reason most people want to nerf SF is because their used to eles sucking crap and being easy as hell to kill, now that they are good its WTF is this -_-

Searing flames is fine -_-
Change Spoil Victor...
I dont even play a ele because back in Prophecies they were so nerfed it was ...eww
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