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Old Dec 12, 2006, 02:01 PM // 14:01   #21
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My poor Koss had the same problem: he didn't have enough energy to recast Mending - just imagine! Oh well...

Quote:
It's not because of the combo that it got nerfed, it's because it completely shuts down another class (assassins). With a 200hp boost and immunity to all conditions, in an assassin vs form of melandru dervish, the only way the assassin will win is if they manage to attack the dervish while the skill is unusable. Any smart dervish would find and take out the assassin long before that. Form of Melandru + Wearying Strike + Heart of Fury = dead assassin. Just so you know, Heart of Fury makes that scythe swing pretty much as fast as daggers, every 1.17 seconds.
Actually there are many builds in the game that can completely shut down one class - this is not a problem as what's interesting in GW is the teams, not the individual builds.


No opinion concerning the suggestion of the OP, really.
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Old Dec 22, 2006, 03:04 AM // 03:04   #22
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warrior takes a DP hit, goes from 20e, to 17e... can still cast mending. Takes another dp hit. at 14 energy he can still recast mending. Takes yet another DP hit, and he's down to 11... he can STILL cast mending.

Dervish with 10% boost takes a DP hit and drops to 5%DP... can no longer use Avatar of Melandru. End of story.

Not a very good comparison, right?

All i'm saying is that for the base energy that the class has, having a foundation skill completely removed due to a miniscule amount of dp is pretty harsh. A-net, please put this skill on the examination list for the next balancing act, and consider introducing 20e skills as part of attaining over all ballance in the game. It never hurts to have that little bit of leeway... that extra option when designing balanced skills.

Please and thank you for your attention.

Countess Corpula
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Old Dec 22, 2006, 03:20 AM // 03:20   #23
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For the power that this skill gives, loads of health and immunity to conditions, it needs the 25 energy to keep it in balance. If it were changed to 15 energy, would you consider it to be balanced? I sure wouldn't.

Last edited by Lax Stick; Dec 22, 2006 at 03:23 AM // 03:23..
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Old Dec 22, 2006, 03:57 AM // 03:57   #24
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Quote:
Originally Posted by Curse You
There's no such thing as a 20 energy skill.
I hear they're making 20e spells a new feature in Chapter 4
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Old Dec 22, 2006, 04:10 AM // 04:10   #25
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Quote:
Originally Posted by Lax Stick
For the power that this skill gives, loads of health and immunity to conditions, it needs the 25 energy to keep it in balance. If it were changed to 15 energy, would you consider it to be balanced? I sure wouldn't.
no one asked to make it 15. I said 20... and you can cut the health bonus, or the damage type or whatever, but the entire energy pool is too harsh. I agree that 15 energy would be too cheap for all it gives you, i'm just saying it stops being usable in the long term at 25 energy
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Old Dec 22, 2006, 04:22 AM // 04:22   #26
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are you missing that they have +200 hpand complete imunity to conditions? that makes it 25 energy to me. This one skill verses an assassin cannot be stopped. that makes it unbalanced. No one class should be imune to any other. hard to kill yes but imune no.


/not signed sorry if you can be a "god" character.


~the rat~
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Old Dec 22, 2006, 04:43 AM // 04:43   #27
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Rat, please learn to read. I have not asked that the energy be dropped and no other changes be made. Make other changes. Please. Pretty please with sugar, make it as balanced as you want. Just don't make it use up MY ENTIRE ENERGY POOL. I don't want to be GOD. I want my skill to function. Is that asking too much? Make it cost 15 and kill the health bonus. Make it cost 20 and cut the health in half and remove the earth damage. Take it out of the game entirely, so it stops freaking taunting me their with its uselessness (in the context of a situation where DP can be applied). Just make it functional.
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Old Dec 22, 2006, 05:02 AM // 05:02   #28
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Quote:
Originally Posted by countesscorpula
I'm fine with the short answer... but in the long run, when they consider nerfing HER again (as suggested by twicky), i was just hoping they might reduce the cost to 20 at the same time. Kind of like suggestion B Reduce health bonus to 150 and energy cost to 20. Is that objectionable as a solution?

ANd btw, nothing is an unstopable machine. Every build has a weakness.
A melee char that can rage in your face, unhindered by conditions, or spike, is an unstoppable machine..heck even SS and Insid Parasite couldn't put much of a dent in AoM.. now imagine if, any random dervish, could change into melandru then immediately go in and hit with a hard attack, like say, wearying strike? Even then they can still do that, that's what radiant insignias and attunement runes are for. I use full radiant and a couple attunements, I have 39 energy, I can run AoM no matter what.. They would have the energy at higher than 25 but that limits dervishes that aren't using +E armor.. But the insane energy costs, which opens you up for some serious E-Denial, makes up for the uber-tankzors ability that you get in PvP when you use this.. So please, ANet, don't change our forms.. They are good as they are, especially considering when we use a form our build generally has to revolve around it.
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Old Feb 02, 2007, 09:26 AM // 09:26   #29
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Becareful what you ask for... Health reduced to 150 from 200, energy still at 25. Well it would seem i was half listened too. *Harumph*
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Old Feb 02, 2007, 08:43 PM // 20:43   #30
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[QUOTE=twicky_kid]
He is an unstoppable machine in GvG. QUOTE]

How dare you call Melandru a man. She is a noble lady!
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Old Feb 02, 2007, 10:04 PM // 22:04   #31
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Quote:
Originally Posted by draxynnic
Actually, there is at least one other way to deal with SF: there's a Water skill that makes the user completely immune to Burning. But Melandru's complete immunity to conditions is still quite powerful.
Frigid armor sucks. It's good to make one character immune to SF if you want to invest 12 points in water magic.
Quote:
Originally Posted by Guardian of the Light
Why'd Melandru have to get nerfed for it's combo with weary strike?
Do you have any idea how imbalanced that combo was?
Quote:
Originally Posted by Beat_Go_Stick
I hear they're making 20e spells a new feature in Chapter 4
Where did you get that info? I'm very interested.

Quote:
Originally Posted by Scown-dog
How dare you call Melandru a man. She is a noble lady!
Machine = man ?

As for the OP, ask anyone who ever pvp's. Ever.They will say that it's perfectly fine as it is. Overpowered rather than underpowered. If that means your heroes can't use it without switching weapons for them, I'm sorry. Reducing the energy is not the way to fix that. Don't try to balance skills around heroes.
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Old Feb 02, 2007, 10:49 PM // 22:49   #32
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1. if machine = man how come cars, ships, aeroplanes and trains tend to be called ladies?
2. 20 energy skills are viable and should be considered
3. avatar of melandru is dreadfuly powerful, but to kill the energy pool of a character seems incredibly harsh, if a "cannot use any attack skills for 20..8.3 seconds after activation" clause were added that solves your wearying problem, drop it to 20 energy, 150 health <conditional to mysticism, up to 180 at 16 maybe?> and work out any existing kinks

that gives a window of vulnerability that is not complete <can still use enchants, attacks, hexes, whatever, just not attack SKILLS> makes the skill almost totally unusable for dervish secondaries <as though it weren't already> and maintains it's shiny elite goodness
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Old Feb 03, 2007, 08:13 PM // 20:13   #33
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Twixky_kid said "HE was an unstoppable machine". I think that's why the other poster pointed out Melandru is a SHE... noble lady... female plant thingy.
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Old Feb 05, 2007, 09:28 PM // 21:28   #34
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Well, it seems that they nerfed the combo further. AoM still costs 25e, doesn't last as long, and wearying strike has a recharge of 4 now instead of 2. So, Countess, we still lose. I wanted them to modify her energy too... T_T But oh wells. I have found new love in my Reaper's Sweep build. No more need for AoM.
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Old Feb 05, 2007, 11:13 PM // 23:13   #35
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There are these things called attunement runes and there are insignias that add energy. USE THEM.
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Old Feb 05, 2007, 11:32 PM // 23:32   #36
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A good buff would be so that it would only cost 20 energy, but if you successfully cast it, you would lose 5 energy. That way, you could still cast it, but you'd end up being in energy debt.
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Old Feb 09, 2007, 12:37 AM // 00:37   #37
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[skill]Avatar of Melandru[/skill] [skill]Wearying Strike[/skill] used to be awesome, but they keep nailing it. I just wish that they had 20e skills. That would be great. But I wouldn't mind if they would drop some of the hp from Melandru and drop her energy cost. An entire energy pool is a little ridiculous. I know we have attunement and secondary weapon sets and whatnot, but you don't see any 120e ele spells do you?
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Old Feb 09, 2007, 01:27 AM // 01:27   #38
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Quote:
Originally Posted by countesscorpula
no one asked to make it 15. I said 20... and you can cut the health bonus, or the damage type or whatever, but the entire energy pool is too harsh. I agree that 15 energy would be too cheap for all it gives you, i'm just saying it stops being usable in the long term at 25 energy
just use mhedi's vow it puts ur energy up to 30 and u never run out of energy because its zealous and derv can strike more than one enemy at a time
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Old Feb 09, 2007, 01:32 AM // 01:32   #39
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Eles are also vulnerable to a lot of things, Dervish's in FoM ignore every last condition, which includes lava, blindness, etc. Add to that the nice high damage that a scythe does and well 25 energy is just fine.
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Old Feb 09, 2007, 09:46 AM // 09:46   #40
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There is a thing called "weapon swap" to cast high energy skill. And if you want to balance skill base on NPC AI, then I lol.
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