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Old May 17, 2006, 10:12 AM // 10:12   #41
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Quote:
Originally Posted by Kyune
Agreed, though I wonder just how hard it is to get at it directly in a stack situation. There are a number of ways to do this--Necro with rend/lingering/gaze, Asn with expunge enchantments/Dark Apostasy/shadow shroud, and Mesmer with Shatter Storm. A Rit could even bring along disenchant for the backline with draw spirit to make sure it's getting its kicks in.

I admit they're not particularly pretty but potentially one of them could do the job but as long as the meta-game remains set in pre-factions mentality as far as what should and shouldn't be a good skill to bring people are just trying to get by with as little effort as possible.


Kinda reminds me of all the fuss that went on over old-style tombs heal balls, haha.
Its easier than that, slap any bad hex on Backfire/SS/LT/Migraine/.... They CoP it. recast Zealots, Slap another bad hex on... they either are disabled for the duration of the spell where you can slap another or they lose z-fire for 30 seconds....

Of course thereare also skills like desecrate enchants where if you do have about 20 enchants on you, you have lots of hurt.

Finally, remember if they have about 20 enchants on them, they cant see xP since the enchants and conditions bar would take up half the screen. /^^
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Old May 17, 2006, 09:20 PM // 21:20   #42
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Not over powered at all. It only works on one ally at a time. Really there isn't much of a differance between divine boon and air. Except divine boon works on all spells and on all allies. This spell isn't over powered. Divine boon and arcane echo alllows you to save alot of energy. Really you can say divine boon is better than this elite when mixed with arcan echo. So how is it over powered?

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Old May 17, 2006, 10:03 PM // 22:03   #43
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For everyone saying "oh its not overpowered", please do the math:
Every 5 seconds I can cast AoE, RoF and Guardian for a grand total of 6 energy, insane amounts of healing and 3 zealots triggers. This is the equivalent of 15 energy saved every FIVE SECONDS. The power here is formidable.

Another advantage over Mantra of recall or energy drain is that it is efficent at zero energy, so drains don't matter. While a good mesmer will spike you as he sees CoP or ED, there isn't that option here. As far as removal goes, if played as I suggested above your Zealots fire will always be the 4th spell to be removed. This limits you to relatively clumsy large removals. This tends to be the only way to beat a well designed FotM build: build to beat it and hope that their aren't any good response.

Best way to beat smite is ranger spike. Effectively kill their damage engine and put them on the defensive.
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Old May 17, 2006, 10:58 PM // 22:58   #44
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What is it with you people and NERF. You lose to something and you cry NERF IT ANET (or at least so it seems i could be wrong). Yes the skill is strong and good for e-mangement but has drawbacks as well. I mean with Shroud of Silence (that is the skill that causes x secs foe cannot be target of enchantments, correct?) What good does it do now with your enchantment heavy build. Also there are many new shutdown skills, and the list goes on. Also a sig of humility will basically destroy you. Since it is an elite dependent build

So there are many counters to elite dependent builds not to mention all the enchant removal here. So before crying "NERF!" please let's see how the game handles it.

Edit: Few horrible spelling errors that i missed.
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Old May 18, 2006, 06:06 AM // 06:06   #45
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The skill is absolutely excellent, no doubt about it...

In GVG, the fact it can be used for smiting for some great pressure, and also reduces the cost of a significant amount of your booners skills to just the divine boon cost, in my opinion, makes it slightly overpowered.

In HA it doesn't really show it's potential since it doesn't exactly work with most of the crappy skill bars on tombs healer monks, and the smiters can be taken care of with diversion and drains and what not. It's nothing like the Ether Renewal problem...

We've been completely rolled by a fair few smite teams in GVG, it's slightly more difficult to kill monks that don't really run out of energy too easily, and the smiting on certain maps (Jade one for example) is really way too effective in my opinion due to the really small fighting spaces.

I don't accept that the skill doesn't need nerfing because you can counter it with other elites or bullcrap like that either...



I do think an increased recharge time would make the skill more suitable
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Old Jun 16, 2006, 03:26 AM // 03:26   #46
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Guess what? No need to nerf this skill anymore because my Quad Smite rapes Tombs.
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Old Jun 16, 2006, 03:32 AM // 03:32   #47
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AoE is simply overpowered from an energy stand point. They will have to change it. Don't forget this can be used with boon for a 100+ heal for a good 2 energy

Since its a 1/4 cast it would fit right it. Drain enchant and inspire hex for your e mangement and you are good to go.

I love the skill but I know it will be changed. Increase the recharge so it cannot renew itself and we have a winner.
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Old Jun 16, 2006, 03:46 AM // 03:46   #48
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the most nasty thing i seen lately is 2 assasin smited by 2 smiter xD

when they converge to a target with aura of displacement xD
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Old Jun 16, 2006, 03:53 AM // 03:53   #49
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Quote:
Originally Posted by lishi
the most nasty thing i seen lately is 2 assasin smited by 2 smiter xD

when they converge to a target with aura of displacement xD
Na touch ranger is worse. 100+ dps
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Old Jun 16, 2006, 04:00 AM // 04:00   #50
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Quote:
Originally Posted by twicky_kid
Na touch ranger is worse. 100+ dps
dude 2 smited assasin killed me with guardian and prot spirit in 2 second...
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Old Jun 16, 2006, 04:03 AM // 04:03   #51
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Quote:
Originally Posted by lishi
dude 2 smited assasin killed me with guardian and prot spirit in 2 second...
Ya its a good spike. 2 sins could do that w/o the smite in the first place. A touch ranger can put on the pressure all day long while avoiding all forms of prot.
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Old Jun 16, 2006, 11:11 AM // 11:11   #52
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another nerf thread....joy

stop whining and either learn how to counter the skill or MAKE a NEW build to suit the situation
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Old Jun 16, 2006, 11:59 AM // 11:59   #53
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Quote:
Originally Posted by twicky_kid
Ya its a good spike. 2 sins could do that w/o the smite in the first place. A touch ranger can put on the pressure all day long while avoiding all forms of prot.
Learn to play.
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Old Jun 16, 2006, 01:35 PM // 13:35   #54
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AoE is good, but hardly overpowered. Sure it's great for both offence and defence, but offence is easily countered by stripping Zealot's.
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Old Jun 16, 2006, 11:10 PM // 23:10   #55
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Quote:
Originally Posted by JR-
Learn to play.
I don't know what the this is suppose to mean since I know how to play very well.

Mathmaticly it can over power a boon prot in less than 10 seconds. You can only cast 5-6 spells before their energy is exhausted. Devotion is used for when they need to save energy but will not be fast enough to negate the dmg.

Touch rangers avoid guardian, rof, and prot spirit. Every skill on the boon prots bar is avoided by touch rangers. I'm doing about 100 dmg per second that is equal to the boon prots heal from divine favor and boon. They can't keep up with that much pressure force the team to fall back. If they don't fall back you can over power their healing.

Its the same reason thumpers are used with smite so well. They have a little more utility because of KD but the dps is very high with hammer and pet strikes.
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Old Jun 16, 2006, 11:52 PM // 23:52   #56
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/not signed
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Old Jun 17, 2006, 03:43 AM // 03:43   #57
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Quote:
Originally Posted by twicky_kid
I don't know what the this is suppose to mean since I know how to play very well.

Mathmaticly it can over power a boon prot in less than 10 seconds. You can only cast 5-6 spells before their energy is exhausted. Devotion is used for when they need to save energy but will not be fast enough to negate the dmg.

Touch rangers avoid guardian, rof, and prot spirit. Every skill on the boon prots bar is avoided by touch rangers. I'm doing about 100 dmg per second that is equal to the boon prots heal from divine favor and boon. They can't keep up with that much pressure force the team to fall back. If they don't fall back you can over power their healing.

Its the same reason thumpers are used with smite so well. They have a little more utility because of KD but the dps is very high with hammer and pet strikes.
in ha the boon prot are not the right choice

in gvg ever team have snare / direct healing to make the the Touch ranger pretty useless.

plus

you should make your math better.

at 12 blood vampiric touch do 65 damage.

1 second for casting , 0.75 aftercast , 1 second of casting next one....

add kiting and stuff.
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Old Jun 17, 2006, 04:50 AM // 04:50   #58
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ele smiting was overpowered... 1/4 second draw with no recharge along with ether prodigy making the ele completely invincible for 12 seconds if he gets attacked. Air smiting is not overpowered, its just a relatively good build. The day a real guild uses it well in GvG will be teh day you can discuss a nerf. For now, joe nub using it in HA means nothing. Iway is more overpowered than this is.
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Old Jun 17, 2006, 12:40 PM // 12:40   #59
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Why is it everytime the monks get a toy everyone and his mother spreads the hate and screams nerf the monkeys?

AoE sure is powerful...
But so are many other Eliteskills. To name one: Ritual Lord. Especially the new classes offer many a two way to cut the use of AoE for Smiting.
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Old Jun 17, 2006, 04:06 PM // 16:06   #60
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At first i thought aoe was not overpowered because it was equivalent to a divine spirt+glyph of renewal combo.

Then I took a second look.

Aoe is way overpowered when you compare it to this similar combo. Heres why

1. And most important. Aoe has no min, so as has been stated you can literaly spam skills for 0 energy or 2 if using divine boon.

2. you only need to through 4 points into prot prayers to be able to easily keep up aoe. compare this to the 15 divine favor+20% enchantment mod needed to keep divine spirit.

3. aoe is all this rolled up into 1 SKILL leaving you more open spots to place skills. and in a game that only allows 8 skill spots this is a huge advantage.

Needless to say this 1 skill can easily be called one of the most overpowered skills of the current meta game.

To those of you who are confused or disbelief about the stratagic advantage this one skill gives dual smite, Heres what its is: the monks have only 6 people to heal.

here it is again: the monks have only 6 people to heal

THAT IS AN ENORMOUS ADVANTAGE less people to heal means less energy used for greater amount of heals, also when you combine that with a team using 4 monks there is no pressure build in the game that can beat this build if this build is run proberly. That effectavily eliminates 1/2 of the builds of the current metagame. So....... the only build that you can use to beat this is a spike and a smart team will bring fertile seasons eliminating that to.

Needless to say this one skill is overpowered, not as overpowered as an old ether renewal smiter, but insanly overpowered.

I suggest placing a minimum amount of energy lowered by aoe, also this skill needs to have a longer recharge so you can not maintain this skill on multiple targets.
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