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Old May 12, 2006, 02:23 PM // 14:23   #21
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Ok if you are casting this spell you are basically forcing your monk to heal you cause otherwise that necro is going to die. In ranger spikes case remeber not all spikes are successful meaning you arent going to get any benfit from soul reaping in most spikes. So with a 25 energy cost that prevents it really from being spammable and without healing say goodbye to that necro. Also the 2 second cast time sorta says "Hey look im casting OoA we gonna spike you." or "Hey look you can interupt me," because with the 25 energy cost you arent really gonna cast it unless you area planning a spike or simply removing enchants. Either way you can see what gonna happen and prepare for it. Honestly most builds should have interupts cause a 2 sec cast time is pretty big, if the casting time was shorter than 2 secs i agree it should be nerfed but seeing as it is not.... The spell is not overpowered.

Aera your idea would basically cause the necro to die everytime he casts it. This would cause it to go on the trash pile of skills most likely, since the result is a dead necro. Also if it became that i dont believe it would be an elite anymore just my opinion. But good suggestion even though i think it is unnecessary nerf.
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Old May 12, 2006, 02:35 PM // 14:35   #22
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Originally Posted by A User Name
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Aera your idea would basically cause the necro to die everytime he casts it. This would cause it to go on the trash pile of skills most likely, since the result is a dead necro. Also if it became that i dont believe it would be an elite anymore just my opinion. But good suggestion even though i think it is unnecessary nerf.
Only in IWAY it does, in like, a rangerspike, where you all have the same target, the target doesn't have more than 5 enchantments on him ( come on, who has 5 enchantments on them 24/7? ) so it shouldn't kill the necro every time, just when you play the IWAY "build" where everyone is hacking and slashing into anything moving.
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Old May 12, 2006, 02:46 PM // 14:46   #23
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totaly agree. Anet you bloody well nerf iway ok, but then you damn well bring this and make them worse than before. GG ANET. You piss me off so much sometimes.

This skill in only ever useful for IWAY and is totaly overpowered, fix it now.

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Old May 12, 2006, 03:11 PM // 15:11   #24
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I haven't experienced this hex before, so I can't say much, but I will say that there are other forms of defense, primarily wards, and there are hex blocking skills too.

I would have to say that certain enchantments, expecially self casting ones, which are intregal parts of using a class should be turned into skill buffs which cannot be removed, like attunements, or at least make them stances and bump the effectiveness up, that way enchantment removal doesn't pawn everything, it should only be a good monk counter, classes like elementist already have more then enough counters. But good enchantment removal is best faced with quick destruction, healing skills instead of enchantments, and use of wards.

It would also help if they made some skills with the opposite effect, to preserve enchantments and protect them from being removed. A ranger spirit which causes all enchantments to last longer and makes them unremovable would be good, it is a strong effect, but it works both ways, and can be wiped out. It would also be great if they made a Ward of Enchantment preservation, which protects all allies in its effect from any form of enchantment stripping.
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Old May 12, 2006, 05:05 PM // 17:05   #25
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*sigh*

If you don't PvP you really shouldn't comment on PvP balance. From some of these comments (Soul Reaping? Seriously?) it is clear people have never even tried using the skill. This skill is 25 energy, 2s cast time, and if it removes monk enchantments it will put the necro on death's doorstep very easily (even at very high levels of curses.) This skill has massive drawbacks and is fairly easy to counter.
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Old May 12, 2006, 05:38 PM // 17:38   #26
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Quote:
Originally Posted by Warskull
*sigh*

If you don't PvP you really shouldn't comment on PvP balance. From some of these comments (Soul Reaping? Seriously?) it is clear people have never even tried using the skill. This skill is 25 energy, 2s cast time, and if it removes monk enchantments it will put the necro on death's doorstep very easily (even at very high levels of curses.) This skill has massive drawbacks and is fairly easy to counter.
Oh i'm sorry, i didn't realise that certain skills could only be used in PvP. I'll just take my PvE bonder and carry on playing................... OMFG WHO REMOVED ALL MY BONDS IN 3 SECONDS!

This skill extends slightly further than PvP, its overpowered wherever you go. Not only does the necro have Chilblains, a very effective and annoying untargated enchant removal, they now have the power to utterly devastate your enchantments in seconds. If the necro casting it knows what the hell he's doing, he can quite easily cast it and remain in the land of the living. Countering an untargetted mass enchant removal that is cast on every single 1 of the enemy team seems slightly far fetched if you ask me...

As far as i see it, Area's suggestion sounds quite fair. You basically remove an entire teams enchants for the next 5 seconds, you pay the price.

You basically eliminate the use of a prot/boon prot with that 1 spell, RoF (removed before it reverses?) Prot Spirit, Guardian, Aegis, Shield of Deflection/Regen, etc. Perhaps we should beg Anet to give Eles a Blinding Flash on steroids, blinds all opponents for x seconds... its the same thing.

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Last edited by Mercury Angel; May 12, 2006 at 06:32 PM // 18:32..
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Old May 12, 2006, 06:45 PM // 18:45   #27
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Quote:
Originally Posted by Aera
Only in IWAY it does, in like, a rangerspike, where you all have the same target, the target doesn't have more than 5 enchantments on him ( come on, who has 5 enchantments on them 24/7? ) so it shouldn't kill the necro every time, just when you play the IWAY "build" where everyone is hacking and slashing into anything moving.
But it does leave the necro open to a counter spike. I mean a necro losing half his health without a heal is a pretty nice target =). So yes it prolly wont kill him but it will force the monk to heal him and protect him keeping that monk out for that 1/4-1 sec it takes to heal that necro. The drawbacks to cause this to be a balanced skill. Maybe it will cause ppl to think about bringing interupts to HA and GvG =). Cause before a spike anyway a target is usually drained of enchants, and then hit by a ranger spike with a OoV or OoP. In IWAY that necro is prolly dead every other time he casts that spell so i dont believe OoA will become a popular tool for IWAY>
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Old May 12, 2006, 06:47 PM // 18:47   #28
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Seriously people... put down the nerf stick. At least try to think of counters before crying nerf...

-- sick a mesmer/ranger on that necro

-- ward v foes, ward v melee

-- kite

I happen to know these work against IWAY teams using OoA.
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Old May 12, 2006, 07:05 PM // 19:05   #29
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Am I the only one wondering why people are talking about using this for spiking? Oh sh*t you get to remove enchantments make yourself useless for everything aside from casting this spell AND you get to kill yourself?!

Sign me up!

Or instead you could just cast any other enchantment removal on your target before you spike.

Maybe no one told you guys but IWAY sucks... It was nerfed for GvG where they could split not for tombs, if you lose to IWAY you don't know what you're doing.
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Old May 12, 2006, 07:19 PM // 19:19   #30
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Enchantments arent the uber skills of invicibility, and anything that removes them as easily as you put them up shouldn't be nerfed just because of that.

Natures was nerfed because it removed enchants without it having a downside
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Old May 12, 2006, 07:25 PM // 19:25   #31
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signet of humility , scourge sacrifice, stances, blind, GG
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Old May 12, 2006, 07:26 PM // 19:26   #32
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wards
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Old May 12, 2006, 10:20 PM // 22:20   #33
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I must say, its a lot easier to get IWAY to halls with this skill. Overpowered? no. Good? yes.
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Old May 12, 2006, 10:36 PM // 22:36   #34
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Quote:
Originally Posted by Mandy Memory
I must say, its a lot easier to get IWAY to halls with this skill. Overpowered? no. Good? yes.
In that case not only should it be nerfed it should be buffed. More IWAYers in the halls means more freebes for me.
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Old May 12, 2006, 10:37 PM // 22:37   #35
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Originally Posted by shardfenix
pi's 21 consecutive wins the other day

PI is 1773 haha!

that's all there is to it.

/neutral
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Old May 12, 2006, 10:53 PM // 22:53   #36
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The only trouble I had against Iway with OoA is when fighting on the altar in halls. They ripped off our seeds and spellbreaker and interrupted him forever. Other than that its not really much of a problem.
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Old May 12, 2006, 11:02 PM // 23:02   #37
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Quote:
Originally Posted by Mandy Memory
I must say, its a lot easier to get IWAY to halls with this skill. Overpowered? no. Good? yes.
Indeed, a spellbreaker or guardian won't help anymore, IWAY will totally destroy the ghost when they need to...I've never seen IWAY really using OoA though, only seen Barrage/Pet ( yes, in PvP ) using it till now...
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Old May 16, 2006, 06:30 AM // 06:30   #38
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You don't seem to understand why Apostacy is broken. Let me detail it a little bit more.
1: No recharge. As long as you have a monk, you can keep Apostacy up for as long as you want, for the whole match.
2: It kills every non-ritualist defensive skill IN THE GAME. No single skill should obliterate monks, mesmers, necros, assassins, and eles.
3: It is near impossible to get rid of. Apostacy applies to the party, which means in order to kill a necromancer with OoA, you have to run through an entire group, plus half your compass, to get to him.
4: It doesn't end after 1 enchant removal. You can spam it for complete enchantment removal on basically any target you want to.

Take one of the best builds in the game, and remove the enchantments from them, and run it in HA/GvG. You will lose EVERY match.

This skill in infuriatingly broken to hell. Please give it a gigantic nerf.

A-net nerfed NR because it removed enchantments from everyone. Apostacy has no recharge and removes enchantments from ENEMIES ONLY.

Side note: psychic distraction goes through mantra of resolve and glyph of concentration.

Last edited by shardfenix; May 16, 2006 at 06:35 AM // 06:35..
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Old May 17, 2006, 08:13 AM // 08:13   #39
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Quote:
Originally Posted by Warskull
This skill is 25 energy, 2s cast time, and if it removes monk enchantments it will put the necro on death's doorstep very easily (even at very high levels of curses.) This skill has massive drawbacks and is fairly easy to counter.
Well I guess if you dont pvp then you wouldnt know how easy it is to counter.

OoA is near impossible to stop because the necromancer with it can stand a map and a half away from the battle and spam it.

One resurrection signet is a small price to pay to remove ALL enchantments on ALL of your targets.

Quote:
Originally Posted by anonymous
Enchantments arent the uber skills of invicibility, and anything that removes them as easily as you put them up shouldn't be nerfed just because of that.

Natures was nerfed because it removed enchants without it having a downside
It does not cost 25 energy and 2 seconds to put up 7 bonds, an aegis, an sod, and some boon prot spells. Apostacy does not have a downside. It reads:
"Lose 1 res sig and remove all enchantments from target party."

Quote:
Originally Posted by Yanman.be
signet of humility , scourge sacrifice, stances, blind, GG
Again, you dont seem to understand. I'll draw it out for you...


Now tell me, how do you run through an iway/smite group to spike down a necro, then lose your ghost because you have no enchantments?
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Old May 17, 2006, 08:44 AM // 08:44   #40
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Wow. You've got to be kidding me. Whine, whine,moan is all I hear.

First off, Order of Apostacy hasn't even seen much use, and there's good reasons why, too.

First off, 25 Energy is a lot to anyone. Don't fool yourself. The life sac from this skill is nothing to scoff off either; at 12 blood magic, if 4 monk enchantments are removed, that's 40 percent of the necromancers health gone, and that's additional energy going into this spell because someone somewhere is going to heal it up.

Second, your party members have to HIT while under it's 5 SECOND effect. What does that mean? That mean's it's hardly a reliable way of "removing every enchantment instantly" as you seem to be inferring that it does. Guardian/Shield of Deflection and other similiar skills are all effective counters that can screw this skill's five second duration over.

To even compare this skill to the old NR is moronic and blind-sighted.

There's another effective-yet-balanced counter to some enchantments (though not all). Boo-hoo, cry some more.
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