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Old Feb 28, 2006, 11:57 AM // 11:57   #21
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If you have the Air Attune/Ele Attune build, Energy is no problem. The 15 energy actually helps because you get 80% of that energy back when you cast it. Personally I don't use Lightning orb unless the person is coming head on is within 3 meters. If you use it against someone you're chasing, well duh its gunna miss.
Wow, 15E is actually better because you get 80% back. Is this like "the more you spend the more you save!"? Let's try and stay away from the more blatantly retarded arguments, ok?


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Lightning Orb does more damage then a fireball as well, and if it were downed to 10 it'd be much more spammable then it already is making Air Spikers too strong.
It doesn't matter. Elementalists are limited by energy. Orb should be more efficient than fireball, period. Even if you cast orb and strike as often as they recharged your dps wouldn't be earth shattering. To suggest that reducing orb's cost would make air spikers overpowered is laughable. It doesn't matter how cheap orb is, there will always be better spikes. Obs spike and ranger spike come to mind.

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Deathly Swarm (Casting time is 3 seconds) I suggest making it 2 seconds with a 6 second recharge time.
Uh, in case you haven't noticed this is a thread about buffs. The above change would make deathly swarm weaker. As it is you can cast one DS every 6 seconds, your change would increase that to one every 8 secs.

Last edited by Symbol; Feb 28, 2006 at 11:59 AM // 11:59..
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Old Feb 28, 2006, 01:25 PM // 13:25   #22
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Originally Posted by Mithie
What? You gotta be joking right? Conjure Phantasm (especially when backed up by Mantra of Persistence) is the BEST degen in the game, especially in the current metagame, when boon monks are ALL OVER THE PLACE (who has trouble with hex removal).

So... No.
Actually I think Rotting Flesh is better, but does a similar amount of damage to Conjure Phantasm is used with Mantra of Persistence.
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Old Feb 28, 2006, 01:51 PM // 13:51   #23
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Energy Drain & Energy Tap: with a 30 second recharge (bumped from 20 when they got nerfed), these skills are completely worthless for energy management. When the amount of energy they drain was cut in half (and the amount of energy you receive is doubled to compensate), they're worthless for energy denial.

No one in their right mind would consider these skills over Offering of Blood, Mantra of Recall, or Power Drain for energy management. Not only do these skills all have a casting time of 1 second or lower (E Drain = 1s, E Tap = 3s), they give you back more energy.
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Old Feb 28, 2006, 02:55 PM // 14:55   #24
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A skill that really needs to be changed is
Plague Touch (my fav :P)
3/4 cast time? [no recharge]
il rather think of 1/4 cast time and 1 sec recharge
this allows me to be more effective and
primary necros unable to spam conditions

and of course i know that anet or anyone in charge wont fix it (they dont give a sh1t)
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Old Feb 28, 2006, 03:03 PM // 15:03   #25
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Originally Posted by Alcazanar
A skill that really needs to be changed is
Plague Touch (my fav :P)
3/4 cast time? [no recharge]
il rather think of 1/4 cast time and 1 sec recharge
Yes please! I absoutely HATE it when rangers' distracting shot hit me while I am attempting to plague touch those mofos. They should be concentrating on interrupting casters, not some W/N.

However, I would like a 1/4 cast time and 0 sec recharge.
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Old Feb 28, 2006, 05:46 PM // 17:46   #26
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Spinal Shivers: At 1 in Curses you loose 10 energy whenever target foe is interrupted, but at 13 Curses this is only reduced by 4, to 6...Necromancers need one huge power well for this to be effective....cast on a mesmer cranking out the fast-cast lovins that they do and you end up powerless....the only practical use I can think of is if you are standing in a well of power or if you are a Wa/Ne using an IDS and relying on adrenalin skills...All in all, I'd just like to see higher end curse necros take a bit less of a penalty.
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Old Feb 28, 2006, 08:13 PM // 20:13   #27
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As has been mentioned, elementalist AoE damage-over-time spells are absurdly overpriced now. Especially ones like Searing Heat and Eruption, which give a condition only to foes who are still in the area at the end of the duration, i. e. nobody.
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Old Feb 28, 2006, 09:03 PM // 21:03   #28
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inspired condition needs a buff. almost no-one uses it. I would raise the energy benefit to at least 15 (at 12 inspiration) or lower the cost to 5.
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Old Feb 28, 2006, 09:59 PM // 21:59   #29
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Originally Posted by Tuoba Hturt Eht
Recharge time for all these skills are way too long.

Too Long
Wary Stance - 60 seconds
Shield Stance - 60 seconds
Disciplined Stance - 60 seconds
Warrior's Cunning - 60 seconds
Amen. A 60 sec recharge on warrior stances is crazy.
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Old Feb 28, 2006, 10:45 PM // 22:45   #30
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Originally Posted by LightningHell
I still don't want to see that teammate over there spamming Conjure on that Mursaat. It sucks, when it goes to late-game.

But then, if Conjure were to be that good, then we would also have to buff Life Transfer.

I suggest we buff Thunderclap. I can't really see a use for it.
Buff Thunderclap? Are you joking? I guess you've never met a real Thunderclapper then. They're intensely annoying, and deadly.

Quote:
Originally Posted by Cymmina
Energy Drain & Energy Tap: with a 30 second recharge (bumped from 20 when they got nerfed), these skills are completely worthless for energy management. When the amount of energy they drain was cut in half (and the amount of energy you receive is doubled to compensate), they're worthless for energy denial.

No one in their right mind would consider these skills over Offering of Blood, Mantra of Recall, or Power Drain for energy management. Not only do these skills all have a casting time of 1 second or lower (E Drain = 1s, E Tap = 3s), they give you back more energy.
Energy Drain and Energy Tap are both 5 energy. I personally love Drain, and for E-Denial builds I take it instead of Surge. This is because I tend to use Ether Lord, and Energy Drain helps me recover from Ether Lord extremely fast.
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Old Feb 28, 2006, 11:05 PM // 23:05   #31
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The reason you don't see Conjure Phantasm or any degen strategy has nothing to do with hex removal and everything to do with Heal Party. One powered Heal Party completely destroys any degen strategy and there's nothing you can do about it.

Glyph of Lesser Energy used to have a 15 second recharge, it was pretty nutty then. 20s recharge is about where it should be I think.

Chilblains really wants to be disease, not poison.

Blood of the Master needs something, AoE I think.

The stances are pretty rough because they don't want an easy infinite cycle of block stances. If you had two of the current warrior stances on 30s recharges you could just cycle them indefinitely and never be vulnerable. That's abusive, they want stance cycles to have some downtime. I agree that most of 'em need buffs, but you should look at ranger stances for inspiration, all of those are pretty reasonable and used (except maybe Dryders).

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Old Feb 28, 2006, 11:41 PM // 23:41   #32
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1. Water spells, need to slow the enemy arm(attack) speed

2. Damage over time Area of Effect. ie firestorm, chaos storm, maelstorm, searing heat etc...
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Old Feb 28, 2006, 11:45 PM // 23:45   #33
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Another elementalist skill up next, this one a little more obscure

Grasping Earth
5E Cost, 3/4 sec cast, 30 sec recharge

Problem: This is one of those overlooked skills that's almost good. Right now it's like a more flexible ward vs foes that costs less but with an annoying drawback (+24AL vs physical). However ward vs foes has a 20 sec recharge and grasping earth is 30 seconds, making it considerably less useful.

Improvement: Change recharge to 25 or 20 seconds. This would bring it in line with ward vs foes, with each skill having distinct but well balanced tradeoffs.
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Old Mar 01, 2006, 12:26 AM // 00:26   #34
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Quote:
Originally Posted by Ensign
Chilblains really wants to be disease, not poison.
True story. Chilblains also wants to cost 15 less energy so it will actually be used by human players.
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Old Mar 01, 2006, 02:15 AM // 02:15   #35
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Quote:
Originally Posted by Ensign
Chilblains really wants to be disease, not poison.
Yes it really wants to be disease. I'd pay for it then.

Though expunge is going to be hairy when chapter 2 hits (that's for another post though).
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Old Mar 01, 2006, 08:01 AM // 08:01   #36
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Oh ya, Purge Signet's recharge time needs to be faster.
At the moment its 30 seconds recharge time.

Make it 20, or 15, or even 10.

Make it drain more energy per hexes and conditions removed, maybe 20 energy per hex and condition removed, but reduce to recharge time down to 15 seconds.
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Old Mar 01, 2006, 01:59 PM // 13:59   #37
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Originally Posted by Dragannia
Energy Drain and Energy Tap are both 5 energy.
And having a skill cost of 5 energy makes it perfectly ok to leave it as it is? Offering of Blood and Power Drain are both 5 energy, have a faster cast time, and a faster recharge time (15s and 25s respectively).
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Old Mar 01, 2006, 02:05 PM // 14:05   #38
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Energy drain and energy tap should return 3x the amount of energy they drain and energy tap needs its cast time reduce to 2s.
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Old Mar 02, 2006, 01:04 AM // 01:04   #39
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I will agree with hex removal especially those of the mesmer kind.There is in one for necro hexs but you have to buy it.The 2 that you get from quests smite hex and remove hex are good but do have casting time.This is unless you use Dywanas kiss.This can't be used on the target unless you use vigourse spirit and increase the healing of it and it can be stripped.
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Old Mar 03, 2006, 03:40 PM // 15:40   #40
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Default Anet Buffed Mah Skills! Hurraaah!

Anet Buffed Mah Skills! Hurraaah!

Quote:
Originally Posted by Tuoba Hturt Eht
Oh ya, Purge Signet's recharge time needs to be faster.
At the moment its 30 seconds recharge time.

Make it 20, or 15, or even 10.

Make it drain more energy per hexes and conditions removed, maybe 20 energy per hex and condition removed, but reduce to recharge time down to 15 seconds.
Purge Signet's recharge time is now 20 seconds.


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Originally Posted by Tuoba Hturt Eht
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Quote:
Originally Posted by devilru
Thrill of Victory: I liked the older version of this better. (Gaining HP on hit instead of extra damage)
Noooo. Don't nerf my warrior spike skill.

I suggest that the recharge time be lowered to 7 seconds instead of 10 seconds.

Lower recharge time of Desperation Blow from 7 seconds to 5 seconds as well.
Thrill of Victory's recharge time now is 8 seconds.
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