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Old Aug 20, 2010, 06:47 PM // 18:47   #1
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Default Pacifism and Amity,How to improve these skills?

These skills never see the light of day of a skill bar.What changes could be made to make them more usefull?I was thinking of pacifism would put target to sleep for x amount of seconds.Amity would put a party to sleep of x duration.
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Old Aug 20, 2010, 07:04 PM // 19:04   #2
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Sleep is not a condition in this game...
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Old Aug 20, 2010, 08:02 PM // 20:02   #3
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sure that would be awsome but I doubt they'll do anything about those skills, and making foes "sleep" for a long time would be like a super long knockdown which would be extremely overpowered, unless it ends when the target takes dmg which makes it underpowered. So not an easy task
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Old Aug 20, 2010, 08:09 PM // 20:09   #4
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I don't have a solution, but I at least feel like weighing in on what the problem would be, since the OP didn't. Preventing a frontliner from doing any damage at all at the cost of not doing any damage to them is a very... polite, for lack of a better word, way of dealing with a threat, rather than throwing something like Empathy, Insidious Parasite, or Spiteful Spirit on them. The latter option allows you to do additional damage to those frontliners and not force your own damage dealers to be walking on their toes around what they should be taking down. AoE isn't an option when you bring skills like Pacifism and Amity.

After all of that, Pacifism has a two-second cast time, Amity can't even stay up for half its recharge (in a decent point investment) and takes an elite slot, and they're both stuck in an attribute line that seems to swing heavily to one side or the other on whether it is balanced or not. Even if the line were balanced, the skills are weak and niche enough that they won't see play. With the kind of functionality they have, the only places where they could work is a team vs. team format in which everyone on one team knows what not to attack. That limits it down to Codex and GvG.
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Old Aug 20, 2010, 08:11 PM // 20:11   #5
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Target foe(s) cannot attack or cast offensive spells for x seconds. Ends prematurely if damage drops health below 50% or target recives more than y dmg in 1 sec

Degen should be able to eat away the target without premature ending, also not ends on an accidental wanding. It ends though on a warrior releasing all his adrenaline on that foe.
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Old Aug 20, 2010, 08:49 PM // 20:49   #6
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Target foe(s) cannot attack or cast offensive spells for x seconds. Ends prematurely if damage drops health below 50% or target recives more than y dmg in 1 sec
something like this or like target foe cannot take more than x amount of damage? i dunno
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Old Aug 20, 2010, 09:37 PM // 21:37   #7
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Hey check out the troll...riiiight?

If not, there are seriously so many more elites and normal skills that suck, these alone should not be singled out.
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Old Aug 20, 2010, 09:48 PM // 21:48   #8
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Originally Posted by Benderama View Post
something like this or like target foe cannot take more than x amount of damage? i dunno
I don't think that protting an enemy makes sense. I like the "ends early if target's HP drops below 50% or after losing xx...yy health" clause.

random thoughts, formerly in the sentence above:
* Iron Mist is a more powerful prot for foes - I don't think anyone ever used it
* Instead the fixed 50% it could also be 60%...40%
* "Losing health", because otherwise the cap can be bypassed with life steal, degen or grenths balance

Another edit: Changes for PvE, PvP or both? I think it might be overpowered in PvP

Last edited by Mashiyu; Aug 20, 2010 at 09:56 PM // 21:56.. Reason: too many thoughts in one sentence
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Old Aug 20, 2010, 09:53 PM // 21:53   #9
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hey OP thanks for trolling i rarly go into RA without pacifist onto my mes's bar degen or hexes with it telling team not to attack = useless frontliner and if u cant kill someone who dont have a monk in 8 seconds in pvp gtfo it and amity is even better but takes the elite slot so not so much
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Old Aug 20, 2010, 10:10 PM // 22:10   #10
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Originally Posted by Xsiriss View Post
Hey check out the troll...riiiight?

If not, there are seriously so many more elites and normal skills that suck, these alone should not be singled out.
Uh yes they should. They are some of the worst skills in the game. And they have been some of the worst skills in the game for a long time.

But how do you fix them? It's not an easy thing.
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Old Aug 21, 2010, 12:56 AM // 00:56   #11
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Is there any need to fix them? If they're such bad skills, forget they exist and use something else. Never used them, probably never will, done fine without them.
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Old Aug 21, 2010, 01:57 AM // 01:57   #12
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Pacifism pisses me off so much on my war haha.. and I didn't even know that amity existed until now
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Old Aug 21, 2010, 03:05 AM // 03:05   #13
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I always thought of those skills as a time breaker for teams to recover before the hex wears off. There is also use for it in a good time where their tactics involve taking down one npc foe at a time. Amity would surely make that strategy easier. Pacificism can still be good in it's own way like using it on a heavy damaging boss while taking care of its minions. Although the two spells demand team wide organization, they still seem like a good purpose to me.
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Old Aug 21, 2010, 03:29 AM // 03:29   #14
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Are people actually trying to say these skills are good? Wha? These are basically the poster boys for crap skills.
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Old Aug 21, 2010, 04:04 AM // 04:04   #15
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I had some suggestions here:

http://wiki.guildwars.com/wiki/Feedb..._Update_-_Monk

Amity
5 ¾ 25
Elite Hex Spell. "For 10 seconds, target foe cannot use attack skills, and whenever target foe attacks, up to 3 of your allies nearby him are healed for 5..35 health. This hex ends after 3..6 attacks."

Pacifism
5 ¾ 25
Hex Spell. "For 10 seconds, target foe cannot use attack skills. This hex ends after 3..6 attacks."

The first step is to remove the end-on-damage condition, as it's impossible to maintain in PvE, and slightly trivial in PvP. With that, we change the effect. Now it's handy to prevent an attack spike, but enough aggression can make it end early. Amity becomes like a reverse Healing Hands.
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Old Aug 21, 2010, 04:09 AM // 04:09   #16
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Quote:
Originally Posted by Skye Marin View Post
I had some suggestions here:

http://wiki.guildwars.com/wiki/Feedb..._Update_-_Monk

Amity
5 ¾ 25
Elite Hex Spell. "For 10 seconds, target foe cannot use attack skills, and whenever target foe attacks, up to 3 of your allies nearby him are healed for 5..35 health. This hex ends after 3..6 attacks."

Pacifism
5 ¾ 25
Hex Spell. "For 10 seconds, target foe cannot use attack skills. This hex ends after 3..6 attacks."

The first step is to remove the end-on-damage condition, as it's impossible to maintain in PvE, and slightly trivial in PvP. With that, we change the effect. Now it's handy to prevent an attack spike, but enough aggression can make it end early. Amity becomes like a reverse Healing Hands.
Hmm that's an interesting and good idea. But I think it would be more fitting for Amity to make foes deal no more than 5% of target foes health in damage. Kind of like a reverse prot spirit. Since it's in protection prayers.
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Old Aug 21, 2010, 11:09 PM // 23:09   #17
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maybe a dumb suggestion, its maybe usefull for tanks, u can negate all melee dmg, so ur looking for a area where are lots of melee attackers, so u can use Amity and then get a fast spike. But where to go...
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Old Aug 22, 2010, 12:00 AM // 00:00   #18
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I once tried to make a runner build with amity but with 45sec recharge it didn't go as well as i thought it would...

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Originally Posted by I Hate Chips View Post
maybe a dumb suggestion, its maybe usefull for tanks, u can negate all melee dmg, so ur looking for a area where are lots of melee attackers, so u can use Amity and then get a fast spike. But where to go...
Raptor cave
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Old Aug 22, 2010, 12:37 AM // 00:37   #19
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Originally Posted by Gondrakif View Post
I once tried to make a runner build with amity but with 45sec recharge it didn't go as well as i thought it would...
How the hell was that supposed to work?


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Originally Posted by Gondrakif View Post
Raptor cave
There's no spike big enough that one person would be able to use.
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Old Aug 22, 2010, 12:47 AM // 00:47   #20
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Originally Posted by belshazaarswrath View Post
How the hell was that supposed to work?
It was bound to fail but at that time it seemed to be a good idea


Quote:
There's no spike big enough that one person would be able to use.
Then bring more people?
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