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Old Jun 09, 2009, 11:17 AM // 11:17   #61
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On the topic of ranger interrupts, I don't think they're a huge problem but keep in mind in past metas there were skills like Aegis and Shields Up that kept them in check.
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Old Jun 09, 2009, 11:34 AM // 11:34   #62
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Do that one more time. See how it works out for you.
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Old Jun 09, 2009, 12:51 PM // 12:51   #63
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Originally Posted by Sun Fired Blank View Post
Defile Defenses is fire and forget crap.
OK, maybe I should be more specific, at least you got to put it on someone that is being hit, and blocking. That requires you to watch your enemy rather then just spamming hexes on everything that holds a martial weapon.

The way I play it I put it on a monk and wand him for big dommage :P.

Didn't know it was so commonly used as cover, I usually use pbond for that, but it makes sense indeed.

Last edited by bungusmaximus; Jun 09, 2009 at 12:56 PM // 12:56..
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Old Jun 09, 2009, 01:02 PM // 13:02   #64
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No, you use it as a cover and you use it for random spammage.

It lasts so long that it's very likely to trigger anyways and might pull a hex remove if you put it on someone important enough.

There's absolutely no reason to not use it on recharge which is bad.
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Old Jun 09, 2009, 02:52 PM // 14:52   #65
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Interrupts in general need longer recharges or reduced effects - Ranger interrupts in particular in terms of recharge (see; Mitch's post regarding the lack of things to deal with). While there are more powerful options offensively that require being shut down, it's a lot easier to punch through defences when the majority is based on-Monk.

With Hexes, there's just a problem in their implementation. The most active use hexes tend to be snares and Shame/Diversion, but that doesn't mean they're perfect either. I'm not really the biggest fan of Diversion - especially when you consider how skills have become so incredibly powerful to compete with other similarly powerful skills. In certain cases (best examples being Mind Blast, WoH, Patient) a single skill makes up a bar. Granted you can circumvent the form of shutdown but it's no suprise that a skill like that has been so effective in terms of spike builds also, considering the desire to either prevent healing or stop it from happening again. The issue becomes even more concerning if you do factor in slight nerfs to interrupts because it makes it harder to stop.

I've said it before though - aside from ridiculous problems that gear the game towards one style of play, it's useless to incorporate small balance updates without addressing every problem. Ensign nailed the reasoning when arguing around metagame adjustment.
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Old Jun 09, 2009, 04:42 PM // 16:42   #66
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Quote:
Originally Posted by Killed u man View Post
[Bull's Strike]

?........
Quote:
Originally Posted by Xyon the Greatest View Post
Enraged Smash
Bull's Strike
Quivering Blade
"Coward!"


You know what i mean...
Um... Maybe I should have said anything that PASSIVELY punishes movement.

Quote:
Originally Posted by Stranger The Ranger View Post
The problem with WK is that it's just another passive fire 'n forget hex.
Skills like "Coward" and Bulls Strike require you to pay attention to your enemy.
This.
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Old Jun 09, 2009, 05:19 PM // 17:19   #67
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Mesmer

Visions of Regret - 10e 2c 20r
Elite Hex Spell. For 10 seconds, target foe takes 15...75...90 damage whenever they use a skill.

Still shit OP, dominates arenas such as TA alot!

Power Block - 10e 1/4c 15r
Elite Spell. If target foe is casting a spell or chant, that skill is interrupted. The foe is interrupted regardless of any effects that prevent interrupts. The interrupted skill and all skills of the same attribute are disabled for 1...4...7 seconds for that foe.

Bit to hard maybe i like the nerf itself, but maybe make it 10sec disable or little moar?

Signet of Humility - 5c 45r
Signet. Target foe's elite skill is disabled for 1...3...6 seconds. Your non-mesmer Skills are disabled for 10 Seconds.

Maybe to hard :P - Altough i would like seeing it smiters booned!

Light of Deliverance - 5e 1c 5r
Elite Spell. All party members within earshot under 80% Health are healed for 5..65..85 Health.

Hardcore nerfing on pressure and buffing LoD, i dont like it:P - nerf booth imo stupid concept:>

Featherfoot Grace - 10e 3/4c 15r
Enchantment Spell. For 5...17...20 seconds, you move 25% faster, and Conditions expire 5...41...50% faster.

Unnecesary nerf imo, nerf mindblast etc instead

Also i dislike the interrupts nerf! Remove MoR aswell then if ur doing that^^

All in all if anet did this changes i would be screaming halelujah!!


Also nerf woh alittle make the conditional more heal and the other less!
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Old Jun 09, 2009, 06:59 PM // 18:59   #68
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Also nerf Word of Healing a little. Make the conditional heal bigger, and the non-conditional heal smaller.
They just did that in May.
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Old Jun 09, 2009, 07:35 PM // 19:35   #69
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Quote:
Originally Posted by IMMORTAlMITCH View Post
On the topic of ranger interrupts, I don't think they're a huge problem but keep in mind in past metas there were skills like Aegis and Shields Up that kept them in check.
But also in past metas like prophecies and factions when people would run maybe 1 copy of aegis max for party wide block and rangers werent considered a problem back then. Granted back then you did have distortion on everything instead.
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Old Jun 09, 2009, 08:00 PM // 20:00   #70
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Originally Posted by God_Hand View Post
They just did that in May.
It is also the most OP skill in GW. They can nerf it a little more along with patient spirit, so it requires a little more "skill"


May i also say that they have kept nerfing now, so when they nerf dmg , nerf healing.
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Old Jun 09, 2009, 08:04 PM // 20:04   #71
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about rangers,

i have less problems with a template being slightly to good at everything if it rewards skillfull play.

you can compare it a bit to the gale warrior discussion, when a bar gives you so many options the only thing that defines who plays it is the player itself.
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Old Jun 09, 2009, 09:03 PM // 21:03   #72
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the fact that rangers can spam magebane on monks on recharge in TA and succeed is pretty disheartening. But other than that I don't see any problems with ranger interrupts (TA is a broken format anyway).
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Old Jun 09, 2009, 10:05 PM // 22:05   #73
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Originally Posted by Massive Impulsa View Post
It is also the most OP skill in GW. They can nerf it a little more along with patient spirit, so it requires a little more "skill"


May i also say that they have kept nerfing now, so when they nerf dmg , nerf healing.
Yeah, there is a little less damage flying around now, so the nerf is good. I just don't want it to wind up like...

Word of Healing: Elite Spell. Heal target ally for 0...16 Health. Heal for an additional 60...160 Health if that ally is below 50% Health.

...because that would just be stupid.
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Old Jun 10, 2009, 12:22 AM // 00:22   #74
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Okay, I have been pondering about it, and this will be my new update list:

Ether Prism- Take out the 0 damage, but keep the 3 seconds wait for energy.

Weaken Knees- 15 recharge

Signet of Humility- 3 casting, 30 recharge : Target Foe's Elite Skill is disabled for 1..4..5

Power Block - 1..7..8 disable

Mind Blast- 4 recharge

Wounding Strike- 5 recharge
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Old Jun 10, 2009, 01:58 AM // 01:58   #75
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Don't touch Word anymore.

Nerf defense any further and people will bring more of it.

It's nice these days, aside from MB eles, to swing at something and actually hit it.
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Old Jun 10, 2009, 07:25 AM // 07:25   #76
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Nerf WoH and Patiens Spirit and Bring back LoD to 5r and old healing numbers with an earshot clause as well as a <80% clause.
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Old Jun 10, 2009, 08:31 AM // 08:31   #77
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I don't know if reinvigorating LoD, even with nerfs to WoH and Patient, would necessarily make it viable as a monk elite. In fact, if you did that right now, people would probably just run it on their screw-you-hexes paragon or some other midline template. You could obviously move or link it to Divine Favor to avoid such a problem. Or I could just be wrong; such concerns could be entirely unfounded, and people would run backlines with LoD again.
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Old Jun 10, 2009, 09:08 AM // 09:08   #78
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Originally Posted by Snow Bunny View Post


It's nice these days, aside from MB eles, to swing at something and actually hit it.

The point of the game isn't to hit what you swing at, it's to find holes in the opponents defenses and take advantage of them. Miss and blocks only bother bad warriors, the good ones already know when they will be blocked and when they won't. If the ele is blinding you then your other warrior should be wreaking havoc on them. If he blinds your partner then you should kill him for not blinding you instead.

Swinging at things is boring and easy when there is nothing in the way. Defensive builds should be just as viable as the offensive ones.
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Old Jun 10, 2009, 10:12 AM // 10:12   #79
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Originally Posted by Sun Fired Blank View Post
I don't know if reinvigorating LoD, even with nerfs to WoH and Patient, would necessarily make it viable as a monk elite. In fact, if you did that right now, people would probably just run it on their screw-you-hexes paragon or some other midline template. You could obviously move or link it to Divine Favor to avoid such a problem. Or I could just be wrong; such concerns could be entirely unfounded, and people would run backlines with LoD again.
If WoH and Patient don't get hit hard (enough) this is quite likely to happen yes.

The good thing about LoD though is that it's quite easy to shut down and as such 'punishes' builds that lack shutdown.

Assuming Prism flaggers get hit also though I think the game would benefit a lot from having LoD as a viable monk elite again.
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Old Jun 10, 2009, 01:40 PM // 13:40   #80
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Quote:
Originally Posted by IMMORTAlMITCH View Post
If WoH and Patient don't get hit hard (enough) this is quite likely to happen yes.

The good thing about LoD though is that it's quite easy to shut down and as such 'punishes' builds that lack shutdown.

Assuming Prism flaggers get hit also though I think the game would benefit a lot from having LoD as a viable monk elite again.
Altough i would like to see booth options viable - So u have a nice elite to BW pressure builds
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