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Old Mar 06, 2009, 02:41 AM // 02:41   #1
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Default Weapon of Warding....

Weapon of Warding (PvP Only): functionality changed to: "For 5..10 seconds, target ally has a Weapon of Warding, granting that ally +2..4 Health regeneration and a 50% chance to block. Weapon of Warding ends if that ally attacks."

Ritualists have been too good at preventing physical attackers from killing NPCs, primarily because of the power of Weapon of Warding. By making Weapon of Warding end if the character under its effect attacks, we're aiming to leave the skill just as effective at protecting players who are in danger, but remove it as an option for protecting NPCs, who would continue to attack any enemies, thus removing Weapon of Warding from themselves. This is a big change to a key Ritualist skill. We'll be keeping an especially close eye on how this plays out to see if we need to approach this issue in a different way.

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My opinion; No more ultra prot for the Ghostly in HoH and Bye bye Ultraheroprot.

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Discuss.
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Old Mar 06, 2009, 04:18 AM // 04:18   #2
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/Cheer

Also, no more flail for palm strike sins ^^

Hooray to the rise of more balanced(?) HA play... I might even go get a bambi
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Old Mar 06, 2009, 04:42 AM // 04:42   #3
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This is really one of only two skill updates I take issue with. KotH is just a bunch of ghost stomp now.

The other issue I have is what happened to primal. The nerf was too harsh. I doubt people will even use it anymore.

A lot of the other skill updates don't make sense either. For instance, cast time increase on rend enchantments because the cast time is obviously the problem with the skill. It obviously wasn't the fact that you could rend 5 enchants with no spec... oh wait...

I'm fine with all the changes, but I just think that some of them don't make any sense.
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Old Mar 06, 2009, 05:23 AM // 05:23   #4
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umm, how come the pvp version of wep warding is the same as the pve version if the update was supposedly only to the pvp version?
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Old Mar 06, 2009, 05:41 AM // 05:41   #5
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Quote:
Originally Posted by Eragon Zarroc View Post
umm, how come the pvp version of wep warding is the same as the pve version if the update was supposedly only to the pvp version?
The PvE description is wrong, it still works the old way.
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Old Mar 06, 2009, 10:47 AM // 10:47   #6
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WoW is actually fine now, it's tombs there's something wrong with.
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Old Mar 06, 2009, 12:30 PM // 12:30   #7
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I've asked for this exact WoW change for over 2 years, teams can actually threaten the ghostly hero now, this means pressure builds dont have to wipe a teams backline to cap an altar anymore.
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Old Mar 06, 2009, 01:33 PM // 13:33   #8
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Quote:
Originally Posted by Kyp Jade View Post
dont have to wipe a teams backline to cap an altar anymore.
Well, you should do that anyway, or atleast have your mesmer mindRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO their monks...

I do agree on the fact that now, you don't have to find that last RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing midliners that ALWAYS seems to stay alive, and can keep their Ghostly up for those 4-5 seconds with WoW just long enough for them to rez/win...

Now, you don't have to watch for midliners anymore, you can just go Monkstomp straight away.

Good nerf, albeit [Weapon of Shadow] says hi...
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Old Mar 06, 2009, 08:42 PM // 20:42   #9
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yea i still think [weapon of shadow] is the better one, just has a slower recharge. when i iway backline with e/rt i can taste the frustration of the frontliners lol
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Old Mar 07, 2009, 12:20 AM // 00:20   #10
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Weapon of shadow is pretty terrible. It never stops the first hit. On a spike its also not hard to remove the blind such that it doesn't stop the second hit either. Works better on the ghost now, but I'd take the new warding for a regular target anyday.
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Old Mar 07, 2009, 01:28 PM // 13:28   #11
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Quote:
Originally Posted by IcyFiftyFive View Post
/Cheer

Also, no more flail for palm strike sins ^^

Hooray to the rise of more balanced(?) HA play... I might even go get a bambi
Lol, I can still see some sins using it.
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Old Mar 07, 2009, 02:53 PM // 14:53   #12
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I'd take resilient weapon over weapon of shadow with the ghostly hero in mind...in fact in some situations resilient is better than WoW.
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Old Mar 07, 2009, 03:22 PM // 15:22   #13
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^

Well yeah, EVERY skill is bound to outclass another one in certain situations. (With few exceptions where skills get completely overshadowed)

I do think that WoS will be alot better than Resilient Weapon. Sure, Resilient has a 100% upkeep time, and the 24 armor is nice (24 armor = take 3/4 of the original damage I think), BUT with the amount of Sins out there, aswell as all general frontline, aswell as Pew Pew Rangers and Rspike, keep in mind:

Resilient weapon will do close to nothing against these builds, whereas Weapon of Shadow will guarantee him to stay alive against any type of physical damage. (Ok, first hit does through, but eveyrthing after that will get blocked. It will still take a sin 8+ seconds to get through his combo even if the blinds get removed fast. Rspike will only have 3 arrows hit instead of the usual 9, and ANY type of follow up skill become useless -Dismember -> Exe, eg.-)

I'dd still take WoW over WoS any day (The OLD one) for the ghostly, but as it stands right now, I think you're clearly better of with Shadow... (0.1 seconds of WoW is pro)

Warding still is pretty buff to spam on your monk tough, hence I will keep using it...
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Old Mar 08, 2009, 12:59 AM // 00:59   #14
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Resilient can mitigate a fairly significant amount of damage, but certainly isn't a replacement for Weapon of Warding; +24 AL stacks up quickly though, and probably is enough to slow steady damage to catchable levels. Weapon of Shadow tends to stop more physical damage than Weapon of Warding, even with quick blind removal, but 20s recharge sucks.

The greatest argument for Warding is that you still need it for your backline, specifically to catch the prot in more general matches and to protect your infuser versus dedicated spikes and capture points.
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Old Mar 08, 2009, 01:24 AM // 01:24   #15
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[weapon of warding] is still awsome, just unusable on front line and NPCs+ghostly. so Rits now need 2 weapon spells, [weapon of warding] for the backline and either [weapon of shadow] or [resilient weapon] or something else maybe for the NPCs+ghostly.
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Old Mar 11, 2009, 08:25 AM // 08:25   #16
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Quote:
Originally Posted by Killed u man View Post
^
Rspike will only have 3 arrows hit instead of the usual 9
you gonna have wos up for 8-9 sec, that leaves 11-12 sec to spike, i would say thats enough, if you was a little smart you would just spike the backlines in the that period where wos is up.

resilent weapon you can keep up 24/7 on ghost and a monk, which really give less pressure in the long run.
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Old Mar 11, 2009, 07:38 PM // 19:38   #17
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Quote:
Originally Posted by zling View Post
[weapon of warding] is still awsome, just unusable on front line and NPCs+ghostly. so Rits now need 2 weapon spells, [weapon of warding] for the backline and either [weapon of shadow] or [resilient weapon] or something else maybe for the NPCs+ghostly.
I second this. [weapon of warding] did not get nerfed bad at all. Bad players got nerfed. This also makes it easier for good players to weed out the bad ones. I was using [weapon of warding] the other day on a monk and it went off immediately; he had speared something. I clicked on the little red X in the top right corner right then and there. And 2 weapon spells instead of 1, eh. It's a minor inconvenience.
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