Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Jul 09, 2008, 02:58 PM // 14:58   #421
Lion's Arch Merchant
 
Teh Jace's Avatar
 
Join Date: Feb 2008
Location: Le Czech Republic
Guild: Ar Vin Pvp [AMp]
Profession: Mo/Me
Advertisement

Disable Ads
Default

The problem is not sig of hum itself but monk bars.

WoH|7x nothing compared to WoH
RC|7x nothing compared to RC

Also the current D/E template is OP and very broken. A warrior has to press frenzy while risking possible dmg and slowely build up. A dervish does'nt rly bother, his DW is automaticaly covered and it rly hurts.
Teh Jace is offline   Reply With Quote
Old Jul 09, 2008, 03:02 PM // 15:02   #422
Lion's Arch Merchant
 
the_deSKtructor's Avatar
 
Join Date: Jan 2006
Guild: Drunken Dwarven Squad
Default

Quote:
Originally Posted by arienrhode
I respect your opinions on most matters but I think you're still falling into the fallacy of if something is easily interruptible, then it's not broken. SoH can still keep WoH and RC locked down to being used once maybe twice every 20 seconds. One normal interrupt only buys you ~20 seconds too...d-shot helps a lot of course, but that assumes you're running a ranger, your ranger is at the stand all the time (not) and the ranger is watching the signet mes like a hawk and doesn't take the bait on fakes. But oh wait...why not run two signet memsers! Where's the balance again?
Then u bring 2 rangers!
the_deSKtructor is offline   Reply With Quote
Old Jul 09, 2008, 03:06 PM // 15:06   #423
Desert Nomad
 
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
Default

Quote:
Originally Posted by arienrhode
I respect your opinions on most matters but I think you're still falling into the fallacy of if something is easily interruptible, then it's not broken. SoH can still keep WoH and RC locked down to being used once maybe twice every 20 seconds.
At 12 inspiration (which is what signet mesmers normally run) Signet of Humility takes 14.2 seconds to recharge, lasts for 13 seconds and takes 2.2 seconds to activate (@9 fastcasting), this means that in an ideal situation with no faking, getting interrupted, using the skill on recharge you can disable an elite skill for 13 out of 16.4 seconds or ~80% of the time.

This looks really good, but of course in an actual match a situation will be far from ideal you will spend a few seconds faking on each cast on average, reducing the uptime to roughly 65-70% at best provided you never get interrupted.

I really don't see what's so problematic with this, a disabled elite is hardly the end of the world and you will almost always get about 3-4 casts off between hum sigs. It's really not much more than a minor nuisance.



Quote:
One normal interrupt only buys you ~20 seconds too...
It doesn't right now, the signet will still get the recharge bonus from MoI despite being interrupted, this is in the process of being fixed however.


Quote:
d-shot helps a lot of course, but that assumes you're running a ranger, your ranger is at the stand all the time (not) and the ranger is watching the signet mes like a hawk and doesn't take the bait on fakes. But oh wait...why not run two signet memsers! Where's the balance again?
You hardly have to babysit the mesmer to stop signet of humility, it's a 2.2s cast without possibility of HCT and with a pretty distinct animation and any team that doesn't bring several hard interrupts, should be punished for this.

Running 2 signet mesmers is just dumb, the main reason it's even worth running one at all is Strength of Honor, the 2nd mesmer could bring something like Holy Wrath, which is laughable at best.

Signet mesmers were problematic when MoI reduced the recharge by 45%, at 29% it's (the interrupt bug aside) perfectly fine.


I really don't get why everyone apparently hates signet mesmers so much but doesn't have a problem with 5 monk builds, enfeebling blood, VoD as a whole...

Just because it's ran on ladder doesn't mean it's good.
IMMORTAlMITCH is offline   Reply With Quote
Old Jul 10, 2008, 12:06 AM // 00:06   #424
Forge Runner
 
DreamWind's Avatar
 
Join Date: Oct 2006
Profession: E/Mo
Default

Quote:
Originally Posted by IMMORTAlMITCH
I really don't get why everyone apparently hates signet mesmers so much but doesn't have a problem with 5 monk builds, enfeebling blood, VoD as a whole...
Because people don't want to admit that the entire game is broken and needs a complete rehaul (or undoing of the past 2 years), so they instead pick on the "little things" that might actually be changed.
DreamWind is offline   Reply With Quote
Old Jul 10, 2008, 01:41 AM // 01:41   #425
Jungle Guide
 
Zuranthium's Avatar
 
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
Default

Quote:
Originally Posted by IMMORTAlMITCH
Plenty of people run WS Dervishes without even having a signet mesmer
Yeah, they run a P-block Mes.

No, I'm mostly fine with WS though.

~Z
Zuranthium is offline   Reply With Quote
Old Jul 10, 2008, 02:01 PM // 14:01   #426
Desert Nomad
 
Krill's Avatar
 
Join Date: May 2005
Location: America
Default

Quote:
Originally Posted by IMMORTAlMITCH
Running 2 signet mesmers is just dumb, the main reason it's even worth running one at all is Strength of Honor, the 2nd mesmer could bring something like Holy Wrath, which is laughable at best.
The MoI nerf did hit signet mesmers pretty hard, while the increased cool down on holy wrath made it pretty much useless.

I'm still seeing a lot of derv smite on the lower end of the ladder and not liking it as a meta though (yes, i'm bad) and when I observe top 100 matches I still see a lot of 1 warrior, 1 wounding striker and 1 signet mesmer. How do top players feel about this and is it balanced? I don't know. The top 10 guilds could probably win most of their games fielding two c space breeze wamos so citing them as an example of real balanced > retarded meta is not a good example.

Signet of rage is still ridiculous frenzy punishment, SoJ and bane signet are still retarded kd fiestas too. Needs work, get it right in July anet.
Krill is offline   Reply With Quote
Old Jul 10, 2008, 02:14 PM // 14:14   #427
Desert Nomad
 
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
Default

Quote:
Originally Posted by arienrhode
when I observe top 100 matches I still see a lot of 1 warrior, 1 wounding striker and 1 signet mesmer. How do top players feel about this and is it balanced? I don't know.
Conjure + SoH stacking is the problem, it breaks the Dervishes who are without SoH a strong template, but not an overpowered one, with neither conjure nor soh they're really quite mediocre.

Quote:
The top 10 guilds could probably win most of their games fielding two c space breeze wamos so citing them as an example of real balanced > retarded meta is not a good example.
This used to be true in the past, but it's definitely not like that anymore, the gaps between top 20 guilds and top 50-100 guilds usually arent that big and deviating from the 'required' skills for a build too much will definitely hurt even a top team's chances of beating a somewhat lower ranked team.

Quote:
Signet of rage is still ridiculous frenzy punishment, SoJ and bane signet are still retarded kd fiestas too. Needs work, get it right in July anet.
Signet of rage I'll agree with, the damage is a little over the top (cap it at around 100), but my main problem with the skill is that it punishes warriors a lot more than dervishes.

I'd rather see 10..50 damage + another 10..50 damage if the target is attacking or something along those lines.

SoJ and Bane Signet aren't really problem skills imo, although I don't see the point of SoJ doing AoE damage (even if it's a small area).

They're definitely not problematic on signet mesmers, but I think the smiter's boon template is a bit too strong, it can heal, lineback, spike, has AoE for VoD and can bring a party heal and on top of that has a free secondary that can be used for a hard res, enfeebling blood or some other utility skill.

I think Smiter's Boon deserves a small nerf.
IMMORTAlMITCH is offline   Reply With Quote
Old Jul 11, 2008, 03:40 AM // 03:40   #428
Jungle Guide
 
Zuranthium's Avatar
 
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
Default

Smiter's Boon? That skill is not overpowered at all.

Smite Condi / Hex having massive AoE radius is the problem. Much too strong at VoD.

I would like to see the AoE range decreased to just "adjacent" for both of these skills and their recharge times decreased by 2 seconds (plus a 3/4 cast for Smite Condi). Makes the template much more of a healthy skirmish character rather than something that is used to farm NPCs.

Yes, Signet of Rage is dumb too.

Also, Rend Enchantments and Gaze of Contempt. These need to go back to their old recharges (10 seconds longer). They'd still be perfectly useful.

~Z
Zuranthium is offline   Reply With Quote
Old Jul 11, 2008, 04:14 AM // 04:14   #429
Desert Nomad
 
Legendary Shiz's Avatar
 
Join Date: Apr 2006
Default

Sig of Rage is one of my favorite skills for blowing up warriors when I play a sig mes. I agree that the damage should be toned down a bit, however with the abundant of dervishes in the meta right now your sig rage isn't always going to be able to be pushed to its abuse-able limits.

It should be toned down a bit, I agree. But it should definitely stay viable.

PS: Five monk builds make me want to /cut
Legendary Shiz is offline   Reply With Quote
Old Jul 11, 2008, 06:48 AM // 06:48   #430
Desert Nomad
 
Krill's Avatar
 
Join Date: May 2005
Location: America
Default

Quote:
Originally Posted by Zuranthium
Also, Rend Enchantments and Gaze of Contempt. These need to go back to their old recharges (10 seconds longer). They'd still be perfectly useful.
Or bump rend to 10 energy...these are the only skills to cut through derv echants stacks. The biggest abuse I have seen of rend lately is Mistral Edge's orders rspike with 3 copies of rend to take down every prot.
Krill is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Skill balance ideas moko Gladiator's Arena 203 Mar 05, 2008 12:13 AM // 00:13
bhavv Sardelac Sanitarium 22 Dec 23, 2007 07:21 PM // 19:21
August 10th Skill Balance Balance. Theus The Riverside Inn 70 Aug 11, 2007 11:19 AM // 11:19
Post-WC skill balance change ideas Mysterial Sardelac Sanitarium 50 Jan 08, 2006 05:41 PM // 17:41


All times are GMT. The time now is 10:27 AM // 10:27.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("