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Old Mar 16, 2008, 11:34 PM // 23:34   #261
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Quote:
Originally Posted by erk
Scythe 9-41 = 25 avg damage 1.75sec attack interval.

Hammer 19-35 = 27 avg damage 1.75 sec attack interval.

I would say it had more to do with the skills being used than just the weapon.
Guild Wars mechanics much? Sins crit a lot because of primary att and weapon mastery combined, so they hit that 41 more often. Averages mean next to nothing.
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Old Mar 17, 2008, 12:10 AM // 00:10   #262
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It's a combination of a few things, mainly the unblockability, the extremely high base damage from crit stacking and Judge's Insight, the fact that they can ignore Wearying Strike's drawback and follow it up with a massive Mystic Sweep hit, the fact that you can't really counter them with blind, and of course, the fact that they teleport.
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Old Mar 17, 2008, 12:28 AM // 00:28   #263
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Quote:
Originally Posted by Riotgear
It's a combination of a few things, mainly the unblockability, the extremely high base damage from crit stacking and Judge's Insight, the fact that they can ignore Wearying Strike's drawback and follow it up with a massive Mystic Sweep hit, the fact that you can't really counter them with blind, and of course, the fact that they teleport.
So pretty much not a single skill on their bar is "balanced" out... Just say what everyone knows, they are imba ^^
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Old Mar 17, 2008, 01:26 AM // 01:26   #264
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Quote:
Originally Posted by erk
Scythe 9-41 = 25 avg damage 1.75sec attack interval.

Hammer 19-35 = 27 avg damage 1.75 sec attack interval.

I would say it had more to do with the skills being used than just the weapon.
lol

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Old Mar 17, 2008, 03:30 AM // 03:30   #265
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Quote:
Originally Posted by Riotgear
Angorodon's Gaze just needs to be something other than a 3-energy Vamp Gaze.
But it does about 10 more damage than Vamp gaze :P


Quote:
Originally Posted by Zuranthium
#1 change that needs to happen is teleports disabling non-Dagger attack skills.

D/A simply morphed into A/D.

~Z

The A/D build has been around for a really long time now. Its a solid build, but its nowhere near as powerful as the split second D/A spike from last meta.
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Old Mar 17, 2008, 03:58 AM // 03:58   #266
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Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
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Old Mar 17, 2008, 04:11 AM // 04:11   #267
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Quote:
Originally Posted by Riotgear
Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
that's the best idea i've heard yet about angorodon's gaze. remove a condition upon use.



Jayce Of Underworld

Last edited by jayce; Mar 17, 2008 at 04:14 AM // 04:14..
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Old Mar 17, 2008, 04:12 AM // 04:12   #268
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Quote:
Originally Posted by Riotgear
Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
And transfered it to whoever you used it on?

Kind of like a Gaze of transfering conditions, heh.
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Old Mar 17, 2008, 04:22 AM // 04:22   #269
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Quote:
Originally Posted by DarkNecrid
And transfered it to whoever you used it on?
No.

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Old Mar 17, 2008, 04:43 AM // 04:43   #270
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Quote:
Originally Posted by Riotgear
No.

1234567
I was kidding, mostly mocking the whole "transfer condition" thing thats going on with necros right now.
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Old Mar 17, 2008, 04:51 AM // 04:51   #271
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Quote:
Originally Posted by Riotgear
Would it be a problem if Angorodon's Gaze caused you to lose a condition on use?
Would have to totally remake the skill, as the whole point of the skill is to reward you for having a condition on you.
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Old Mar 17, 2008, 05:37 AM // 05:37   #272
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Quote:
Originally Posted by C2K
Would have to totally remake the skill, as the whole point of the skill is to reward you for having a condition on you.
Because I deserve a reward for casting Signet of Agony.
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Old Mar 17, 2008, 06:07 AM // 06:07   #273
erk
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Quote:
Originally Posted by C2K
Would have to totally remake the skill, as the whole point of the skill is to reward you for having a condition on you.
Perhaps you could reduce the duration of the bleeding from Blood Drinker to 8 sec and it's health steal to 16-45 to counter the bleeding degen. The idea being you can can only get one cast of Angorodon's before you need to recast Blood Drinker, thus slowing down the frequency of spikes as well as costing more energy.

Though it wouldn't surprise me for a second if Izzy didn't just bury Angorodon's by reducing the damage and energy returned together with a longer recharge, he likes to over nerf.
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Old Mar 17, 2008, 08:05 AM // 08:05   #274
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Quote:
Originally Posted by Riotgear
Angorodon's Gaze just needs to be something other than a 3-energy Vamp Gaze.
Buff vamp gaze.
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Old Mar 17, 2008, 08:28 AM // 08:28   #275
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Quote:
Originally Posted by C2K
The A/D build has been around for a really long time now. Its a solid build, but its nowhere near as powerful as the split second D/A spike from last meta.
The A/D spike is the same speed as the D/A was (regular speed scythe attack + 3/4 follow up). The Balth Derv spike had dual enchant strips, which was huge, but the A/D is basically un-blindable and and having just one means you make room for another midline character that provides more party-wide defense.

So, it's really just as bad?

The teleporting aspect needs to be killed.

~Z
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Old Mar 17, 2008, 09:16 AM // 09:16   #276
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It's a bit of a pain in the ass but really not that bad. Large chunks of damage that freak you out a bit but never seem quite enough to get a clean kill on an un-DP'd target. Spirit Bond > *
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Old Mar 17, 2008, 11:29 AM // 11:29   #277
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A character combination of assassin and dervish is overpowered? I'm shocked. All we need now it some ritualist paragon build to be buffed.
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Old Mar 17, 2008, 11:51 AM // 11:51   #278
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Quote:
Originally Posted by erk
Perhaps you could reduce the duration of the bleeding from Blood Drinker to 8 sec and it's health steal to 16-45 to counter the bleeding degen. The idea being you can can only get one cast of Angorodon's before you need to recast Blood Drinker, thus slowing down the frequency of spikes as well as costing more energy.
You can still pop Signet of Agony for 33 seconds of bleed.
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Old Mar 17, 2008, 02:54 PM // 14:54   #279
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Quote:
Originally Posted by JR
It's a bit of a pain in the ass but really not that bad. Large chunks of damage that freak you out a bit but never seem quite enough to get a clean kill on an un-DP'd target. Spirit Bond > *
im confused as to how you could possibly think that that particular spike is "not that bad"

its basically a full on caster spike with a teleporting melee that crits for 153, 166+deep wound, rodgorts, orb, shatter/eburn, and SoJ. none of the midline is interuptable besides the mesmer and the smiter, but even than the smiter is spiking with a signet.

on maps that are difficult to split on, this build is pretty nasty
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Old Mar 17, 2008, 03:05 PM // 15:05   #280
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3 years later HA'ers STILL can't pre-prot worse a damn...HA = EURO SPIKE WARS!!!
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