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Old Jan 01, 2008, 11:33 AM // 11:33   #241
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Quote:
Originally Posted by Splitisoda
Assassin

Locusts Fury-> 25% attack faster? : Assassins need some sort of IAS...
Profession: A/


Quote:
Originally Posted by Seamus Finn
Dark Escape would be far more useful to a sin if it had a recharge closer to natural stride.
No way! Really???

Quote:
Originally Posted by Kyp Jade
ELEMENTALIST
----
Mindblast -> returns 8 energy at 16 fire
Mind blast is one of the more interesting templates in the game, this definately shouldn't be nerfed.


Quote:
Windborne -> Buff this to be insane (like make haste)
It could do with a buff, but you really want to be careful buffing speedboosts that you can use on others (as well as on yourself, unlike make haste), buff the duration a bit or make it 5 energy.

Quote:
RANGER
---
Rampage as one -> Rebuff, but only works with Bow, end if weapon swap
No one uses bows for DPS outside of rangerspikes (and yue) and they don't care about attack speed. Conditions and interrupts are what matter.
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Old Jan 01, 2008, 11:38 AM // 11:38   #242
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Quote:
Originally Posted by IMMORTAlMITCH
No one uses bows for DPS outside of rangerspikes (and yue) and they don't care about attack speed. Conditions and interrupts are what matter.
RaO makes brain-damaged builds work. I'm not sure I'd miss it if it took a hit.
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Old Jan 01, 2008, 11:43 AM // 11:43   #243
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Quote:
Originally Posted by Kyp Jade
Steady Stance -> 20s recharge //plx change the meta away from this
this skill is fine the way it is. just nerf self knockdown skills like desperation blow and drunken blow to the same stance losing condition as grapple
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Old Jan 01, 2008, 12:00 PM // 12:00   #244
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That'd be nerfing it to uselessness. Reduce energy return/adrenaline if needed, do not touch the DB/DB/SS synergy, that'd be a stupid way of nerfing it
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Old Jan 01, 2008, 12:27 PM // 12:27   #245
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Quote:
Originally Posted by Neo-LD
This might be coming out of nowhere, but it would be really great if Charging Strike's damage would trigger regardless of whether or not your next attack is an attack skill. After all, thats the way Enraging Charge works.
I'd really like to see this buffed. People think I'm nuts when I say it has potential (they're probably right but I'm a dreamer).

In truth I'd even settle for the speed-buff not ending if you use a skill (just the +damage, that would 'ease' costs a bit but not too much). Naturally I prefer your version.

Also, I'd like someone to buff Coward! somehow... 4 AD? Or does that say +Enraging = 6 sec knock > squishie face?

Incidentally would anyone say no to scaling [skill]Mending Touch[/skill] (ala [skill]Plague Touch[/skill]?
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Old Jan 01, 2008, 02:39 PM // 14:39   #246
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Something I'd really like to see is a slight buff to Bull's Charge, something along the lines of making attacks unblockable when you're in Bull's Charge and maybe even increase the speedboost to 33% faster.

The unblockable clause would be balanced by not being able to use an ias or attack skills with it and the skill concept is very good imo, it's one of those skills that gets progressively better when more skilled players play it, which imo is always a good thing.
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Old Jan 01, 2008, 02:55 PM // 14:55   #247
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Quote:
Originally Posted by Splitisoda
Oh and frojack, if you mean like mending touch only removes 1 condition, not a good idea. Since A: Spells are more frankly interrupted then skills (mesmers) B: It would also be saying that warriors should use plague touch instead of mending touch and will be more /N and transferring conditions lik crazy.
Eh?

What I mean is scaling the removal so it removes 2 conditions at something like 6-8 Prot (like how Plague Touch works) so it's still good for monks, but weaker for other characters. Specifically Rangers. It just makes conditions much harder to work in skirmish and I don't think that is necessarily a good thing.
With Crip Shot as it is, I really don't think rangers need that kinda' power. Or if some still want it, they should have to pay for it with att. points.

I don't get where your Warrior thing is coming from tbh...
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Old Jan 01, 2008, 06:10 PM // 18:10   #248
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well its the 1st of the month and i didn't get a chance to really go over the necro curses line like i wanted to with work and all, but here's what i got so far...

Core Skills:

Chilblains
Energy: 25
Cast: 2
Recharge: 8

Spell. You become Poisoned for 10 seconds. Foes
in the area of your target are struck for
10...37...44 cold damage and lose 1 Enchantment.
(Curses)

changed to:

Chilblains
Energy: 15
Cast: 2
Recharge: 15

Spell. You become Poisoned for 10 seconds. Foes
in the area of your target are struck for
20...74...88 cold damage and lose 1 Enchantment.
(Curses)


Defile Flesh
Energy: 10
Cast: 1
Recharge: 10
Sacrifice: 10%

Hex Spell. Sacrifice 10% maximum Health. For
5...29...35 seconds, target foe gains only
two-thirds Health from healing.(Curses)

changed to:

Defile Flesh
Energy: 10
Cast: 1
Recharge: 20

Hex Spell. For 1...3...5 seconds, the next time
target foe receives Health from healing, that
foe takes the same amount in Cold Damage.
(Maximum 100)(Curses)


Plague Signet
Energy:
Cast: 1
Recharge: 4

Elite Signet. Transfer all negative Conditions
and their remaining durations from yourself to
target foe.(50% failure chance with Curses 4 or
less.)

changed to:

Plague Signet
Energy:
Cast: 2
Recharge: 8

Elite Signet. Transfer 1 negative Condition
and its remaining duration from all party
members to target foe.(50% failure chance with
Curses 4 or less.)


Suffering
Energy: 15
Cast: 1
Recharge: 5

Hex Spell. For 6...25...30 seconds, target foe
and all nearby foes suffer -2 Health
degeneration.(Curses)

changed to:

Suffering
Energy: 15
Cast: 1
Recharge: 20

Hex Spell. For 1...3...5 seconds, target foe
and all nearby foes suffer -4 Health
degeneration. Suffering is renewed if it ends
prematurely.(Curses)


Prophecies


still working on them. if it appears that i overlooked something with the designs (cross-profession-balance), just let me know.



Jayce Of Underworld
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Old Jan 01, 2008, 10:49 PM // 22:49   #249
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Steady Stance needs to die., im sorry if you think this is a fun skill, but it really does need to go.

I would like to see a windborne buff, bring an air ele to HA instead of a paragon? Ok.

The RaO change wasnt meant to buff bow dps, it was meant to say goodbye to thumpers.
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Old Jan 02, 2008, 12:18 AM // 00:18   #250
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Quote:
Originally Posted by Kyp Jade
Mindblast may yet be an interesting template, but it really only promotes sloppy play. I rarely ever pay attention to anything when I play a mindblast ele, I dont even look if my target is in a ball. Spam skills, things die. Cutting back the energy wouldnt slow down the template too much, but it would also make the player be a LOT more careful about how he spends his energy, instead of mindlessly spamming stuff.
That is because you, and many other players that post in this thread are primarily HAers. HA, for the most part, promote mindless play, where you mash buttons and kill. A mind blast bar for gvg, however, is much different and requires more than your typical button mashing skills to be effective, since instead of fighting IWAY, you'll be fighting real teams with mesmers that sometimes know what they're doing.

While I agree that mind blast is often mindless in HA, you can argue the same for monking under channeling. Anyone with half a brain can randomly spam 5 energy prot skills while looking for the biggest ball. However, mind blast templates are what we need in GvG to promote balanced play.

Until you have faced a mesmer or anyone with half a brain in higher level GvG play, it's really hard to see the difficulties of running a mind blast. It does much less DPS than your typical paragon, has less armor, has no partybuffs, and is much more prone to shutdown. What it does have is the capabilities of forcing splits and flagpushes, which is good for getting away from the blockways that plague GvG today.

Last edited by Div; Jan 02, 2008 at 12:20 AM // 00:20..
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Old Jan 02, 2008, 12:21 AM // 00:21   #251
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Hi.

a) if you have no clue, don't post.
b) refer to this http://www.guildwarsguru.com/forum/s...&postcount=130
at least stick to serious comments that have an effect ont he meta and not idiotic crap that you suddenly think off.

MAKE A NEW THREAD

Bye.
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Old Jan 02, 2008, 01:17 AM // 01:17   #252
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Quote:
Originally Posted by holymasamune
It does much less DPS than your typical paragon, has less armor, has no partybuffs, and is much more prone to shutdown.
Im pretty sure those are reasons why mind blast eles "are bad," not why they "require skill to play."
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Old Jan 02, 2008, 01:24 AM // 01:24   #253
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Quote:
Originally Posted by Killed u man
Make it so you can only take damage from 1 aoe spell per second. As in, One fire ele would still be effective, as long as he doesn't spam his bar empty, wait 20 seconds, and redo it. But multiple fire eles would have no effect... This only benefits balanced play.
Better would be making HA maps less retarded so you don't have to stick your whole team in the radius of AoE DoTs that would otherwise be balanced, in every other gamemode, by the fact that you can run away from it.
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Old Jan 02, 2008, 01:25 AM // 01:25   #254
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Quote:
Originally Posted by Neo-LD
Im pretty sure those are reasons why mind blast eles "are bad," not why they "require skill to play."
It means that they can be stopped and benefit from skillful play, mind blast eles (with stuff like bflash and gale) are some of the most micro intensive templates, they can do a lot of different stuff but arent particulary overpowered, that makes it a robust, versatile template.
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Old Jan 02, 2008, 04:43 AM // 04:43   #255
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i think its unfair to compare Dshot and Magebane, d shot was being an overpowered skill at the begining, no elite skill can disable skills for 20s, right?
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Old Jan 02, 2008, 06:00 AM // 06:00   #256
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Quote:
Originally Posted by Hong Kong Evil
i think its unfair to compare Dshot and Magebane, d shot was being an overpowered skill at the begining, no elite skill can disable skills for 20s, right?
D-shot is one of those skills that probably deserves to be elite. If d-shot was elite, I'm betting most rangers would drop their current elite for it in a heartbeat. As I've kind of mentioned before, the problem with Magebane Shot is that rangers are extremely good interrupt machines WITHOUT an elite interrupt, so I don't think it's even possible to outclass their current selection without being blatantly overpowered, which is exactly what Magebane is.

Quote:
Better would be making HA maps less retarded so you don't have to stick your whole team in the radius of AoE DoTs that would otherwise be balanced, in every other gamemode, by the fact that you can run away from it.
Quoting for emphasis.

Last edited by Riotgear; Jan 02, 2008 at 10:08 AM // 10:08..
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Old Jan 02, 2008, 09:55 AM // 09:55   #257
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Demonic Flesh

Enchantment Spell. Sacrifice 20% maximum Health. For 30...54...60 seconds, your maximum Health is increased by 80...176...200.

changes: greatly reduce the recharge and make it so whenever you sacrifice health, you sacrifice 2..4..7% less health (minimal sacrifice 2%).
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Old Jan 02, 2008, 01:57 PM // 13:57   #258
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I agree with lots of what have been said... I haven't read all so my next suggestion might already be mentioned.

I would love to see some additional buff to some (dunno which exactly - maybe some enchant removal ones) of the skills that involve removing a weapon spell. There is currently none, and I wouldn't see why not?
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Old Jan 02, 2008, 02:37 PM // 14:37   #259
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Quote:
Originally Posted by Frantic-Sheep
I agree with lots of what have been said... I haven't read all so my next suggestion might already be mentioned.

I would love to see some additional buff to some (dunno which exactly - maybe some enchant removal ones) of the skills that involve removing a weapon spell. There is currently none, and I wouldn't see why not?
Because they aren't meant to be removed. You can only use 1 weapon spell on someone, and if the effect is comparable to an enchantment (weapon of warding), the spell is very expensive. If it was possible to remove weapon spells, weapon spells would be largely useless, bar WoR.
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Old Jan 02, 2008, 06:11 PM // 18:11   #260
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Quote:
Originally Posted by holymasamune
That is because you, and many other players that post in this thread are primarily HAers. HA, for the most part, promote mindless play, where you mash buttons and kill. A mind blast bar for gvg, however, is much different and requires more than your typical button mashing skills to be effective, since instead of fighting IWAY, you'll be fighting real teams with mesmers that sometimes know what they're doing.

While I agree that mind blast is often mindless in HA, you can argue the same for monking under channeling. Anyone with half a brain can randomly spam 5 energy prot skills while looking for the biggest ball. However, mind blast templates are what we need in GvG to promote balanced play.

Until you have faced a mesmer or anyone with half a brain in higher level GvG play, it's really hard to see the difficulties of running a mind blast. It does much less DPS than your typical paragon, has less armor, has no partybuffs, and is much more prone to shutdown. What it does have is the capabilities of forcing splits and flagpushes, which is good for getting away from the blockways that plague GvG today.
Thats because me, and many of the other players that post in this thread, primarily enjoy the fast paced gameplay HA has to offer, instead of the 20+ minute matches GvG has to offer.

And plx do not go to say that ONLY mesmers in higher level gvg play know what they are doing, I very much doubt that all of the PD mesmers and PB mesmers that play HA only are braindead, and you cant argue that playing MoR or Esurge or HEV or w/e fits in your gvg balanced build takes more skill or brainpower, they are different bars to play because they have different purposes. Pleaking an ele/monk or knowing how/when to use diversions are a prereq of playing mesmer, not a bonus of playing high level gvg.

So with that preamble, mindblast is very much the easiest character to mesmer against, because no matter where you are playing (HA/GvG) it is the most fragile when playing against any kind of disruption or shutdown. The better players are less apt to be shutdown, are being much more careful with thier energy skill, the mindless masses, spam everything like crazy. As the skill stands now, the template doesnt return more as a more skilled player plays the bar.


As for all of the rest of the changes i suggested, the meta is stuck in a sort of smiting meta. Plus steady stance fear me needs to die. Anyway in the factions era im sure everyone remembers how dominant AoE smiter builds were. And how the meta shifted to the NR/Tranq balanced builds. Today we have the same thing, except the smiters are not dervishes with Strength and honor, with splinter, assassins with warmongers, and the meta has been frozen like this for some time. Currently nothing exists to force a shift in the meta, (like NR/Tranq in the factions era), so either implement weapon removal and weapon hate, or tone back splinter and warmongers a LOT.

Other changes I suggested are NOT random buffs i just thought off to stroke my epeen, so do not delete my posts again because you are to lazy to make a counter point.

Aura of stability does need to die, snaring has been changed to using ward foes (even on warriors to, warriors with ward foes) because you need a snare to start a block, this used to be a KD, but now it is a ward foes. Not only the effect it has on relic running, but also in general its a heavy nerf to hammer warriors, KDs used to be a lot of pressure, and now u hose urself running a KD bar because u cannot pressure a monk in between spikes.

Strength and honor needs to go away for reasons mentioned above
All of the assassin prebuffs are also gimmicky, and need to die. Watching A/D be more viable than W/x is sad. But hey 200+ damage on a hit so why not.

Windborne/make haste need to be on the same playfield as well.

Other buffs just make sense, why have a 3s dragonstomp and a 2s rodgorts invocation?
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