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 Nov 25, 2007, 09:25 PM // 21:25   #81
Krytan Explorer
 
Risus's Avatar
 
Join Date: Jun 2007
Location: 56min UW HM post-2/25 I win
Guild: FDR
Profession: A/
Advertisement

Disable Ads
Default

My god...deal with it.
Aurgury of Death is a GOOD skill and is fine the way it is.
Signet of Toxic Shock is a Good skill with a nice long 15 second recharge time (15 seconds is a LOOONG time in PvP), and please, compare the damage to Liquid Flame, which hits AoE for more damage, and is a 15 second already.
Risus is offline   Reply With Quote
Old Nov 25, 2007, 10:37 PM // 22:37   #82
Ascalonian Squire
 
Join Date: Oct 2007
Default

man they are cool, and its no hardy to kill em... kill their enrgy A/Me si the best tho
viciouspope is offline   Reply With Quote
Old Nov 26, 2007, 01:06 AM // 01:06   #83
Forge Runner
 
ensoriki's Avatar
 
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
Default

Toxic shock is fine, if anything 20 second recharge tops.

Augury should be touch range.
ensoriki is offline   Reply With Quote
Old Nov 26, 2007, 01:13 AM // 01:13   #84
Div
I like yumy food!
 
Div's Avatar
 
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
Default

Quote:
Originally Posted by Risus
My god...deal with it.
My god...deal with it. You're an idiot. If you don't know what you're talking about, quit posting.

The recharge on the signet is ~11 seconds with deadly paradox. So you're saying having an instagib combo every 11 seconds isn't overpowered?
Div is offline   Reply With Quote
Old Nov 26, 2007, 03:51 AM // 03:51   #85
Krytan Explorer
 
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
Default

instagib combos should not be allowed especially those that are not difficult to use at all.

Edit: The only near instagib combo that I think is the only one that should be allowed is of course, bulls strike, then frenzy, eviscerate executioners, then a quarterknock shock which is perfectly timed so that it would interrupt 1/4 sec cast skills followed by autoattacking and then perfectly timing your disrupting chop for the next cast of any spell perfectly, this at least requires skill to pull off. The disrupting chop applying the kill of course.

Joe

Last edited by pah01; Nov 26, 2007 at 03:54 AM // 03:54..
pah01 is offline   Reply With Quote
Old Nov 26, 2007, 02:47 PM // 14:47   #86
Forge Runner
 
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
Default

Kill dancing daggers. remove the lead attack part, touch range, require daggers, anything, but kill it. its unprottable.
Turbobusa is offline   Reply With Quote
Old Nov 26, 2007, 03:40 PM // 15:40   #87
ǝuoʞoɯ
 
moko's Avatar
 
Join Date: May 2006
Default

Quote:
Originally Posted by Turbobusa
Kill dancing daggers. remove the lead attack part, touch range, require daggers, anything, but kill it. its unprottable.
shielding hands and earth shields. killing DD won't actually do much, i don't see a single problem with the skill to be perfectly honest.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
moko is offline   Reply With Quote
Old Nov 26, 2007, 10:15 PM // 22:15   #88
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

Dancing daggers is bad. As Mokone said, earth shields destroy it's damage, and shielding hands/SoA also absolutely destroy it.
TheOneMephisto is offline   Reply With Quote
Old Nov 26, 2007, 10:40 PM // 22:40   #89
has 3 pips of HP regen.
 
Riotgear's Avatar
 
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
Default

Only thing I'd like to see changed with DD is the awkward fact that it counts as a lead even if all three miss. Not that I really care about what happens to Stone Daggers Lite.
Riotgear is offline   Reply With Quote
Old Nov 26, 2007, 11:44 PM // 23:44   #90
Desert Nomad
 
Legendary Shiz's Avatar
 
Join Date: Apr 2006
Default

Deadly Paradox needs to be taken care of before they can truly know if any of the other skills need to be changed.

DP is such a gimmick skill, all around it's just sick.
Legendary Shiz is offline   Reply With Quote
Old Nov 27, 2007, 12:32 AM // 00:32   #91
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

Quote:
Originally Posted by Legendary Shiz
Deadly Paradox needs to be taken care of before they can truly know if any of the other skills need to be changed.

DP is such a gimmick skill, all around it's just sick.
QFT. Nerf DP into the ground (as in, never let it ever see play again), then we can start seeing where deadly arts/shadow arts skills actually fall in terms of power and we can begin to balance them accordingly (whether through buffs or nerfs).
TheOneMephisto is offline   Reply With Quote
Old Nov 27, 2007, 10:28 AM // 10:28   #92
Forge Runner
 
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
Default

Well to me ther is just 2 skills that are overpowered in that chain
DP, its obvious and DD. I may not be the greatest monk ever but dancing daggers does theorically 100+ damage in 3 times, meaning that, as you said, either you bring SH or SoA and its weakened, or you dont, and you'll face a good pressure for the sin spamming it. You shouldn't have to take one of those 2 skills. No skill shoulld force you to bring a special prot/heal/defense spell or die (exagerating but you know).

About earth shields, thanks for pointing that. I usually bring slashing/piercing, will create another one. =). Problem is, the people I play with do not automatically take one.

Last edited by Turbobusa; Nov 27, 2007 at 04:56 PM // 16:56.. Reason: fixed some grammar
Turbobusa is offline   Reply With Quote
Old Nov 27, 2007, 02:42 PM // 14:42   #93
Frost Gate Guardian
 
Almighty Zi's Avatar
 
Join Date: Aug 2005
Location: Cheltenham, England
Guild: Servants Of Fortuna Victrix
Default

I don't regard Dancing Daggers that much of a problem. The two skills that I have issue with is Deadly Paradox (for reasons already pointed out by many) and Augrey of Death. AoD gives any caster the ability to put a deep wound on players with just the one skill and it therefore allows more 1,2,3,4,5 daft solo caster spike bars than there should be. RA is full of them atm and it is no fun.
Almighty Zi is offline   Reply With Quote
Old Nov 27, 2007, 05:51 PM // 17:51   #94
Jungle Guide
 
Join Date: May 2005
Default

increase recharge, and casting time of Augrey
create a more difficult condition to activate entangling trap
nerf deadly paradox to hell (only works on spells, increase energy cost, remove faster activation benefit, nerf recharge/duration such that you cant keep it up constantly)
make signet of toxic a 2 second cast
audioaxes is offline   Reply With Quote
Old Nov 27, 2007, 06:53 PM // 18:53   #95
has 3 pips of HP regen.
 
Riotgear's Avatar
 
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
Default

Augury of Death started out as a piece of shit that unpredictably teleported you to a target and made it impossible to spike them without interrupting yourself.

Now it's a trash skill that has no use whatsoever aside from providing a pre-spike DW on degenerate caster spikes, with the inconvenient side-effect of teleporting you.

It's one of the most poorly-designed skills in the game, and it needs to die.
Riotgear is offline   Reply With Quote
Old Nov 28, 2007, 12:00 AM // 00:00   #96
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

Quote:
Originally Posted by Turbobusa
About earth shields, thanks for pointing that. I usually bring slashing/piercing, will create another one. =). Problem is, the people I play with do not automatically take one.
If the people you're playing with already aren't taking earth shields then they're bad. Not only are earth shields good vs. A/Mos, but they're also good when facing Mels dervs.

You should have a shield against every damage type and every element in your inventory at all times. Slashing, piercing, blunt, earth, water, fire, and lightning are all very useful against various teams.
TheOneMephisto is offline   Reply With Quote
Old Nov 28, 2007, 12:11 AM // 00:11   #97
Forge Runner
 
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
Default

Well i have everytype of shields (used to flag run in gvg) on my pve but since i'm not equiped for the build I play I don't take him lol. The thing is I missed the "earth damage" part.

And most of the people in AB don't bother with that, anyway they play with a pve char so they cant create every shield. Bad maybe... What i meant is that DD forces you to either take the mentionned earth shields, or SoA (i'm not a fan of SH). I'd like to see it toned down, or maybe the projectiles to move slower so you can actually kite.

Augury hurts, but if you remove it fast enough it's not a problem. Same, if the target isnt brought down to 50%hp, no problem. But they do that so easily with DD+ SoTS...
Augury does no damage, so I don't see it as a problem like impale. I guess if everyone wants it toned down, you could lower its duration.

Last edited by Turbobusa; Nov 28, 2007 at 12:30 AM // 00:30..
Turbobusa is offline   Reply With Quote
Old Nov 28, 2007, 12:45 AM // 00:45   #98
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

Quote:
Originally Posted by Turbobusa
What i meant is that DD forces you to either take the mentionned earth shields, or SoA (i'm not a fan of SH). I'd like to see it toned down, or maybe the projectiles to move slower so you can actually kite.
If you aren't bringing earth shields either way then it's your own fault if you lose to DD. And either way, you can just dodge the daggers, it isn't that hard.

And DD is crap without DP, especially when playing against players who know what they're doing.
TheOneMephisto is offline   Reply With Quote
Old Nov 28, 2007, 11:23 PM // 23:23   #99
Grotto Attendant
 
makosi's Avatar
 
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
Default

I can't believe Izzy thinks this is acceptable play. He deserves to lose his job.

Quote:
If you aren't bringing earth shields either way then it's your own fault if you lose to DD. And either way, you can just dodge the daggers, it isn't that hard.

And DD is crap without DP, especially when playing against players who know what they're doing.
The build is overpowered and we can all counter it. The problem is, the fact that the build exists means that people must spec against or die. That's not good gameplay when your build is dictated.

Last edited by makosi; Nov 28, 2007 at 11:27 PM // 23:27..
makosi is offline   Reply With Quote
Old Nov 29, 2007, 12:09 AM // 00:09   #100
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

Quote:
Originally Posted by makosi
The build is overpowered and we can all counter it. The problem is, the fact that the build exists means that people must spec against or die. That's not good gameplay when your build is dictated.
Oh, I'm not arguing that the build isn't overpowered, as it quite clearly is. I'm arguing that Dancing Daggers in particular isn't overpowered, it's simply used as the best available path to entangling asp along with being decent under Deadly Paradox.

The problem skills are Deadly Paradox and Augury of Death, with Deadly being a much larger problem and consisting of a skill design that should never have existed in the first place. Izzy should just nerf DP into the ground, just absolutely destroy it so that it will never see play again, and then he can start to look at the other skills and make any other tweaks (first to augury) that are needed (there shouldn't be that many more to make).

And for the last time, you aren't speccing against a build by bringing the proper equipment and skills (dodging) into PvP, you're simply giving yourself thebest chance at victory that you can allow. If you lose to a build because you forgot to bring the right shield into the game, then you deserve to lose. It isn't anything about speccing against a certain build because bringing an earth shield (or any other shield) doesn't hurt you against any other team, it's simply a free and easy way to gain an advantage, why are you not using it at every opportunity?

Last edited by TheOneMephisto; Nov 29, 2007 at 12:11 AM // 00:11..
TheOneMephisto 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


All times are GMT. The time now is 01:07 PM // 13:07.


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("