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Old Oct 12, 2007, 06:41 PM // 18:41   #1
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Default October skill update

Quote:
Skill Updates

We will be evaluating the following changes over the course of the next week. Additional adjustments may be made during that time period.
All

* Decreased the Health of all Spirits by 50; allowed Burning to affect Spirits.

Assassin

* Death's Charge: increased conditional Health to 65..200.
* Golden Fang Strike: fixed a bug that allowed the use of Golden Fang Strike without a lead attack.
* Shadow Refuge: increased duration to 6 seconds.

Dervish

* Wearying Strike: decreased damage to 5..20.

Elementalist

* Ash Blast: increased damage to 35..65.
* Chilling Winds: increased damage to 25..50.
* Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5..20.
* Ebon Hawk: increased damage to 45..100.
* Enervating Charge: increased damage to 25..50.
* Glyph of Swiftness: fixed a bug that increased the projectile speed.
* Ice Spikes: decreased recharge time to 10 seconds.
* Searing Flames: increased Burning duration to 1..7 seconds.
* Steam: increased conditional damage to 40..100; increased damage to 25..70.
* Stoning: increased damage to 45..105.
* Ward Against Melee: increased Energy cost to 15; decreased duration to 5..20 seconds.

Mesmer

* Air of Disenchantment: decreased casting time to .25 seconds.
* Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
* Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked.
* Energy Burn: increased damage multiplier to 12.
* Energy Surge: increased damage multiplier to 12.
* Extend Conditions: decreased recharge time to 5 seconds.
* Hex Eater Vortex: increased recharge time to 12 seconds.
* Illusion of Haste: decreased Energy cost to 5.
* Ineptitude: decreased recharge time to 15 seconds.
* Keystone Signet: decreased recharge time to 10 seconds.
* Mantra of Recovery: decreased recharge reduction to 33%.
* Power Drain: decreased recharge time to 20 seconds.
* Power Leak: decreased recharge time to 12 seconds.
* Power Spike: decreased Energy cost to 5.
* Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple.
* Signet of Illusions: increased the number of Spells affected to 3.
* Signet of Midnight: decreased recharge time to 10 seconds.

Monk

* Reversal of Damage: fixed a bug that caused this Spell to stop all damage instead of the max damage listed.
* Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds.
* Shield of Regeneration: increased recharge time to 12 seconds.

Necromancer

* Angorodon's Gaze: decreased Energy returned to 12.
* Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds.
* Gaze of Contempt: decreased recharge time to 15 seconds.
* Putrid Bile: fixed a bug that prevented the Health Bar from turning purple.
* Rend Enchantments: decreased recharge time to 20 seconds.
* Rigor Mortis: decreased recharge time to 20 seconds; decreased casting time to 1 second.
* Rip Enchantment: decreased Health lost to 15..5.
* Strip Enchantment: decreased recharge time to 15 seconds.

Ranger

* Nature's Renewal: decreased Spirit levels to 1..10.

Paragon

* Aggressive Refrain: now causes Cracked Armor for 20 seconds when applied.
* "Go for the Eyes!": increased recharge time to 4 seconds.

Warrior

* Agonizing Chop: increased activation time to 1 second.
* "Charge!": increased movement speed to 33%.
* Critical Chop: increased activation time to 1 second.
* Disarm: reworded skill description to explain that it is an interrupt.
* "Watch Yourself!": increased recharge time to 4 seconds; increased duration to 10 seconds.
Please discuss.
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Old Oct 12, 2007, 06:49 PM // 18:49   #2
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Burn spirits? Wtf?

Hmm, still haven't fixed the spirit bond bug .
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Old Oct 12, 2007, 06:51 PM // 18:51   #3
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not enuf 7890

Last edited by Blame the Monks; Oct 12, 2007 at 06:53 PM // 18:53..
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Old Oct 12, 2007, 06:52 PM // 18:52   #4
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Time to go find a build that abuses the signet of illusions buff...
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Old Oct 12, 2007, 06:53 PM // 18:53   #5
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mesmer spike gogo?
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Old Oct 12, 2007, 06:54 PM // 18:54   #6
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Mostly a useless update. Like Blame the Monks said, no effect on the metagame
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Old Oct 12, 2007, 06:55 PM // 18:55   #7
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I've never felt so insulted. Every part of the update makes me sick. I absolutely don't understand any of the changes. What is the reasoning? "If we give a very minor adjustments for major physical spikes and make them slightly more slow and protectable to non-elites, if we slightly reduce a handful of passive protection options, we can then jack up enchantment removal and hexes to punch through passive protection, improve a bunch of elementalist skills that don't need adjustment and completely ignore any number of problems that the PvP community has been yelling about?"

God, I'm angry at this.
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Old Oct 12, 2007, 06:57 PM // 18:57   #8
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i think the Cracked Armor was quite an unexpected but nice solution to Paragons.

the change to Gfte on the other side doesn't matter at all, or hardly if anything -- same to watch yourself.

Charge was just a random buff, not sure if it wins anything now -- both Critical chop and agonizing are good now.

the conjure nerf is interesting, but surely quite overnerfed now. no longer a rof eater and damage tweaked..hmmm.

i'm disappointed to see the "nerf" to melandru, touching wearying strike in that way is just so dumb...

all these random ele buffs seem rather odd, i'm gonna have to look into them properly -- ward against melee is nice.

both energy buffs seem interesting, the mesmer changes are really good with the recharge, requires more active play, mor is still quite strong but not so ridiculous anymore.

power leak and power spike are so scary now -- extend conditions seems so random. Oo

sor is a really good change -- sod got me very surprised. still have to see how these turn out.

gotta love the rip enchantment. :> angorodon .. no comment, lol. at least with the mor nerf it won't be that crazy anymore, but they'll have more time to regen now, so lawl.

well overall, i don't think this will change TOO much..but at least it's a try. :/
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Old Oct 12, 2007, 07:00 PM // 19:00   #9
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We're going to have an article with an explanation of the skill balance up on the wiki shortly. Hopefully that will answer the questions some of you have.
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Old Oct 12, 2007, 07:02 PM // 19:02   #10
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I don't have much time today to really comment on the specific changes. In shot though, most the suggestions made by players were ignored again, most of the changes are really minor, and will not affect the meta in any way.

Also what the hell happened to drain enchantment? Just lol.
Nice change to MoR, slight buff to esurge, It seems everyone is bored with MoR diversion spam.
Nice buff to Power leak and other mesmer interupts. Promotes active interrupting rather than diversion spam.

Shame paragons weren't fixed, especially uber boring defensive anthem.

Decent change to conjures, and lower level of NR is fine.

Ward against Melee goes back to elementalists, no longer valid on MoR spammers, while still solid on utility flagstand ele.

Other changes are pretty minor. And lots of problems are ignored again. I'll look more into them and comment tomorrow.
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Old Oct 12, 2007, 07:05 PM // 19:05   #11
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Assassins.

Instead of nerfing Recall and the multitude of other things people have been discussing we will just buff them more. /fail

Dervish

Your still not seeing the trees because of the forest.

Mesmer

Drain Ench?

Pleak, decreased recharge?!

Signet of Midnight, ROFL.

Necromancer

Hex builds in GvG and assassins in HB just got stronger. THX........... /sigh

Why do we even try when all you do is continue to fail at skill balance.

Last edited by Sinful Doom; Oct 12, 2007 at 10:06 PM // 22:06..
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Old Oct 12, 2007, 07:07 PM // 19:07   #12
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Quote:
Originally Posted by pooface_po
Mostly a useless update. Like Blame the Monks said, no effect on the metagame
Sorry for the stealth edit. After I said the changes would have no effect on the meta, I realized it wasn't true -- surge will replace mor. Not that it really matters. Everything else is too minor of a tap or fails to address the real issue. Not bad changes, just not on target.
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Old Oct 12, 2007, 07:14 PM // 19:14   #13
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Quote:
Originally Posted by Popcorn Devil
Burn spirits? Wtf?

Hmm, still haven't fixed the spirit bond bug .
It's not a bug. It's intentional to make people like you cry when you use it incorrectly.
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Old Oct 12, 2007, 07:16 PM // 19:16   #14
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Pretty disappointing overall, though that's probably my fault for thinking that the general understanding of issues by the players might carry over to izzy. Essentially, he buffed the kind of stuff he always buffs, and put through minor nerfs to a few of the stuff people have been complaining about.

Quote:
Originally Posted by Mokone
i think the Cracked Armor was quite an unexpected but nice solution to Paragons.

the change to Gfte on the other side doesn't matter at all, or hardly if anything -- same to watch yourself.

Charge was just a random buff, not sure if it wins anything now -- both Critical chop and agonizing are good now.
edit: Didn't realize cracked armor goes on for each re-application of AR, decent change though I would have preferred a hard AL reduction

GFTE & WY were essentially demolished, 4s recharge on an adren skill that wants to be spammed is enough to kill it.

How are crit & agonizing chop good now? They just got nerfed so that they're neither very good at damage compression or backup-interrupting, which combined was their entire reason for being played.

Last edited by Greedy Gus; Oct 12, 2007 at 07:46 PM // 19:46..
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Old Oct 12, 2007, 07:16 PM // 19:16   #15
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Oh:

I bet Keystone Signet now gets really stupid with Mantra of Inscriptions.
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Old Oct 12, 2007, 07:19 PM // 19:19   #16
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More in depth:

* Decreased the Health of all Spirits by 50; allowed Burning to affect Spirits.

Great....but they can still poop them out far faster than we can kill them. This change has no real effect.

Assassin

None of these skills matter.

Dervish

* Wearying Strike: decreased damage to 5..20.


Great....now my tree only does 160 damage aoe spammable deep wounds instead of 170. Not that it really matters...and not that it addresses the real problem with trees.

Elementalist

* Ash Blast: increased damage to 35..65.
* Chilling Winds: increased damage to 25..50.
* Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5..20.
* Ebon Hawk: increased damage to 45..100.
* Enervating Charge: increased damage to 25..50.
* Glyph of Swiftness: fixed a bug that increased the projectile speed.
* Ice Spikes: decreased recharge time to 10 seconds.
* Searing Flames: increased Burning duration to 1..7 seconds.
* Steam: increased conditional damage to 40..100; increased damage to 25..70.
* Stoning: increased damage to 45..105.
* Ward Against Melee: increased Energy cost to 15; decreased duration to 5..20 seconds.


Cool, more irrelevant changes. Probably room for a good gimmick spike or two in there. The competitive meta remains unchanged, even the ward change is pretty irrelevant. Conjure is kind of a nice chance to make rof better, tho. Glyph immo steam will remain intensely popular in Ab eles....oh right, who gives a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO.

Mesmer

* Air of Disenchantment: decreased casting time to .25 seconds.
* Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
* Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked.
* Extend Conditions: decreased recharge time to 5 seconds.
* Hex Eater Vortex: increased recharge time to 12 seconds.
* Illusion of Haste: decreased Energy cost to 5.
* Ineptitude: decreased recharge time to 15 seconds.
* Keystone Signet: decreased recharge time to 10 seconds.
* Power Spike: decreased Energy cost to 5.
* Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple.
* Signet of Illusions: increased the number of Spells affected to 3.
* Signet of Midnight: decreased recharge time to 10 seconds.


Cool, you just made the people in RA very happy. They love that signet of illusions crap. The rest are irrelevant or miss the point. IE, power spike. People don't use power because randomly punching people for 104 damage isn't worth that much relative to other interrupts, not because it cost 10 energy...

* Energy Burn: increased damage multiplier to 12.
* Energy Surge: increased damage multiplier to 12.
* Mantra of Recovery: decreased recharge reduction to 33%.
* Power Drain: decreased recharge time to 20 seconds.
* Power Leak: decreased recharge time to 12 seconds.


Out MOR, in Esurge. Maybe we can get some nice balanced spikes now.

Monk

* Reversal of Damage: fixed a bug that caused this Spell to stop all damage instead of the max damage listed.
* Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds.
* Shield of Regeneration: increased recharge time to 12 seconds.


No practical effect. SOR lastingly slightly less than recharge might make them slightly vulnerable, but not really.

Necromancer

* Angorodon's Gaze: decreased Energy returned to 12.
* Chilblains: now works on target foe instead of having a point-blank area of effect; decreased number of Enchantments affected to 1; increased casting time to 2 seconds.
* Gaze of Contempt: decreased recharge time to 15 seconds.
* Putrid Bile: fixed a bug that prevented the Health Bar from turning purple.
* Rend Enchantments: decreased recharge time to 20 seconds.
* Rigor Mortis: decreased recharge time to 20 seconds; decreased casting time to 1 second.
* Rip Enchantment: decreased Health lost to 15..5.
* Strip Enchantment: decreased recharge time to 15 seconds.


The Chilblains change is actually kind of interesting. Its a nice bonderball counter. Too narrow tho....and who the hell plays bonderballs competitively? Oh that's right, no one. The rest is irrelevant.

Ranger

* Nature's Renewal: decreased Spirit levels to 1..10.

Paragon

* Aggressive Refrain: now causes Cracked Armor for 20 seconds when applied.
* "Go for the Eyes!": increased recharge time to 4 seconds.


Irrelevant, misses the point.

Warrior

* Agonizing Chop: increased activation time to 1 second.
* "Charge!": increased movement speed to 33%.
* Critical Chop: increased activation time to 1 second.
* Disarm: reworded skill description to explain that it is an interrupt.
* "Watch Yourself!": increased recharge time to 4 seconds; increased duration to 10 seconds.


Well, no more 1/2 second spikes (other than prot strike and savage, of course). Now we have an extra slot on our bars for conjure, shock, or one of the old tried and true bars.
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Old Oct 12, 2007, 07:21 PM // 19:21   #17
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so, they nerf mor and don't even touch deadly paradox?
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Old Oct 12, 2007, 07:30 PM // 19:30   #18
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Mostly worthless. Issues people have been screaming about still exist.

SoR balance might be good now, maybe. Conjure has returned to sanity. Don't know how the aggression refrain change will work out -- a friendly monk could remove the condition if needed?

Buffing Searing Lame is pants.

Last edited by drekmonger; Oct 12, 2007 at 07:35 PM // 19:35..
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Old Oct 12, 2007, 07:32 PM // 19:32   #19
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Slight wearying nerf is nice. Non MoR mesmers are nicer now. Nice ward melee nerf. Bad SoD change. Lots of important stuff remain unchanged, like deadly arts sins, melandrus, sway to an extent.
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Old Oct 12, 2007, 07:34 PM // 19:34   #20
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Anyone else think that the Searing Flames buff (i.e. increasing burn duration) and the fact that spirits can now be burned isn't a coincidence?

Do you think that A-Net basically wants SF elementalists to be counters to Thumpway's spirit engine?
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