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Old Oct 02, 2007, 06:45 PM // 18:45   #21
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Quote:
Originally Posted by makosi
I know this will only draw hatred but Savage Shot and Distracting Shot need an adition 3 or 4 seconds recharge to prevent spammage because it's commonplace to throw these interrupts out like turrets. At least mesmer interrupts require the caster to be sharp and preemptive.
Rangers are having a hard time interrupting anything right now. They have always been balanced even when there wasn't as much blocking going on.
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Old Oct 02, 2007, 06:55 PM // 18:55   #22
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Animate Bone Fiends: reduce energy cost to 15, or even 10. They're just too damn fragile to cost that much after that Soul Reaping nerf...
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Old Oct 02, 2007, 07:58 PM // 19:58   #23
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Quote:
Originally Posted by Hyper Cutter
Animate Bone Fiends: reduce energy cost to 15, or even 10. They're just too damn fragile to cost that much after that Soul Reaping nerf...
Not being offensive, but um, minions?

Back on topic... Glimmer was a decent healing prayers option when the recharge was 1. Not spectacular, but a fun skill if you ran a healing bar. When Anet nerfed it to 2 seconds, it became pointless. Warrior's Cunning is in dire need of a buff. 30 seconds recharge and maybe slightly longer duration (2 or 3 seconds longer) would rock.

I mentioned it in the nerf wishlist, but i'll re-iterate it here... make Rending Touch a skill (will help counter some griefing builds), and reduce recharge on Expel Hexes to 5 seconds. Right now it's an elite Remove Hex, that strips 2 hexes instead of one at the cost of being an Elite (same cost and recharge too). It's not very exciting anymore. I've also thought about buffing Expel to be in line with Divert:

move it to Inspiration
5e 1c 5r Elite Spell. Remove 1...3 hexes from target ally. For each hex removed, you gain 1...3 energy.

So its bonus is that it becomes more efficient as you remove more hexes. To compare it with Divert, it's less energy used (or net energy gained), but you lose the bar compression of Divert (divine favor + condition removal + healing). You could run mid Inspiration (say 2/2 at 8 Inspiration) on a secondary, or bump it up on a Mes primary (maybe even 4/4 at 15 Inspiration).
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Old Oct 02, 2007, 08:08 PM // 20:08   #24
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They should buff Stone Sheath, Balthazar's Pendulum, and Peace and Harmony. I don't care how. :P
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Old Oct 02, 2007, 08:36 PM // 20:36   #25
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Quote:
Originally Posted by Riotgear
They should buff Stone Sheath, Balthazar's Pendulum, and Peace and Harmony. I don't care how. :P
Balth Pendulum on a smiter in TA currently roxx the a/mo meta. how often have i heard "WOW YOUR SHIT MONK IS A DIRECT COUNTER TO OUR BUILD LOL NOOBS!" from noob a/mos now..
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Old Oct 02, 2007, 08:42 PM // 20:42   #26
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Somehow i kinda like those Avatar changes. The only one i think is too much is Balthazar having 'can't be blocked' attack skill. That seems a little overboard.


I mean, Lyssa interrupting ON ATTACK SKILL is really not that bad. You still have low AL, and Lyssa doesn't help you tank AT ALL. Do you see people owning with Warmonger Assassins? Not really, cause they just die if they even think of going auto-attacking your backline.

Dwayna would be more versatile this way. I agree that you don't really have infinite energy at all to spam skills to remove hex/condition, and it doesn't prevent you from getting spiked down either. You're not tanking, you're mending yourself AFTER the damage was done. But if you're dead, that doesn't work.

It seems like those skills would be much more interesting this way. You really have to keep in mind before saying 'overpowered' that it's still on Dervishes, which are weak frontline.


For Warrior's Cunning, i FULLY AGREE with 30s recharge, but i'd lower duration. Make it say 1..4..5s duration. I mean, obviously you use it to spike. I think it's good to be able to hit something through the webs of defenses, but you shouldn't be able to DPS with it imo, just spike. And it also makes it more counterable in the sense that if you see a warrior activate it, you can do something like KD him, or blind him, etc. and hopefully make him waste his WC. If the duration is low, it kinda screams 'I'm gonna spike you now' which gives more of a chance to the defenders to counter it (cause it's really powerful). If it lasts 10s, they can activate it, go to a random target, then switch and spike the real target which just gives too much time with such a dangerous buff imo. But it would give Warriors a way to fight defenses the way Dervishes have some (Melandru).


I like this idea for Wounding Strike personally:

'5/0. This attack causes Bleeding for 5..17..21s. If target foe is bleeding, it causes DW for 5..17..21s. If target foe has DW, it deals +10..34..42 damage and is disabled for 8 seconds'.

So that Wounding Strike would be the ONLY attack skill you need on your bar. And it kinda 'feels' Wounding too, doing more 'damage' every hit. It's some kind of Sever-Gash-Galrath in one skill, but elite and disabling itself once the real 'spike' is done (as well as costing 15E to do the 'combo'). The reason i'd like to see that is to allow some Dervish bar to pack more utility. With only 1 attack skill on your bar, you could go more into Wind/Earth prayers and use the fun stuff there. And you're still an 'easy to kill' frontliner.

With Melandru nerfed, the other Avatars buffed a bit in interesting ways, and Wounding being a nice attack skill elite, you could have some more variety on Dervs.

The list isn't too bad, most are good idea. Nerfs are the most needed atm to clear all the crap that's been going on forever, but interesting buffs along is always nice.
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Old Oct 02, 2007, 08:55 PM // 20:55   #27
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Quote:
Originally Posted by Patccmoi
I mean, Lyssa interrupting ON ATTACK SKILL is really not that bad. You still have low AL, and Lyssa doesn't help you tank AT ALL. Do you see people owning with Warmonger Assassins? Not really, cause they just die if they even think of going auto-attacking your backline.
What about something like this with 30 recharge

The next 0....4 attack skills cannot be blocked.
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Old Oct 02, 2007, 09:13 PM // 21:13   #28
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Monk
I'd change spotless mind and spotless soul to be able to work on the caster.

Healing Breeze: make it 2...5 regen, but give it double or triple healing bonus from divine favor to make it more useful to non-55s.
Banish: reduce recharge to 5 seconds
Spear of light: reduce recharge to 8 seconds
Balth's pendelum: I'd give it damage to the person it knocks down
Reversal of damage: I'd give it a 4 second recharge
Smite: I'd reduce it's cost to 5e to bring it in like with newer spells.
Word of Censure: reduce energy cost to 5, reduce conditional recharge to an additional 10 seconds instead of 20.
Seed of Life: make it last 1...8 seconds

Warrior
100 blades: I'd give it 1...8 additional damage per hit.
Grapple: I'd make it do 1...16 damage to your opponent

Elementalists
Armor of Frost: reduce recharge to 20 seconds, get rid of the conditional removal.
Vapor Blade: add a condition that if the target has a water hex on them, they don't take half damage if they have an enchantment on them
Winter's Embrace: add conditional damage if the target already has a water hex on them
Swirling aura: reduce it's recharge to 30 seconds.
Ice Spear: make it a full range spell
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Old Oct 02, 2007, 09:47 PM // 21:47   #29
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Warrior

Quivering Blade: Add "If this skill hits, target foe suffers from bleeding for 5...25 seconds"
Magehunter Strike: Change to 2a
Keen Chop: Change to +5...21 damage unconditionally, an additional +5...21 damage if you crit.
Cleave: Add "This attack cannot be blocked."
Coward: Lower cost to 5a

Assassin

Fox Fangs: Lower recharge to 4s
Disrupting Stab: Make it a melee attack, lower activation to 1/2s
Nine Tail Strike: Lower recharge to 4s
Mantis Touch: Lower recharge to 5s, lower activation to .25s
Smoke Powder Defense: Increase blind duration to 4...10 seconds.
Entangling Asp: Lower recharge to 15s
Iron Palm: Lower recharge to 15s

The last two are conditional on Deadly Paradox being nerfed of course.

Necromancer

Plague Touch: Now transfers 1...3 conditions.

Dervish
Shield of Force: Make this cause weakness to all adjacent foes.

Elementalist

Mind Burn: Increase recharge to 8s, remove exhaustion.
Mind Freeze: Increase damage to 5...50.

Plenty more I want to see, but these are the ones that come to mind right now.
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Old Oct 02, 2007, 09:54 PM // 21:54   #30
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Concussion is fine, it deosnt need a nerf.

Do somthing with power shot ffs and ill be happy :P.

Paragons need tons of buffs atm, imcoming for example is crap atm, needs a mechanic change to make it good but suck on paragon way, in fact the whole paragon class suffers from this nerfage cus of paragon way .
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Old Oct 02, 2007, 11:40 PM // 23:40   #31
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The only thing that I'd really like to see buffed is probably Blessed Light, as I really liked that skill and the monk metagame that it entailed. I've always supported a change along the lines of:

Heal target ally for 10...110ish (14 spec) Health and remove one Condition and one Hex. If a hex is removed then you lose 5 energy. 5e 3/4c 5r

And if anyone tries to say otherwise, this is already really strong and there's no need for an always 5e cost. Not only is a really strong self-heal (something monk bars are almost always lacking), but it's also cheap spammable condition removal, efficient heal, and hex removal. The hex removal loss of energy can even be circumvented at low energy and/or with weapon swapping, making it even stronger. I'd really like something like this, the ultimate bar compression tool that allows monks to take a lot more interesting skills.
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Old Oct 02, 2007, 11:44 PM // 23:44   #32
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Holy Haste: Reduce to 5 energy

Healing Light: 3/4 cast

Spotless Mind/Soul: Be able to target yourself. Maybe not that does sound too strong. In solo or split situations it would really shine.
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Old Oct 03, 2007, 12:49 AM // 00:49   #33
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Quote:
Originally Posted by Diddy bow
Paragons need tons of buffs atm, imcoming for example is crap atm, needs a mechanic change to make it good but suck on paragon way, in fact the whole paragon class suffers from this nerfage cus of paragon way .
...............IF they manage to balance paragons properly and nerf their overpowered crap i wouldn't mind other buffs, same to motivation and stuff but atm, looking at the power of paragons.......NO!
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Old Oct 03, 2007, 12:58 AM // 00:58   #34
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Power Shot (needed a buff in like forever)

10...44 damage
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Old Oct 03, 2007, 01:11 AM // 01:11   #35
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blessed light: 5e .75c 5r Heal target ally for 15...83...100 health and remove a condition and a hex. If a hex was removed this way, you lose 5 energy and heal target ally for an addition 15...51...60 health.

i suggested this a while back. it seems to be pretty well accepted.
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Old Oct 03, 2007, 01:16 AM // 01:16   #36
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Quote:
Originally Posted by fires Scape
Power Shot (needed a buff in like forever)

10...44 damage
The thing is, what build are you imagining this new and improved power shot being in? There really isn't that much demand for a +damage bow attack, I'd say that the only possible use would be as spike support on a cripshot, but even that is shaky and either way, sloth hunter's shot still outclasses power shot for most situations. So it would basically just be a more powerful power shot that still isn't used anywhere...
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Old Oct 03, 2007, 01:21 AM // 01:21   #37
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considering that sloth hunter's shot is an effective 20...70, i don't think anyone would ever want to look at power shot again.
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Old Oct 03, 2007, 02:12 AM // 02:12   #38
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Quote:
Originally Posted by TheOneMephisto
The thing is, what build are you imagining this new and improved power shot being in? There really isn't that much demand for a +damage bow attack, I'd say that the only possible use would be as spike support on a cripshot, but even that is shaky and either way, sloth hunter's shot still outclasses power shot for most situations. So it would basically just be a more powerful power shot that still isn't used anywhere...
Maybe you're right...that skill is doomed.
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Old Oct 03, 2007, 02:46 AM // 02:46   #39
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Quote:
Originally Posted by fires Scape
Power Shot (needed a buff in like forever)

10...44 damage
Power Shot is one of those skills which suffer from a fundamental flaw. Either it's underpowered and never sees any use, or the numbers are buffed so much to compensate for the flaw, that they only see play in gimmicky crap. In this case, Power Shot just lacks any use outside of a spike assist. You can buff the numbers all you want, but people will just use Screaming or some utility skill. And if you just need a +damage skill, Sloth Hunter or Point Blank are better. So yeah, it's pretty much doomed, like most of the skills listed in the OP...
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Old Oct 03, 2007, 05:09 AM // 05:09   #40
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Quote:
Originally Posted by twicky_kid

Dervish

Avatar of Lyssa: For 10...74 seconds, you have +20 maximum Energy and your attacks deal +5...35 damage to foes activating Skills. If you hit a foe activating a skill that foe loses 5 energy (OR) If your attack skill hits a foe activation a skill its interrupted.

Avatar of Balthazar: For 10...74 seconds, you gain +40 armor, you move 33% faster, and your attacks deal holy damage. Your attack skills cannot be blocked. This Skill is disabled for 120 seconds. (maybe add a condition to the "cannot be blocked" like "while enchanted")
You epic fail. Stop thinking you know anything about the game.

The buff to balthazar is so retarded I had to re read it because surely I couldnt believe someone would be that idiotic.

You basically made an absolute RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO of yourself.

Joe
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