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Old Jan 20, 2007, 03:06 AM // 03:06   #21
Frost Gate Guardian
 
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Skill Name: Glowing Gaze
Impressions: nerfed too much, now that sf its more balanced i dont understand why nerf glowing gaze (not even a little).
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Old Jan 20, 2007, 03:10 AM // 03:10   #22
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Quote:
Originally Posted by TB_
Monk Smiting:
Skills which targets foes needs radical increase in dmg to bring a smiting monk inline with other professions. Suggest reduced casting time, recharge time and dmg output of skills like: Bane Signet, Banish, Holy Strike, Ray of Judgement, Sig Of Judgement, Signet Of Mystic Rath, Signet of Rage, Smite, Spear Of Light, Stonesoul Strike, Word Of Censure. I would also suggest more effects in these
skills against minions..
exactly what i think,

Spell name: Signet of mystic wrath and signet of rage bane signet
Impressions:need all to be 1s cast, 15 recharge,, this will increase the efectiveness greatly

Spell name: smite
Impressions: is the same as spear of light but weaker and more expensive. needs a rework or make it a clone of spear,

Spell name: ray of judgement
Impressions: too expensive, also de disable limits this spell completely, remove the disable and reduce recharge like 5 seconds, compare it to the new signet of judgement, 15 vs free, 110 damage versus 80, almost same recharge, disable vs no disable, ray its very weak :P

Spell name:word of censure,
Impressions:not enuf damage for a spell that cant deal good dps to someone already hurt, too energy intensive, and its not as spamable as it should be, maybe 5 energy and a drop of damage, to make it more and more casteable

Spell name:Kirins wrath and symbol of wrath.
Impressions:reducing the casting time to 1 second will make this spells viable, also, i didnt know this ones have a 1.75 aftercast like aftershock, or even in order to compensate, make them 10 energy, 1 s cast, 25 recharge.

Smite line:
most smite spells are extremely conditional, a smite monk would need 2 spells to deal 120 damage on a target, while many other classes need just 1 to deal outputs over 90
smite monks only work versus atacking characters, mostly warriors, dervishes, sins, but only when they are attacking you or someone really close to you in order to be able to trigger spells like holy strike, smite monks are never good versus a caster because ranged spells never deal more than 60, and casters are almost never atacking next to you

Shield of regeneration
Good change, but it really needs to be 10 energy

Shield of deflection
Great change, but needs to be better, 5 energy perhaps

Word of healing
Great change, but still lacks power versus ZB, more boost needed

Peace and harmony
Not worth the elite slot, id say change it a bit, Gives 1 Energy regen, and after 5 seconds, when this enchantment ends it removes 1 hex and 1 condition with X heal

Signet of Judgement
Excelent change; with this, its the first time im able to make a smiter in RA and actually help my team,

Signet of rage
Needs a buff; make it 1 second cast too

Balthazars pendulum
Bad elite, not worth the slot

Shield of absortion
Bad change, with the massive rise of Burst sins killing you in 3 seconds its very very bad

Shielding hands
Excelent change

Unyielding aura
Bad elite, its a joke, my proposal is to make this enchantment unremovable for 10 seconds, then it can be shattered or warever

Venganze
Bad spell; make it unremovable for 10 seconds

Release Enchantments
Needs a buff, like 50 per enchanment at +12 favor

Supportive spirit
Bad spell, an even worse version of pendulum

Divert hexes
Bad change, this one was fine with 1 second cast, 2 seconds totally ruin it

Reverse hex
Bad spell, 1 second cast and more damage prevention

Kirins Wrath/Symbol of Wrath
So so spell, 1 second cast would make smiters extremely happy, me included

Reversal of Damage
So so spell, needs recharge of like 5 or 4

Signet of Mystic Wrath
Good change, could be better with 1 second cast

Smite
Bad spell, a worse clone of spear of light, make it 5 energy

Word of censure
So so elite, Needs to be 5 energy OR More damage

Ray of judgement
So so elite, Need to remove the disable time and 10 energy 20 seconds recharge

Merged posts; Please use the edit button instead of creating separate posts when unnecessary in this thread.

Last edited by Mercury Angel; Jan 21, 2007 at 01:57 AM // 01:57..
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Old Jan 20, 2007, 03:12 AM // 03:12   #23
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  • Beguileing haze-MUCH better: It now has a real use, and is not only cool, but is now a much more unique skill.
  • Flashing Blades-Better!: While I used it before the update on my RA sin builds, it is now really, really deserveing of that elite slot
  • Heart of Shadow-better: its now a real heal, rather then some sort of freaky thing that had no place in a skillbar
  • shroud of distress-Much better: Needing to constantly recast a spell of arguable use...just wasnt worth it
  • all other sin skills....are better
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Old Jan 20, 2007, 03:31 AM // 03:31   #24
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Skill Name: Gladiator's Defense and other stances
Impression: Too much... I liked it the way it was. Big changes like that scare the people. Keep that in mind.
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Old Jan 20, 2007, 03:38 AM // 03:38   #25
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*rampage as one- now useless from a pve standpoint.
*power attack-PERFECT. ty.
*lightnint hammer- needs to be fixed. to spamable
*antidote signet-ty about time.
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Old Jan 20, 2007, 03:57 AM // 03:57   #26
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Assassin

Beguiling Haze: Big Fan of the adjustment with Daze. Now a useful skill and the energy cost seems good

Monk

Divert Hexes: 2 second cast is too much. Divert has counters that can used by hex teams and its 1 character on the team that needs to be shut down. Using divert means in most matches you have a dead elite which is a drawback already. If anything reduce the hexes removed range and return the recharge to its originals state.

Dervish

Avatar of Grenth: The recharge is no real drawback. Move back cast safely. The problem is the skills effect when it is up.
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Old Jan 20, 2007, 04:00 AM // 04:00   #27
Vel
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Unplayable class/No need to play class = Paragon. Fix it!

SF + Glowing Gaze = Nerf on GG is unwarranted. SF seems to be right maybe 10% less dmg output. Then again HA is not all the game in GW. Remember DoA where you have monsters whose damage output does not match the rest of the game. Also, the same goes about elite areas. So, SF+GG mustn't be nerfed. Instead of nerfing a much used or overused skill, improve/buff an underused skill that provides alternatives.

Divert hexes = This game needs much better hex removal than what we have now. This nerf was just unwarranted. I was thinking a 5e cost on this one with more recharge time. Divert hexes build is difficult to play as it was prior to update anyhow. Expected to see 1 sec recharge on glimmer of light. Surely, it does not need an elite status with 5-1-2 setup.

Shield of Deflection = Why 1 sec cast time? No one needs to interrupt it anyhow. leave it as is. it is a decent skill. also, dont touch stoneflesh aura.

Hexbreaker aria = reduce the adr req to 6.

e-finale = reduce e cost to 5 and add slabs to e-gain like 1 till 6 rank, 2 till 12 rank and 3 till 14 rank. ** This skill was molested in prior update**

Will add more if I have time to experiment. last words. don't change skills based on HA. it is just a part of the game.

- Vel

Last edited by Vel; Jan 20, 2007 at 04:06 AM // 04:06..
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Old Jan 20, 2007, 04:21 AM // 04:21   #28
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Hard rezzes:
I think the changes will make battle rezzes more possible but resetting after a near miss will take a while longer than normal. dont think it will make too much of a difference

Resurection chant(specifically):
15 sec recharge. that really is a bit much. good skill, but not THAT good.
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Old Jan 20, 2007, 04:41 AM // 04:41   #29
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Weakness
Impression: The consequences is simply too great especially with such a skill as enfeebling blood allowing for massive infection. Daze would be very highly understandable as so few skills cause daze unconditionally.

Minion Control Capping
Impression: Is there a chance to just lift the cap for PvM and leave the cap alone for PvP?

Vocal Minority
Impression: Needs to be 5e 3/4s activation 4s recharge

beguiling haze
Impression: did not need the buff

Steady Stance
Impression: movement penalty should be incurred since it is so heavily used in combination with drunken blow/desperation blow to charge up "Fear Me!". Recharge time should be increased to 15 seconds or the amount of adrenaline gained should be on a harsher scale.

Shield of Absorption
Impression: The 1 second casting time was uncalled for. 1/2 or 3/4 casting time is more understandable.

Fear Me!
Impression: reduce the AoE to adjacent.

Malaise
Impression: Needs to have similar effect of Panic in terms of recharge and cost.

Reaper's Mark
Impression: Degen needs to be the one nerfed not the energy regain.

Wither
Impression: Needs to mimic its mesmer counterpart in terms of e-cost.

Expel Hexes
Impression: Either increase hexes removed or decrease the recharge. We need something with more hex management and removal power.

General Elementalist Skill Updates
Impression: I generally agree with most of these updates.

Flare/Stone Daggers
Impression: I think it was a fair but the scalability is a bit too great in consideration to their recharge and casting times.

Mind Freeze
Impression: Somewhat understandable, but I would think upping the cost of energy would definitely balance it out. I understand that this was probably used to make droknor's forge running harder.

Savannah's Heat
Impression: It was fine as it was since it only had a 5 second duration. Don't understand the tuning.

Spiritual Pain
Impression: Fair.

Antidote Signet
Impression: Throw in weakness removal if this weakness "-1" skills remains.

Malign Intervention
Impression: This really needs to be reworked, "If hexed foe dies while hexed with Maligned Intervention, an animated 0..6 bone minion is summoned under your control."

Elemental Flame
Impression: Needs to be reworked as well. "Whenever hexed foe suffers or recovers from an elemental hex, foe is set on fire for 0...5 seconds."

Magehunter Smash
Impression: Needs some reworking. add, "Otherwise does +1 ... 15 damage."

Strike as One
Impression: Number of attacks needs to scale with the ranks in beast master.

leviathin/griffon sweep
Impression: With the removal of the "evasion" component, it the change is understandable.

Removal of the Evasion component
Impression: I'm against it.

Smiting Skills
Impression: Skills that target the opponent directly needs to be either boosted in terms of recharge.

Will continue to comment further.

Last edited by DarkCloudInc; Jan 22, 2007 at 10:13 PM // 22:13..
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Old Jan 20, 2007, 04:48 AM // 04:48   #30
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I haven't played all the changes, but looking at what they were, I like them. There are some I question, such as:

-Ancestor's Visage/Sympathetic Visage
I think they got hit a little hard, but it wasn't too much, just scaled down


The following are what I found as good changes:
-Ritualist Restoration Attribute
I like the changes I've seen. It makes the ritualist a good healer, near the level of a monk, (except a ritualist still has no direct hex removal)

Edit: The changes listed on the game updates page on the Guild Wars site for the resilient spells (Resilient was Xiko, Resilient Weapon) weren't actually made, atleast on the hover-over box, and the list. I'll be testing these shortly, and give notice.

- Weapon Spells - a good number of them are now actually worth considering in a build

-Matra of Recovery - GREAT! I was just using this lately, and it seemed like no matter how high my Fast Casting was, Mantra was always short.

Overall, I like the changes. They aren't completely devestating (i.e. Spirit Bond), but it's enough to make people rethink some builds.

Last edited by knif; Jan 20, 2007 at 03:13 PM // 15:13..
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Old Jan 20, 2007, 05:17 AM // 05:17   #31
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Skill Name: Destructive Was Glaive
Impression: HORRIBLE for pvp. Overpowered, NO way to stop the spike, destroys all other builds. I suggest maybe a buff for the channeling skills in damage, but not this item. I've been playing HA for about 5 hours or so now and have faced a ton of these builds, and have lost to every one. Please nerf it before the event is over. This unbalance will surely ruin the event.
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Old Jan 20, 2007, 05:31 AM // 05:31   #32
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Mantra of Recovery

Power Leak

Power Block

MWAHAHAHAHAHAHAAAHAHAHAHAhAAAHHAHAHAhAAAAA... (the maniacal laughing continues on for 3 pages, but i thought i'd better edit it)

ty for making up for the sad set of elites nightfall gave mesmers (excluding BSurge ) by boosting the classics with steroids
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Old Jan 20, 2007, 05:37 AM // 05:37   #33
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Avatar forms: I dislike the increase recharge time
Avatar of Dwayna: I like the change
Avatar of Lyssia: ditto above

Critical Defenses: Like the change

Dancing Daggers: Better

Feigned Netruality: better, but reduce the recharge time as well
Frozen Burst: I like the reduced recharge time, damage change doesn't really bother me

Healing Burst: love the change
Heart of shadow: like the change

Ice Spear: flare, lava arrows, and stone daggers got buffed, but not this one? At least get rid of the reduced range or something.

Locusts Fury: Better

Mighty Throw: I still don't like the cast time at all on this one. How about change it to .5sec and increase the ade req?

Necro skills: hate the buffs, love the nerfs. (No I don't play necro)
Nine Tail Strike: like the change

Resserect: dislike the increased recharge time
Res Chant: Like the reduced casting time, I hate the recharge time
Rit Changes: Most of them seem nice


Searing Flames: Not nerfed enough

Warrior Stances: Changes are blah. Only thing they do is drain more energy from a warrior's limited reserves. At least let them last 1-8 or 1-10 seconds if they are going to double the energy cost.
Water Elementalist Spells: In general they are still in need of a buff (particularly a damage buff)
Water Trident: I like the change, but added damage would be nice too.
Word of Healing: Better

Attackers Insight: needed a buff but didn't get one
Suggestion: make it reduce the cost of the next 2...5 attack skills by 3...10.

Merged posts; Please use the edit button instead of creating separate posts when unnecessary in this thread.

Last edited by Mercury Angel; Jan 21, 2007 at 01:59 AM // 01:59..
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Old Jan 20, 2007, 05:39 AM // 05:39   #34
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Skill: Flashing Blades
Impression: *falls to ground and kisses Gaile's shoes* THANK YOU! SINS CAN LIVE NOW!

Skill: Beguiling Haze
Impression: Awesome, a much more practical Shadow Step that further griefs Monks, and a suitable energy cost too.

Last edited by Jeff Highwind; Jan 20, 2007 at 05:43 AM // 05:43..
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Old Jan 20, 2007, 05:41 AM // 05:41   #35
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(I should mention I'm a primary Warrior, so these affect me greatly)

Skill Name: Power Attack

Impressions: Overpowered or too quick to recharge. The skill now completely overshadows all other Warrior damage dealing skills and may force too heavy a reliance of this skill. Reduces potential for variation. Coupled with certain secondaries this skill may be far too exploitable as it can be "spammed."

Recommendations: Increase recharge time to at least 4 seconds or else cut back on + damage. It rivals Thrill of Victory for damage in one hit without having the same limitation of health differences.

Skill Name: Gladiator's Defense

Impressions: Horrible, utterly horrible. This skill barely lasts any time at all and is no longer worth the slot in my skill bar. Before it was excellent at taking pressure off healers for a few seconds and dealt a little damage to boot. Now it provides almost no relief and the damge output isn't worth it either.

Recommendations: Either increase the duration again, the energy cost (perhaps 10) or else drastically increase the damage dealt for each blocked attack. This skill needs to either be defensive or offensive. Right now it is neither.
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Old Jan 20, 2007, 05:47 AM // 05:47   #36
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Divert Hexes: The skill was fine as is, if anything there needs to be viable non-elite counters to hex heavy builds.

Avatar of Grenth: There should've been something done to this skill besides the 30 second recharge (which is hardly a balance change to begin with). Whenever an enchantment is removed, the attack skill used to do so should be disabled for an additional 10 seconds.
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Old Jan 20, 2007, 05:55 AM // 05:55   #37
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Mantra of Recovery: This is way to much. One mesmer can keep up a perma aegis, diversion, and shame. He can also keep up energy just fine.

All avatar forms: Doing nothing to these avatars (grenths main) makes me sick. If you call adding a 30 second recharge a balance, then your mistaken.

Searing Flame: -2 second burning....not enough. Try adding a recharge.

Blinding Surge: Good nerf.

Glowing Gaze: Great nerf.

Divert Hexes: Do you want hex builds to be the meta game now with all the buffs to necro hexes. This was a bad nerf.

Spoil Victor: Nerf is ok, try less damage.

Weapon of Warding: Great buff.

Beguiling Haze: Good buff.

Feigned Neutrality: It was needed. Good buff.

Slayer's Spear: Too much of a buff.

Last edited by Satans Dominatrix; Jan 20, 2007 at 06:15 AM // 06:15..
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Old Jan 20, 2007, 05:55 AM // 05:55   #38
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2 Purge Signets in any GvG build that has a chance to win just isnt right.
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Old Jan 20, 2007, 05:59 AM // 05:59   #39
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Two quick bullet points

1) With those skill updates, Hex pressure builds will be the kings of gvg , they are already very powerful, you made them even stronger by buffing many necro hexes, and nerfing Divert Hexes. Why?
2) Nothing was done to awful Avatar of Grenth and Avatar of Melandru - one of the most imba skills in the entire game. Increased recharge time? Lol, anyone with a brain will cast them outside of range of enemy interrupters and c+space zerg can begin anew.
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Old Jan 20, 2007, 06:04 AM // 06:04   #40
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Skill Name: Word of Healing
Impressions: Nice change. Might be used a little more often.

Skill Name: Critical Defenses
Impressions: Better, worth using even more now.

Skill Name: Shield of Absorbtion
Impressions: Change on this was nice, but maybe go for 1/2 or 3/4 second cast instead of 1 second.

Skill Name: Reusable Resurrections
Impressions: Nice change on the reduced cast times, but not sure if the extended recharge times are necessary.

Skill Name: Sharpen Daggers
Impressions: I don't see the need for a nerf here, was better unchanged.

Skill Name: Shield of Regeneration
Impressions: Seems a bit strong now. Maybe try for a 10 second recharge? Casting time change seems fine though, as it fits in better with other Protection skills.

Skill Name: "Stand Your Ground!"
Impressions: Only affecting party members is fine, but the energy requirement does seem a bit high. Might force even more Paragons to go P/W.

Skill Name: Bloodsong
Impressions: Move to Channeling is a strange idea, keep as Communing. Cost reduction is nice, but maybe try 10 energy.

Skill Name: Death Blossom
Impressions: 4 Seconds seems a bit short compared to other dual attacks, especially sicne it does area of effect damahe. Make the recharge a little longer, 8 seconds might be better.

Last edited by Random Monk; Jan 20, 2007 at 10:25 PM // 22:25..
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