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Old Jan 20, 2007, 06:15 AM // 06:15   #41
Pre-Searing Cadet
 
Join Date: Jan 2007
Guild: Guardians of Illusia
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Assassin:

Skill: Feigned Nutrality:
Cool. Good nerf. This skill needed it.

Skill: Flashing Blades:
This skill used to be useless. The 75% Block rate is perfect.

Dervish:

Skill: Avatar Forms:
Melandru is still a bit much with the condition immunities, but the nerf in general is good.

Skill: Mystic Regeneration:
This skill needs a nerf. The casting time is fine, however the recharge time needs to be near to over the duration of the enchantment. Also, there needs to be some sort of maximum possible regeneration. This would allow the enchantment to retain its effectiveness, but with the ability to be removed.

Elementalist:

Skill: Blinding Surge:
The effect is fine, but for that effect, 5 energy was too little, so the nerf to 10 energy is good.

Skill: Glowing Gaze:
This nerf will not destroy the energy management. However, at its original recharge it was perfectly fine as well. Regarding the nerf on Searing Flames, I believe the recharge time should remain at 5 seconds, however, 8 seconds is not bat either.

Skill: Icy Prism:
This skill’s recharge time is far too short. This will shut down resurrection signets with overbearing vigor. The original 15 second recharge time was ideal.

Skill: Icy Shackles:
The increase to recharge is excessive. The point of this skill was to keep people slow for a long time and discourage enchanting. This cannot be achieved as effectively as it should be. The new effect is wonderful, but the recharge needs to be brought down to 5 seconds.

Skill: Mind Freeze:
Many people are complaining that Mind Freeze has had too big of a duration. I agree, but it need a middle-ground. I think 1 to 8 seconds is ideal.

Skill: Savannah Heat:
Good Buff. Searing Flames was far more damage, so a decrease in energy for this skill is great.

Skill: Searing Flames: This skill was disgustingly overpowered. This skill can now only barely set its own fire, so the decrease in duration of burning is great. This skill will still be powerful, but not overly. Leave it as it is now.

Mesmer:

Skill: Energy Surge:
This skill only removed energy from one target, and the damage was not high enough to warrant a decrease in AoE. I think it should revert to exactly how it was.

Skill: Power (Bock, Flux, Leak, Leech):
All these skills had the recharges decreased. Interrupting is one of the mesmer’s main jobs. This is what they excel at and thus, they have the best interrupt skills. Good Buff.

Skill: Spiritual Pain:
Mesmers are not offensive in terms of their damage output. Thus their AoE skills should not deal excessive damage. This skill already has wonderful applications and I think it is more fitting to the Mesmer Profession to decrease the damage dealt. This skill will still retain its power though.

Monk:

Skill: Divert Hexes:
Thank you!!!!!!!!!!! This skill was ridiculous. The casting time nerf made it easier to interrupt it, and also, it now takes a longer time to remove mass hexing, effectively buffing necromancers. The effect and use of the skill are still as good as any elite should be, but no more. The casting time nerf was all this skill needed to be balanced.

Skill: Shield of Regeneration:
The recharge on this skill was obsessive. Now, the 5 second recharge allows this skill some real use. But with a 15 energy cost, monks still can’t spam this skill for long, which allows moderation in the usage regardless of recharge.

Skill: Word of Healing:
Compared to Zealous Benediction, This skill was obsolete. However, With the power heal ability buff, this skill makes healing prayers useful again. Once again ANet good buff.

Skill: Zealous Benediction:
This skill remains overpowered. The recharge needs to be increased, but only slightly, I think 8 seconds would be great. Also, the fact that a Protection Prayer can heal for 190 health seems excessive. Lower the health gain just a little, to around 150 I think.

Necromancer:

Skill: Depravity:
Good. This skill needed a better recharge, and now it could cause some decent E-Denial. Necros most definitely needed the help in this area as most of their skills are PvP useless.

Skill: Discord:
Good, now that this skill has some actual damage output, it might see some daylight. The damage before was really low. Now, with over 100 damage, this skill can cause the harm an elite skill should. Necros have a way to compete as power spikers now. Necros, as I said before, need that muscle buff.

Skill: Gaze of Contempt:
This skill was fine as it was, but is better now, however it is still not overpowered with its long recharge time, so I believe it should stay as it is now, with less energy cost.

Skill: Malaise:
This skill was only useful because of the -2 energy degeneration. With only one arrow, it is nearly pointless to bring with you. The damage at zero energy is not nececary, and with the lesser energy degen, this is not achievable. Malaise needs to revert to exactly what it was before the nerf.

Skill: Malign Intervention:
A useful skill now. Perhaps Anet doesn’t hate necromancers as much as it appears. This should remain as it is now, with the shortened recharge. However, creating a minion without exploiting a corpse seemes to be a bit odd. Minions have always exploited a corpse. But don’t mind me if I seem like I want you to moderate Necro skills too much. Necros need some serious beefing to be balanced. Thanks. But fix Wither.

Skill: Reapers Mark:
The decrease in energy return is fine, but this skill needs a shorter recharge time. 5 seconds seems appropriate. Maybe decrease energy return further, but leave the degeneration as it is.

Skill: Rend and Rip Enchantments:
The buffs are fine, Necros’ enchantment removal has always been what there good at, so let them excel at it. With Rend’s 30 second recharge time, this skill is still appropriately balanced. Just no shorter than 30 seconds.

Skill: Wither:
See Malaise. Restore this skill to what it was.

Paragon: No specific skills need nerfs or buffs, but paragons could use some better skills in general in the next campaign.

Rangers:

Skill: Rampage as One: This is a good nerf. The skill is still permanent in its duration, just higher in energy demands which for a skill of such good effect, this is good.

Skill: Spike Trap:
The Crippled duration was doubled. Perhaps an increase in duration would be appropriate, but 25 and greater seconds is rather excessive.

Ritualist:

Skill: Displacement: The reduced block rate is an improvement. 100% evasion was overmuch as it could completely invalidate weapon user classes of a period of time. And 75% is still useful. Good Nerf.

Warrior:

Skill: Gladiator’s Defense:
The skill seems a bit shaky now, as well as many other warrior stances, but I have yet to test this so, I cant be definitive.

Skill: Power Attack:
Cool, Warriors have a powerful attack now. That’s good. I think they needed it. Warrior’s damage was getting far too much outmatched, by other professions. (I mean too unmatched , Obviously, eles should still do more DPS)

Skill: “You’re All Alone!”
Cool, The skill was infinitely maintainable before, but 7 second duration is that perfect middle ground between too good and not good. This skill will still be useful, but it is now balanced.


Epilogue:

Overall, The Nerfs/Buffs were good. However, Necromancers still are not as balanced or useful in PvP as they should be. Also, Paragons seem to be a bit underpowered in general. I applaud ANet for making a 90% awesome skill update, but some things aren’t perfect. Cool. I’m so glad to have the ability to have this influence on the skills in the game. With ANet showing such direct involvement, I think that they are really doing a great job with Guild Wars in general. I get mad at them sometimes, but in general The developers of Guild wars are good at what they do. Thank you ArenaNet!
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Old Jan 20, 2007, 06:24 AM // 06:24   #42
Pre-Searing Cadet
 
Join Date: Jan 2007
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Skill: Shadow of Haste
CHANGE IT BACK TO THE WAY IT WAS!!!
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Old Jan 20, 2007, 06:38 AM // 06:38   #43
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1: Avatars
- Kind of liking the change, but I would've rather had a personal change to Avatar of Grenth.

2: Blinding Surge
- Was suspecting this, no complaints.

3: Glowing Gaze/SF
- Not that big of a hit, but SF never really bothered me.

4: Sandstorm
- Was suspecting this would've gotten something done, as its one of the more powerful AoE spells in the game - large effect, long lasting time, and fast recharge.

5: Divert Hexes
- Near useless. It's enough sacrificing your elite just for some hex removal, especially on a monk.

6: Hard Resses
- Loving the changes :]

7: Shield of Absorption
- Nothing to complain about here, I'll still use it.

8: Shield of Deflection
- I might not use it, but the change is good.

9: Signet of Mystic Wrath
- Never had a problem with it, but I can see why it was nerfed.

10: Word of Healing
- Great buff, I love it.

11: Discord
- I'm sure there'll be some one spiking with this skill :O

12: Spoil Victor
- Would've liked to see a change to damage instead.

13: Signet of Return
- Amazing improvement.

14: Rampage As One
- Hmmm, I dunno about this one.

15: Trapper's Speed
- This skill is amazing, hands down. Definitely will use from now on.

16: Rit stuff
- Too much to focus on

17: Critical Chop
- I think the recharge was a bit too much, the damage is fine though.

18: Frenzied Defense
- Nothing you do to this skill will see it's use in PvP, but I think it'd be good in PvE (warrior farmers?)
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Old Jan 20, 2007, 06:53 AM // 06:53   #44
Ascalonian Squire
 
Join Date: Jan 2007
Guild: The Crimson Knighthood
Profession: Mo/D
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Divert Hexes
- 2 second cast is a bit too much I think. I found it to be fine the way it was before.
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Old Jan 20, 2007, 06:53 AM // 06:53   #45
Wilds Pathfinder
 
Join Date: Jul 2005
Profession: Mo/
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Necromancer is ridiculously strong now. The old broken MM Hexes build isn't touched ( Soul Reaping needs to be reworked again). A lot of Necro skills got buffed, they can be a hex machine now, and Divert was killed.
Necro also has some of most easy skills to make Weakness ( which is also insane) : Enfeeble, Enfeebling Touch, Enfeebling Blood.

Dervish : Avatar form recharge isn't the broken point of that form -_-
Ele :
Lightning Hammer : reducing from 15s recharge to 2s recharge is insane
Blinding Surge : it seems ok, but need more time to see it in gvg.
Searing Flame + Glowing Gaze : seems ok.
Savannah Heat : 25s is too long IMO. Should keep it same as before.
Mesmer :
Mantra Of Recovery : overbuffed. Either reduce to 5e or increase duration. Buffing both makes it too power.
Price of Pride : overbuffed
Monk :
Healing Burst : increasing AoE range can't help this skill. Its recharge still sucks.
Divert Hexes : not worth anymore.
Resurrection chant : from 0s to 15s recharge is too much.
Shield Of Absorbtion : overnerfed. Should reduce recharge or increase casting time only a bit ( 0.5s)
Other monk skills seem ok.
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Old Jan 20, 2007, 07:16 AM // 07:16   #46
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Join Date: Oct 2006
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I am writing on behalf of all paragon lovers.

The motivation heal spell nerfs are out of control. The skills already have so many conditions and trigger requirements that there was no need at all to nerf these. Now, the motivation healing builds are completely useless past noob island.
  • Aria of Restoration: decreased healing to 30..90.
    nerfed FAR too much
  • Aria of Zeal: decreased Energy gained to 1..6.
    unecessary nerf, but bearable
  • Ballad of Restoration: decreased healing to 30..90, decreased recharge time to 15 seconds.
    nerfed FAR too much
  • Blazing Spear: increased damage to 5..25.
    YAY
  • Chorus of Restoration: decreased healing to 30..90.
    Nerfed FAR too much.
  • Hexbreaker Aria: increased casting time to 2 seconds.
    uh.. why? also the trigger requirement on this is ridiculous for its cost, cast time and recharge time. A completely useless skill in its current state.
  • Slayer's Spear: decreased recharge time to 4 seconds, increased damage to 5..30.
    yay.
  • Song of Restoration: decreased healing to 30..90.
    nerfed FAR too much
  • "Stand Your Ground!": now only effects party members, Energy cost increased to 15.
    okay... but why the extra energy cost?

If you are going to decrease the healing amounts so much for the motivation skills, then the triggers for said skills need to be broadened. Like changing, "when casting a spell" to "upon any action" (ie all spells, skills, attacks, etc.)

Motivation Paragons used to at least be able to kinda hang with the monks and such but have no chance now.

Also, I agree with the increased damage on the spear skills but I think either more need to be increased or the base damage or ROF of the spear itself need to be increased in order for any spear build to be viable at all. Why not give us some variance on equipment too? Some spears with higher arc, natural armor pierce, some with slightly farther range like the rangers have...

Frankly, I can't believe that a character type that is already being complained about as too weak has been nerfed so much and a skill like Searing Flames had a mere 2 seconds of burn time knocked off...

We have majorly missed the mark here. The only thing that needed to happen to Paragons is for the spear stuff to be stronger. Hexbreaker Aria needs to be made a real skill and Song of Restoration [Elite] needs to be stronger and definitely easier to activate than the non-elite motivation heals.
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Old Jan 20, 2007, 07:24 AM // 07:24   #47
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Guild: Xen of Onslaught
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Sympathetic/Ancestor's Visage:
Enough farm builds were hit during this update, and this was a double whammy: Decreased duration already was a nerf, since now you need to spam 10 energy every 10 seconds, but also the fact that you can't even have a 10 second duration until 14 illusion is just sad. Suggestion: Leave the recharge times, increase duration to 4...10...12.

Searing Flames:
I quite like how this skill was indirectly nerfed with glowing gaze. It's still a useful elite but its harder to maintain now.

Firestorm:
Increase AOE to bring it up to par with other fire skills, though this was a step in the right direction.

Bloodsong:
Suddenly you made this spirit "pain" on steroids, and then procede to move it to a line away from all other spirits of its kind. Suggest moving back to communing.

Critical Chop:
Why would anyone ever use this skill now? 15 second recharge on a warrior energy attack... right...

Glads defense:
Suggest duration being 1...8

WoH:
Nice change, glad to see WoH getting some love now that the new NF elites are outstripping it.

In general:
We all know how much you hate the farmers (i.e. 1 second rend enchantment cast was clearly not a PvP boost), nerfing SoA, SV/AV, etc, but seriously, it gets to a point where a guy can't make decent money any more. It's not like you can even make that much off of anything other than DoA anymore, as most droprates have been nerfed into oblivion.

Last edited by ca_aok; Jan 20, 2007 at 07:27 AM // 07:27..
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Old Jan 20, 2007, 07:37 AM // 07:37   #48
Div
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Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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From the perspective of a GvG player that dabbles in HA and also PvE's (yes I have KoaBD so I'm not PvP only).

Skill Name: Nightmare Weapon: now works on the next 2..5 attacks.

Impressions: I'd like to highlight this skill as why the guild "guess who fails at skill balance" was created. Dual shot rit-rangerspike anyone? At 14 channeling, it's 94 unconditional life steal with dual shot and 141 life steal with distracting shot follow-up. This is impossible to prot against, and 4 ritualists is enough to deal 560+ damage to one target. With 5, they can easily deal 700+ damage, making infuse the only counter. If you want to make this skill good, change it so it affects the next 2 attacks, not 5. This is not to mention that all of the damage is life steal, making them even more defensive than rangers. In GvG, it is plausible to counter against it with a split, but this build would destroy HA with its ability to spike (good on altar killfests) and its ability to self heal (thereby allowing 5 spikers and only one monk--or even 6 spikers). This skill also makes Rt/W flurry sword rits extremely powerful and self-sufficient in places like RA.

----Assassin----

Skill Name: Shadow of Haste: decreased duration to 15..45, increased recharge time to 45 seconds.

Impressions: Should have 30 recharge time, or else it make the skill completely useless in terms of ganking and people can easily wait it off.

Skill Name: Blades of Steel: increased damage per recharging dagger attack to 5..20, up to a maximum bonus of 80.

Impressions: I really like the idea in general of making the assassin a good spikemaster by itself (especially with how overpowered dervishes are and continue to be), but a 200+ damage dual attack is insane. Scale this back to a maximum of 60-70.

Skill Name: Feigned Neutrality: decreased duration to 4..10.

Impressions: Overnerf on this skill. Duration should be restored to almost its original, but make the armor gain only +40 or something.

----Dervish----

Skill Name: All avatar forms: increased recharge time to 30 seconds.

Impressions: Not nearly enough nerf on the Grenth's (or even Melandru's). Grenth's should be higher energy cost (15 or 25) or should only remove an enchantment if there is 2 or more enchs on targets. Melandru's health increase should be lowered to 100 or 150. 200 is insane with imbue health and chilling victory. Scythe attacks are still insanely strong with AoE because of how good the Grenth's and Melandru's dervishes. As evidenced by the (pretty much) inexistence of lyssa, dwayna, or balthazar in PvP this weekend, there needs to be a nerf to Grenth and Melandru and a buff on the others (though balthazar is pretty good for running in PvE).

-Mystic regeneration is insanely powerful in both PvP and PvE. A target with 4-5 enchants can easily get +12-15 regeneration (making things like bleeding completely useless). Needs a cap on regeneration or lower the pips of regen per ench. This ties in with the invinci-ele ganker.

----Ele----

Skill Name: Blinding Surge: increased Energy cost to 10.

Impressions: Much needed nerf on this skill. Having a mesmer or an ele being able to trade 5 energy for 5 energy (mend cond/dismiss/mend ail) with a monk is just insane. Not to mention making a melee ineffective during the time it takes for a monk to remove the condition. Increasing the recharge from 4 to 5 would be nice too, as it prevents spamming on an ele.

Skill Name: Searing Flames: decreased Burning duration to 1..5 seconds.

Impressions: Lowering the damage (maybe 6..78..102) or increasing the recharge (to 4-5 seconds) would help more than the burning duration, but really nice change on glowing gaze.

Skill Name: Searing Heat/Teinai's Heat: decreased Energy cost to 15, increased damage to 10..40.

Impressions: Way too big of a buff. Now needs nerfing. Greatly buffing all other elementalist fire skills is not the way to reduce the amount of SF being used.

Skill Name: Savannah Heat: decreased Energy cost to 5, increased recharge time to 25 seconds.

Impressions: Way too big of a buff. Maybe energy cost should be 10.

Skill Name: Bed of Coals: decreased Energy cost to 10.

Impressions: Similar to all the other fire AoE spells, way too big of a buff. Along with a gale and/or some other knockdowns (or even a deep freeze), these spells can destroy an entire team in a matter of seconds (the combination of multiple buffs makes this insanely imbalanced).

Skill Name: Water Trident: increased projectile speed by 25%.

Impressions: Good buff. Nice to see some water eles being used again.

-Invoke lightning spike. This is worse than bloodspike and something really needs to get done to it. Maybe longer recharge, more energy cost, or less damage.
-Sandstorm. Even with the way the new halls work, having 3 sandstormers is an easy way to rack up 4-5 points in one cast in the altar matches, especially since everyone is running stupid melee characters to try and kill-steal. Way overpowered on conditional damage.
-Master of Magic smiters are currently more powerful than the old AoE smiters, especially when coupled with the overpowered dervishes for area damage. Something about this kill needs to be changed (up recharge to 40 or lower duration to 15 or increase cast time to 2).
-Invinci-earth-ele with stoneflesh aura and sliver armor needs a nerf. If the runner isn't prepared, it forces the entire team to pull back (or risk sending a monk back). Way too strong of a ganker. Either stoneflesh or sliver armor needs to get a nerf in recharge, casting time, or damage.
-Gale seems to need a slight nerf (maybe longer recharge or only 2 second knockdown and 5 energy cost)

----Mesmer----

Skill Name: Energy Surge: reduced area-of-effect to "nearby."

Impressions: I'm surprised this skill was changed after two years in existence.

Skill Name: Mirror of Disenchantment: decreased recharge time to 10 seconds.

Impressions: Good change, but why not move it to the "no attribute" section?

Skill Name: Power Block: decreased recharge time to 20.

Impressions: Good buff. Was pleased to see some other mesmer elites being used.

Skill Name: Price of Pride: decreased Energy cost to 5, decreased recharge time to 5 seconds.

Impressions: This along with panic, and the newly overbuffed malaise/wither can wipe out an entire team that doesn't have expel or divert hexes. Needed buffing, but this may be overbuffed now.

Skill Name: Sympathetic Visage: decreased recharge time to 20 seconds, decreased duration to 4..10 seconds.

Impressions: Good change. Wasn't too big of a fan of how good this skill was. PvE farmers can cry all they want, but now it's usable to take the adrenspike out of warriors.

Skill Name: Mantra of Recovery: decreased Energy cost to 5, increased duration to 5..35.

Impressions: Feels like a big duration buff, but I'm glad to see it being used again. Good buff.

----Monk----

Skill Name: Divert Hexes: increased casting time to 2 seconds.

Impressions: A nerf on this skill is required, but maybe by changing it to 15 energy or making recharge 8-10 sec, or only remove 2 hexes. 2 seconds is way too long.

Skill Name: Shield of Absorption: increased casting time to 1 second.

Impressions: Overnerf on this skill imo. Either make it 3/4 sec cast or 1 second shorter duration. As it stands it can't save a spike and whoever is on the same target for 7 seconds after the spike is dumb...

Skill Name: Shielding Hands: decreased recharge time to 15 seconds, decreased duration to 8 seconds.

Impressions: Good change. Now presearing skills are more useful in other situations.

Skill Name: Signet of Mystic Wrath: decreased damage to 100 maximum.

Impressions: Good change. Now it takes 6 good spikers to kill a target at max damage instead of 4-5.

Skill Name: Vengeance: now adds a 15% damage buff to the target.

Impressions: Agreed with buffing this skill, but with a 30 second revival time and a 60s recharge, it still doesn't work out and why anyone would waste a slot for a 30 second rez and 15% damage buff is beyond me.

Skill Name: Word of Healing: Conditional healing increased to 15..100.

Impressions: Much needed buff. The prot line was getting too dominant.

Skill Name: Shield of Regeneration: decreased casting time to .25 seconds, decreased recharge time to 5 seconds.

Impressions: Much needed buff on an underused core skill, though to be honest, for 5 more energy and using up an elite, +1 regen and 2 more seconds duration compared to healing breeze isn't that appealing. I know it gives +40 armor, but this skill will never see high level PvP play unless something big is changed (maybe less energy cost and shorter duration, say 5 energy with 6 sec duration as a spike stopper)

-Mending touch's recharge has to go up. It is way too cheap of a skill to remove 2 conditions off yourself (or nearby target).
-Healer's boon needs a modification so that those without divine favor can only get 2-3 casts before it runs out (similar to most other primary profession skills)
-Love the buff on hard rezzes

----Necro----

Skill Name: Insidious Parasite: decreased recharge time to 12 seconds.

Impressions: Good to see some old prophecies skills still get some love.

Skill Name: Spoil Victor: decreased duration to 20 seconds.

Impressions: Good nerf. With the change of divert hexes back to 1 second, this is no longer as overpowered as others claim it is. I still recommend taking out cyclone axe from the guild lord as it likes to attack itself to death with spoil victor on.

Skill Name: Reaper's Mark: decreased Energy return to 5..15.

Impressions: Good nerf. Maybe lower the energy return a little more, but the degen is fair since it's an elite.

Skill Name: Rend Enchantments: decreased Energy cost to 5, decreased casting time to 1 second.

Impressions: Good buff. I still don't see why anyone would use this over gaze of contempt though unless it's during a pressure situation.

Skill Name: Malaise: functionality changed to: "For 5..35 seconds, target foe suffers -1 Energy degeneration and you suffer -2 Health degeneration. If target foe's Energy reaches 0, that foe takes 5..50 damage and Malaise ends."

Impressions: Along with wither, this is one of the most insane buffs. Makes switching to low energy set unfavorable too, as user will take 100+ damage. Needs a huge nerf now on the damage dealt.

Skill Name: Discord: Increased damage to 30..110.

Impressions: Might be a slight overbuff and may result in the return of necrospike

Skill Name: Price of Failure: decreased cast time to 2 seconds, increased damage dealt to 15..45.

Impressions: Much needed buff to underused skill.

-Jagged bones-death nova-taste of death combo should have something changed from it. Maybe jagged's recharge should go up to 15 or casting time to 2. Increasing energy isn't much of a solution since those necros never run low. Also, this along with spirit spamming can fuel a necromancer's energy to insanely high levels, even with healer's boon active.

----Paragon----

Skill Name: Unblockable Throw: decreased casting time to 2 seconds.

Impressions: Good buff needed to some of the more unusable paragon skills.

-Great paragon motivation nerfs. They still continue to be a nuisance in halls even with the killing-mindset of the new system. Don't listen to those that advocate buffing paragons. They're either inexperienced in the PvP fields or likes to zergway their way to r9. We saw (before the earliest update) how strong paragons are at both defense and offensive spiking. Even after the nerfs, we continue to see zergway being abused in HA. This nerf is a much needed one to keep the balance.
-Song of concentration should get a buff since now that altar-capping isn't needed anymore, making this skill completely unplayable at 8 adren and 2 sec cast.

----Ranger----

Skill Name: Antidote Signet: decreased casting time to 1 second.

Impressions: Good change. Now this skill may see some use, but only if mending touch gets a change (since mending touch is much more versatile, heals for a minor amount, and still has a shorter recharge and "casting" time). Granted, it's harder to interrupt this and costs no energy, but who sends an interrupt mesmer to counter a warrior with mending touch?

Skill Name: Glass Arrows: decreased Energy cost to 5, decreased recharge time to 12 seconds, increased damage to 5..20.

Impressions: Seems like recharge time is mostly irrelevant, since duration is generally 25+ seconds anyways. Good change in energy reduction and increased damage.

Skill Name: Roaring Winds: increased level to 1..10.

Impressions: Much needed change, or else spirit dies to 2 wands.

Skill Name: Trapper's Speed: increased duration to 5..30.

Impressions: Why anyone would use this in PvP situations over natural stride is beyond me still...even with the buff.

Skill Name: Trapper's Focus: increased duration to 5..20 seconds.

Impressions: Good buff, or else this is one of the most useless elites since it's not even in the wilderness survival line.

Skill Name: Throw Dirt: decreased recharge time to 30 seconds.

Impressions: So I can take my touch ranger out of the grave and use it again? Don't see much of a point to this.

-Burning arrows needs to have its duration lowered (or damage) if Searing flames is to be nerfed. A burning arrows ranger can easily take down a bodyguard before anyone can respond.

----Rit----

Skill Name: Death Pact Signet: changed to: "Resurrect target party member with your current Health and Energy. If that party member dies within 120 seconds, so do you."

Impressions: Glad to see this skill being used now, though 120 seconds still feels a bit too long.

Skill Name: Destructive Was Glaive: holding this bundle now causes Ritualist damage spells to have 25% armor penetration.

Impressions: Way too strong of a buff...

Skill Name: Offering of Spirit: increased Energy gained to 8..17.

Impressions: Makes this skill better than Offering of Blood in every way, regardless of whether there is a spirit around or not since less life sacrifice, though being in the less-used channeling line helps.

Skill Name: Vital Weapon: decreased recharge time to 2 seconds, increased duration to 15..45 seconds.

Impressions: Recharge time was way too buffed imo. Make it 6-8 seconds if the duration is already longer.

-Ritualists overall seemed to be a little overbuffed (channeling line seems too strong now). I understand how the last major skill balance nerfed ritualists to oblivion, but a buff on so many ritualist skills may tip the balance a little too far.

----Warrior----

Skill Name: Critical Chop: increased recharge time to 15 seconds, decreased damage to 5..20.

Impressions: Nice and much needed nerf. I'd say to make the recharge 12s instead of 15s, since an extra 5 seconds is overkill

Skill Name: Gladiator's Defense: decreased recharge time to 15 seconds, decreased duration to 1..6 seconds.

Impressions: Along with other defensive stances, good change.

Skill Name: Griffon's Sweep: increased recharge time to 8 seconds.

Impressions: Good change since evade is now the same as block.

Skill Name: "You're All Alone!": decreased Condition durations to 7 seconds.

Impressions: Mending touch is already the staple skill for runners/gankers. No real need to lower the duration that much (maybe have the skill scale from 0..9..10 based on tactics attribute)

-Would suggest a change in steady stance (to 10 sec recharge, 10 energy cost, only 1..4..5 energy gain, and/or 10% slower movement speed). Even with the nerfs to paragon, zergway still continues to plague HA and steady stance warriors are substitute for more creative options in GvG. In combination with drunken/desperation blow (even if the attack misses), the warriors gains back all of its energy, gains 3 adrenaline, and can deal insane damage along with condition. Reminds me of IWAY and no skill involved in randomly training a target and killing it. If this game is going to be about skill, then steady stance needs to get changed.
-Irresistable blow should get a change to it, now that all evade is considered block

----Heroes Ascent Impressions----

-Kill stealing: on altar maps it seems like the game mechanic favors spike teams that do all of its damage at the same time for a kill. I believe the system awards the team that makes the target lose the most health with the point, but degen-pressure is easily healed, thus making heavy damage (especially spike) teams really good in racking up those points.
-Final Halls map: the relic running one is similar to the other relic runs, and pretty much force builds to have strong snares or ward against foes, thereby limiting creativity in choosing builds. the capping one is too much like AB, and seems silly to me.

Last edited by Div; Jan 23, 2007 at 05:28 AM // 05:28..
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Old Jan 20, 2007, 07:38 AM // 07:38   #49
Pre-Searing Cadet
 
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only problem i have is with monk

Shield of Absorption: 1 second cast is overkill. 1/2 or 3/4 of a second would be much more approprate.

Shield of Deflection: Love the change. still high energied costing. but makes it actually useable


only real thing i am against was the nerf on SoA

ZB needs a nerfing too. maybe a 1....8 energy regain kinda thing
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Old Jan 20, 2007, 07:49 AM // 07:49   #50
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Destructive was Glaive : too good atm. I like the AP idea, but seriously this is way too powerful compared to Air nuking, especially since it's bugged to do even more damage. Suggesting 10-15% AP (it already does a big nuke in itself, it's not like it did nothing else).

Divert Hexes : i hated this skill, truly did, but now it's useless. 2s cast time means that any caster can pack an interrupt and laugh at it. Just having Gale somewhere in the build is enough. I'd suggest 1..2 hexes, 8s recharge, slightly bigger healing (basically like Expel, but can remove conditions and heals for quite a bit to justify 10E).

Bloodsong : Personally i love it in Channeling. It weakens offensive spirit spam build so that all spirits aren't in the same line, and at the same time it gives Channeling Rt a very useful base spirit that heals itself. I'm happy it's there.

Vital Weapon : awesome change. I could play a Resto Rt healer in HA tonight based on that skill.

Wielder's Boon : ditto, awesome change. Perfect combination with Vital Weap

Weapon of Warding : great change, finally usable

Resilient Weapon : seems like a great change... except it wasn't implemented?

Caretaker's Charge : i dislike the change. I really liked when it gave 7E back as it could be used as a small emanagement elite, when you just needed a tad bit more energy. Now it's just a free small nuke coupled with a small self heal, and honestly... seems very weak to me. I used it often before, and i can't see myself using it now.

Empowerment : Goes in the good direction, but seriously this skill has about the weakest effect of all spirits. I'd further drop recharge to 10-15s.

Death Pact Signet : That's the idea, but 120s is very very long. With all the other hard rez having a shorter cast time, this doesn't make it that interesting anymore. I'd suggest moving it to Restoration and make it 60..30s

Signet of Spirit : Energy is a bit too low imo. I'd rather have something around 5..13..16. Before you could get 21E with that.

Avatar of Grenth : Needs some drawback on enchant removal. Currently too good at mindless pressure.

Blades of Steel : Seems quite overbuffed. +80 damage means that this dual attack will often hit above 200. For 5E/8s recharge, that's a little brutal.

Paragon in general : i don't understand most of the nerfs. Paragon seem like they're gonna need some help.

Most other Rt change i think are great. You GREATLY helped Restoration Rt and Channeling Rt.
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Old Jan 20, 2007, 08:16 AM // 08:16   #51
Frost Gate Guardian
 
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Paragon:
Wow. I did understand the purpose of the Paragon (The Support Class) But HEY

(NERF!)!

No use of using the paragon anymore. Might aswell delete it, Paragon the entire class has been nerfed. Its Allmost like having a 55 in a team vs Necros with LOL Rend Enchantment.. I thought and hoped for a Paragon Buff, I Sure do regret, that i completed the game with a paragon.

Well I will make myself clearer:

Rend Enchantments:
Buffed way to much. Change it back

Paragon:
Buff them. Seriously they were overpowered with 2 skills (1 of them = incoming!) and then got the nerfbat!

Critical Chop:
Just reduce the Damage dont mess with the Recharge.

Spoil Victor:
Well this sure needs a reduce in damage.

Sympathetic Visage:
Sure was not in the need of a nerf.

Searing Flames:
Hit that one harder. Less Damage/Higher Recharge.

Mind Freeze:
This is going to hurt very much in PvE.

Dervishes:
Overpowered. Way too much.
I would like to see some less Dervish loving, and more Paragon loving.
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Old Jan 20, 2007, 08:47 AM // 08:47   #52
Frost Gate Guardian
 
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Guild: King Of Slaying [Leader]
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Skill: Glowing Gaze
Impression: Nerfed too strongly, has become a cornerstone skill for many fire ele builds, not just SF, perhaps give Searing Flames a few seconds more recharge instead

Skill: Paragon Chants
Impression: unnecessary balance, the last thing these skills need is a nerf, even if it's small

Skill: Hexbreaker Aria
Impression: Didn't really need a nerf

Skill: Sharpen Daggers
Impression: Nerfed too strongly, was a useful skill for builds such as the critical barrager, maybe merely decrease duration, 5 attacks isn't much

Skill: Avatar Of Lyssa
Impression: Good balance, now rivals other forms

Skill: Signet Of Mystic Wrath
Impression: Needs to be nerfed more- a much needed nerf, if only a small one, still too powerful spike capabilities

Skill: Divert Hexes
Impression: Nerf too strong

Skill: Word Of Healing
Impression: Good balance, atches up against Zealous Benediction for healing power now

Skill: Reaper's Mark
Impression: Nerfed too strongly, needs the better energy gain to make it worthwhile

Skill: Throw Dirt
Impression: Good Balance

Skill: Warrior Stances
Impression: They really needed the decreased recharge time, but the durations should be left how they were

Thanks for running these by the community before the ecome permanent, nice job with most of the balances.
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Old Jan 20, 2007, 08:51 AM // 08:51   #53
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Destructive was Glaive:
Ignore anyone saying this skill is overpowered. There may be a bug in the penetration percentage, but obviously the intent with this, the movement of bloodsong, and the buffs to channeling spells in general is to encourage people to actually look at it as a viable line for once. That means channeling needs elite non-energy-management skills that are powerful enough to make people stop bringing Attuned Songkai or Ritual Lord to every fight. Channeling is still much more limited than air magic, even if this extra damage makes it slightly more dangerous to an unprotected noob than an air ele, because air has tons of utility effects while channeling attacks are still just straight-up damage. This is a game about trade-offs, and one of the fundamental trade-offs we see is that of damage for secondary effects. If air eles get blinding and knockdowns and all that good stuff, channeling should have the potential to do at least equivalent damage. Otherwise we're just being half-assed about this whole concept of balance by making one class objectively better than another. Don't give us a skill line specifically dedicated to damage unless you're prepared to make it deal out serious damage. A good buff, I say. The damage on dropping is totally superfluous, though. Take that out if it will help quiet the whiners.
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Old Jan 20, 2007, 09:11 AM // 09:11   #54
Ascalonian Squire
 
Join Date: Aug 2005
Location: Guild Wars
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Skill name: Bulls Charge
Impression: Should only end when using an attack skill not just any skill.

Skill name: Crippling Slash
Impression: Should add bleeding.

Skill name: Avatar of Grenth
Impression: A character that is able to hit AoE damage up to about ~130, while stripping enchants might need to be reconsidered, NERF!

Skill name: Sight Beyond Sight
Impression: This skill needs to be fixed. It starts out at 8 seconds while being unattribed. A dervish with extend enchantments and this skill can have it up almost full time, NERF!

Skill name: Gale
Impression: A skill that can cause a character to not move and not do anything for 3 seconds while having a 5 seconds recharge... NERF!

Skill name: Diversion
Impression: A skill that can cause a character to not use any skill for 6 seconds while having a 10 second recharge... NERF!
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Old Jan 20, 2007, 09:58 AM // 09:58   #55
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Profession: R/
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Condition: Weakness
The -1 to all attributes has more effect on the ranger's primary attribute, expertise, then any other.
For effective use, expertise needs to be carefully tuned to the skills used, due to rounding of energy costs, effective expertise levels come in so called breakpoints, for instance 8 and 13 for 5E skills. In many current builds Weakness will result in those 5E skills to cost 50% more energy!
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Old Jan 20, 2007, 10:23 AM // 10:23   #56
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Join Date: Apr 2006
Profession: Mo/
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ok, this took a while, but it was fun looking at all the skills. here we go:

New Weakness Effect: i really like it. punishes casters as well as melee. plus it make people think twice about just meeting their break points. skills like enfeebling blood may need to see a tweak as well though with this new weakness. but overall, i love it.


Assassin

Skill Name: Blades of Steel
Impressions: i like the dmg, but think it might be a bit much. wouldnt care too much if it stays.

Skill Name: Feigned Neutrality
Impressions: exactly what was needed. still usable but not overpowered.

Skill Name: Sharpen Daggers
Impressions: didnt see the point in this change. wasnt overpowered before, not viable now.


Overall: i love the buffs overall. glad to see continued love for the assassins.


Dervish

Skill Name: Ebon Dust Aura, Harriers Grasp
Impressions: like the new scaling durations. keeps them viable, just need to invest in the attributes.

Skill Name: Avatar of Lyssa
Impressions: didnt think it needed the increase in energy. its nice, but was fine before.

Skill Name: Avatar of Dwayna
Impressions: again nice, but would have rather seen the number of hexes removed scaled to 1..2 with the break point around 12.

Skill Name: Avatar of Grenth
Impressions: the recharge is something, but it still needs something else. health sac (like OoA, somewhere around 7%-10% or so), energy loss per removal (maybe a -2), disabling of the attack skill on removal (say 10 secs). bump the energy as well, 15 is not bad.

Skill Name: Avatar of Melandru
Impressions: a scaling of the + health, say to 30..170. just like EDA and harriers grasp, make them invest to get the benefits. leave the energy as is.

Skill Name: Avatar of Balthazar
Impressions: needs something, lower the energy to 10 at least. still needs something else though.

Skill Name(s): Victorious, Mystic, & Rending Sweep
Impressions: could all us a small tweak. boost the recharges to 6 seconds. maybe lower the healing on victorious to say 20..65. still will all be viable, but just toned down.

Skill Name: Mystic Regeneration
Impressions: needs a little tweak. move to mysticism (what i would like to see) or boost the +3 pip break point to 9 earth prayers. need to make it at least less viable on other primaries.


Overall: still needs more work, a little to strong still. starting to supplant warriors as the melee profession of choice simply because of one or two skills.


Elementalist

Skill Name: Blinding Surge
Impressions: good enough. takes it away from non primary elementalists. no more assassins, monks, or non air magic mesmers bringing it with little investment and little worry about the energy cost.

Skill Name(s): General Fire Spells
Impressions: nice to see some more power in any elementalist lines. would like to see more power in water rather than fire, but still a welcome change.

Skill Name: Searing Flames/Glowing Gaze
Impressions: seems to be about right with SF. leave the dmg alone, but reducing the burning lowers the power. the change to GG helps keep the power of SF in check. still viable, but toned down.

Skill Name: Lightning Hammer
Impressions: the 2 sec recharge seems like a bit much. makes the use of dual attunements incredible powerful, too much so. pushing it to somewhere between 5 and 10 seems like a better fix. still keeps it better than lightning orb but with a much higher cost.

Skill Name: Mind Freeze
Impressions: like the increase. makes it worth its elite status, but keeps it in check with exhaution and lack of AoE snare.


Overall: like the increased love for the elementalists. keep it up.


Mesmer

Skill Name(s): Ancestor's Visage/Symapathetic Visage
Impressions: a bit much, but not horrible. would rather see them scale 4..12. but not that huge of a change.

Skill Name(s): Arcane Larceny/Arcane Thievery, Simple Thievery
Impressions: very nice. much more viable, but without making them overpowered. perfect.

Skill Name: Energy Surge
Impressions: dont think its needed, but can live with it. might see some different elites on mesmers. can live with it, even if i dont love it. not dead.

Skill Name: Mantra of Recovery
Impressions: love the change, but i think its too much. before was not worth investing enough points to make it last its duration. now its a bit too easy to reach that point. so lets split the difference; scale it to 5..27 or something similar. and leave the energy at 5. much more viable, but requires a larger investment than 8 to hit that powerful of a break point.

Skill Name: Power Block/Flux/Leak/Leech
Impressions: nice change, recharge was a tad high on them all.

Skill Name: Spiritual Pain
Impressions: its ok, still punishes those with spirits at a high energy cost. some will argue that this takes AoE dmg away from the mesmer, but the mesmer lines arent AoE focussed to begin with. it seemed a bit out of place before. would rather see a higher dmg if a spirit is hit, say 15..95, but its ok.


Overall: a good bit of balance here. nothing game breaking (aside from potentially MoR). good overall.


Monk

Skill Name: Balthazar's Pendulum
Impressions: still think it needs a dmg effect aswell, even if its small, say 15..45.

Skill Name: Divert Hex
Impressions: only change that i really dont like. with all the heavy hex builds going around, and with the proposed buffs to necromancer hexes, hex removal looks to be very important. and this was a powerful one, but with the higher cost and elite status to balance it. its not that the change cripples it so much as it had no reason to be changed in the first place. would rather see the recharge boosted than the cast time, and even that is a bit much.

Skill Name: Hard Resurrects
Impressions: overall good. would think a bit lower recharges would be nice, but no complaints here.

Skill Name: Shield of Absorption
Impressions: i think it might be a tad much, but it was justified. it was a very strong skill. maybe a .75 second cast time to appease the masses.

Skill Name: Signet of Judgment
Impressions: nice to see some more love for smiting. makes it much more viable, but not overpowered. it is an elite after all.

Skill Name: Word of Healing
Impressions: always nice to see some buffs to healing. not terribly powerfull now, but a nice boost none the less.


Overall: not too bad, just that one issue. everything else seems very balanced.


Necromancer

Skill Name: Depravity
Impressions: nice change, not too powerful while making it somewhat more viable.

Skill Name: Discord
Impressions: seems a bit too strong right now. with the change to divert hex and boosts to hexes, makes it even easier to meet the conditions of the skill. maybe just scale it back to 20..95. or tweak the recharge a little. it seems just a bit too spammable as is.

Skill Name: Malaise/Wither
Impressions: my absolute favorite changes! i loved wither and malaise, its just that in higher-end pvp they were a bit worthless. now with these changes, you can actually run these skills. the reduced energy drain is balanced perfectly with the the Mind Wrack like effect. puts Wither on par with newer elites like reapers mark.

Skill Name: Price of Failure
Impressions: love this change too. the two second cast it the key here. now its more viable on a primary necro, rather than a mesmer. i do think the dmg may be a bit high though. lowering it to 10..35 would still make it very viable and a bit further balanced.

Skill Name: Reaper's Mark
Impressions: it needs another change somewhere. the energy gain was not the real issue. whether its lowering the degen to 1..5 or increasing the recharge to 15 seconds (or maybe even both), something needs to change. if both, then boost the energy back up.

Skill Name: Spoil Victor
Impressions: needs another small tweak, but its a good start. maybe increase the cast time to 2 seconds or reduce the dmg to 15..80. i think the dmg reduction would make a better balance of the skill. its just a bit too powerful right now, especially with the change to divert hexes.

Skill Name: Ulcerous Lungs
Impressions: like the shorter recharge and the new effect. nice job.


Overall: very good, but maybe a bit too good. unless we see more buffs to hex removal and not debuffs, im not sure this is too balanced.


Paragon

Skill Name(s): Attack Skills
Impressions: nice to see some dmg increases to spear attacks. true spear master paragons seemed to be a bit lacking when compared to other weapon wielding classes.

Skill Name(s): Aria, Ballad, Chorus, Song of Restoration
Impressions: didnt think they needed to be changed, but the overall change wasnt too drastic. still very strong skills.

Skill Name: "Stand Your Ground!"
Impressions: dont think that the energy increase was really needed, but its doesnt break the skill. the "only effects party members" aspect is fine.


Overall: i expected more buffs rather than these changes, which seem more like a step to the side, rather than forward or back. the paragon already sees so little use, either as a support or dmg character. just think the paragon may need to be taken back to the drawing board if it wants to see any significant use.


Ranger

Skill Name: Antidote Signet
Impressions: good, needed a change after all this time.

Skill Name: Glass Arrows
Impressions: much better overall, especially with the removal of evade.

Skill Name: Incendiary Arrows
Impressions: also very nice, may actually see some use finally.

Skill Name: Rampage as One
Impressions: a needed change, but maybe a bit much. maybe a recharge of 15 with a duration of 5..18. keeps it in balance, requiring a larger investment into beast mastery to get the desired duration. if not, its still ok, just seems to push it to the line of not besing worth running.


Overall: buffs of skills that needed it, and a nice balance to a skill that needed it. like it overall.


Ritualist

The spirit "within earshot" change is great. makes it so much more viable to run several different ritualist builds.

Skill Name: Bloodsong
Impressions: i actually like the change to channeling. gives a very strong spirit to an underused line. and the changes to the skill itself are amazing. cant complain.

Skill Name: Destructive Was Glaive
Impressions: Whoa! so many DwG rits running around. the dmg seems to be a bit ridiculous right now. ive seen some claim it actually gives 40% armor penetration, but i havnt tested those numbers yet. if it is giving that dmg increase, ill hold judgment until its fixed. but if these are the actual numbers, its just way too powerful as is. increase the cast time to two or three seconds, increase the recharge to 25 seconds. still gives the potential to spike, just not whenever they want.

Skill Name: Displacement
Impressions: didnt think this was necessary, being that the skill barely survives any duration at all. but its not that big of an issue. still a nice skill.

Skill Name: Empowerment
Impressions: nice buff, turns it into a vialbe skill without the need for ritual lord.

Skill Name(s): Weapons Spells
Impressions: i like almost all of the changes. makes them all much more viable, since almost none of them were before.

Skill Name: Splinter Weapon
Impressions: a bit too big of a buff i think. the potential use with barrage is way too great. good idea, but it will have some crazy effects that i dont think were intended. it needs to be changed. imagine a Me/Rt using mantra of recovery, archane echo, and splinter weapon in a b/p team. its more dmg output than an orders could put out even with the old OoV. *shudders*


Overall: some very nice buffs, just some that may need some rethinking. but overall a good boost to an underused class.


Warrior

Skill Name: Critical Chop
Impressions: needed a change, but i think this was a bit much. change the recharge or the dmg, but both seems like overkill.

Skill Name(s): Defensive Stance, Deflect Arrows, Disciplined Stance, Gladiator's Defense, Shield Stance, Wary Stance
Impressions: i sorta like the changes to the warrior stances. rather than have a huge cool down with each stance, the short recharge plus short duration is a welcome change. makes them all a bit more "on the fly" kind of skills. you dont have to worry about the huge chunks of downtime that they use to bring. the issue is that at lower levels, they become worthless. whats the point of a stance that lasts one second? i think something in the middle would be a better fit.

Skill Name: Power Attack
Impressions: good to see a buff to a very old skill. wish the recharge was 4 seconds rather than 2 though. too many option out there to allow near constant spamming of the skill.

Skill Name: "You're All Alone!"
Impressions: nice tweak. seven seconds seems like the perfect duration for this skill.


Overall: the issue with the stances needs to be looked at, but overall a nice balance.

wow, that was long. overall, i liked most of the changes. id say good job.
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Old Jan 20, 2007, 11:29 AM // 11:29   #57
Ascalonian Squire
 
Join Date: Jul 2006
Guild: We Ninjad Your Guild [Lord]
Profession: Mo/Me
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Monk

Skill Name
Divert Hexes
Impression
In GvG Battles or in any PvP Battle monks usually rely on quick casting times and hope they don't get dazed. The recharge time just kills the skill and overpowers heavy hex degeneration builds. One could merely survive against such build with Expel Hexes. Secondly the skill has limited range of use prior to this update and you could hope to be against hexing teams just to be useful as a monk.
Suggestions
As some mentioned in the above posts slightly bigger recharge time or reduction in casting range (half the normal casting range , touch range could render this skill useless too) could replace the casting time nerf.

Skill Name
Shield of Absorption
Impression
As the above mentioned , needless nerf. Pretty decent skill that helped a lot to deal with Thumpers, damage dealing spirits or Ranger spike. This nerf would be like making RoF with 1 sec cast.
Suggestions
Return the skill to it's original state.

Skill Name
Monk Resurrection Spells
Impression
Nice work. Combined with Holy Haste , Resurrection Chant could be used instead of E/Mos with Glyph of Sacrifice/Chant or Fast Casting Chanters for a 2,5 sec Resurrection (faster than the Resurrection Signet ! ).
Suggestions
None

Skill Name
Dervish God Forms
Impression
Well , not all of them , but mainly Avatar of Grenth. Recharge time is not quite the nerf i expected , if you play safe you will always cast your avatar ... and since there is no anti-form/avatar skill these skills remain overpowered.
Suggestions
There should be some drawbacks using these avatars, primary in Grenth's Form, like having 50% chance to miss/to remove enchantment and in avatar forms dealing X(earth, cold, holy) damage there should be some basic damage reduction of some sort.


Skill Name
Searing Flames
Impression
One of the skills everyone (in my guild) thought should be nerfed. And the nerf wasn't the expected one - the recharge time , instead it's burning time reduction that does no good.
Suggestions
Nerf the recharge time.
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Old Jan 20, 2007, 11:35 AM // 11:35   #58
Academy Page
 
Join Date: Apr 2006
Profession: Mo/
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skill name: Spoil Victor
impression: still the king of all hexes, shutdown for everything in gw...

skill name: Divert Hexes
impression: the only defense against hex overload teams gone to waiste, suggest 1sec cast 6sec recharge

skill name: Ancestor/Sympathetic Visage
impression: good skill gone to waiste, you're really driving people to go buy ecto's @ebay....

skill name: Shield of Absorption
impression: indeed is was overpowerd, good nerf

skill name: Shield of Regeneraton
impression: love this skill --> chain with glyph of lesser enery and eagis.

skill name: Critical chop
impression: lol that skill wasnt overpowered, were's the critical now? Might wanne add dmg again + longer recharge.

Skill name: Mystic regeneration
impression: moe it to mysticism

skill name: Rampage as One
impression: perfect nerf, still usable when used correctly and no longer overpowered

skill name: Blinding surge
impression: again nice nerf keep it that way

skill name: Malaise/Wither
impression: omg i wont like those 2 on me, nicelly done
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Old Jan 20, 2007, 11:44 AM // 11:44   #59
Pre-Searing Cadet
 
Join Date: Oct 2005
Location: VA
Guild: Jade's Death Army
Profession: N/Me
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Skill Name: Ancestor's Visage
Impressions: A joke of a skill now. Nerfed WAY too much. Halving the duration is too extreme! Ruins any energy degen build in the game.

Skill Name: Stand Your Ground
Impressions: Costs too much to cast now along with other skills.

Skill Name: Searing Flames
Impressions: About time you nerfed it. Tired of everyone demanding elementalists to bring Searing Flames. The one skill change I welcome.

Skill Name: Barbs
Impressions: Love it! The more damage the better!

Skill Name: Rend Enchantments
Impressions: Come on, extend the cast time to at least 1.5 or 2 seconds.

Skill Name: Aria of Zeal
Impressions: Increase the energy gain...please!
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Old Jan 20, 2007, 12:27 PM // 12:27   #60
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Join Date: May 2006
Guild: Global Liberation Armyz [GLA]
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Skill: Spoil Victor
Impressions: Should be nerved more, I think it should be nerved so it deals only dmg when you attack foes with less health than you, or cast spells on allies/foes who have less health than you. Not both.

Skill: sympathic visage / ancestors visage
Impressions: This nerf is rather useless, it makes getting a FoW armor even harder then it is already.

Last edited by PhoenixSeregon; Jan 20, 2007 at 12:30 PM // 12:30..
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