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Old May 27, 2007, 10:38 PM // 22:38   #21
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Quote:
Originally Posted by Wasteland Squidget
That nerf is a buff.
LMAO, yeah....WTF?

~Z
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Old May 27, 2007, 11:06 PM // 23:06   #22
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Then cut the duration down to 5...9...10. The point is that you're now spending 50% more energy for 100% coverage, and you can't just slap it on a melee and gimp him for 20 seconds.
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Old May 27, 2007, 11:26 PM // 23:26   #23
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Does the OP even know what overpowered means?

It doesn't appear so....
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Old May 28, 2007, 12:02 AM // 00:02   #24
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Hmm that's odd.

Most of the time I see threads about water magic being underpowered.

Water eles are like rits, they can do a lot of different things but not at the same time.
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Old May 28, 2007, 04:23 PM // 16:23   #25
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Hi. My name is Hex Eater Vortex and this is my good buddy Signet Of Removal. We compleately destroy teams with water eles. At least I do, Signet is a bit of a pussy if u ask me.And did I mention that our bars are still kept open for lots of utility?

But seriously, water magic is great as an entire line. It's a line that is versitile and promotes skillfull and tactical play. But then again, knowing ANet they will prolly nurf it because of PvE whine that their tank is snared.
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Old Jun 01, 2007, 12:15 PM // 12:15   #26
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Quote:
Originally Posted by Guardian of the Light
Hmm that's odd.

Most of the time I see threads about water magic being underpowered.

Water eles are like rits, they can do a lot of different things but not at the same time.
yeah i would of liked to see somewhat of a nicer buff

but i doubt it, and i dont see why blurred vision needs a de-fuff, its the only way it can guard against rampageing tanks ^^
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Old Jun 01, 2007, 04:30 PM // 16:30   #27
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Quote:
Originally Posted by Guardian of the Light
Water eles are like rits
No, most teams run water on their flagger. Even when they're rits.

That's why I'd like a small hit to blurred (and maybe burst). It contributes to the hex problem, and makes them much better skirmishers than they would otherwise be. Lets hope some other flagger templates can emerge after that adjustment.
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Old Jun 02, 2007, 08:30 AM // 08:30   #28
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Quote:
Originally Posted by Genova
Maelstrom, Deep freeze, Icy shackles, Blurred Vision, Freezing gust, Shatterstone, Armor of mist, Water trident, Vapor blade, etc...

Why should a character be able to have self defense, melee and caster shutdown, speed boost, snare, damage, into the same attribute ?
You could say the same about the monk smiting line...

defense = reversal of damage, judge's intervention
shutdown = scourge healing, enchantment, sacrifice
snare = signet of judgment
damage = just about everything

In fact, it has attack buffs like strength of honor, support buffs like zealot's fire, and powerful AoE like balth's aura. It even provides its own emanagement in balth's spirit.

But anyone who tries to argue that the smiting line is too "versatile" and "overpowered" will just get laughed at...
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Old Jun 02, 2007, 01:14 PM // 13:14   #29
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Quote:
Originally Posted by FoxBat
No, most teams run water on their flagger. Even when they're rits.

That's why I'd like a small hit to blurred (and maybe burst). It contributes to the hex problem, and makes them much better skirmishers than they would otherwise be. Lets hope some other flagger templates can emerge after that adjustment.
Until Recall split dies a painful death, I'm content with water eles being a tad too powerful in skirmishes.

However, that blurred nerf?/buff! sounds good to me!

also, who the hell runs maelstrom? seriously? (well, except the bodyguard. His bar is pretty beast).

Last edited by Thom Bangalter; Jun 02, 2007 at 01:17 PM // 13:17..
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Old Jun 10, 2007, 05:15 AM // 05:15   #30
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I wonder if A.net is afraid of buffing maelstrom/firestorm too much because the bodyguard uses it...

I know it sounds retarded but I wouldn't be surprised if that was the case.
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Old Jun 10, 2007, 08:38 AM // 08:38   #31
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Just.... no.
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