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Old Apr 06, 2007, 03:33 PM // 15:33   #41
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Quote:
Originally Posted by Wasteland Squidget
What spells are cast at a dervish that you want to use your elite to counter?
Almost all blinds, hexes and caster spikes.

EDIT:

When I made it to hall of heroes last night in a R5+ pug, there were spiritway N/Mo's and N/Rts on the other team. With the nerfs to all other caster energy managment in the update, especially the glyph, I think the spirit way backline may still be viable. If soul reaping triggered 80 times in 5 minutes under optimal situations in the tournament (Jade Isle), that's once every 3.75 seconds. Today thats capped at once every 5 seconds. In other word, only a 25% nerf to efficiency. (PvE is fubar with a 70% or more energy nerf, but that's for the other thread) Glyph of lesser energy, on the other hand, got a 40% nerf to efficiency, and zealous benediction energy managment isnt brainless. I dont think spiritway is dead. It might be stronger.

Last edited by Nekretaal; Apr 06, 2007 at 03:48 PM // 15:48..
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Old Apr 06, 2007, 03:38 PM // 15:38   #42
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Auspicious Incantation may single-handedly revive the inspiration line. Already, possibilities of AI->Aegis, AI->convert hexes, AI->Mantra of Recall, AI->Lightning Hammer, among others. AI-> Ether prism! It seems broken already, tbh. Bad idea, anet. I see AI becoming very meta-esque in the near future.

Crippling slash is delicious. It probably deserves to be 5 adrenaline, though.

The buffed avatars on the dervishes seemed unnecessary. A Balthazar's derv is now concerning, since it can keep up its form at least 70% of the time, and thus, can consistently frontline with scythe-spam attacks.

I think this is the third time anet has buffed conjure spells. It almost makes sense to put conjure on a midliner (like a b-surge, for example) to buff melees.
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Old Apr 06, 2007, 03:43 PM // 15:43   #43
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Quote:
Originally Posted by Byron
I think this is the third time anet has buffed conjure spells. It almost makes sense to put conjure on a midliner (like a b-surge, for example) to buff melees.
It only works on your weapon, it isn't target other.
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Old Apr 06, 2007, 03:52 PM // 15:52   #44
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I'm so bad at the game. Thanks for the correction.
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Old Apr 06, 2007, 05:24 PM // 17:24   #45
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Quote:
Originally Posted by Nekretaal
Almost all blinds, hexes and caster spikes.
You would have to run it on every physical, in which case you're wasting a large number of elites to counter a relatively small subset of counters. You still get owned by Aegis, Wards, linebackers, and all kinds of other defensive play. In the meantime, you're a physical without an offensive elite, which means you're simply not that scary as a frontline force.

Obviously it will see some use in niche PvE farming and running builds. Personal invulnerability skills are a keystone to that. I can't see it seeing serious play on melee characters in GvG though.

Quote:
Originally Posted by Nekretaal
When I made it to hall of heroes last night in a R5+ pug, there were spiritway N/Mo's and N/Rts on the other team. With the nerfs to all other caster energy managment in the update, especially the glyph, I think the spirit way backline may still be viable. If soul reaping triggered 80 times in 5 minutes under optimal situations in the tournament (Jade Isle), that's once every 3.75 seconds. Today thats capped at once every 5 seconds. In other word, only a 25% nerf to efficiency. (PvE is fubar with a 70% or more energy nerf, but that's for the other thread) Glyph of lesser energy, on the other hand, got a 40% nerf to efficiency, and zealous benediction energy managment isnt brainless. I dont think spiritway is dead. It might be stronger.
With 14 SR you get slightly over 4 pips (1.4 energy per second) from a spirit triggering every 5 seconds. That's nice, but it doesn't strike me as particularly broken. Ether Prodigy provides significantly more energy than that, and you don't see broken builds popping up based around Prodigy.

Also, if Arenanet nerfs Crippling Slash, I am quitting again.
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Old Apr 06, 2007, 05:34 PM // 17:34   #46
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Quote:
Originally Posted by Wasteland Squidget
Also, if Arenanet nerfs Crippling Slash, I am quitting again.
Lol, but seriously, it really should be 5 or 6 adren.
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Old Apr 06, 2007, 05:38 PM // 17:38   #47
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Quote:
Originally Posted by Wasteland Squidget
Also, if Arenanet nerfs Crippling Slash, I am quitting again.
Falling in love with crippling slash also? This thing is almost as much fun as the first version of YAA.
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Old Apr 06, 2007, 06:10 PM // 18:10   #48
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Quote:
Originally Posted by Symbol
Lol, but seriously, it really should be 5 or 6 adren.
i think it's fine as is. unless crippled is covered by bleeding but I think it's bleeding being covered by crippled. someone set me straight if i'm wrong.

gash and the following skill are what do the real dmg behind crippling slash. gash is still a pretty high 7 adrenaline. final thrust is 10. galraths is 8. it takes a considerable build up for that chain. even with a 5 energy skill like power attack to trigger the deep wound from gash, gash's 7 adrenal keeps things under control.

now if we could get dismember to cause crippling as well as the deep wound....
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Old Apr 06, 2007, 06:23 PM // 18:23   #49
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In seriousness, I'll tentatively say I like Crippling Slash where it is now. Sure, it's powerful, but warriors having powerful skills pushes the meta towards heavy physical pressure, which I think is needed at the moment.

I'm interested in metas where the most skilled players win out, and physical pressure is definitely one of those metas. Heavy caster metas run into problems, because so many of the caster templates in Guild Wars can be played just as effectively without any significant player skill. The exceptions are things like Domination mesmers and monks, both of which fit into melee pressure builds pretty well.

It's not like Crippling Slashers are something you're going to want to run in bulk, given how effectively the combo gets owned by RC. I'll reserve judgement until I play around with it more, but for now I think the skill will push the meta in a good direction. Given the new power of ranger spike, anything that pushes the meta towards versatile pressure builds and away from ultra-defensive 321spike builds is a good thing as far as I'm concerned.
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Old Apr 06, 2007, 08:17 PM // 20:17   #50
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Crippling Slash should probably be 5A in its current form but I like it otherwise. It's really strong but the effect doesn't blow away "You're All Alone!" on a sword bar.

Peace,
-CxE
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Old Apr 06, 2007, 08:25 PM // 20:25   #51
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Quote:
Originally Posted by Ensign
Crippling Slash should probably be 5A in its current form but I like it otherwise. It's really strong but the effect doesn't blow away "You're All Alone!" on a sword bar.

Peace,
-CxE
I think the greatest effect is skillbar compression by not having to bring sever.

Quote:
Originally Posted by holden
unless crippled is covered by bleeding but I think it's bleeding being covered by crippled. someone set me straight if i'm wrong.
Yes, I would like to know the order in which the conditions are applied as well in case I decide to start playing the game again.
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Old Apr 06, 2007, 09:15 PM // 21:15   #52
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bleeding covers crippled. And then it gets covered with deep wound.
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Old Apr 06, 2007, 09:16 PM // 21:16   #53
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then gets covered by final thrust

Last edited by stueyman2099; Apr 06, 2007 at 09:20 PM // 21:20..
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Old Apr 07, 2007, 01:49 AM // 01:49   #54
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I'm really interested in testing this Crippling Slash bar:

Sword = 14
Air Magic = 11
Strength = 6

Shock
Crippling Slash
Gash
Sun and Moon Slash
Frenzy
Rush
Conjure Lightning
Rez Sig

Sun and Moon Slash really isn't too far behind Final Thrust for spiking when used with Conjure and it's obviously more pressure.

~Z
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Old Apr 07, 2007, 02:30 AM // 02:30   #55
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Quote:
Originally Posted by Zuranthium
I'm really interested in testing this Crippling Slash bar:

Sword = 14
Air Magic = 11
Strength = 6

Shock
Crippling Slash
Gash
Sun and Moon Slash
Frenzy
Rush
Conjure Lightning
Rez Sig
I've played around with both Final Thrust and Sun and Moon on that bar, and I agree that Sun and Moon is stronger. Draining your adrenaline hurts a lot more when you rely on it for anti-kiting, and Sun and Moon's DPS and spike potential are both better. If you can hit a fleeing foe with Sun and Moon under Conjure, you'll easily top 140 damage, which is significantly more than you'll do with Final. The unblockable part is a nice bonus.

It's more effective to run 1 less air and 9 Strength, so you can use a shield. Going from 11 to 10 air is only 1 point of damage off your Conjure.

Overall, it's a great warrior bar. You can apply a huge amount of pressure at the flagstand (though RC makes your life painful), and on the split you have a nice snare and the ability to quickly stack conditions with Cripslash + Gash such that Mending Touch won't pull the Cripple. The only problem is the lack of a self-heal or condition removal, which prevents you from soloing effectively without support.
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Old Apr 07, 2007, 03:05 AM // 03:05   #56
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I dont see why Anet has to always do their own thing, everyone tell them do make Soul reaping not work on spirits but no they have to make up their own stupid crap and guess what made no difference at all. I go into HB today for the first time in 3 months thinking that maybe its not so lame anymore but no 50% of all teams still running same bs 1 boa, 1 rit, 2 n/rt or some variation of it and spiritway one of the lamest builds ever is still rampant.
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Old Apr 07, 2007, 04:07 AM // 04:07   #57
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Quote:
Originally Posted by Wasteland Squidget
so many of the caster templates in Guild Wars can be played just as effectively without any significant player skill. The exceptions are things like Domination mesmers and monks, both of which fit into melee pressure builds pretty well.
That's why I <3 midline. You forgot about Mantra of recovery though. You don't need skill when you have that stance up, since you can reapply diversion even if it doesn't trigger.
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Old Apr 07, 2007, 11:58 PM // 23:58   #58
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Quote:
Originally Posted by Wasteland Squidget
It's more effective to run 1 less air and 9 Strength, so you can use a shield. Going from 11 to 10 air is only 1 point of damage off your Conjure.
Oh yes, I forgot about the shield.

I'm gonna go roll this right now!

~Z
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