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Old Jan 03, 2007, 05:26 AM // 05:26   #81
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Quote:
Originally Posted by Riotgear
It still doesn't even remotely justify a 2-second cast time, particularly since its conditional effect is both non-threatening AND easy to prevent. And it justifies a 10-second recharge too? lolol
Oh I think we're all in agreement here, Phades was just commenting on A.net's "reasoning" for making it suck. If anything I think my suggested changes were too conservative. Making it 5E/1S/5R would be a good start towards making it useful.

Quote:
Decreasing the recharge is a good idea, though I'd say it needs a damage and area boost more than it needs a duration boost. It's not only that firestorm is easy to walk out of, it's that no one cares if they walk in to it. You need to stand in it for 4 seconds to suffer the same damage as a single fireball.
Firestorm needs to have the same damage scale as searing heat. Nearby AoE and a 20 sec recharge would make it fairly decent area denial.

[skill=Lava Font]Lava Font[/skill] needs some tweaking too. Either make it a .75sec cast like all the other PbAoEs or up the duration so you don't have to spend so much time casting it. Upping the AoE is a possibility, but the damage is already pretty harsh as it is, 53 damage/sec in a nearby AoE might be a bit much.
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Old Jan 03, 2007, 08:28 AM // 08:28   #82
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Quote:
Originally Posted by twicky_kid
Yes but now multiply that 3-4 firestorms.

That is why aoe does not do huge dmg. Multiple instances spiked can be devistating.

Find a vid called hamstorm. Granted the players that lost to this are not the brightest but can illustrate how effective aoe can really be.
Yeah, those are my thoughts as well. If you increase the duration and improve the recharge, creating "kill zones" with more than one copy of aoe dot could become effective in more congested maps. Currently the uptime vs down time is way too out of whack. If the skill feels too weak, while being able to overlap aoe and what not, then nudge the damage slightly.
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Old Jan 03, 2007, 11:23 AM // 11:23   #83
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Iron Palm (Assasin Deadly Arts): Skill. Target touched foe suffers 5..50 damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm counts as a lead attack.
-put down recharge from 20 to 10
-or put down energy from 10 to 5


Shroud of Silence (Assasin Deadly Arts): Hex Spell. All of your Spells are disabled for 15 seconds. For 3..10 seconds, target touched foe cannot cast Spells.
-Change from hex spell to skill (like blackout)
-or put down your own spells being disabled from 15sec to 10sec


Shield of Deflection (Monk Protection Prayers):Enchantment Spell. For 6 seconds, target ally has a 50..75% chance to evade attacks and gains 15..30 armor.
-Put down casting time to .25 sec
-or decrease energy cost to 5 energy


Mark of Protection (Monk Protection Prayers): Enchantment Spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6..60. All your Protection Prayers are disabled for 5 seconds.
-put down recharge to 30sec, but bring up energy cost to 15
-remove disabling of protection prayers


Mirror of DisenchantmentMesmer Domination Magic) Spell. Remove one Enchantment from target foe. All of that foe's party members also lose that same Enchantment.
-put down energy cost to 15, instead of 25


Warrior's Cunning: (Warrior Strength): Skill. For 5..11 seconds, your melee attacks cannot be "blocked" or "evaded."
-put down recharge to 30 secs


Tiger Stance: (Warrior Strength): Stance. For 4..10 seconds, you attack 33% faster. Tiger Stance ends if any of your attacks fail to hit.
-remove "fail to hit" part


Pet Attacks: (Ranger Beast Mastery):
-Basically put up damage dealt by pet attacks


Strike as One (ranger beast mastery):Shout. For 30 seconds, you and your pet's next 5 attacks deals 4..10 additional damage.
-put up damage dealt to 10-20


Expert's Dexterity: (ranger expertise) Preparation. For 24 seconds, all your attack Skills cost 150% more Energy and recharge 15..75% faster.
-put down energy penalty to 120%


Concussion Shot (Ranger Marksmanship): Bow Attack. If Concussion Shot hits while target foe is casting a Spell, the Spell is interrupted and your target is Dazed for 5..20 seconds. This attack deals only 1..16 damage.
-put down energy cost from 25 to 15


Quick Shot (Ranger): Bow Attack. Shoot an arrow that moves twice as fast.
-give this skill a damage bonus


Shared Burden (mesmer illusion magic): Hex Spell. For 3..17 seconds, target foe and all nearby foes move 50% slower.
-put down recharge to 10sec
-put down energy cost to 10


Images of Remorse (mesmer illusion magic): Hex Spell. For 5..10 seconds, target foe suffers -1..3 Health degeneration. If that foe was attacking, that foe takes 10..52 damage.
-make degeneration -1..4


Life Siphon (necromancer blood magic): Hex Spell. For 12..24 seconds, target suffers -1..3 Health degeneration, and you gain +1..3 Health regeneration.
-make degeneration -1..4 and +1..4


Mark of Subversion (necromancer blood magic): Hex Spell. For 4..10 seconds, the next time target foe casts a Spell that targets an ally of that foe, the Spell fails and you steal up to 10..92 Health from that foe.
-decrease recharge from 30sec to 20sec


Kirin's Wrath (monk smiting prayers): Spell. For 5 seconds, foes adjacent to the location in which the spell was cast take 8..32 holy damage each second.
-change to: Spell. For 5 seconds, foes adjacent to target ally take 8..32 holy damage each second.


Reversal of Damage (monk smiting prayers): Enchantment Spell. For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 5..75).
-decrease recharge from 8sec to 5sec


Zealot's Fire (monk smiting prayers): Enchantment Spell. For 60 seconds, whenever you use a Skill that targets an ally, all foes adjacent to that target are struck for 5..35 fire damage and you lose 1 Energy.
-remove energy loss


Monk's damaging smiting prayers: Increase damage dealt by skills such as: Banish, Holy Strike, Spear of Light etc
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Old Jan 03, 2007, 02:54 PM // 14:54   #84
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Incendiary Arrows 5e/2c/24r
For 8 seconds, targets struck by your arrows are interrupted and set on fire for 1...3 seconds.

Increase duration to 12 seconds


Ignorance15e/1c/10r
For 8...18 seconds target foe cannot use Signets.

Decrease energy cost to 10
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Old Jan 04, 2007, 08:06 AM // 08:06   #85
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Quote:
Originally Posted by DarkRaider
Strike as One (ranger beast mastery):Shout. For 30 seconds, you and your pet's next 5 attacks deals 4..10 additional damage.
-put up damage dealt to 10-20
I think any real improvement to Strike would make it dangerously effective in r-spike. Remember that it's a shout, so it stacks with preparations.
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Old Jan 04, 2007, 04:42 PM // 16:42   #86
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Quote:
Originally Posted by Riotgear
I think any real improvement to Strike would make it dangerously effective in r-spike. Remember that it's a shout, so it stacks with preparations.
But the skill is in beast mastery which would divert points away from marksmanship and expertise. Any lowering of marksmanship and expertise and the ranger spikes become less effective. Plus you'd be giving up the utility elites such as charge and crippling shot that a ranger spike normally brings.
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Old Jan 04, 2007, 08:44 PM // 20:44   #87
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Quote:
Originally Posted by Divineshadows
Buff all the hard rezzes except rez chant somehow as they all pale in comparison to rez signet.
. . . ! WTF!!!



Ignorance - decrease energy to 10
Spirit Shackles - decrease cast time to 2 seconds
Mistrust - increase damage and the aoe to all allies in the area
Frustration - decrease energy cost to 5
Power Leak - decrease energy cost to 5 and decrease energy lost
Power Spike - decrease energy cost to 5
Guilt - decrease recharge to 15 seconds
Panic - decrease energy cost to 15 and increase aoe to all foes in the area
Price of Pride - make a set duration of 30 seconds and increase the energy lost
Shatter Hex - increase aoe to all foes in the area
Simple Thievery - have it disable one random non-spell as well as one random spell, and have it be replaced by the spell, since any non-spell will be useless to someone using this elite
Unnatural Signet - have it damage target spirit as well as all adjacent spirits, and increase the damage a bit
Arcane Languor - increase the duration for the love of God
Mantra of Recovery - increase the duration
Stolen Speed - spells you cast against anyone should cast 25% faster not just the target you placed Stolen Speed on.
Symbols of Inspiration - decrease recharge to 20 seconds
Conjure Nightmare - this skill sucks, decrease the energy or do something decent to at least make this skill tangible
Ethereal/Kitah's Burden - even though this will make RA and TA more annoying than they already are, either decrease the energy to 10 or decrease the recharge to 30 seconds or both, screw it
Fevered Dreams - have it hex all foes in the area and whenever a condition is put on one of them, it tranfers to all who are hexed with Fevered Dreams (may overpower this skill a bit, but how often can you make mass hexes and mass conditions coincide in one build?)
Illusion of Pain - just remove this trash from the game
Soothing Images - decrease cast time to 1 second
Discharge Enchantment - instead of if the foes is hexed, how about if that foes still has an enchantment on them this skill recharges blah blah blah faster (may overpower this)
Drain Enchantment/Inspired Hex - these skills were treated a little harshly with the last update, their energy return is a bit stingy at all but the highest levels

Mantra of Resolve - with Distortion getting raped last balance the only viable pvp-oriented trapper is an Oath Shot guy. Using anything else just invites you to be interrupted 50% of the time by random wand spam and have 0 energy for the majority of your game. Decrease the energy lost on this so we at least can run some of the elite traps without having to rely on multiple evade stances to keep us safe. Playing trapper should not be that RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing annoying. And don't scream at me saying this will make ele spikes more dangerous cause that's bs.

Signet of Illusions - decrease cast time to 1 second

Wow that's just for the mesmer, I'll throw together some other classes shortly.

Last edited by Royale; Jan 04, 2007 at 09:04 PM // 21:04..
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Old Jan 04, 2007, 09:08 PM // 21:08   #88
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I just thought of another skill that needs buffing:

- Guardian. Reduce cast time to 3/4 seconds.

Quote:
Originally Posted by Royale
. . . ! WTF!!!
I don't think many players would disagree with me here. Hard rezzes need buffs to make them actually playable. Rez chant is the only exception.

Quote:
Originally Posted by Royale
Spirit Shackles - decrease cast time to 2 seconds
Looks like we think alike on some things, but then you go and say...

Quote:
Originally Posted by Royale
Mistrust - increase damage and the aoe to all allies in the area
Power Leak - decrease energy cost to 5 and decrease energy lost
Power Spike - decrease energy cost to 5
Shatter Hex - increase aoe to all foes in the area
You're kidding, right? None of these skills need buffs and are all quite usable as they are. Your proposed buffs to shatter hex and mistrust would simply make them easily some of the best skills in the game.

Quote:
Originally Posted by Royale
Simple Thievery - have it disable one random non-spell as well as one random spell, and have it be replaced by the spell, since any non-spell will be useless to someone using this elite
Sounds like a fair trade to me. You use your elite, but get to disable 2 of their skills one of which is a spell. I'd actually at least try out this elite if it had the buff you suggest.

Quote:
Originally Posted by Royale
Illusion of Pain - just remove this trash from the game
This is one of those skills that fall into the "PvE only" category for me. Try it out with mantra of persistance and high inspiration. In PvE, I think you'll like it.
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Old Jan 04, 2007, 10:29 PM // 22:29   #89
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With regards to Power Leak, Spike, Shatter Hex, etc, they need to be decidedly powerful in order for people to consider them. Skills like Energy Surge and Diversion are all purpose skills. They can be used for spikes, pressure, shutdown, everything.

I am proposing significant buffs to very conditional skills which will not find their way into most builds even if they do appear overly powerful.

Here's my suggestions for Warriors:


Axe Rake - decrease the adrenaline needed to 5 or even 4
Axe Twist - decrease adrenaline needed to 4
Decapitate - decrease adenaline needed to 6
Disrupting Chop - decrease adrenaline needed to 5 or 4
Lacerating Chop - decrease adrenaline needed to 4, increase damage
Triple Chop - decrease the recharge to 5 seconds
Backbreaker - decrease adrenaline needed to 9
Counter Blow - add damage to this skill when it is used, like +5...+20
Crude Swing - don't allow it to be easily interruptable and make it 4 adrenaline
Earth Shaker - I actually think this skill is ok as it is, but it would be much nicer at 7 adrenaline (wasn't it 7 adren a long time ago anyway?).
Forceful Blow - get rid of the self knockdown if your attack is evaded
Mighty Blow - this would be awesome at 6 adrenaline
Overbearing Smash - lame skill. Make it 4 adrenaline.
Staggering Blow - decrease adrenaline needed to 4
Charging Strike - make it so this skill cannot be blocked or evaded
Flourish - should be an instant cast skill.
Magehunter Strike - increase the damage some more. Protector's Strike still matches this skill in overall decency without using up an elite slot.
Power Attack - LOL!
Tiger Stance - decrease recharge to 12 seconds
Warrior's Cunning - decrease recharge to 45 seconds, 30 seconds would be a bit overpowered I think, at least with regards to spike heavy teams.
Barbarous Slice - decrease the adrenaline needed to 4
Crippling Slash - add some damage to this POS, +4...+20
Galrath Slash - decrease adrenaline needed to 7
Hamstring - decrease energy cost to 5 and decrease recharge to 10 seconds
Pure/Jaizhenju Strike - make it 6 adrenaline instead of using energy
Savage Slash - bring it back down to 5 energy, should have never been changed in the first place.
Defensive Stance - decrease recharge to 30 seconds
Shove - increase the damage a bit
"Coward!" - decrease adrenaline needed to 4
Frenzied Defense - decrease recharge to 5 seconds


Several of these skills will never see use no matter how you buff them. Pure strike is just inferior to the more staple sword elites, even after a buff. I'm just trying to offer ways in which to make these skills noticeably more appealing.
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Old Jan 04, 2007, 11:13 PM // 23:13   #90
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DarkRaider: I fail to see why Life Siphon and Images of Remorse need a buff, its not like they're underused.
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Old Jan 04, 2007, 11:25 PM // 23:25   #91
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I'd really like to see Lacerate get a buff, though I'm not sure how exactly they'd go about doing that.

Glass Arrows and Scavenger's Focus definitely need something, the skills are almost completely useless at this point in time.
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Old Jan 05, 2007, 01:14 AM // 01:14   #92
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Scavenger's Focus could be made interesting without being broken if it were modified to deal extra damage per condition suffered, especially in a cond pressure meta.

Pretty much all of Factions' elite nature rituals need some sort of buff.

The weird thing with lacerate is that toxicity does the same effect on two conditions that are much easier to spread. In order for Lacerate to really be worth the elite slot, it would need to have some sort of condition that would actually CAUSE bleeding on a semi-consistent basis.

Equinox - Maybe modify it so that targets within it don't recover from exhaustion instead, or recover at a slower rate? Then it could be worth the elite slot by punishing prodigy eles for hanging around the flagstand.

Famine - Modify it to reduce the max energy of targets in range (20% or so?), I can't think of anything else to buff it back above "complete crap."

Last edited by Riotgear; Jan 05, 2007 at 02:04 AM // 02:04..
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Old Jan 05, 2007, 02:00 AM // 02:00   #93
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Quote:
Originally Posted by Zinger314
So you are sick of...doing actual work?

Our society is so lazy...
So most barragers do actually something too?

This is just bashing a button untill your finger is bleeding
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Old Jan 10, 2007, 02:11 AM // 02:11   #94
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For my two favourite classes:

Please make Primal Rage disable *non attack* skills for 10 seconds, instead of *all* (maybe a speed boost of 25% too)... and make Dwarven Battle Stance last a bit longer, with a 33% attack boost instead of 25 (why keep making new IAS's if they can't be sustained/used in spikes?!). For non-elites, I'd like to see an IAS that could compare to Frenzy... maybe lower the recharge on Tiger Stance? I'm pretty sure Anet wanted W's to use non-Frenzy skills (as seen by the half-assed buffs to Berserker and Dwarven Battle stances), but none of them are as spammable/useful.

And maybe make Headbutt spammable.

For Monk, I'd like Shield of Deflection to be spammable (like the OP). Balth's Aura buff would be nice too, considering how it was nerfed twice, and now is basically worthless in PvP *and* PvE.
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Old Jan 10, 2007, 02:38 AM // 02:38   #95
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Quote:
Originally Posted by Saider maul

Monk:
Zelous benediction reduce healing by 15% 5sec recharge or aline with Healing.
Are you crazy? The only reason Zealous Benediction is useful now is because it lets you have some sort of a heal while still going protection. Putting it in Healing Prayers is a stupid idea.

Oh, and saying that Critical Chop and Mystic Regeneration need a "Nerf" isnt talking about what skills you would like to see "Buffed"

To stay on topic.... :P


I seriously think Glimmering Mark needs a Buff, now that Blinding Surge is here its even MORE useless than it was before. >.>
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Old Jan 10, 2007, 04:08 AM // 04:08   #96
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Quote:
Originally Posted by bca242
Are you crazy? The only reason Zealous Benediction is useful now is because it lets you have some sort of a heal while still going protection. Putting it in Healing Prayers is a stupid idea.
Would moving it to healing prayers kill it? Probably. But other than Shield of Regeneration that adds the +health regen it is the only protection skill that is an "unconditional" heal. Kind of contradicts the term "protection"?

Speaking of Shield of Regeneration. It's nothing more than a glorified healing breeze at a very high energy cost and garbage recharge. This is another elite that has been around forever. Maybe totally rewording it to make it useful is in order.

Last edited by Sinful Doom; Jan 10, 2007 at 04:19 AM // 04:19..
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Old Jan 10, 2007, 10:13 PM // 22:13   #97
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Quote:
Originally Posted by Sinful Doom
Would moving it to healing prayers kill it? Probably. But other than Shield of Regeneration that adds the +health regen it is the only protection skill that is an "unconditional" heal. Kind of contradicts the term "protection"?

Speaking of Shield of Regeneration. It's nothing more than a glorified healing breeze at a very high energy cost and garbage recharge. This is another elite that has been around forever. Maybe totally rewording it to make it useful is in order.
Shield of Regeneration definitely needs a buff. So do a lot of the other monk elites. To mind spring:
Peace and Harmony: they can buff the recharge all they want, as long as it's 1 pip noone's gonna use it.
Amity: buff recharge plx. It's bad enough that it requires a monk to be under attack to use it. I could see use for this at 20 recharge (well, maybe not really)
Mark of Protection: 30s recharge, and remove disable please. One useless monk for 10 seconds is not the way to go.
Shield of Deflection: 1/4 cast. see JR's post for the reason. (so you could actually save adrenaline spikes with it.)
Withdraw Hexes: only 3 extra recharge at 12 prot. It's a would-be-great skill against hex teams, but getting up to 1 minute recharges kills it.
Healing Light: lower recharge to 2 seconds. It's quite conditional as it is.
Glimmer of Light: 1s recharge. wtf was overpowered about a buffed up orison with a 1s recharge?
Healer's Covenant: -4 energy at 15 healing. (would require a sacrifice in the form of a major rune)
Balthazar's Pendulum: don't know what to make of this. It really falls in the archer's signet-, keystone signet- etc. category, Maybe if you prevent KD's for the entire duration (I mean, come on, Balanced Stance does that) and add some (significant) dmg when it happens.
And that's only monk elites for me
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Old Jan 11, 2007, 02:44 AM // 02:44   #98
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I am not saying you are wrong in this instance, but i just want to comment on one thing.
Quote:
Originally Posted by Thomas.knbk
Peace and Harmony: they can buff the recharge all they want, as long as it's 1 pip noone's gonna use it.
Do you really want to give monks a nearly unconditional variation of ether prodigy/blood ritual/blood is power that can be spread throughout the team? I know its underpowered, but perhaps work in some other kind of efficiency other than additional pips of regen. Maybe a small bonus to healing quantity, sorta inverse to divine boon or something along those lines.
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Old Jan 11, 2007, 06:24 AM // 06:24   #99
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I honestly think P&H is fine now. It's not elite-worthy on 1 single monk, but it would be broken if it was considering it can be used on others no?

I saw some Smite Monks before using it on themselves + 2 monks and it was actually a great elite for that.

+1 pip of regen is actually a significant buff to monks considering they spend most of their time between 0-5E. I honestly don't see how you could make it any better than it is right now and keep it balanced when used on 2-3 person.

I mean, if it's elite-worthy for 1 single monk, it means that 1 monk keeping it on 3 people is basically having something as good as 3 elites.

Current duration/recharge is fine too. Well... it would be if Grenth Dervishes didn't exist, those kinda screw up the balance on elite enchants totally.
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Old Jan 11, 2007, 10:04 AM // 10:04   #100
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Quote:
Originally Posted by Patccmoi
+1 pip of regen is actually a significant buff to monks considering they spend most of their time between 0-5E.
The part about PnH makes sense, but this is not true. When I monk I'm rarely between 0-5E. I'm very curious how you deal with things like a spike if you're constantly between 0-5E.
I think PnH doesn't see play for 2 reasons:
Monks got some very decent elites in factions and Nightfall. (Blight, Divert, LoD, ZB). Before that, every monk in the game used an elite from their secondary (OoB, MoR and Edrain) for energy management. They no longer need to, because they have other elites, and also because they don't run that super energy-consuming Divine Boon anymore. The huge effect of the monk elites are superior to gaining a ton of energy and pump out your non-elites more often.
Secondly, Peace and Harmony isn't that great compared to other energy management skills. Most namely Glyph of Lesser Energy. GoLE used to provide 1 pip exactly, now it saves way more than that. GoLE is almost as good as PnH if you maintain it on 2 monks.
Then of course you have the problem of PnH being an enchantment. It used to be that PnH had a 30 sec recharge, and Drain Enchantment had a 25sec recharge. This made sure your elite didn't fuel anyone's energy exept your opponent's. Now Grenth Dervishes provide the same problem. PnH's recharge has been buffed several times (I believe at one point it even was 45s), but the current state of enchatment removal is unlike anything else.
To be honest, I could see Peace and Harmony being a good skill, if you really want to keep your /A or /W, but not good enough to warrant use over Divert, LoD, RC, Blight and ZB.
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