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Old Jan 01, 2007, 07:02 PM // 19:02   #401
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farming +2s? Forget about it.
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Old Jan 01, 2007, 07:30 PM // 19:30   #402
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Quote:
Originally Posted by DreamRunner
I would just like to see spoil Victor and reapers mark nerfed. Both decrease the duration.
Reapers is fine, I could see them knocking the duration by a *very little* bit.

Spoil needs a nerf, however it could be a skill that stops seeing play if it gets nerfed, they have to be careful not to ruin this necro elite.

However, both of these are easily countered. If you have spoil on you, call it. Or just...*gasp* stop attacking!
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Old Jan 01, 2007, 07:36 PM // 19:36   #403
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Quote:
Originally Posted by Greedy Gus
farming +2s? Forget about it.
I don't think smaller rating changes are going to stop people from ladder farming for the first few weeks. People ladder farming focus more on rank anyway.

Once the ladder stabilizes though, farming shouldn't be a huge problem. Teams will find their real rank and that will be that.
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Old Jan 01, 2007, 08:59 PM // 20:59   #404
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Quote:
Originally Posted by Legendary Shiz
Reapers is fine, I could see them knocking the duration by a *very little* bit.

Spoil needs a nerf, however it could be a skill that stops seeing play if it gets nerfed, they have to be careful not to ruin this necro elite.

However, both of these are easily countered. If you have spoil on you, call it. Or just...*gasp* stop attacking!
Yes, just stop healing if you get it on you. Duh. Easy counter.
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Old Jan 03, 2007, 12:22 PM // 12:22   #405
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Searing Flames:
~Up recharge to 3 seconds, reduce AoE to adjacent.

Blinding Surge:
~This skill is rediculous. I would remove it from the game... It at least needs a double recharge time (8sec) and the enchantment clause needs to go. Even with an 8 sec recharge mesmers with fast casting will still abuse it. This skill really doesn't belong with guild wars. With blinding flash already so effective, what kind of crack was being smoked when this skill was made? Remove this spell and replace it with another wind elite.... something with good utility.

Spiritual Pain:
~AoE Triggers only when it strikes a spirit. Reduce damage to 5-96 (by about 10 across the board)

Feigned Neutrality:
~Absolutely Crazy. Needs a big nerf. At LEAST reduce armor to 40 and life regen to 5. Another skill I won't mind seeing removed from the game. I would even say knock the armor down to 25 to kill it.

Shadow of Haste:
Recasting Shadow of haste teleports you back to your previous mark. Eliminate Mo/A forever runners.

Stoneflesh Aura:
Make elite... trade its elite spot with Stone Sheath.

Mystic Regeneration:
Move into Mysticism. Change the skill to give you +3 regeneration and another +X regeneration that scales with mysticism if you are enchanted. (Max of +9).

Rampage as One:
Reduce IAS to 25% and make it a stance.

Steady Stance:
Increase recharge to 10.

Shield of Absorption:
Cap the damage reduction at 25.

Zealous Benediction:
Up the recharge to 6 or even 8. Add a text to the skill to let players know it doesnt not factor divine favor in its 50% life calculation.

Reaper's Mark:
Double recharge to 20, maybe up the cast time to 2 seconds.

Avatar of Grenth:
The first strike reduces the enemy enchantment by 50%, if the enemy is hit a again the second hit removes it.
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Old Jan 03, 2007, 04:38 PM // 16:38   #406
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^^^

Searing Flames change is excessive, Feigned Neutrality is broken mostly because of Deadly Paradox, Zealous Benediction does not need a recharge nerf, proposed Reaper's Mark nerf is mentally retarded, Avatar of Grenth change is unwieldy.
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Old Jan 03, 2007, 06:08 PM // 18:08   #407
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For those wondering when the new skill updates will come in place i can tell you that gaile said her self that it would be in January and the new gvg tournies would be applied in February
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Old Jan 03, 2007, 06:37 PM // 18:37   #408
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A lot of changes seem a little excessive. I don't really think anything is wrong with SoA or ZB. Stoneflesh Aura's two second cast makes it seem perfectly balanced to me. And I thought Shadow of Haste was only overpowered because of Deadly Paradox and Feigned Neutrality.
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Old Jan 03, 2007, 08:09 PM // 20:09   #409
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While I personally would be pleased to allocate 7+1 Earth Prayers elsewhere, does everyone really want every Dervish in the game to be running around with 9 regen? Moving Mystic Regeneration to Mysticism makes it useless to other professions, but profoundly more useful to Dervishes, who frequently allocate 12 or more to Mysticism as a matter of course.
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Old Jan 03, 2007, 10:48 PM // 22:48   #410
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Quote:
Originally Posted by Lordhelmos
Searing Flames:
~Up recharge to 3 seconds, reduce AoE to adjacent.
A little excessive, I'd say either 3 sec recharge OR adjacent.

Quote:
Originally Posted by Lordhelmos
Blinding Surge:
~This skill is rediculous. I would remove it from the game... It at least needs a double recharge time (8sec) and the enchantment clause needs to go. Even with an 8 sec recharge mesmers with fast casting will still abuse it. This skill really doesn't belong with guild wars. With blinding flash already so effective, what kind of crack was being smoked when this skill was made? Remove this spell and replace it with another wind elite.... something with good utility.
The warrior side of me wants to scream delete. However, I think that ANet kind of wants to keep with the surge idea. In that vein, I'd say something like 6-8 sec recharge, blind on one target, nearby enemies take damage if enchanted.

Quote:
Originally Posted by Lordhelmos
Spiritual Pain:
~AoE Triggers only when it strikes a spirit. Reduce damage to 5-96 (by about 10 across the board)
Yes. I'd say that the AoE should trigger when a spirit is nearby the enemy (so that I can still use it to nuke the hell out of stupid spirit spammers), but that's a minor difference.

Actually, I'd more like a total rework of the skill or a deletion. I really don't like domination mesmers being that strong for spiking, considering how good they are at multiple things already.

Quote:
Originally Posted by Lordhelmos
Feigned Neutrality:
~Absolutely Crazy. Needs a big nerf. At LEAST reduce armor to 40 and life regen to 5. Another skill I won't mind seeing removed from the game. I would even say knock the armor down to 25 to kill it.
Eh, this skill isn't that bad. Mostly deadly paradox needs the change. I'd say to tone the armor down to around 40-60 armor. At the same time, deadly paradox needs to scale the recharge with deadly arts, doing like 0...50% at 0-12. That would make Feigned neutrality fine IMO.

Quote:
Originally Posted by Lordhelmos
Shadow of Haste:
Recasting Shadow of haste teleports you back to your previous mark. Eliminate Mo/A forever runners.
Worthless change. You sound like you're trying to deal with RA runners, dealing with invincigankers in GvG is much more important IMO. This skill just needs some sort of downside. I think that something like lose all energy when it ends or a skill blackout on ending would help.

Quote:
Originally Posted by Lordhelmos
Stoneflesh Aura:
Make elite... trade its elite spot with Stone Sheath.
Sure why not, noone really uses them.

Quote:
Originally Posted by Lordhelmos
Mystic Regeneration:
Move into Mysticism. Change the skill to give you +3 regeneration and another +X regeneration that scales with mysticism if you are enchanted. (Max of +9).
I don't really like every dervish and their dog running around with 9-12 regen (not sure how you worded it, is it +3+9 max or +3+6 max?). I would say just make this skill stack up to a max of +8-9 or so.

Quote:
Originally Posted by Lordhelmos
Rampage as One:
Reduce IAS to 25% and make it a stance.
Sure why not. There's a lot of suggestions on how to nerf this, and although I don't believe this one is the best, it works.

IMO, they should reduce cost to 15e and reduce duration to 10 sec at 14 BM. I don't really want to entirely kill thumpers, and this would allow them to keep it up 50% of the time and also have more energy to throw around with attack skills.

Quote:
Originally Posted by Lordhelmos
Steady Stance:
Increase recharge to 10.
Sure why not.

Quote:
Originally Posted by Lordhelmos
Shield of Absorption:
Cap the damage reduction at 25.
Little overnerf. I like this skill, but I agree that it's a little too much. I'd say cap the damage reduction at 30-40, or possibly make it scale up to 40 at 12 prot.

Quote:
Originally Posted by Lordhelmos
Zealous Benediction:
Up the recharge to 6 or even 8. Add a text to the skill to let players know it doesnt not factor divine favor in its 50% life calculation.
It's fine IMO. And noone ever needed that for WoH, so why this?

Quote:
Originally Posted by Lordhelmos
Reaper's Mark:
Double recharge to 20, maybe up the cast time to 2 seconds.
Retarded. With such great anti-hex skills, hexes really need to be deadly to create any reason to use them. I'd say reduce the degen by -1 across the board, but that's it.

Quote:
Originally Posted by Lordhelmos
Avatar of Grenth:
The first strike reduces the enemy enchantment by 50%, if the enemy is hit a again the second hit removes it.
Way to unwieldly. Make something like only strip enchantments from foes above 50% health or lose energy on every enchant strip.
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Old Jan 03, 2007, 11:20 PM // 23:20   #411
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Here's an idea:

Deadly Paradox: Change from Stance to Skill. Eliminates the SoH/Deadly Paradox/Feigned Neutrality problem, and another cancel stance would be needed. Considering the standard Assassin ganker bar looks something like this...

[skill]Shadow Prison[/skill][skill]Black Spider Strike[/skill][skill]Twisting Fangs[/skill][skill]Disrupting Dagger[/skill][skill]Mending Touch[/skill][skill]Shadow of Haste[/skill][skill]Deadly Paradox[/skill][skill]Feigned Neutrality[/skill]

Changing Deadly Paradox to a Skill instead of a Stance will cause it to disappear from most ganker's bars, being replaced with something like Dash, which doesn't allow for a near-constant Feigned Neutrality, thus fixing that problem too.
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Old Jan 04, 2007, 12:01 AM // 00:01   #412
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Quote:
Originally Posted by TheOneMephisto
Little overnerf. I like this skill, but I agree that it's a little too much. I'd say cap the damage reduction at 30-40, or possibly make it scale up to 40 at 12 prot.
heh, i hope soa stays as it is...it's the best anti pressure spell out there with all the Rao thumps around atm.

you get eaten alive without it and also without excessive anti melee stuff in your team otherwise -.-

any spike makes soa almost useless...make excessive presure go away and soa should become less (ab)used too.

any nerf would also kill 55 hp and 135 hp monk farming...again

Last edited by urania; Jan 04, 2007 at 12:11 AM // 00:11..
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Old Jan 04, 2007, 12:17 AM // 00:17   #413
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Quote:
Originally Posted by urania
heh, i hope soa stays as it is...it's the best anti pressure spell out there with all the Rao thumps around atm.

you get eaten alive without it and also without excessive anti melee stuff in your team otherwise -.-

any spike makes soa almost useless...make excessive presure go away and soa should become less (ab)used too.

any nerf would also kill 55 hp and 135 hp monk farming...again
The proposed nerf wouldn't kill farming, as 13 damage is well within the maximum reduction of 40, but this isn't a farming thread, this is about PvP :P

I don't think SoA needs a change, personally, unless Anet wants to shift the metagame to more pressure builds and less spike builds.
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Old Jan 04, 2007, 12:33 AM // 00:33   #414
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Quote:
Originally Posted by Relambrien
The proposed nerf wouldn't kill farming, as 13 damage is well within the maximum reduction of 40, but this isn't a farming thread, this is about PvP :P

I don't think SoA needs a change, personally, unless Anet wants to shift the metagame to more pressure builds and less spike builds.
I personally like pressure builds a lot more than spike builds. I love the skill itself, but I have to say that it is a little too much. On a focused target, it's god mode for 7 sec after a couple of hits. The change I proposed isn't much, for 5 energy this skill can still prevent an insane amount of energy. I just that that toning it down a little would help create more viable pressure builds.
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Old Jan 04, 2007, 09:02 AM // 09:02   #415
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time to start playing something else than just rao thumper, mephisto!
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Old Jan 04, 2007, 09:44 PM // 21:44   #416
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Quote:
Originally Posted by urania
time to start playing something else than just rao thumper, mephisto!
Psh, I hate RaO thumpers. In fact, I hate the entire basic TA metagame.

If I got a penny every time I play on/faced a team with 3 of the elites necro's mark, zealous benediction, rampage as one, and blinding surge, I'd be rich.

And most of these characters are pretty boring to play. Necro's mark is kite, hex, cover, sols once in a while, maybe draw a character once in a while, repeat. RaO consists of hitting tab+space every time you see a prot enchantment go on your target and once in a while hitting bash->crushing->bestial mauling and then raping a monk. Blinding surge dom mesmer is a little better, but adds a lot of blinding the thumper every 4 sec, and I don't play monk.

I would absolutely love for the pre-nightfall TA metagame to return... I miss my warrior.
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Old Jan 04, 2007, 10:43 PM // 22:43   #417
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I'll go out on a limb and post a list of warrior skills that could use some shaking up. Some, like Deflect Arrows, can't really be rescued, but there are some skills on the verge of playability that might lead to more variety in the builds we see. Other skills like Power Attack that we lambaste as "bad" are bad because like in M:TG, they're not for us, and we'll hope that your RA wammo grows out of it quickly. And yet more will never see play in PvP because that's the nature of the beast.

Some of these are probably way out there, but let's shake things up, shall we? Being blind 50+% of the time isn't fun, but warriors are still threat number one - hopefully, these changes will contribute to more pressure than spike. Attribute levels are given from 0..15.
Axe Mastery
  • Axe Rake - scale damage from 5..20.
  • Cleave - add 20% armor penetration.
  • Critical Chop - scale damage from 5..20.
  • Whirling Axe* - drop the disable clause, give activation time of 1/2 second, scale damage from 5..17.

Hammer Mastery
  • Auspicious Blow - reduce to 7 adrenaline. Maybe gain some health, too. Haven't ever seen this run.
  • Belly Smash - remove activation time and reduce recharge to 15 s.
  • Counter Blow - increase to 5 adrenaline, deal +1..13 damage to attacking foes.
  • Crude Swing - drop easily interrupted clause and extra damage.
  • Crushing Blow - make Core and reduce recharge to 9 s.
  • Enraged Smash* - maximum bonus 45, but you can't really save this skill.
  • Fierce Blow - +1..30 damage plus an additional 8..14 if suffering from Weakness.
  • Forceful Blow* - drop evade clause, also inflict Bleeding for 5..20 s.
  • Magehunter's Smash* - change condition to "not attacking," add +1..13 damage if condition is met, and Daze for 5..15 s if target is casting a spell.
  • Mighty Blow - scale damage from +10..40.
  • Staggering Blow - reduce to 4 adrenaline.
  • Yeti Smash - reduce to 5 adrenaline, scale AoE damage to 5..35.

Strength
  • "You Will Die" - scale condition from 50..65% Health.
  • Berserker Stance - reduce recharge to 24 s.
  • Bull's Charge* - end on attack skill use only.
  • Dwarven Battle Stance* - reduce to 5 energy, increase duration to 5..11 s.
  • Flourish* - reduce to 1/4 s activation.
  • Gryphon's Sweep, Leviathan's Sweep - scale both damages to 5..30.
  • Magehunter Strike* - interrupt spellcasting if it hits
  • Primal Rage* - disable attack skills only, give 25% speed or IAS boost
  • Warrior's Cunning - reduce recharge to 35 seconds.

Swordsmanship
  • Barbarous Slice - scale Bleeding to 5..17 s.
  • Crippling Slash* - add +3..15 damage.
  • Hundred Blades* - add +1..7 damage.
  • Quivering Blade* - drop disable clause; Dazed is nigh-meaningless anyway.
  • Savage Slash - reduce recharge to 10 s, Energy to 5.

Tactics
  • "None Shall Pass" - reduce recharge to 30 s.
  • Deflect Arrows - change to Skill, reduce recharge to 25 s.
  • Wary Stance - reduce to 5 energy.

No Attribute
  • "You're All Alone" - reduce Cripple and Weakness duration to 8 s.
  • Skull Crack* - reduce adrenaline to 7.
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Old Jan 04, 2007, 10:57 PM // 22:57   #418
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@panda, thumps were always better than warrs in TA though...even before nf.

as for nerf, i think the one who needs a nerf mostly are repaers and spoil...especially the latter being far too spammable for its low recharge and long duration.

Last edited by urania; Jan 04, 2007 at 11:00 PM // 23:00..
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Old Jan 05, 2007, 10:12 AM // 10:12   #419
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Quote:
Originally Posted by TheOneMephisto
I would absolutely love for the pre-nightfall TA metagame to return...
In one sentence, you totally summarized how I've felt about PVP for the past 2 1/2 months.
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Old Jan 05, 2007, 02:45 PM // 14:45   #420
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WOW... Assassin Gankers are so omnipresent in GVG we must nerf the little good skills they have to the oblivion?
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