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Old Jan 05, 2007, 03:47 PM // 15:47   #421
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Quote:
Originally Posted by Hyunsai
WOW... Assassin Gankers are so omnipresent in GVG we must nerf the little good skills they have to the oblivion?
Fact is, DP/FN is overpowered on any /A caster. Exept monk maybe.
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Old Jan 05, 2007, 05:49 PM // 17:49   #422
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Quote:
Originally Posted by Thomas.knbk
Fact is, DP/FN is overpowered on any /A caster. Exept monk maybe.
What he said. It's not cause of Sin gankers, it's cause of E/A gankers >.>
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Old Jan 05, 2007, 06:18 PM // 18:18   #423
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Quote:
Originally Posted by Thomas.knbk
Fact is, DP/FN is overpowered on any /A caster. Exept monk maybe.
That's pretty strange in fact, because I just observed all the guild battles, and I only see secondary Sin on Warrior (And I think it's for Shadow prison anyway, and I don't see much warriors either) and on some monks. Sometimes we see an A/Mo, but that's really rare. They use on their casters /mo for the majority, and /me, /p, sometimes /d.

So where is really the problem... Is it only for low level Battle guilds?
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Old Jan 05, 2007, 09:44 PM // 21:44   #424
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Quote:
Originally Posted by Hyunsai
That's pretty strange in fact, because I just observed all the guild battles, and I only see secondary Sin on Warrior (And I think it's for Shadow prison anyway, and I don't see much warriors either) and on some monks. Sometimes we see an A/Mo, but that's really rare. They use on their casters /mo for the majority, and /me, /p, sometimes /d.

So where is really the problem... Is it only for low level Battle guilds?
GOGOGO WE'RE TALKING ABOUT GANKERS!!!!!

Good job.

EDIT:
Quote:
Originally Posted by urania
@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.
No, it use to be that thumpers were better for straight pressure, while shockaxes were better for pressure with a spike built in. I use to run builds with stuff like shatter enchant+lightning orb+evis->exe for a nice pressure build with a good spike built in for killing low targets. In fact, a well played shockaxe could easily take the place of a thumper because of the axe's much stronger spike, putting more pressure on the monk to keep everyone's health up near max.

Now, everything is hex pressure + rampage as one + bsurge. If you aren't running these tools, the majority of the time you're testing out random stuff (that usually doesn't work too well), are running a gimmick, or are running a sub-par build.

Also, Seef, a lot of your buffs would make some really overpowered stuff. In paticular the magehunter stuff seems really powerful.

Last edited by TheOneMephisto; Jan 05, 2007 at 09:52 PM // 21:52..
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Old Jan 06, 2007, 06:06 PM // 18:06   #425
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I wouldn't mind seeing DP become a skill instead of the stance and a 20 armor drop on FN doesn't sound too dramatic to me either.
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Old Jan 13, 2007, 12:12 AM // 00:12   #426
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I think the damage output of Spiritual Pain should be inline with the damage output of Shatter Enchantment when there are no spirits. For 15 energy, Shatter Enchantment deals 94 armor-ignoring damage if it removes an enchantment. Spiritual Pain should cost 15 energy to deal 94 armor-ignoring damage (to a single target) and do the AoE damage and instantly recharge only if it hits a spirit. Doing 94 + 71x unconditional armor-ignoring damage for only 10 energy is crazy.
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Old Jan 13, 2007, 02:21 AM // 02:21   #427
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My predictions.

Nerfs:

Bankers:

-Searing Flames: Since the start of guildwars, people cried about Elementalists' woeful DPS. Anet gave them a powerful DPS skill in the form of SF, and everyone cried louder. It now faces an increase in recharge time and/or a reduction in AoE.

-Sandstorm: Only comes into its own as a form of crown control in HA-particularly on dais maps- but it's used way too much to avoid a smack of the nerf stick.

-Feigned Neutrality: Too good on gankers and so much better than Shadow Refuge it's absurd, this needs a decrease in effectiveness in conjunction with Deadly Paradox.

-Avatar of Grenth: A hundred times better than any other form of enchantment removal. Noone is quite sure as to what way it should be nerfed, but valid suggestions have included a dramatic increase in energy cost or making it effective only against enemies whose health is above 50%

-Blinding Surge: Without the damage or the potential AoE this skill would still be overpowered. A ridiculous skill as it stands.

-Critical Chop: Not too bad, but it's definitely going to see a damage reduction.

-Rampage as One: Increase its recharge time and everyone'll be happy.

-Jagged Bones: A skill that gives everyone unlimited energy isn't fair.

-Spiritual Pain: Stupidly good armour ignoring spike skill; it needs a reduction in damage and/or a higher energy cost.

-Spoil Victor: Anet generally doesn't nerf skills because of TA, but this way too powerful a shutdown skill in 4x4.

-Stoneflesh Aura: It's even rarer that Anet nerfs skills becsue of RA, but this skill has upset so many players there that I'd bet my life savings it won't remain untouched.

-Shield of Absorption: Don't know what they'll do with this one, but they'll undoubtedly do something.

Maybes:

-Avatar of Melandru: It's either this or..

-Wearying Strike: Because an Eviscerate every 4 seconds just isn't fair.

-Shadow Prison: An increase in energy cost(which would make it usless on Warriors) or recharge time wouldn't suprise me at all.

-Zealous Benediction: Seems pretty balanced to me but Anet sometimes nerfs skill simply because they're very poplular.

-Reaper's Mark: Only used widely in 4x4, but it's so potent there it mightn't escape.

-Deadly Paradox: Could get it along with Feigned Neutrality.

I'm sure there's heaps more but I'm too tired to think of them.
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Old Jan 14, 2007, 05:26 AM // 05:26   #428
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Been thinking (and ofc been tired so don't blame me if I go wrong).

But one thing I would like to see changed;

Blinding Surge (ofcourse!!!)

same skill, 10 energy cost, "if you are under the effects of an enchantment you gain 1...3...4 energy", since currently this is THE blinding flash of any mesmer, it counters warriors even better then wards since you can catch the spike with it. Since most domi mesmers wouldn't use an enchantment I think this would be a decent solution (because eles would *probably* use air attune then anyway).

Apart from that, every other idea I can think of right now has already been posted.
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