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Old Dec 29, 2006, 03:11 AM // 03:11   #41
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re: rao,

i think the 'ias/runspeed in 1 skill!!!' argument is overused. you get runspeed and ias in 3 skills including your elite, ~10BM and an assload of Expertise to be able to afford it. that is a pretty heavy, specialised investment for what seems to be a fitting (heavy, specialised; thump thump thump) return. insert blind, etc. countering comments here if you like.

not that it's perfectly balanced; i don't pretend to know that much about all formats. but from what i've seen it doesn't seem like the staggering error it's commonly made to be. pretty boring stuff though imo
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Old Dec 29, 2006, 03:21 AM // 03:21   #42
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I find it kind of ironic the the OP mentions many enchants in his original list on imbalances and includes the Grenth avatar as well. The obvious solution to all of this is bring enchant removal yourself and interupt the damn avatar. In a word, learn to play mesmer.

As for ZB being overpowered, I don't know that I definately agree with that it takes some brass balls to let ppl drop below 50% everytime you want to use your eilte. That 10 energy can be a killer if you guess wrong or get trigger happy. WoH is a little bit easier to use because of it's spammability along with the <50% distinction. BL continues to be a more useful monk elite across the PvP world.

And as a final comment, hopefully A-net will do the right thing, *cough* 8v8 HA *cough*, in fixing the high end PvP areas (GvG and HA) and there will be somewhat of a trickle-down effect. (Regenomics FTW) I'm not rdy to give up on GW PvP quite yet.
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Old Dec 29, 2006, 06:43 AM // 06:43   #43
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Quote:
Originally Posted by Dinkytowner
I find it kind of ironic the the OP mentions many enchants in his original list on imbalances and includes the Grenth avatar as well. The obvious solution to all of this is bring enchant removal yourself and interupt the damn avatar. In a word, learn to play mesmer.

As for ZB being overpowered, I don't know that I definately agree with that it takes some brass balls to let ppl drop below 50% everytime you want to use your eilte. That 10 energy can be a killer if you guess wrong or get trigger happy. WoH is a little bit easier to use because of it's spammability along with the <50% distinction. BL continues to be a more useful monk elite across the PvP world.

And as a final comment, hopefully A-net will do the right thing, *cough* 8v8 HA *cough*, in fixing the high end PvP areas (GvG and HA) and there will be somewhat of a trickle-down effect. (Regenomics FTW) I'm not rdy to give up on GW PvP quite yet.
Fyi Avatar of Grenth is a FORM that cannot be stripped. What kind of dervish isnt going to precast the avatar before going into the fight? Best bet is to melee shutdown the derv so he cant hit with blinding surge or ebon dust aura.
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Old Dec 29, 2006, 08:00 AM // 08:00   #44
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Originally Posted by Relambrien
They still wouldn't have to be mindful, with Ether Prodigy they can spam B-flash as much as they could with B-surge. And they can have more utility with 15E spells like Heal Party and Aegis.



Yes, I have. And let me tell you, Shield of Absorption > thumpers. Guardian > thumpers. Aegis > thumpers. Of course, enchants < Grenth Dervish.

Without a grenth dervish, it isn't exactly difficult to survive against one thumper and its pet. But I concede that keeping others alive is a bit of a chore :P
A few things... I know Irrisistable was nerfed, but don't thumpers still run it(Sorry I won't touch that bar because I think it kills brain cells)? In that case Thumpers > Aegis and Guardian. Anyhow, you basically defeated your chain but I will simplify. Thumper + Grenth > 2 monks.

Moving along. No Eprodigy does not allow spamming of Bflash becasu eyou ahve a million other things to do with your energy (which is being exhausted out and possibly making you explode if stripped -- if you want to run eprod with a party ele that is, but you brought up the flash spamming... actually, and I know this is the longest parenthetical statement ever devised, but I beg you to go eprod flash spaming on a dervish so he can get a draw and wild blow you, criting you and exploding your eprod... good times)that are costly(Orb Gale Flash Heal Party Aegis/Extinguish -- all 15 energy or casuing exhaustion). If you want your emo to be useless in about 1 min, I guess you can spam you skills for a bit. I hope you party doesn't ask for HPs when your team is decimated at teh 2 min mark though.

Bsurge is a horrid skill like many of the other easy buttons. I don't think that Guild Wars requires LESS skill, jsut that many roles have become MUCH easier and other a fair amount harder. I would say that monking now is a great deal more difficult unless you are running a build with gobs of defence and like spiking stuff, while putting the damage down has become a lot easier for most classes(I'm sorry but the whole idea of the thumper is that a moron can play a warrior).

Thumpers... I guess you can keep them, but I think the game was better without them.

Last edited by Seamus Finn; Dec 29, 2006 at 08:05 AM // 08:05..
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Old Dec 29, 2006, 08:12 AM // 08:12   #45
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Seamus I've used that exact emo bar before last season. It is not designed to spam the skills constantly. Its always used in a condition build so the blind is usually covered. You can spam b flashf if you wanted to every 5 seconds. That is good shut down.

If it wasn't for thumpers we would never see hammers in any type of play.
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Old Dec 29, 2006, 08:22 AM // 08:22   #46
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Originally Posted by twicky_kid
Seamus I've used that exact emo bar before last season. It is not designed to spam the skills constantly. Its always used in a condition build so the blind is usually covered. You can spam b flashf if you wanted to every 5 seconds. That is good shut down.

If it wasn't for thumpers we would never see hammers in any type of play.
Ok enjoy your bflash emo in your condition build so you can find a way to spam bflash. I can just use an elite spot on my mesmer who doesnt need it now that Spirtual is basically as good as esurge and I don't need to base my whole build around conditions to get a blind sticking, I'll jsut spam it in between spikes. By the way, how do covered conditions do against a draw? Most people that run hard meelee have one...

And please don't act as though Thumpers are saviors of the hammer. There are plenty of good hammer bars, its just that none of them work quite as well with shadow prison(they aren't as fast as a crit chopper). But if wars aren't playing, what's basically a caster spike, hammer is as viable as any other adren spike/pressure bar in teh right build. Thumpers are the saviors of morons who want to deal damage. I'm not saying the are ZOMG imba! just one more class that requires very little understanding of the game to play in an effective manner(Nightfall has added quite of bit to this genre of the game I'm afraid).
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Old Dec 29, 2006, 09:21 AM // 09:21   #47
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I stopped reading when I got to your list of skills that are causing problems...well, because I already know them. Here's my take, with fixes.

Flaming Gheyway (Searing Flames)
Most spiking skills have a 2 second cast. Doom was the first exception because it requires you to use other skills first. SF's only restriction is that you have to already be pwning the crap out of your opponent.
  • Cast time too short
  • Recharge time too short
  • Area too big
  • Energy management too easy with another skill in the same attribute based on SF.
There are two main ways to nerf SF.
  • Bump cast time to 2 seconds.
This will make it more easily interruptable, and more catchable for monks and people in groups. Having a 2 second cast also effectively increases time between casts by 1 second.
  • Lower the area to "adjacent" instead of in the area.
This will allow SF eles to do massive damage to one, possibly two targets, making it still viable, but not completely destructive.

Rampage as One... you know, as One warrior with a constant speed/attack boost would if he had a level 20 sword warrior at his side also with a movement and IAS boost.
  • The high cost combined with the pet requirement makes it usable exclusively to ranger primaries.
  • With a permanent movement/ias boost, RaO thumpers (or rangers using any weapon) are clearly a better pick than warriors.
  • Being a 0-cast skill makes it non-removable and non-interruptable.
I really don't see how RaO can be nerfed and still be used. The closest I can get is:
Remove the movement increase and lower the cost to 15.

With only an attack speed increase, it is still good at its cost, compared to other ias boosts.

Steady Stance
Sorry, no clever remark here
Right now it reads "If you have a self knockdown on your bar, gain infinite adrenaline."
It's only broken when combined with "fear me." 3 energy loss every 5 seconds comes out to almost 3 energy degen, which affects multiple enemies. It's a stackable, unconditional malaise.
Nerf:
  • Increase recharge to 12 seconds.
I personally like steady stance, and prefer the first nerf so I can still use it.

Zealous Benediction
This skill, although slightly overpowered, is defensive. It is ok for defensive skills to be slightly overpowered. It negated the overpowered offensive skills. Fine the way it is. If anything, Aet will change the metagame by making the energy gain scale 2-7, capping at 8.

Reaper's Mark
Holy god, when I read this skill I forgot what conjure phantasm was.
  • At zero soul reaping, it gives -1 degen and gives you ALL its energy back if the target dies, not to mention it lasts 30 seconds, so it is highly spammable.
  • At 11 soul reaping, which is low for a Reapers mark necro, it gives 5 degen, and if they die, gives you back 28 energy.
Spending 15 energy every 30 seconds means the necro is spending .2 energy per second for 45 points of life loss per second inactively.
Nerfs:
  • Increase cost to 10, decrease energy gain by half.
    or
  • Decrease duration to 10

[b]Mystic Regeneration[b]
It's a conditional healing breeze for the same cost with a slower recharge.
Even having this on a "to nerf" list makes me laugh, and I'm shard. That's pretty sad.

Stoneflesh Aura
This skill is rediculous. Usually, defensive skills can't be called overpowered, but this one makes you invincible. Increase recharge to a minute.

Shield of Absorption
You're kidding right? It's good, but nowhere near overpowered. If you don't want it to stop your damage, don't attack for 5 more seconds.

Feigned Neutrality
You forgot to read the "This ends if you attack or use a skill" part. Feigned on a monk makes me laugh out loud. LOL
Great for ganking, but any other self heal is great for ganking. Why single this one out, just because it gives you 7 health regen and 75% damage reduction?

Shadow of Haste
See my comment about Mystic Regeneration. The only thing it's good for is flag running, and noobs can't even use it right then. Anyone remember when it lasted 15 seconds tops?

Blinding Surge
I loathedespisehate this skill. It, by itself, makes warriors, rangers, dervish, and assassins useless. The only way to counter it is diversion, since at 4 recharge, interrupting it doesn't accomplish much.
Nerf:
  • Since increasing the cost would make it a copy of blinding flash, that is not a nerf option.
  • Increase recharge to 10. It won't be as spammable, but it will still be viable in RA and TA.

Spiritual Pain
Im getting tired so I'll finish up quickly.
  • Yes it's overpowered.
  • Make it AoE only when it hits a spirit. Decrease energy cost to 5.

Avatar of Grenth (not the snow one)
Wow. It's like OoA, but without the life loss, or the "this doesn't last forever."
This skill is so extremely good in HA when you can kill a ghost by ignoring its enchantments. However, HA is like a box of chocolates. It sucks unless you're a girl. Grenth isn't viable in any other arena.

Some overpowered skills you left out include:
  • All scythe attack skills
  • Hidden Rock
  • Charging Strike
  • Choking Gas
  • Critical Chop
  • Spirit's Strength
  • Jagged Bones
Good night GWG
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Old Dec 29, 2006, 09:34 AM // 09:34   #48
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As ussual shard, you fail.

Shadow of Haste
This basicly does the same job as Aura of Displacement, only it's not elite, and costs less energy.

Feigned Nutrality
Quote:
Why single this one out, just because it gives you 7 health regen and 75% damage reduction?
Becuase no other skill in guild wars gives you 75% damage reduction (I do find it odd that you got that statistic right) as well as 14hp/second. Really it's only a problem becuase it's maintainable with Deadly Paradox. It just makes gankers too good.

Also, you forgot Avalanche in your list of additional skills that need to be nerfed.
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Old Dec 29, 2006, 10:35 AM // 10:35   #49
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Quote:
Originally Posted by Relambrien
They still wouldn't have to be mindful, with Ether Prodigy they can spam B-flash as much as they could with B-surge. And they can have more utility with 15E spells like Heal Party and Aegis.
I'll give it to you that ele's have more utility with Prodigy but in the current meta where diversion is "required" mesmers run the Blinding Surge and ele's run Searing flames.


Quote:
Originally Posted by Relambrien
You wouldn't see too many solo gankers, since Assassins wouldn't exist at all, and you don't have YAA and Mending Touch as a Warrior. You don't get Burning Arrow either. It's still doable, but a 5-3 or a 4-4 split would be safer and more beneficial. Not to mention Warriors would be the only profession who could ever do it. Right now we have Warriors, Assassins, Elementalists, and Rangers who can easily solo (YAA, SoH/Feigned, E/D tank, and Burning Arrow, respectively) a base. With Prophecies only, you'd only have one profession with any solo survivability, and that would be the Warrior.
I totally disagree with this. The original ganker was a R/Me Crip Shot/Apply Poison/Conjure Phantasm which was ran by a Korean guild very early in gvg. I also know that in a Prophecies enviroment a hex necro or hex mesmer could and would be very successful gankers. But then again it goes back to the player being smart and skillful enough to know when they would be able to kill in a base and not get owned unlike it is now.

Quote:
Originally Posted by Relambrien
Yes, I have. And let me tell you, Shield of Absorption > thumpers. Guardian > thumpers. Aegis > thumpers. Of course, enchants < Grenth Dervish.

Without a grenth dervish, it isn't exactly difficult to survive against one thumper and its pet. But I concede that keeping others alive is a bit of a chore :P
You can aegis chain until your fingers are numb, IMO a constant speed/IAS boost is too powerful. At least in gvg there is a little more support so maybe RoA is not quite as effective but in RA or TA it is godly.
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Old Dec 29, 2006, 01:50 PM // 13:50   #50
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Originally Posted by Divineshadows
Watch observer mode. You'd see that avatar of grenth dervishes are D/W specifically so they can use wild blow. Wild blow ensures that those enchants you mention get removed. Not only that it will end any stance based defenses. This limits the opposition to countering you with blind, a hex stack, and/or ward v melee (which you can still hit through with wild blow every 5 seconds).
Good point hadn't really looked into D/W becuase i dont like taking a 2nd prof just for 1 skill.

tbh i don't really encounter stances/evades/blocks much and when i do i just attack somebody else. since i hardly ever prey upon warriors and rangers with my dervish.

i like the idea of being De/N specialising in a grenth themed build too much to ever use De/W

The point is, avatar of grenth isn't too powerful becuase enchants only get removed when an attack skill is used. Its not like your getting free enchant removals each hit. And if your in TA/RA your probally going to be maintaning and recycling various enchants anyway not allowing a huge spam of skills since most of the nice ones are 10 energy.


i will add though....

those stupid stoneflesh tanks need nerfing without a grenth derv...your not gona kill em..lol.

Last edited by Venus was her name; Dec 29, 2006 at 01:54 PM // 13:54..
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Old Dec 29, 2006, 07:24 PM // 19:24   #51
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Imo, those that are calling for an RaO nerf have never played the build but instead lose to it.

For RaO to be used conisistently, it does require 3 skill slots (comfort, RaO, and Charm). Thats 3 slots for 2 effects (balanced?). The 25e does cause a huge problem as well even with vested expertise. Well matched fights do cause the average RaO user to be edrained. Ive often found myself having to wait a few additional seconds to get the 15e required to use the skill therefore it is not spammable by any means. Anyone who plays the RaO bar knows how counterable and vulnerable it is. No self heal, no condition removal, no hex removal. Sure you can put a self heal and/or a condition removal in there, but than that takes away from the offensive nature of the build that is causing swift soft-target deaths. The build itself can be countered by some very common builds used in all areas of pvp; any anti-melee caster, wards, crip shot/condition ranger come first to mind.

The idea behind GW and what makes this game so great is the fact that there is no "perfect" set up. Every build is counterable. Instead of calling for nerfs, learn the builds that are hurting and design counters. To say RaOs are too dominating is just plain fallacious. Without good monks, RaOs are crap.

One more thing... when all else fails, kill the pet over and over and over and over.
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Old Dec 29, 2006, 09:11 PM // 21:11   #52
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Quote:
Originally Posted by Seamus Finn
And please don't act as though Thumpers are saviors of the hammer. There are plenty of good hammer bars, its just that none of them work quite as well with shadow prison(they aren't as fast as a crit chopper). But if wars aren't playing, what's basically a caster spike, hammer is as viable as any other adren spike/pressure bar in teh right build. Thumpers are the saviors of morons who want to deal damage. I'm not saying the are ZOMG imba! just one more class that requires very little understanding of the game to play in an effective manner(Nightfall has added quite of bit to this genre of the game I'm afraid).
With the current anti pressure skills out there hammers cannot exert enough pressure on a war as they can on a thumper. Even the current thumper is not even as good as the old one. With the energy demands of RoA any form of e denial on a thumper his offense is completely screwed.

I said you could spam bflash IF you wanted to do. I didn't say you had to. Its mainly used as an adrenaline spike prevention. If you use it in 5 second intervals you will not be losing any energy under e prodigy as you would be gaining 3 1/3 energy per second. Also back when this was popular you would e deny who ever had draw as it was usually a necro or a mes. You didn't see draw on another ele too often.

This is a team based game. You want something that is going to run smoothly without some highly complex hierarchy of coordination. That is the exact reason why many guilds during prophecies failed and lost to gale wars. Gale wars were easy to run and provided the best shutdown at that time.

The more complex you make your build the more chances for something to go wrong and mistakes to happen. You are not rewarded for who played with the most complex build and won with it. You are rewarded for winning. To create the best chances for your team to win the easiest and most effective builds will be created. During the faction season balanced builds were becoming rather simplified.

This is the nature of a team based game. It will always be like this. GW is very complex as it is with the so called "easy button." GW is by far the fastest pace and complex game than any other team based game I've seen outside of FPS.
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Old Dec 29, 2006, 09:26 PM // 21:26   #53
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Quote:
Originally Posted by Venus was her name
Good point hadn't really looked into D/W becuase i dont like taking a 2nd prof just for 1 skill.

tbh i don't really encounter stances/evades/blocks much and when i do i just attack somebody else. since i hardly ever prey upon warriors and rangers with my dervish.

i like the idea of being De/N specialising in a grenth themed build too much to ever use De/W

The point is, avatar of grenth isn't too powerful becuase enchants only get removed when an attack skill is used. Its not like your getting free enchant removals each hit. And if your in TA/RA your probally going to be maintaning and recycling various enchants anyway not allowing a huge spam of skills since most of the nice ones are 10 energy.


i will add though....

those stupid stoneflesh tanks need nerfing without a grenth derv...your not gona kill em..lol.
play guild wars plz, I have no idea what game you're playing.

Quote:
Originally Posted by Stueyman2099
Shadow of Haste
This basicly does the same job as Aura of Displacement, only it's not elite, and costs less energy.
don't nerf teleway plz.

Then again,
Quote:
Originally Posted by Shard
Shadow of Haste
See my comment about Mystic Regeneration. The only thing it's good for is flag running, and noobs can't even use it right then. Anyone remember when it lasted 15 seconds tops?
do you even play gvg?

Re: wild blow
Quote:
Originally Posted by Relambrien
the huge "cost factor" made the skill totally unplayable by Warriors.
No, it wasn't. It was utility before. Now you spam on recharge.

Sorry to pick on you shard:
Quote:
This will make it more easily interruptable, and more catchable for monks and people in groups. Having a 2 second cast also effectively increases time between casts by 1 second.
get a better ranger. The skill certainly has balance issues, but it's mostly from the damage since it gets nuts when there's 3+ on the team; the rest of the skill is fine. If your ranger can't interrupt 1 second spells though, I don't see how you don't get pwned by wards.

Again Shard (sorry, your post is the largest that I can still see with way too many exagerations+crappy suggestions):
Quote:
Right now it reads "If you have a self knockdown on your bar, gain infinite adrenaline."
It's only broken when combined with "fear me." 3 energy loss every 5 seconds comes out to almost 3 energy degen, which affects multiple enemies. It's a stackable, unconditional malaise.
They just need to nerf fear me! It's not like drunken blow/desperation blow are that great; it's more like 'check it out! your whole midline and backline have no energy now thanks to 3 warriors! We don't even worry about focus swapping, we just spam skills on recharge!"

Quote:
Originally Posted by PTYP
For RaO to be used conisistently, it does require 3 skill slots (comfort, RaO, and Charm). Thats 3 slots for 2 effects (balanced?). The 25e does cause a huge problem as well even with vested expertise.
I kind of agree; it's really really good, and slightly overpowered, but not OMGBROKEN like so many other skills. The main reason it needs a rebalancing is because after they nerf the hell out of dervishes they'll see more play and be more powerful.

Too many posts about blinding surge to pick one; but on that retarded conversation about prodigy+flash vs. Surge, one allows you to spam blind 100% of the time for practically free and the recharge is faster than draw. The other was 15 energy and wasn't all that spammable, it was better to use on adrenospikes.

Quote:
Originally Posted by Seamus Finn
I would say that monking now is a great deal more difficult unless you are running a build with gobs of defence and like spiking stuff
Unfortunately, that's what 99% of the ladder runs at the moment.

Last edited by Thom Bangalter; Dec 29, 2006 at 11:50 PM // 23:50..
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Old Dec 29, 2006, 10:23 PM // 22:23   #54
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Quote:
Originally Posted by stueyman2099
As ussual shard, you fail.
It's ironic how youre telling me how much I fail with misspelled words. If youre gonna make fun of someone, do it right.
Quote:
Originally Posted by stueyman2099
Shadow of Haste
This basicly does the same job as Aura of Displacement, only it's not elite, and costs less energy.
Yes, it's amazing for ganking, but is it worth a nerf? No. When I face enemy runners or gankers I send a friendly split of 3 people to take him out if needed.
Quote:
Originally Posted by stueyman2099
Feigned Nutrality
Becuase no other skill in guild wars gives you 75% damage reduction (I do find it odd that you got that statistic right) as well as 14hp/second. Really it's only a problem becuase it's maintainable with Deadly Paradox. It just makes gankers too good.
Again, it's a defensive skill that makes you nearly invincible, but in exchange shuts you down for as long as you want to keep it up. A fair tradeoff. I've killed people through it before. It is very removable.
Quote:
Originally Posted by stueyman2099
Also, you forgot Avalanche in your list of additional skills that need to be nerfed.
I also forgot Avatar of Grenth (snow), OMFG 5 life stolen per spell, HAX!
Quote:
Originally Posted by Thom Bangalter
do you even play gvg?
Ok so I exaggerated a little and made too many stupid suggestions. It doesn't need to be nerfed anyway.
Quote:
Originally Posted by Thom Bangalter
Sorry to pick on you shard:
get a better ranger. The skill certainly has balance issues, but it's mostly from the damage since it gets nuts when there's 3+ on the team; the rest of the skill is fine. If your ranger can't interrupt 1 second spells though, I don't see how you don't get pwned by wards.
It isn't the fast cast time that scares me, but doubling it would make SF waaaay less playable, but still not as bad as otyughs cry. I think they need to go with the area nerf.
Quote:
Originally Posted by Thom Bangalter
Again Shard (sorry, your post is the largest that I can still see with way too many exagerations+crappy suggestions):

They just need to nerf fear me! It's not like drunken blow/desperation blow are that great; it's more like 'check it out! your whole midline and backline have no energy now thanks to 3 warriors! We don't even worry about focus swapping, we just spam skills on recharge!"
It's not like fear me is that great either. Sure, it's good, but fear me isnt the problem. I ran a hammer war in gvg yesterday with steady stance and was able to hammer bash every 2 hits I made. being knocked down for 2 seconds every 4 seconds is rough on a monk. Just proving that there are other ways to abuse steady stance. I'd like to see it get a lot of play, it's a fun skill, but right now it's insane.
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Old Dec 29, 2006, 10:49 PM // 22:49   #55
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Quote:
Originally Posted by Thom Bangalter
Quote:
Originally Posted by Sinful Doom
the huge "cost factor" made the skill totally unplayable by Warriors.
Re: wild blow

No, it wasn't. It was utility before. Now It's an autoattack skill. Still, same concept.
If you are going to quote someone then "quote" them. Dont modify what I wrote and place it in a context that fits your's argument. I actually had to scroll back up in posts because I couldnt believe I would actually say this...

Quote:
Originally Posted by Sinful Doom
Before dervishes this skill had a huge "cost factor" to it that I feel kept it in balance. Lose all adrenaline. Even with the low energy cost and recharge this kept it in check.
Here's the actual quote. Pretty significant difference?

And yes, it is now and auto attack skill which as I posted to before is what makes it too powerful based upon energy cost/skill recharge/effect of skill/personal negative effect...

Last edited by Sinful Doom; Dec 29, 2006 at 10:57 PM // 22:57..
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Old Dec 29, 2006, 11:48 PM // 23:48   #56
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Turns out I actually quoted the wrong person. Sorry about that Sinful, didn't mean to make you look like an idiot, your post about wild blow was spot on.

should've been [ QUOTE=Relambrien]. I apologize. time to fix my post.
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Old Dec 30, 2006, 01:12 AM // 01:12   #57
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Quote:
Originally Posted by Thom Bangalter
Turns out I actually quoted the wrong person. Sorry about that Sinful, didn't mean to make you look like an idiot, your post about wild blow was spot on.

should've been [ QUOTE=Relambrien]. I apologize. time to fix my post.
NP. When I first read your response I sat here for a second and said "god I hope I didnt say that." lol
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Old Dec 30, 2006, 04:05 AM // 04:05   #58
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Quote:
Originally Posted by shardfenix
Again, it's a defensive skill that makes you nearly invincible, but in exchange shuts you down for as long as you want to keep it up. A fair tradeoff. I've killed people through it before. It is very removable.
Agree. You can still be slowed, knockdowned, you can still take non armor affected damage, you can take conditions, hexes, you can see it stripped like every enchantment, and you can't do a damn thing while it's up (except running, and no speed boost)...

Imbalance? hardly...
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Old Dec 30, 2006, 07:09 AM // 07:09   #59
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Quote:
Originally Posted by Lordhelmos
TA: Showcase of skill imbalances, stoneflesh tanks running thirty minute matches, Zealous Benediction escaper monks running for hours upon hours....
If you are having troubles with those guys I wonder what build you are running. I laugh at them because they are so easy for me to beat. Most of the time they can't do much damage because they carry all those buffs. Not to mention how funny it is to bring Gaze of Contempt and watch them panic as all their enchantments vanish. If they bring Obsidian Flesh just run out of range because they aren't going anywhere. Diversion spamming them is also fun.

Now some of the builds I hate to see are the blinding surge builds. The spam is insane.

Quote:
Originally Posted by Lordhelmos
Searing Flames
~Enough has been said about this
As annoying as the skill is, most of those builds are easily shut down. Enchantment removal(Because you really need Fire Attune to keep your energy up) or hitting SF with diversion kills most of the builds out there.

Last edited by LoyalSoldier; Dec 30, 2006 at 07:15 AM // 07:15..
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Old Dec 30, 2006, 08:59 AM // 08:59   #60
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Quote:
Originally Posted by LoyalSoldier
If you are having troubles with those guys I wonder what build you are running. I laugh at them because they are so easy for me to beat. Most of the time they can't do much damage because they carry all those buffs. Not to mention how funny it is to bring Gaze of Contempt and watch them panic as all their enchantments vanish. If they bring Obsidian Flesh just run out of range because they aren't going anywhere. Diversion spamming them is also fun.

Now some of the builds I hate to see are the blinding surge builds. The spam is insane.



As annoying as the skill is, most of those builds are easily shut down. Enchantment removal(Because you really need Fire Attune to keep your energy up) or hitting SF with diversion kills most of the builds out there.
Hey bro not all of play mesmer, or want to just to counter these griefer builds.
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