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Old Sep 22, 2006, 04:09 PM // 16:09   #1
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Default GW nightfall: pvp evolution

Purpose of this topic:
- discussing pvp evolution (if there is one) caused by the new skills/professions.
- discussing imbalanced skills/attribute lines/tactics (in a pvp environement).

BTW: before saying that a scout/chant is imbalanced, please note that there is a counter:
Quote:
Originally Posted by gw wiki
Vocal Minority. Hex spell. For 5...17 seconds target foe and all foes in the area cannot use Shouts or Chants.
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Old Sep 22, 2006, 04:33 PM // 16:33   #2
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Weapon of Warmongering. All that I have to say on this topic.
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Old Sep 22, 2006, 05:11 PM // 17:11   #3
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personally, i can see Wild Frenzy replacing Frenzy on warriors. however, the "lose all adrenaline" part might not make it happen.
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Old Sep 22, 2006, 05:14 PM // 17:14   #4
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Wild Frenzy will definately replace Frenzy on Assassins.
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Old Sep 22, 2006, 05:16 PM // 17:16   #5
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couple of comments on names of skills:
Hypochondria
foe get conditions for it's allies- or somethign of the sort
Tease
ends when foe touches you
"cant touch this:
...

neither are brilliant, both could be useful- but doesnt anyone else find the naming really funny?

seems a-net does have a sense of humour, will edit with more funny skills as i find them
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Old Sep 22, 2006, 05:17 PM // 17:17   #6
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well, the 5 second duration might kill it, but we'll see.
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Old Sep 22, 2006, 05:20 PM // 17:20   #7
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5 second duration is with 0 in Tactics.
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Old Sep 22, 2006, 05:32 PM // 17:32   #8
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0 in strength, you mean. which basically means that assassins are limited to 5 seconds with Wild Frenzy.
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Old Sep 22, 2006, 06:51 PM // 18:51   #9
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Assassins attack through strings of attacks, and don't need the addional IAS at other times. Five seconds is more than enough for an assassin to unload all of his or her attacks.
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Old Sep 22, 2006, 09:16 PM // 21:16   #10
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Healing Monks got a huge hand up.
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Old Sep 22, 2006, 11:08 PM // 23:08   #11
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Searing Flames looks nasty. Now you can spike an area, yay. Most of the other elementalist skills added seem rather promising too.

Divert Hexes is... wow...

Last edited by Riotgear; Sep 23, 2006 at 12:54 AM // 00:54..
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Old Sep 23, 2006, 01:26 AM // 01:26   #12
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I've been likin Flail myself. The 33% slower run speed seems a bit bad, but with rush on the same bar I've found it to not be a problem. Drawback is definatly that its near impossible to spike with, as you have to turn it on and hit one more time to charge skills again. Definatly will be on all my bars when I PvE from now on. It replacing Frenzy however is still up in the air.

I've also like Destructive Chop. I'm surprised that they made an axe skill worthy of replacing Eviscerate. Look for people using this one in spikes.

Last edited by stueyman2099; Sep 23, 2006 at 03:11 AM // 03:11..
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Old Sep 23, 2006, 01:57 AM // 01:57   #13
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Quote:
Originally Posted by stueyman2099
I've also like Destructive Chop. I'm surprised that they made an axe skill worthy of replacing Eviscerate. Look for people using this one in spikes.
I don't agree. It only does about 20 more damage than Eviscerate, and makes you lose all energy and adrenaline. Although you can follow it up with a regular attack, the +42 damage from Executioner's Strike works much better. The critical hit is nice, but still, you don't get a strength bonus from the additional normal attack.

Last edited by Dragannia; Sep 23, 2006 at 02:03 AM // 02:03..
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Old Sep 23, 2006, 02:24 AM // 02:24   #14
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Um, you can just reverse the order? There's no huge benefit to doing destruction chop first-executioner's + destructive chop still works fine.

Destructive chop is some 215 damage by itself. Eviscerate is 168. That's a big difference.
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Old Sep 23, 2006, 02:28 AM // 02:28   #15
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Use it before you pass judgement, please. Destructive Chop is now the single most powerful attack in guild wars... even if it comes at a steep price. I can see a ExeStrike -> DestrcutiveChop spike in conjunction with like, a hammer. Dest-Chop hits for significantly more than Eviscerete once you factor in the auto-crit.

Thumbs up from me... at least from an hour or 2 of RA :P
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Old Sep 23, 2006, 02:36 AM // 02:36   #16
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Destructive chop will definitely make it's way into dedicated adrenospike builds IMO. However, for a pressure build with built-in adrenospikes, then eviscerate will probably still be used.

Destructive chop is incredibly powerful, like, more powerful than eviscerate. That's pretty big, and in a game where big chunks in small time frames is important, destructive chop will at least see some gamepley.
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Old Sep 23, 2006, 03:00 AM // 03:00   #17
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Quote:
Originally Posted by Symbol
Um, you can just reverse the order? There's no huge benefit to doing destruction chop first-executioner's + destructive chop still works fine.

Destructive chop is some 215 damage by itself. Eviscerate is 168. That's a big difference.
Good point. No idea what I was thinking.

Last edited by Dragannia; Sep 23, 2006 at 03:07 AM // 03:07..
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Old Sep 23, 2006, 03:16 AM // 03:16   #18
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I made the same mistake when I looked at it. It's a habit to apply deep wound as early as possible for me, so it didn't quite click right away :P
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Old Sep 23, 2006, 04:25 AM // 04:25   #19
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Keep in mind that losing all adrenaline and energy with Frenzy up is generally not a good idea, though.

Anyway: Warmonger's Weapon, Revitalize, Zealous Benediction.
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Old Sep 23, 2006, 04:32 AM // 04:32   #20
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Destructive is strictly better for adreno-spiking, though whether it beats Eviscerate will depend on your build and goals. Destructive forces you to be caught in your IAS after spiking, which means you'll either be snared or taking double damage. Neither is ideal outside of a spike situation where only the first few hits while the target is KDed really matter. Losing your energy reserves is painful too if you're running a lot of energy skills like Bull's Strike, or if you want to pressure with Frenzy.

Flail is another interesting warrior skill which I can see being a Frenzy alternative, especially on a base ganker or anyone who frequently fights in an arena without monks. Not really a fan of Wild Frenzy by comparison, though again it has potential for adreno-spiking. The loss of ability to frenzy-pressure will slow your adrenal gain if nothing else, and the drawback of Frenzy isn't that onerous in the hands of a good player anyway.

Monk backlines are going to see serious change after Nightfall's release. With the new elites and skills it almost goes without saying that healing monks will be viable again, though in exactly what form remains to be seen. Prot monks got some interesting love too, in the form of Zealous Benediction. Overall, I'm really impressed with the monk changes and I think when it's all over there should be a lot of viable monk builds and backlines.

R/Ps still seem pretty strong. We faced Te running a group of them tonight and I think our monks would have dropped with SB/RI level pressure if we hadn't had Shields Up. It's a powerful gimmicky build that doesn't require much skill, but Arenanet seems reluctant to nerf it so I guess it will be in the final release.

Haven't seen anything else really game-changing yet, though I haven't messed with a lot of builds outside of RA.

Haven't seen much of Dervishes yet, though I'm sure I will before the weekend's end. Un-nerfed Mysticism is just too good for the community to not come up with some retarded builds that exploit it...again.
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