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Old Sep 01, 2011, 11:41 PM // 23:41   #1
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Default New PvP Environment Update- Massive Damage

-20 Armor in exchange for +200 health? Not sure what that means besides a mandatory Spirit Bond on every monk's bar, though it doesn't help much since their signature WoH/Healing Burst powerheals don't count for much now.

Meta shift towards prot?

Discuss!
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Old Sep 02, 2011, 12:21 AM // 00:21   #2
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Terrible flux, cracked armor shuts you completely down taking away shield armor and any +10 you use. All this did was make eles more powerful. If your going to monk now, you either have to go mo/e for kinetic or armor of earth or mo/a for dark escape. Played a team with Enraged Lunge, Air Ele, Earth Ele and monk, their spike was ridiculous with unblockable pet damage.
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Old Sep 02, 2011, 12:38 AM // 00:38   #3
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better then the last one where you can't catch anyone even with a run buff

IMO about spikes, it's in the design of the game that makes them so relevent, the game itself is flawed in that sense. Makes RA so much more interesting cuz no one spikes in RA

I agree spirit bond will be good, but 200 hp is quite a bit. Wonder if the -20 armor will put u at 40 armor if your at 60?

Consider, if you just say, screw armor ill just go to 60 neways and have a lot of hp, and then just have more heavy healers and less infuse or more self heals on your party?
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Old Sep 02, 2011, 01:10 AM // 01:10   #4
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Time to dust off Augury of Glaive:

Use Destructive was Glaive with channeling damage spells while in the area of your foe. Hex with Augury of Death, knock under 50% health, forcing you to teleport and drop your ashes, causing big damage plus deep wound. Fun times!

OAej4hiMpOXulZykYXOFAu5JIA

Worked better with 15 second recharge Augury and non-blind Gaze from Beyond, but still fun.
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Old Sep 02, 2011, 02:07 AM // 02:07   #5
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you drop your ashes before shadowstep
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Old Sep 02, 2011, 03:13 AM // 03:13   #6
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so basically these fluxes just promote more spike teams
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Old Sep 02, 2011, 03:21 AM // 03:21   #7
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they promote pressure actually

"30% decrease in healing" does not help spikes
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Old Sep 02, 2011, 07:21 AM // 07:21   #8
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"30% decrease in healing"
theres no such thing, ur heals still heals as much as before.
And ye, spike is buffed(18air magic is strong)
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Old Sep 02, 2011, 07:35 AM // 07:35   #9
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This flux doesn't stack with arenas where there is no long fights ( a.k.a anywhere except GvG)
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Old Sep 02, 2011, 10:53 AM // 10:53   #10
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Quote:
Originally Posted by Coast View Post
"30% decrease in healing"
theres no such thing, ur heals still heals as much as before.
And ye, spike is buffed(18air magic is strong)

Whereas before WoH healed you for 40% of ur health bar, it now heals u for only 25%. And since damage has increased more or less in line with the +200 health as a result of less armor, health bars are going down by the same amount as before, but going back up less. ie healing nerfed.

Monks basically need to spam spirit bond in order to keep up with the damage spam of several eles, and this basically makes monks very very low energy, cos spamming 10e spirit bonds isnt easy for an extended period of time. Your only real option this month is to prot damage cos u will neve outheal it, in a way this is a good thing, but all the useful prots are 10e, and all the damage has been buffed over the last months to short recharges and low energy costs, its very hard for monks to compensate.

Overall a pretty stupid flux, it will just encourage people to run lots of eles, which means lots of midline defence, which means other teams will stop running so much melee, and run more eles too. A vicious circle of boring 28 minute quad ele games is soon to follow i guess.
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Old Sep 02, 2011, 10:56 AM // 10:56   #11
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Quote:
Originally Posted by Coast View Post
"30% decrease in healing"
theres no such thing, ur heals still heals as much as before.
And ye, spike is buffed(18air magic is strong)
Using quotation marks give you a hint it's not meant literally. The point being that the armor reduction about cancels out with the health buff. Basically the numbers are bigger, while the similar numbers for heals stay the same - hence "30% decrease in healing" vs non-armor ignoring dmg.

So spikes using mostly non-armor ignoring dmg are relatively stronger than they were before. What the flux really promotes are pressure builds. "Unfortunately" pressure builds these days rely a lot on the conditions from a ranger and bloodnecro. Which will feed rc and cancel out the buff to non-armor ignoring dmg. So in effect spike builds are still well off.
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Old Sep 02, 2011, 03:59 PM // 15:59   #12
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The damage numbers look different, but if you look at it in the context of "this skill does X% of the life bar", then this flux is mechanically identical to 30% reduction in healing, regen/degen, and armor ignoring damage. Since no one is going to be a moron and run heavy degen or armor ignoring damage in this, it isn't too hard to simplify it as a 30% reduction in healing.
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Old Sep 02, 2011, 05:31 PM // 17:31   #13
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Quote:
Originally Posted by Reverend Dr View Post
The damage numbers look different, but if you look at it in the context of "this skill does X% of the life bar", then this flux is mechanically identical to 30% reduction in healing, regen/degen, and armor ignoring damage. Since no one is going to be a moron and run heavy degen or armor ignoring damage in this, it isn't too hard to simplify it as a 30% reduction in healing.
This. This is an absolutely abysmal flux (pushed through against the will of the TK) which is going to do nothing but cause further damage to the already dying PvP community. It's NOT fun to play in a meta which makes gimmicks even MORE overpowered than they were before the flux.
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Old Sep 03, 2011, 04:29 PM // 16:29   #14
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Quote:
Originally Posted by The Cake Archer View Post
you drop your ashes before shadowstep
Yes, that's why you use Dash to stay in the area of your target. Positioning is very important.
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Old Sep 03, 2011, 06:04 PM // 18:04   #15
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The promoting of spiking this flux achieves is just retarded when you look at the tools available to stop them. SB/PS are easily shut down by the numerous deep strips at short recharges, and due to the AoE nature of the spikes, one minor mistake in positioning means you lose the game to someone who had to do nothing but count down from 3.
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Old Sep 03, 2011, 07:56 PM // 19:56   #16
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Just thinking it might just be worth it running superior runes and maintaining PS somehow, 200 damage elemental attacks are just insane..
Or defiant was xinrae/ shelter?

I played a bonder with some succes in RA, you still need a second form of healing in the team though.

Last edited by deluxe; Sep 03, 2011 at 09:12 PM // 21:12..
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Old Sep 03, 2011, 10:13 PM // 22:13   #17
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Dunno about other arenas but in HA everyone is running 6 invokers, how fun!!!
Flux just made alrdy op dervs and eles even more op and necros + pressure mesmers even more useless. This would be way better if it went the other way: -200hp and +20 armor but I wouldn't be surprised if they make that for the next month.
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Old Sep 04, 2011, 03:44 AM // 03:44   #18
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Invoke needs to be RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing dealt with regardless of fluxes, but I honestly think that a buff to invoke is the not worst thing this flux is going to offer us. Right now people are still sticking to what they know works [invoke] rather than even attempting something new.

Last edited by Reverend Dr; Sep 04, 2011 at 03:58 AM // 03:58..
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Old Sep 04, 2011, 08:07 AM // 08:07   #19
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start running mantra of lighting!
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Old Sep 04, 2011, 12:58 PM // 12:58   #20
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So.. HA - Invoke, RA - Invoke, AB - Invoke, FA - Invoke...

Yeah, lovin those fluxes.
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