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Old Dec 30, 2006, 06:01 PM // 18:01   #21
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Dervish:

Vital Boon, Mystic regeneration alined with mysticism instead of earth prayer.
Vital Boon, Mystic sandstorm increased recharge to 10sec.

Paragon:
Energizing finale reduce energy cost to 5e.

Necro:
Veratas sacrifice increase duration to 5-20sec 30sec recharge.
spoil victor decrease duration to 20seconds.

Monk:
Zelous benediction reduce healing by 15% 5sec recharge or aline with Healing.
Sheild of absorbtion increase duration by 1 sec.

Warrior:
Critical chop reduce dmg by 10%.

Ritualist:
Shelter decrease energy cost to 15e.
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Old Dec 30, 2006, 06:16 PM // 18:16   #22
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Quote:
Originally Posted by Saider maul
Dervish:

Vital Boon, Mystic regeneration alined with mysticism instead of earth prayer.
Vital Boon, Mystic sandstorm increased recharge to 10sec.

Paragon:
Energizing finale reduce energy cost to 5e.

Necro:
Veratas sacrifice increase duration to 5-20sec 30sec recharge.
spoil victor decrease duration to 20seconds.

Monk:
Zelous benediction reduce healing by 15% 5sec recharge or aline with Healing.
Sheild of absorbtion increase duration by 1 sec.

Warrior:
Critical chop reduce dmg by 10%.

Ritualist:
Shelter decrease energy cost to 15e.
You've got to be kidding about Shield of Absorbtion.
I also get a feeling you don't really know what 'to buff' means.
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Old Dec 30, 2006, 07:50 PM // 19:50   #23
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Another one that was briefly mentioned :

Shadowmeld

I don't see at all why anyone would take this skill over Aura of Displacement. What are you gonna do with it, Shadowmeld to an ally to use healing touch on him?

I'm not denying the potential interest of the skill, i can imagine some situations where it could be better than AoD (but honestly, very few), mostly for defensive chars. The thing is, there's a reason why Death Return is 20s recharge and Death Charge is 45s recharge. A teleport targetting an ally is NOT as potentially dangerous as a teleport threatening a foe. Yes, you can teleport to an ally that is right by a foe, but you could also just use AoD and teleport on that foe straight so Shadowmeld has just no point for that.

Not to mention that if you're say in a pack of foes and you Shadowmeld away and they shatter your enchant, you're back in there and dead. Something like Return doesn't have that risk.

I think that Shadowmeld should be 5E/10-12s recharge. Yes it'd be an annoying thing to face (i can imagine trying to kill Shadowmeld monks), but it's an elite too. If you're using an elite to teleport to allies, it better be worth Return.

Otherwise, give it an extra effect, like you're cured from all conditions, or lose 1 hex and condition, gives you 25% evasion (seems to fit with Shadowmeld), etc. But atm it has the exact same stats as AoD without being as useful in most situations.
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Old Dec 30, 2006, 08:32 PM // 20:32   #24
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Shadow Prison {E}
Elite Hex Spell. Shadow Step to target foe. For 4 ~ 9 (~ 10) seconds, that foe moves 66% slower.
5E / 0.25C / 20R

I think it could use a slight buff and have the recharge reduced to 15s instead of the current 20s.

With this slight buff it would synergies better with a lot of the assassin daggers skills recharge times.
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Old Dec 30, 2006, 08:42 PM // 20:42   #25
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Quote:
Originally Posted by The Muffen Man
Shadow Prison {E}
Elite Hex Spell. Shadow Step to target foe. For 4 ~ 9 (~ 10) seconds, that foe moves 66% slower.
5E / 0.25C / 20R

I think it could use a slight buff and have the recharge reduced to 15s instead of the current 20s.

With this slight buff it would synergies better with a lot of the assassin daggers skills recharge times.
\
Why would Shadow Prison need to be buffed? it's powerful enough as it is.
If anything it needs a nerf.
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Old Dec 30, 2006, 09:48 PM // 21:48   #26
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Quote:
Originally Posted by Thomas.knbk
\
Why would Shadow Prison need to be buffed? it's powerful enough as it is.
If anything it needs a nerf.
What are you kidding me LOL

Its easily countered from hex removal to melee hate its got a short duration and a long recharge reducing it to 15s would make it synergies as I stated it would not make it more powerful.
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Old Dec 30, 2006, 09:56 PM // 21:56   #27
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Quote:
Originally Posted by The Muffen Man
What are you kidding me LOL

Its easily countered from hex removal to melee hate its got a short duration and a long recharge reducing it to 15s would make it synergies as I stated it would not make it more powerful.
Have you not notice Shadow Prison became basically the most popular axe warrior elite (i know it's on sins, i mean used on warriors)? When an elite replaces the class's own elites in general, it rarely needs a buff. Not to mention it's also the most popular assassin elite. Honestly i expect this skill nerfed in some way (though i hope not too much), a buff is REALLY unlikely atm. A skill that is already very widely used doesn't need to be buffed.

And i don't see how the recharge is all that long. No offensive shadowstep recharges faster than that.
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Old Dec 30, 2006, 10:05 PM // 22:05   #28
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I HAD to jump in too...Shadow Prison needing a buff?!? With it being so popular and effective out there, I don't see how you can say it needs buffing. Unless you were making a bad joke...

I think spear skills need some...change. I'm not really talking about more damage since I don't think it should be a damage dealing line but more utility....but nothing on par with bows or it would make them too good.
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Old Dec 30, 2006, 10:21 PM // 22:21   #29
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Make wild blow only go through block/evade if the target has a stance. That would fix alot.

Shorten all rit spirit recharges by 25%, shorten the recharges on the channeing spells. They have alot of energy managment, give them skills to use it on. Make life and destruction spammable to give bars that just need a spirit or two a use.
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Old Dec 30, 2006, 10:50 PM // 22:50   #30
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Please please please please please please please please please please etc...


BUFF veratas sacrifice! I'm sick of spamming BotM! It used to be so awsome..
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Old Dec 30, 2006, 10:52 PM // 22:52   #31
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Quote:
Originally Posted by Tan Blademaster
BUFF veratas sacrifice! I'm sick of spamming BotM! It used to be so awsome..
So you are sick of...doing actual work?

Our society is so lazy...
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Old Dec 31, 2006, 12:55 AM // 00:55   #32
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The problem I see is that there is such a rigid set of builds because the efficiency/use of everything else is questionable.

Mesmer is a shining example of this, filled with absolutely useless elites and so we're forced to use the few skills left that are amazing. Look at the Domination line. When you have only ONE elite that is worth the slot and another that is so-so at best (I am, of course, talking about E-Surge and Psychic Distraction which sees some use in HA), one has has to question what ANet was thinking when they were balancing skills. I'm not really a firm believer of "the regular Dom skills kick so much ass so the elites really should suck." Is that right to any of you? And this is not a call to nerf Dom Mesmers - far from it, and I love mesmers really. I just don't like how unviable the other skills are atm.

I think one of the problems with the whole "balancing" philosophy thus far is that ANet has been trying to maintain an imaginary bar and they nerf pretty much all of the skills that are overpowered but they buff too few of the skills that are far under the bar. In a game of ~1000 skills, it really is too much work to balance everything to a right amount. For that reason, you will never see Otyugh's Cry get a buff, for example.

I think it would be possible to split this thread into a "Skills you would like to see Buffed" for each class, as there are many many many gray skills that are just not viable alternatives to the current standard.

Now, to actual skill buffing/balance...

Gust:
The problem with this skill is that it's a conditional Gale that costs 5 less energy, has double the recharge (10r) and does low damage. From what I see, ANet wanted a Gale that could be spammed without exhausting oneself. But it can't be spammed (Gale's 5r to Gust's 10r, that's 1/2 the KD) AND it's conditional. I would suggest dropping the recharge to 5r as a start, though I think fundamentally this is a skill that needs to be reworked.

Balthazar's Pendulum:
I'm kinda wavering with 5/1/5 to cancel 1 KD. The scaling KD prevention (1...4) sounds really good too but that seems a little overpowered. Either way, this skill needs some real loving next patch.

Shadow Prison:
Obviously Muffen Man doesn't have any idea of what why Shadow Prison is so good. I suppose he wants his Decapitate to actually decapitate his opponents (SCORE!) and instawin GvG. In all seriousness, this skill is fine and if any changes do happen to it, it will be a nerf (to recharge or energy, the rest is fine/perfectly balanced really...);

Wild Blow:
I laughed when I saw this nerf. How else are Grenth's Dervishes going to ripoff those Block enchantments? The skill is fine, it's just an interesting side effect of making a 9-41 weapon always critting that's hard for some people to swallow. And this is not a nerf thread, this is a buff thread.

Golden Skull Strike:
This skill is a JOKE. It's a shitty Temple Strike, and even THAT skill doesn't see any use. What I would really like ANet do to this skill is...
"If you are not enchanted, this skill misses. If this attack hits, target foe is Dazed 4...9 seconds, and if target foe is casting a Spell, that foe is interrupted."
Perhaps lower the recharge to 10 or 8r. Essentially this will become a Golden Phoenix Strike that Dazes instead of does damage AND it interrupts a spell (why the hell isn't that there already?) which I think is more than fair as an elite.

Whirling Axe:
An earlier suggestion to lower the Block penalty is insufficient. The skill still won't see enough use as it doesn't do enough damage to justify eating into your adrenaline production that much. Either way the skill needs an overhaul.

Frigid Armor:
I would LOVE to see this skill reworked in a way that it could be cast on teammates as well, providing bonus armor and protection against Burning. However, if it were just the current skill with a tweaked recharge and casting on allies, that would become broken. As it stands, it's not very useful as the people who would need it/use it most can't really afford to use an Ele secondary and pumping Water.

More later, need to let this digest for now.
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Old Dec 31, 2006, 01:51 AM // 01:51   #33
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Make balth pendulum 1/4 cast at least, preferably 2s recharge aswell
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Old Dec 31, 2006, 02:03 AM // 02:03   #34
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Shadow Prison:
Obviously Muffen Man doesn't have any idea of what why Shadow Prison is so good. I suppose he wants his Decapitate to actually decapitate his opponents (SCORE!) and instawin GvG. In all seriousness, this skill is fine and if any changes do happen to it, it will be a nerf (to recharge or energy, the rest is fine/perfectly balanced really...);

God man you didnt even read my post or are you just dumb I wasnt talking about warriors I was talking about assassins!

Oh I see you must be stoned or drunk shadow prison and decapitate on the same bar hmm play Guild Wars much?

Last edited by The Muffen Man; Dec 31, 2006 at 02:09 AM // 02:09..
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Old Dec 31, 2006, 02:33 AM // 02:33   #35
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Muffen, HP didn't really need nerfing for monks, but they added a 2s recharge because of E/Mos. It might be better for sins if you change it, but you're upping dom spikes by a third by buffing it at all :P
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Old Dec 31, 2006, 02:46 AM // 02:46   #36
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Mirror of Ice: 5e 1/4c 10r For 1...8...10 seconds, the next time target ally would take damage from a spell, that damage is negated and that spells caster takes however much damage it was before.

Make conjure fire/lightning/frost castable on target ally, make them change the weapon to the elemental damage type, and change cast/cost/recharge/duration to be like Judge's Insight.

Aura of Faith: 10e 1/4 c 10r For 1...30 seconds your divine favor bonus is doubled and spells you cast cost 1 (or 2?) additional energy. Something like this? I don't know. Sort of an elite boon.

Guardian: 1/4 second cast

Life Sheath: 5e 1/4c 2r, lasts 8 seconds. It seems like it should be an elite RoF.

Shielding Hands: 5r

Dryder's Defenses: 15e, 5r. 5 second duration, to make it a high cost short duration similar to distortion. Maybe 4r 4 duration. I would just like something that could compete with Natural Stride.

Disrupting Accuracy: Make it work with daggers so some class can get some use out of it.

Assassin: Basically increase all dagger attack skills to at least +30 damage, maybe with the exception of stuff like twisting fangs and temple strike, compared to scythe stuff it is really painfully bad, especially when you consider scythes keep their special weapon properties (AoE) for attack skills while daggers do not.
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Old Dec 31, 2006, 02:54 AM // 02:54   #37
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Quote:
Originally Posted by The Muffen Man
What are you kidding me LOL

Its easily countered from hex removal to melee hate its got a short duration and a long recharge reducing it to 15s would make it synergies as I stated it would not make it more powerful.
have u ever tried using this skill on a sin or warrior? its spike potential is enormous!, it slows ur target for long already, with low speck.... making it 15s would buff shadow spikes even more, and right now there extremely powerful as it is.
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Old Dec 31, 2006, 02:56 AM // 02:56   #38
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Quote:
Originally Posted by Jagan Vastary

Guardian: 1/4 second cast

umm, ok so now we have a really nice melee hate enchant that is spammable and has no cas time... so ur also saying u want Shield of deflection to 1/4 second cast time also? because thats an eltie for 10nrg, and it dosent even have 1/4 cast time so its not useful in spikes.
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Old Dec 31, 2006, 02:58 AM // 02:58   #39
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Quote:
Originally Posted by pigdestroyer
woa woa there, you dont do much pvp do you?

Decapitate should make you lose some energy, not all, dependeding on your axe attribut points, max being 15.
I pvp often enough but can't be bothered to use any of the skills I listed (shame is an exception, I just wish it didn't take half a minute to recharge now that I've sacrificed Glyph of Renewal in favor or Blinding Surge on my Dom mesmer). Many of the changes I mentioned would only be useful in RA though which shouldn't be considered for skill updates anyway. And as for decapitate, Decapitate --> Critical Chop is a no no. Maybe instead it should disable all attack skills so Warriors can stance change if necessary but can't follow up with something ridiculous.

Another skill that might need help is Lightning Hammer. I realize it doesn't a lot of damage and can't be dodged but, 25 energy is too harsh. Maybe it could cause exhaustion or something, I'm really not sure.

Last edited by What if...; Dec 31, 2006 at 04:06 AM // 04:06..
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Old Dec 31, 2006, 04:05 AM // 04:05   #40
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Quote:
Originally Posted by The Muffen Man
Quote:
Originally Posted by nephilim
Shadow Prison:

Obviously Muffen Man doesn't have any idea of what why Shadow Prison is so good. I suppose he wants his Decapitate to actually decapitate his opponents (SCORE!) and instawin GvG. In all seriousness, this skill is fine and if any changes do happen to it, it will be a nerf (to recharge or energy, the rest is fine/perfectly balanced really...);
God man you didnt even read my post or are you just dumb I wasnt talking about warriors I was talking about assassins!

Oh I see you must be stoned or drunk shadow prison and decapitate on the same bar hmm play Guild Wars much?
Regardless of his typo, Shadow Prison DOES NOT need a buff. Like others were saying, when it becomes one of the most popular elites for another class, and is already powerful on assassins, it does not need a buff. We don't need a god mode shadowstep.

Compare it with the rest of the shadowsteps Assassins have just w/ cost, cast, and cooldown

Elites
-Shadow Prison (5/.25/20)
-Aura of Displacement (10/.25/20) - Higher energy cost, maintained enchantment, it being shattered at the wrong time...
-Shadowmeld (10/.25/20) - same as AoD, but to target ally???

Non elite
-Death's Charge (5/.25/45)
-Death's Retreat (5/.25/20) - To an ally
-Shadow Walk (5/30) - Stance

Those are pretty much all the ones that are less conditional then swap and spirit walk. Shadow Prison already is a 66% slow hex which lets you move straight to off-hands and faster duals. Also slows them for your spike so you dont even need an IAS. AoD doesn't slow them, all it does it set up for Golden Phoenix. Tied for the lowest cooldown. Lower energy cost then many others. Buff the other ones, not prison.
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