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Old Dec 15, 2006, 07:37 AM // 07:37   #201
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I want extinguish on a 2 second cast time and a 6 second recharge. Thoughts?
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Old Dec 15, 2006, 09:55 AM // 09:55   #202
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Quote:
Originally Posted by Thom Bangalter
I want extinguish on a 2 second cast time and a 6 second recharge. Thoughts?
Better recharge would be nice (it'd actually be viable then), and two seconds is semi-reasonable (same as Aegis). It's a little expensive for a spammable though, and the burning isn't really long lasting, and just gets reapplied...
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Old Dec 15, 2006, 09:55 AM // 09:55   #203
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Originally Posted by Wasteland Squidget
Shield of Absorption: This skill isn't bad, but probably needs a couple seconds added to the recharge. The effect is just too good for 5 energy right now. Don't overdo it though, or it will just become another Shielding Hands.
Screwing with the recharge opens a whole can of worms. As it is that is a farming build skill, but if it takes any longer to recharge it makes it worthless for that purpose. Energy costs would not be so bad to bump up though.
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Old Dec 15, 2006, 09:58 AM // 09:58   #204
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Has anyone else noticed they just want nerfs to things that hurt the profession they play the most while asking for buffs to their class as well?
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Old Dec 15, 2006, 10:04 AM // 10:04   #205
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Originally Posted by Thom Bangalter
Has anyone else noticed they just want nerfs to things that hurt the profession they play the most while asking for buffs to their class as well?
Hey, I wanted the buff to Boon Signet just because I spent so long trying to cap it.
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Old Dec 15, 2006, 11:44 AM // 11:44   #206
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Quote:
Originally Posted by Thom Bangalter
Has anyone else noticed they just want nerfs to things that hurt the profession they play the most while asking for buffs to their class as well?
Quote:
Originally Posted by Thom Bangalter
Profession: E/Mo
Quote:
Originally Posted by Thom Bangalter
I want extinguish on a 2 second cast time and a 6 second recharge. Thoughts?
Cough?

Last edited by JR-; Dec 15, 2006 at 12:03 PM // 12:03..
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Old Dec 15, 2006, 12:38 PM // 12:38   #207
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Originally Posted by stueyman2099
Searing Flames: 3s recharge
Skill is borderline overpowered, it's only gimmicks like Spearmens 6 SF build that really warrent this change.
Searing Flames is borderline overpowered just like Death Valley is borderline hot.
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Old Dec 15, 2006, 03:27 PM // 15:27   #208
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I know the original intent of extinguish was to counter burning, thus the 1/4 cast time and name, but I wouldn't mind seeing the increase to 2 seconds. It would make it easier for the average player to dshot, making ranger based condition builds more viable. It would be nice to see rangers in gvg that don't use hammers :P Of course it would have to be accompanied by shorter recharge or 10 energy cost.

Quote:
Originally Posted by LoyalSoldier
Screwing with the recharge opens a whole can of worms. As it is that is a farming build skill, but if it takes any longer to recharge it makes it worthless for that purpose. Energy costs would not be so bad to bump up though.
I can't believe I am about to argue about PvE... I am guessing you are referring to the standard retribution monk tank build being used in DoA. If not, I suspect it is pretty similar. First off, it is horribly imbalanced and should be nerfed to hell. Farming builds are already a lame exploitation, but this one is way to overpowered. When you can almost clear DoA using 3 heros, something is wrong.

Secondly, increasing the recharge to as high as 20 seconds would do nothing to the build. It operates under QZ with Blessed Aura so you would still have SoA up 24/7. Energy shouldn't be a problem...but if it is the build can accomodate a succor or BiP pretty easily.

Third, the farming build will be gone anyways. The recommendation to add Wild Blow to the enemies has already been made. Wild Blow > Monk Tank with Mantra of Resolve.

Regardless, I think SoA is fine how it is. Increasing the recharge to anything more than 15 seconds, 10 energy, or changing the skill effect would nerf it to oblivion.

GW has had a significant advantage towards offense, spike or pressure, for a long time now. To counter this, the devs introduced new classes (ritualist and paragon) to strengthen defense. The innate problem of trying to add defense by adding new classes is that it forces people to run certain builds (Ex. If you play a defensive spirit spamming rit, you almost have to run a spike build since you only have 4 offensive characters at the stand). They have also run into problems of these classes being nearly uncounterable (Ex. removing shouts). The classes are in a way based on gimmicks, leading to overpowered defense and excessive VoDs. It would be nice for them to focus on buffing monks rather than the current strategy of introducing new classes. Monks got some nice skills in Nightfall, but it is hard to say that they came out on top since inspiration was nerfed and most of the new skills are in a lesser spell line.

Quote:
Originally Posted by Thom Bangalter
Has anyone else noticed they just want nerfs to things that hurt the profession they play the most while asking for buffs to their class as well?
Quote:
Originally Posted by Drewfense
Profession: Monk/
There seems to be a balancing mechanism by which warriors the most powerful class in guild wars, but they are the most counterable. I think the same balance should be done with monks. Buff the class crazily instead of instituting new classes and rely on the counters already in the game to balance it. The backbone of any balanced build is 2 warriors, 2 monks...why not promote that? It allows much more creativity than the requirement being 2 warriors, 2 monks, 1 paragon or 2 warrior, 2 monks, 1 ritualist.

Last edited by Drewfense; Dec 15, 2006 at 03:32 PM // 15:32..
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Old Dec 15, 2006, 03:35 PM // 15:35   #209
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SF 1 sec more recharge will make it balanced.

Nerf gaze of contempt, bring recharge down but give it a 5-10 sec longer recharge for every monk enchant removed.
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Old Dec 15, 2006, 03:47 PM // 15:47   #210
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Originally Posted by hyro yamaguchi
SF 1 sec more recharge will make it balanced.

Nerf gaze of contempt, bring recharge down but give it a 5-10 sec longer recharge for every monk enchant removed.
/signed on GoC. don't mess with SF's recharge plx
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Old Dec 15, 2006, 04:34 PM // 16:34   #211
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What is so overpowered about Gaze of Contempt?

Gaze of Contempt is nice and I have been raped by GoC before, but it nerfs itself by being a necro skill. It is hard to justify bringing it on a mesmer. Drain enchantment is free and Shatter enchantment is more versatile with damage. Both dont require you sacrificing /mo with condition/hex removal and hard rez or /e with glyphs and gale. As for a necro primary...really the only viable necros are taint and hexes. The N/Mo taint is usually energy strapped unless there are a lot of pets dieing. I used to put it in condition builds for the once a minute stripping of an air smiter, it just can't be used frequently energywise. A necro hexer normally doesn't need the enchant removal because there are Drains elswhere.

It is a nasty skill, but you have to sacrifice a lot to bring it. I like it. It keeps a counter in the game for heavy enchant stacks (air smiters, ebon dust linebackers, et cetera). It is also on the edge of being used at all. If you nerf it, you will never seen the skill again.

Edit: It is also tied to degen on a necro so it doesn't have the greatest synergy.

Last edited by Drewfense; Dec 15, 2006 at 08:01 PM // 20:01..
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Old Dec 15, 2006, 05:03 PM // 17:03   #212
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Quote:
Originally Posted by hyro yamaguchi
SF 1 sec more recharge will make it balanced.

Nerf gaze of contempt, bring recharge down but give it a 5-10 sec longer recharge for every monk enchant removed.
Right now with the cast time, recharge, and after cast you can only cast SF 2 times for dmg after the first cast for buring. Alone SF is crap. When you add 2-3 that's when it gets strong. If you increase the recharge or cast it will never see play again. The only thing you can do nerf the skill is to decrease the dmg or aoe range. If the aoe range is nerfed its pretty much useless. If they want to balance the skill they will reduce the dmg. Anything else will completely remove it from any pvp play.

From what I can tell most skills don't need that many changes. Besides if you did make even slight changes to some skills there are others would come up to replace them.

If you change bsurge at all ebon dusk cloak would be used instead. With harrier's grasp and the sythe dmg it will make a much better choice than a nerfed bsurge.

Feigned neutrality is dependant on another skill. Without deadly paradox its a junk skill that would never see play. I would purpose a 33% faster recharge on deadly paradox. I think it is capped at 33% now anyways. Shadow prison is 20 sec recharge. I've used deadly paradox right after using shadow prison and paradox recharged before shadow prison did. Paradox doesn't affect itself and has a 10 recharge so they should both be recharged at the same time.

Invoke lightning is fine. Its just the same as facing SF at any point multiple people can be spiked down. That only occures if your team is very close together. I don't think nerfing things like this promotes "skilled" play. If you are stupid enough to stand in a choke point vs aoe you deserved to get rolled.

All the avatars except melandru's suffer from the same weakness. Block, evade, and blind. The only reason that grenth's works so well is because of wild blow. Without that skill to remove the aegis and guardian it wouldn't be an issue.

You have to be kidding on the fear me nerf right? Again if you are stupid enough to stand around each other vs aoe you deserve to get rolled. There are much worse things for e-denial. Ether feast and mantra of recovery is the best e-denial on the game but no one uses it.

WoW, now I've seen it all. A call to nerf d shot. It deserves to be a 20 second disable. Its the longest recharging ranger interrupt. It deals no dmg. Very little chance of interrupting anything 1 sec cast without having read the winds or favorable winds. If you wanted to interrupt a skill 1 second casting you would have to be rather close and have less than a 1/2 reaction time. Most people get interrupted by rangers from spam not skill.

No reason to change the drunken/steady stance. Its a junk build that just caught people by surprise. I barely see it anymore. If you split you win so I see where a nerf is needed.

I do agree that shield of absorption needs to be changed. It will be nerfed to oblivion alone with mystic regen. Not because of pvp but because of farmers.

Do not change RaO at all. Only ranger primaries can use it. It stops you from moving on activate (other "skills" do not do that). If you pet dies its useless. Even with RaO thumpers at not very strong they are only so-so. They get rolled at vod.

Spoil Victor has to be nerfed. Many times I've hit targets with way more life than me and it still triggers. Increase the recharge and decease the duration.

Now lets forget the nerfs. Lets talk about buffs.

Warrior:

Coward reduce to 4-5 adrenaline

Crippling Slash reduce to 2 adrenaline. The other weapons have 2 adrenaline elites why not sword. This one doesn't even do any dmg at that. There are better options for crippling atm than this skill that are non elite.

Decapitate remove the lose all energy. This is the most useless elite ever. A 100% critical chance is not worth losing all my adren and energy. I could just use evisc with gfte and have a 75% chance to crit in most cases. If gfte is 75% at base then I would have a 95% chance to critical. Really Anet do some math on these things.

"you will die" increase to 5-6 adrenaline

Lion's comfort remove the disables signets. During the preview this was healing sigs replacement. I still had to get 5 adren to use so is much more conditional than healing sig. Prot and +def counter healing sigs -40 armor but there is nothing to counter Lion's comforts sig disable.


Monk:

Healer's Convenant change to a 15% decrease in healing. Right now its just too weak to justify the 3 pips of regen. This skill makes you bring more spammable heals just to keep up with. This also causes you to easily interrupted and predict interrupts.

Holy haste reduce to 5e cost. Not being able to use other enchants is a huge disadvantage for monks. More than half of any given monk bar is enchantments. 10e makes this too costly to reapply everytime you want to cast an enchantment. 5e would still be difficult but not impossible.

Glimmer of Light needs something but can't really put my finger on it. It was very weak at 1 sec recharge so I never uderstood the change. It barely heals more than orison for the same energy cost and recharge. As long as RoF is a 1/4 cast I don't think we'll ever see glimmer.

Life Sheath reduce recharge time. It might as well read the same as any other healing spell. Since the recharge is so high its unusable.


Ranger:

Expert's Dexterity decrease the energy to 125%

Trapper's focus decrease recharge to 15 seconds


Mesmer:

Simple theivery change to disable target foes elite skill and simple theivery becomes that skill for xx seconds.

Enchanter's Conundrum reduce to 5-10e cost.

Air of Disenchantment increase to nearby range.

Chaos Storm increase to area range


Elementalist:

Ether prism changed to 15e. In its current form you have to be at 50+ energy to even gain anything. You spend the 25 energy before the energy check is done. Say you are at 50e. Cast prism you are now at 25e and you gain 25e. If you use this after casting even 2 spells at max energy you won't gain anything.

Elemental Flame add some dmg to this skill

Breath of fire reduce to 20 recharge

Second Wind remove the exhaustion


Paragon:

Agressive refrain increase to 33% IAS

Anthem of Fury needs to be reworked. Change to each ally within earshot gains 1..4 adrenaline.

Defensive anthem reduce to 10e

Soilders's Fury change to 1/4 cast

Stunning strike reduce +dmg and decrease the adrenaline cost to 8


I think that's about all I think of atm.
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Old Dec 15, 2006, 05:27 PM // 17:27   #213
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I think making Attunement what they used to be (no +1) and reducing the energy return on glowing gaze would be enough. Let the build retain the damage, but not have the energy to bring utility.
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Old Dec 15, 2006, 06:36 PM // 18:36   #214
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Quote:
Originally Posted by LoyalSoldier
Screwing with the recharge opens a whole can of worms. As it is that is a farming build skill, but if it takes any longer to recharge it makes it worthless for that purpose. Energy costs would not be so bad to bump up though.
Balancing skills around how effective they are at farming is really stupid. If anything, the SB nerf shows that Anet will gladly nerf skills solely to gimp their farming potential.

If they want to fix DoA farming, the only thing they need to do is give the mobs better enchant removal. Kind of like they already did by adding the dying nightmares to UW.
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Old Dec 15, 2006, 06:38 PM // 18:38   #215
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Quote:
Originally Posted by hyro yamaguchi
SF 1 sec more recharge will make it balanced.

Nerf gaze of contempt, bring recharge down but give it a 5-10 sec longer recharge for every monk enchant removed.
Since it would not allow me to edit my last post I'll post again.

Right now with the cast time, recharge, and after cast you can only cast SF 2 times for dmg after the first cast for buring. Alone SF is crap. When you add 2-3 that's when it gets strong. If you increase the recharge or cast it will never see play again. The only thing you can do nerf the skill is to decrease the dmg or aoe range. If the aoe range is nerfed its pretty much useless. If they want to balance the skill they will reduce the dmg. Anything else will completely remove it from any pvp play.

From what I can tell most skills don't need that many changes. Besides if you did make even slight changes to some skills there are others would come up to replace them.

If you change bsurge at all ebon dusk cloak would be used instead. With harrier's grasp and the sythe dmg it will make a much better choice than a nerfed bsurge.

Feigned neutrality is dependant on another skill. Without deadly paradox its a junk skill that would never see play. I would purpose a 33% faster recharge on deadly paradox. I think it is capped at 33% now anyways. Shadow prison is 20 sec recharge. I've used deadly paradox right after using shadow prison and paradox recharged before shadow prison did. Paradox doesn't affect itself and has a 10 recharge so they should both be recharged at the same time.

Invoke lightning is fine. Its just the same as facing SF at any point multiple people can be spiked down. That only occures if your team is very close together. I don't think nerfing things like this promotes "skilled" play. If you are stupid enough to stand in a choke point vs aoe you deserved to get rolled.

All the avatars except melandru's suffer from the same weakness. Block, evade, and blind. The only reason that grenth's works so well is because of wild blow. Without that skill to remove the aegis and guardian it wouldn't be an issue.

You have to be kidding on the fear me nerf right? Again if you are stupid enough to stand around each other vs aoe you deserve to get rolled. There are much worse things for e-denial. Ether feast and mantra of recovery is the best e-denial on the game but no one uses it.

WoW, now I've seen it all. A call to nerf d shot. It deserves to be a 20 second disable. Its the longest recharging ranger interrupt. It deals no dmg. Very little chance of interrupting anything 1 sec cast without having read the winds or favorable winds. If you wanted to interrupt a skill 1 second casting you would have to be rather close and have less than a 1/2 reaction time. Most people get interrupted by rangers from spam not skill.

No reason to change the drunken/steady stance. Its a junk build that just caught people by surprise. I barely see it anymore. If you split you win so I see where a nerf is needed.

I do agree that shield of absorption needs to be changed. It will be nerfed to oblivion alone with mystic regen. Not because of pvp but because of farmers.

Do not change RaO at all. Only ranger primaries can use it. It stops you from moving on activate (other "skills" do not do that). If you pet dies its useless. Even with RaO thumpers at not very strong they are only so-so. They get rolled at vod.

Spoil Victor has to be nerfed. Many times I've hit targets with way more life than me and it still triggers. Increase the recharge and decease the duration.

Now lets forget the nerfs. Lets talk about buffs.

Warrior:

Coward reduce to 4-5 adrenaline

Crippling Slash reduce to 2 adrenaline. The other weapons have 2 adrenaline elites why not sword. This one doesn't even do any dmg at that. There are better options for crippling atm than this skill that are non elite.

Decapitate remove the lose all energy. This is the most useless elite ever. A 100% critical chance is not worth losing all my adren and energy. I could just use evisc with gfte and have a 75% chance to crit in most cases. If gfte is 75% at base then I would have a 95% chance to critical. Really Anet do some math on these things.

"you will die" increase to 5-6 adrenaline

Lion's comfort remove the disables signets. During the preview this was healing sigs replacement. I still had to get 5 adren to use so is much more conditional than healing sig. Prot and +def counter healing sigs -40 armor but there is nothing to counter Lion's comforts sig disable.


Monk:

Healer's Convenant change to a 15% decrease in healing. Right now its just too weak to justify the 3 pips of regen. This skill makes you bring more spammable heals just to keep up with. This also causes you to easily interrupted and predict interrupts.

Holy haste reduce to 5e cost. Not being able to use other enchants is a huge disadvantage for monks. More than half of any given monk bar is enchantments. 10e makes this too costly to reapply everytime you want to cast an enchantment. 5e would still be difficult but not impossible.

Glimmer of Light needs something but can't really put my finger on it. It was very weak at 1 sec recharge so I never uderstood the change. It barely heals more than orison for the same energy cost and recharge. As long as RoF is a 1/4 cast I don't think we'll ever see glimmer.

Life Sheath reduce recharge time. It might as well read the same as any other healing spell. Since the recharge is so high its unusable.


Ranger:

Expert's Dexterity decrease the energy to 125%

Trapper's focus decrease recharge to 15 seconds


Mesmer:

Simple theivery change to disable target foes elite skill and simple theivery becomes that skill for xx seconds.

Enchanter's Conundrum reduce to 5-10e cost.

Air of Disenchantment increase to nearby range.

Chaos Storm increase to area range


Elementalist:

Ether prism changed to 15e. In its current form you have to be at 50+ energy to even gain anything. You spend the 25 energy before the energy check is done. Say you are at 50e. Cast prism you are now at 25e and you gain 25e. If you use this after casting even 2 spells at max energy you won't gain anything.

Elemental Flame add some dmg to this skill

Breath of fire reduce to 20 recharge

Second Wind remove the exhaustion


Paragon:

Agressive refrain increase to 33% IAS

Anthem of Fury needs to be reworked. Change to each ally within earshot gains 1..4 adrenaline.

Defensive anthem reduce to 10e

Soilders's Fury change to 1/4 cast

Stunning strike reduce +dmg and decrease the adrenaline cost to 8


I think that's about all I think of atm.
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Old Dec 15, 2006, 07:05 PM // 19:05   #216
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Quote:
Originally Posted by twicky_kid
Feigned neutrality is dependant on another skill. Without deadly paradox its a junk skill that would never see play.
It DID see play on base gankers because it's already better than Shadow Refuge even if you can't spam it.

Quote:
The only reason that grenth's works so well is because of wild blow. Without that skill to remove the aegis and guardian it wouldn't be an issue.
Guiding Hands could be used to cut through them as well. Not as good as wild blow, but you get the idea.

Quote:
Do not change RaO at all. Only ranger primaries can use it. It stops you from moving on activate (other "skills" do not do that). If you pet dies its useless. Even with RaO thumpers at not very strong they are only so-so. They get rolled at vod.
Stops you from moving, oh no, you've still got 25% speed boost so who cares? If your pet dies, your death necro thanks you. It also only needs the pet alive on activation, so just push the Comfort Animal button and resume.

Quote:
Ether prism changed to 15e. In its current form you have to be at 50+ energy to even gain anything. You spend the 25 energy before the energy check is done. Say you are at 50e. Cast prism you are now at 25e and you gain 25e. If you use this after casting even 2 spells at max energy you won't gain anything.
Use GoLE. If Prism needs any change, it's a lower 2e breakpoint.

Quote:
Elemental Flame add some dmg to this skill
How about.... buff water's damage instead? It was designed as a way to actually project damage threat with water, the problem is that water never projected a damage threat to begin with and still doesn't.

Although IMO, the best change they could make to any of the spells that cause burning is to change the breakpoints to Mark of Rodgort's, doing 3 sec at 8 instead of 12 and 4 above 12.

Last edited by Riotgear; Dec 15, 2006 at 07:10 PM // 19:10..
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Old Dec 15, 2006, 07:19 PM // 19:19   #217
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Decapitate also has a pretty big bonus in damage too...using weapon switches it is a pretty nasty and fast spike, it just doesn't see use because of the popularity of Shadow Prison caster spikes.

I think feigned doesn't need the faster recharge to be overpowered. A ganker doesn't need more than 10 seconds to escape to safety.

I don't agree with changing the energy managements like that. Right now Second Wind is right on par with EProd. Second Wind for the most part gets the same amount of energy when used at the same rate as EProd (more using +sets), why should it not cause exhaustion (the exchange of an enchantment for a 2 second cast seems balanced to me). The thought of an air ele with that much energy and can gale like crazy is kinda scary. The only reason Second Wind doesn't get as much play is that people are not used to playing it (and it sucks on a runner). In some metas it has a significant advantage and you see some high level teams using it.

Use +sets to get more from EPrism. EPrism gains about the same energy as the other managements, but requires spamming an easily interrupted cast. Add to that the harsh penalty of losing 25 energy upon being interrupted and having to invest 12 in energy storage and it seems pretty bad, but it doesn't apply exhaustion so it has to a much lesser skill than eprod/second wind. Ele skills are kept in check by exhaustion. Giving them uber energy management and allowing them to use other exhaustion causing skills freely is very imbalanced.
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Old Dec 15, 2006, 07:53 PM // 19:53   #218
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Quote:
Originally Posted by Drewfense
What is so overpowered about Gaze of Contempt?

Gaze of Contempt is nice and I have been raped by GoC before, but it nerfs itself by being a necro skill. It is hard to justify bringing it on a mesmer. Drain enchantment is free and Shatter enchantment is more versatile with damage. Both dont require you sacrificing /mo with condition/hex removal and hard rez or /e with glyphs and gale. As for a necro primary...really the only viable necros are taint and hexes. The N/Mo taint is usually energy strapped unless there are a lot of pets dieing. I used to put it in condition builds for the once a minute stripping of an air smiter, it just can't be used frequently energywise. A necro hexer normally doesn't need the enchant removal because there are Drains elswhere.

It is a nasty skill, but you have to sacrifice a lot to bring it. I like it. It keeps a counter in the game for heavy enchant stacks (air smiters, ebon dust linebackers, et cetera). It is also on the edge of being used at all. If you nerf it, you will never seen the skill again.
Sacrifice a lot? You need one skill slot and a necro secondary, and losing that secondary is not as bad as you say, you could do this on an order, in the case of rspike, or just one of the spikers, or a monk, mesmer secondary or any secondary is becoming less important anyway, especially because hex removal can be fully replaced by a divert hexes monk. Oh and you need no points in anything, to get a skill that rapes any pre-protting a spike, enchantment removal used to be like one or two, the only removal I know that can strip pretty much all enchants is rend enchantments, which is a 3 sec cast and a 30 sec recharge and it makes you lose loads of health!

And on the edge of being used at all? I've seen amny spiking teams use it.
And I don't mind countering enchants, but didn't we get something called avatar of grenth? Or one of the other many enchant removal spells?

IMO just bring recharge back to 10, and givi it an aditional 5 sec recharge for each ( monk) enchant removed, because it's now just there to give people way too easy spikes.

Last edited by hyro yamaguchi; Dec 15, 2006 at 08:00 PM // 20:00..
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Old Dec 15, 2006, 08:11 PM // 20:11   #219
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Yes, you sacrifice having monk or ele secondary which is a lot, I thought my post made that clear. The only time I have seen it used effectively on a mesmer was EviL's three mesmer build late in the Factions season where they already had a me/mo and me/e.

The spell has to be done to very early pre-protting which is overestimating most monks abilities. For a flagger or something that the monks can mechanically know to preprot, yes you can get a free couple of strips, but it isn't like the monks can't recast the prot and if warriors are already on the flagger, the conditionality becomes an issue. In general, regardless of secondaries, mesmers tend to tell me they would prefer shatter. It is a lot of damage on a spike and generally removing one enchantment is enough.

Grenths is very different in that it is continuous stripping, similar to Order of Apostasy, but not just 6 seconds. If you reprot it just gets stripped again. One you counter by reactive prot, the other you counter by enchant stacking, healing, and off monk melee hate. Completely different situations.

Edit: Hehe, you just changed your post to address the secondary part. Agree to disagree I guess. Actually I have seen some rspike use such, but it is normally shatter storm, it is much more versatile albiet elite (not really a sacrifice in ha where I saw it...but thats getting off topic). Never seen them use Gaze, it is a little hard with timing and puts the necro out of position.

Last edited by Drewfense; Dec 15, 2006 at 08:14 PM // 20:14..
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Old Dec 15, 2006, 08:22 PM // 20:22   #220
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Quote:
Originally Posted by Drewfense
Decapitate also has a pretty big bonus in damage too...using weapon switches it is a pretty nasty and fast spike, it just doesn't see use because of the popularity of Shadow Prison caster spikes.
Decapitate is horrible. You have to spike with it last to activate the deep wound. Exec>decapitate. Then you have no adrenaline or energy to follow with an attack skill or turn off your frenzy.

Why would I use this when I can get near a 100% critical chance with evisc and go for the eyes without losing all adrenaline and energy?
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