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Old May 24, 2011, 12:22 AM // 00:22   #21
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Originally Posted by -Makai- View Post
I love how they split Aura of Thorns, a skill that barely does anything in PvE, yet didn't split Avatar of Balthazar. Silly, silly, silly.
It was already split before, actually. And hey, I loved my AoE snare on my teleporting dervish with VoS for insta ballnrape. Though it still works, I just can't get heroes to use it well

AoB nerf should be minor for PvE. 25% vs 33% is a negligable difference when you consider how much adrenaline you get from multi-hitting and taking damage. The burning duration is completely unnerfed as long as you are using mysticism >= 12, which I'm sure everyone was already doing anyways.
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Old May 24, 2011, 12:25 AM // 00:25   #22
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uhm,, yeah....so when is the war in cantha going to start??? of do we have to wait for the anniversary stuff to no longer be on sale in the store?? (eg middle june)....
dervish? mines a mule.
yeah..i came back from afk saw the new build thing got it and was thinking woot! finally WoC..then went oh look MORE derv skill changes..how nice..NOT! my derv is a mule i only use derv heros until they level up then they become weapon holders. wtb update other then for derv. xD
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Old May 24, 2011, 12:32 AM // 00:32   #23
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While the last few skill updates have been centered around the Dervish, we'd like you to know that we are continuing to work on future skill balances for other professions. -Developer Updates
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Originally Posted by NerfHerder View Post
Dear Anet,

Define "other professions" please.
They are just going to keep going around doing class buffs like they have been. Immediately after the buff there are going to be 2-3 of those classes in every build, then slowly over the course of agonizingly long months bring the game back to a state almost as good as before the buff. You see this promotes diversity because
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Old May 24, 2011, 12:54 AM // 00:54   #24
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Least ANet is getting some stuff out of the way in fixing the damage dealt with the Derv update. It really doesn't hinder Dervs as much as it probably should in a few skill's cases however, which is disappointing.

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They are just going to keep going around doing class buffs like they have been. Immediately after the buff there are going to be 2-3 of those classes in every build, then slowly over the course of agonizingly long months bring the game back to a state almost as good as before the buff. You see this promotes diversity because
Please tell me the cut off was intentional.

That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. Let's hope that the majority of skills get PvP splits if the skill balance will be as catastrophic on the PvP side of things otherwise, much like the Derv update.

We'll probably just see dartboard buffs for a while though.
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Old May 24, 2011, 02:42 AM // 02:42   #25
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Originally Posted by Destrudo
That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least. Let's hope that the majority of skills get PvP splits if the skill balance will be as catastrophic on the PvP side of things otherwise, much like the Derv update.

We'll probably just see dartboard buffs for a while though.
IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.

Then cut the recharge and cast time for Ray of Judgment in half.


As to the update, meh.
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Old May 24, 2011, 04:12 AM // 04:12   #26
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IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.

Then cut the recharge and cast time for Ray of Judgment in half.

.
Yes, because Smiting Monks definitely need a reason to do more damage...
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Old May 24, 2011, 04:25 AM // 04:25   #27
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Originally Posted by Absolute Destiny View Post
IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.

Then cut the recharge and cast time for Ray of Judgment in half.


As to the update, meh.
You forgot to mention that Ray of Judgment needs to be in the area AoE, smite hex/condition need to apply to all party members, and smiter's boon needs to be double reverse smiter's booned.
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Old May 24, 2011, 05:03 AM // 05:03   #28
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Originally Posted by Absolute Destiny View Post
IMO the only way to make Smiting monks work is to lower the recharge on Judgment, Banish, Spear of Light, and all the Signets...and make them all cause bleeding, cracked armor, deep wound, or poison.

Then cut the recharge and cast time for Ray of Judgment in half.
Why not just give monks an I win button. If smiting monks get a buff it has to be very subtle to not break the game. Also if RoJ gets a casting and recharge buff then arcane echo has to be nerfed as well.
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Old May 24, 2011, 05:07 AM // 05:07   #29
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Why not just give monks an I win button. If smiting monks get a buff it has to be very subtle to not break the game. Also if RoJ gets a casting and recharge buff then arcane echo has to be nerfed as well.
The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.

Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs.
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Old May 24, 2011, 05:12 AM // 05:12   #30
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What anet means is smite players don't want to run the stuff that makes their bar strong, like smite hex/condi, strength of honor, etc. (where incidentally DF matters.) They just want more RoJ-type skills on their bar to c-space big numbers. How to do this without ruining PvP or splitting every skill is the trick.
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Old May 24, 2011, 05:12 AM // 05:12   #31
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Originally Posted by Absolute Destiny View Post
The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.

Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs.
Do, do we need to show you exactly why this is a good thing? I don't want to write up a whole history lesson, but if I can change one persons outlook on a subject, I will.
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Old May 24, 2011, 05:19 AM // 05:19   #32
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Do, do we need to show you exactly why this is a good thing? I don't want to write up a whole history lesson, but if I can change one persons outlook on a subject, I will.
Given that I don't play PvP and hate playing as "support," it probably wouldn't be the best use of your time.

I'm on the verge of deleting my monk since the Mo/Me RoJ nuker build is the only one which has ever consistently worked on him, and I've never played him as anything but a direct damage dealer.

In that context, Smiting sucks.
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Old May 24, 2011, 05:29 AM // 05:29   #33
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I see no reason why banish, smite, and spear of light can't have reduced recharges in PvE. They would still probably be worse than reversal of damage, smite condition, and smite hex.
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Old May 24, 2011, 06:27 AM // 06:27   #34
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Originally Posted by Absolute Destiny View Post
The insinuation in my post is that Smiting Monks always have been substandard to other profession's damage ability, and always will be because ANet never meant Monks to be an aggressive profession, judging by the fact that Divine Favor in no way aids Smiting as a whole.

Every other damage dealing profession gets some kind of buff from its primary attribute, while Smiters have to completely ditch theirs.
Monks are supposed to be the main support class of the game. That is why ANet made smiting skills support allies and why most deal holy damage, which is armor ignoring.

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I'm on the verge of deleting my monk since the Mo/Me RoJ nuker build is the only one which has ever consistently worked on him, and I've never played him as anything but a direct damage dealer.
If your not prepared to support allies on a monk then don't make one, its not the class for you.

Last edited by Swingline; May 24, 2011 at 06:30 AM // 06:30..
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Old May 24, 2011, 08:55 AM // 08:55   #35
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Please tell me the cut off was intentional.

That aside, they did say they had some interest in Smiting Monks and Paragons in general (mostly Motivation though) on the PvE side of things (and in PvE Rangers and Elementalists are in far bigger need of buffs than Paras and Monks) at the least.
Yes the cut off was intentional. Nothing needs a buff. Not a single thing. Things are only underpowered when you compared them to the stuff that is horribly overpowered. The cut off was there because every time they do a buff for diversity it has the opposite intended effect, so there is nothing that could follow.

Last edited by Reverend Dr; May 24, 2011 at 08:57 AM // 08:57..
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Old May 24, 2011, 09:10 AM // 09:10   #36
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Smite monks are already hugely powerful but PvE players are just so incredibly stupid, they don't know what they already have. Strength of Honor in PvE is absurd. Couple that with RoJ, Smite Hex, Smite Condition, Judge's Insight, Smiter's Boon, Castigation Signet for e-management and Reversal of Damage and you have a ridiculously powerful bar that offers tons of party support that most fire and forget builds don't.

Smite monks have also been super-powered in the past and it was terrible for the game. Does anybody remember Air of Enchantment smiters with Zealots Fire? Apparently not. I don't want to go back to that kind of brainless damage dealing build.
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Old May 24, 2011, 09:18 AM // 09:18   #37
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triple dervish still won the AT comfortably. Dervishes still too good, so lets expect another nerf next month then. This is becoming quite a waste of dev time, nerfing dervishes every single month a bit more, just delete them from the game and be done with it, they dont add anything positive or fun in PvP at least...
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Old May 24, 2011, 09:19 AM // 09:19   #38
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Originally Posted by Brian the Gladiator View Post
Smite monks are already hugely powerful but PvE players are just so incredibly stupid, they don't know what they already have. Strength of Honor in PvE is absurd. Couple that with RoJ, Smite Hex, Smite Condition, Judge's Insight, Smiter's Boon, Castigation Signet for e-management and Reversal of Damage and you have a ridiculously powerful bar that offers tons of party support that most fire and forget builds don't.

Smite monks have also been super-powered in the past and it was terrible for the game. Does anybody remember Air of Enchantment smiters with Zealots Fire? Apparently not. I don't want to go back to that kind of brainless damage dealing build.
This.

Smiting monks are insanely powerful. They are undervalued.

They are also player unfriendly and incredibly tedious and boring to play as a human.

Also, RoJ is the best AoE nuke in the game in terms of damage per attribute point investment made and by aggregate sum.

There are also a ton of Smiting Prayers skills that are stupid and could be changed... but idk why they would take priority over Eles and Rangers which are obsolete. Paras need a rework too.
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Old May 24, 2011, 09:33 AM // 09:33   #39
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just delete them from the game and be done with it
I have no idea why they even created Dervs. Dervs are a cool concept yet they were not made quite right and got even more screwed up after a rework. IMHO that child should have been aborted and Anet should have released 1 profession per campaign. Assassin for factions and Ritualist for NF. Screw paragons to.

Last edited by Swingline; May 24, 2011 at 09:35 AM // 09:35..
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Old May 24, 2011, 09:55 AM // 09:55   #40
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* Aura of Thorns: changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."
* Aura of Thorns (PvP): changed functionality to: "All nearby foes begin Bleeding for 5...15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3...8 seconds."


So, what's different? Or does it just scale differently?
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