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Old Mar 18, 2011, 06:57 PM // 18:57   #101
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Originally Posted by UnChosen View Post
And Fevered Dream is worth splitting? No mesmers I know use that skill...at all. If I want to spread conditioned I would've already abused FD's effecting in the first 5 seconds.
Fevered Dreams is one of the more powerful Mesmer elites in PvE. In the hands of a human it competes with Panic.
Several guild mates, myself and other people on the forum use Fevered Dreams on their Mesmers.
FD bars would be weakened significantly if the proposed 20 second recharge was applied to PvE.
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Old Mar 18, 2011, 07:19 PM // 19:19   #102
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Blood necros were too strong even before people discovered nonelite energy engines like masoch and angorodons. Like the initial PR nerfs people might stop playing them for a few weeks or even a month, but they will come back eventually and Anet will have to deal with them again. Maybe we'll see less quad-necro gayness though.

I'm sort of happy and also worried about the shatter enchant buff. I love the skill, but almost 100 armor ignoring damage+removal is alot for a nonelite. It was 15e for a reason. I guess they need something to compete with strip enchant, but still...
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Old Mar 18, 2011, 07:22 PM // 19:22   #103
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Good to see the dervish nerfs.

Shatter hex looks okay now.

Quicker casting attunements will make my ele play a bit faster now.

Consume soul looks... weird.
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Old Mar 18, 2011, 07:24 PM // 19:24   #104
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Consume Soul looks like the old Ray of Judgement.
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Old Mar 18, 2011, 07:51 PM // 19:51   #105
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Originally Posted by AndroBubbles View Post
2. The update still seems a bit pointless to me, though I guess I'll wait to see what they change on the necro bar to compensate. Instead of nerfing the bleeding source, they should have toned down the skills that are so powerful because of it.
Barbed Signet was what made the bar work.
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Old Mar 18, 2011, 07:57 PM // 19:57   #106
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For people saying this is a PvP only update you are right on one front. It's intended for PvP. The other part you are missing is that a lot of these skills getting hit aren't being split. That is why there are people in here that primarily play PvE that don't like some of it. Their opinions are valid too. In fact, from a financial standpoint, I would say their opinions are more valid because straight PvP'ers aren't buying merc packs for $45. Maybe you PvP players that are telling the PvE'ers to stop getting their panties in a bunch may want to start suggesting Store Packs for PvP.

Can I get a split for IL please GW Devs? Intensity was buffed and is now going to actually feel nerfed because of this. Also, people who use merc packs like using 7 eles with this skill. This change is damaging to the merc packs people bought just recently and it wasn't inexpensive.

Last edited by lemming; Mar 18, 2011 at 08:18 PM // 20:18..
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Old Mar 18, 2011, 08:00 PM // 20:00   #107
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If the Consume Soul change is for pvp and pve, I can see why Anet changed it for pve. How it works as now it will instantly kill a summons either minions,summoning stones and asura summons. At least with this change those summons won't instantly die. Sure the damage is AoE now but with the new minion UI panel and with summons showing in the party UI Panel it will be much easier to keep them alive.
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Old Mar 18, 2011, 08:48 PM // 20:48   #108
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Splitting skills, if I'm not wrong, makes the engine less eficient and causes more lag (?). That's why they have been preventing to do so unless it is really necessary. And 10 damage out of 100 is not really necessary. If eles suck at dealing damage, it is not because Invoke Lightning deals 10 less damage. It's because of HM armor levels or overall skills suckage. This "nerf" to IL (I still fail to see why it's a nerf, I mean, all I did with it was spamming it over and over, and now it will be stronger to do so) basically makes no difference for normal play, while toning down the IL spike crazyness.

So yeah, it's a pure pvp update (except consume soul? And the new pve version of barbed signet? Hmm). The half casting time of attunements will make it less annoying to cast over and over at pve, but that's more of a convenience thing than anything else.

I do hope, however, for a pve update soon.

Last edited by DiogoSilva; Mar 18, 2011 at 08:50 PM // 20:50..
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Old Mar 18, 2011, 09:48 PM // 21:48   #109
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Originally Posted by DiogoSilva View Post
Splitting skills, if I'm not wrong, makes the engine less eficient and causes more lag (?). That's why they have been preventing to do so unless it is really necessary. And 10 damage out of 100 is not really necessary. If eles suck at dealing damage, it is not because Invoke Lightning deals 10 less damage. It's because of HM armor levels or overall skills suckage. This "nerf" to IL (I still fail to see why it's a nerf, I mean, all I did with it was spamming it over and over, and now it will be stronger to do so) basically makes no difference for normal play, while toning down the IL spike crazyness.

So yeah, it's a pure pvp update (except consume soul? And the new pve version of barbed signet? Hmm). The half casting time of attunements will make it less annoying to cast over and over at pve, but that's more of a convenience thing than anything else.

I do hope, however, for a pve update soon.
In context to the merc packs its a big deal if i want to use 7 ele mercs with Invoke Lightning. I don't have to use 7 ele heroes, but I am not looking for that. I want to play with 7 ele heroes using this and because PvP is getting a nerf it is affecting my usage of the skill. If I cared about X amount of damage, I wouldn't be using eles but I dont care about that. I care about having the skills I want to use in PvE not being affected by PvP. Which brings up a great point about Motivation being returned to its original form in PvE.
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Old Mar 18, 2011, 10:26 PM // 22:26   #110
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Originally Posted by jazilla View Post
In context to the merc packs its a big deal if i want to use 7 ele mercs with Invoke Lightning. I don't have to use 7 ele heroes, but I am not looking for that. I want to play with 7 ele heroes using this and because PvP is getting a nerf it is affecting my usage of the skill.
Assuming 15 air magic, the armor sensitive damage is reduced by 10. TEN!

OMG THE SKY IS FALLING.

Also why would you use 7 eles? that is even more stupid (read: lack in better judgement) then Discordway when it comes to competent team builds, hell if you want to run it, the -2 second recharge actually helps you spike more often with the skill. Too each their own I guess, the change doesn't even nerf IL in PvE all that much anyway, you'll probably still roll through PvE with or without the -10 armor sensitive damage anyway.

TBH I don't know why they are even tampering with IL, it will still be an absurd spike skill for HA noobway teams, -10 damage (assuming air 15)

Quote:
If I cared about X amount of damage, I wouldn't be using eles but I dont care about that. I care about having the skills I want to use in PvE not being affected by PvP. Which brings up a great point about Motivation being returned to its original form in PvE.
So I guess this is the heart of the b!tching, your angry that skills change due to PvE or PvP concerns or vice versa....too bad? There is no way to sugar coat this, your in the wrong game if this bothers you to the point that your typing in-depth on a forum of discussion about your perceived notion that this game is better off without tweaking and review (skill splits in GW hurt the game anyway since more instances of a skill = a less effective system overall).
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Old Mar 18, 2011, 10:38 PM // 22:38   #111
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Will the new Signet of Suffering retain the health sacrifice of the current Barbed Signet?
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Old Mar 18, 2011, 10:50 PM // 22:50   #112
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Will the new Signet of Suffering retain the health sacrifice of the current Barbed Signet?
Barbed Signet (PvP) doesn't have a health sacrifice.
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Old Mar 18, 2011, 10:53 PM // 22:53   #113
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Originally Posted by Bandwagon View Post
(skill splits in GW hurt the game anyway since more instances of a skill = a less effective system overall).
That's a load of crap. If skill splits hurt the game then Anet would never have done them, however they found that they needed to do skill splits to keep pve viable for the pve'ers and pvp viable for the pvp'ers.
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Old Mar 18, 2011, 11:00 PM // 23:00   #114
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The collateral from PvP based nerfs in PvE was more or less the only thing holding PvE in check.
A skill split would be fine, but ANet were too zealous in their buffing of the PvE versions of some skills.
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Old Mar 18, 2011, 11:13 PM // 23:13   #115
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The point with eles is that players now are tired of Anet position about them. It's since the add of Hard Mode that everyone that play regularly a ele in High-end PvE can see a real damage nonsense(single RoJ>all ele skills). And after years of asking, giving explanations, proofs and whatever, the latest noticeable skill rework for eles were the buff to Invoke, wich now get toned now as elite chain lightning(lol 1 sec cast is worth elite slot?), and the incoming attunements change(which was needed looong time ago).

And then, when the derv updates comes out devs wrote:
Quote:
....However, none of these roles really defines the Dervish in the same way that "minion master" describes Necromancers or "nuker" describes Elementalists.
/faceplam
Devs, are you really playing GW?

This is why people are quite critical about any little ele change. It's needed, but seems that Anet decided to ignore this class problems.
Quite frustrating, isn't it?(Expecially after years of play/titles got/time invested on a ele)

Last edited by AndrewSX; Mar 18, 2011 at 11:16 PM // 23:16..
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Old Mar 18, 2011, 11:33 PM // 23:33   #116
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The attunement changes look bigger than the Invoke change and perhaps it wasn't split because there are better skills that should be worked on. Most of the dervish changes aren't that big of a deal either or are skills that wouldn't really be used in PvE anyway.

Shatter Hex and Shatter Enchantment makes domination and removal of hexes/enchantments a little more appealing, at least for me.

You could try fighting oozes that have Spiritual Pain if you want to know what it'll be like to fight against Consume Soul. All the foes throughout Cantha that have it at least leave corpses.
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Old Mar 18, 2011, 11:40 PM // 23:40   #117
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The way I see it is that the decreased recharge for Invoke will compensate for the decrease in damage so it should work out.
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Old Mar 18, 2011, 11:54 PM // 23:54   #118
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@Consume Soul nerf in PvE versus Mallyx: Soul Twisting + Gaze of Fury.
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Old Mar 19, 2011, 12:12 AM // 00:12   #119
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Originally Posted by Xenomortis View Post
Barbed Signet (PvP) doesn't have a health sacrifice.
I coulda sworn it had a 8% sacrifice, oh well.

In regards to the Consume Soul change; if the wiki is right (Mallyx's spirits have 6,120 health) then the spirits will be very hard to kill, even with Holy Spear and Spiritual Pain. I've always used CS to do it, so now the only other way to kill them instantly would be Gaze of Fury.
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Old Mar 19, 2011, 12:20 AM // 00:20   #120
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Originally Posted by Elnino View Post
The way I see it is that the decreased recharge for Invoke will compensate for the decrease in damage so it should work out.
So your definition of an Elementalist is that it doesn't do BIG damage with 1 spell but its a profession that does casts 2-3 spells rather than 1 spell to get the BIG damage?

so IV gets a 10% decrease in dmg, next time you cast, you lost another 10%, while everyone else is doing their "armor ignoring" dmg, while you deal elemental dmg against high lvl armor AND not armor ignoring.

Last edited by Kurosaki129; Mar 19, 2011 at 12:22 AM // 00:22..
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