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Old Sep 18, 2009, 12:09 AM // 00:09   #41
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Kinda surprised about the Mantra nerf...the 600s probably won't like that too much. Overall a "meh" update since I don't PvP.
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Old Sep 18, 2009, 12:10 AM // 00:10   #42
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Blossom wasn't the MAJOR problem skill, it was really the 1/2's

Methinks we will still see some form of R/A.
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Old Sep 18, 2009, 12:10 AM // 00:10   #43
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Default Illusion of Pain slightly backwards...

why would anyone run 15 Illusion instead of 14 illusion? if IoP goes full duration, then at 15 Illusion the foe gains MORE health than at 14 Illusion and the hex still has the same effect at either attribute level. So essentially, the IoP hexer is PUNISHED for running 15 Illusion instead of 14 Illusion. This is seen at ALL other break points as well.

Instead of fixing text in the skill description, why not just FIX the skill????
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Old Sep 18, 2009, 12:10 AM // 00:10   #44
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Now with distortion nerfed, eles go back to mirage cloak, and the build still remains broken...meanwhile mesmers get hit again on their self-preservation

Mantra of resolve is a nice hit to 600/smite teams, but permasins are untouched...JUST CHANGE DEADLY PARADOX'S FUNCTIONALITY!!

AoS still functions as Defy pain for a /d, it just can't spam weakness anymore

R/A changes their build to natural stride/lightning. Look for mobieus strike now

Exhausting assault still causes double exhaustion...for a 5e 10r skill.

Patient has double the recharge at a whopping 4 seconds now!, meanwhile it's still fustrating to interrupt in the first place

Prisim and Rip are the only updates I really like.

...I hope the test crewe didn't make this update.

Last edited by The Drunkard; Sep 18, 2009 at 12:18 AM // 00:18..
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Old Sep 18, 2009, 12:10 AM // 00:10   #45
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Guess Escape got owned.

Selfless Spirit is now Mo/A skill only - nothing earth shaking.

Still dislike the fact enchantment removal nerfs for PvE - they keep nerfing them due to PvP but see no reason to nerf them in PvE, especially since HM mobs can spam enchantments really fast. Guess it is a "Ah no body cares about removing enchantments in PvE, so lets save time!".

Finale of restoration revert seems wise. It was another "no body use paragons other than imbagons and as heroes everyone use necros, so lets save time!".
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Old Sep 18, 2009, 12:10 AM // 00:10   #46
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Quote:
Originally Posted by MisterB View Post
600/smite with a Famine/QZ

Add Dwarven Stability, and Mantra is permanent.
notttt exactly, 5 + 100% bonus from drawf = 10 seconds with 20 sec recharge, still breaks CoF in half with a sickening crack.
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Old Sep 18, 2009, 12:11 AM // 00:11   #47
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Resolve was nerfed to hit VoR mesmers. Seems ANet didn't check whether it would affect PvE enough to warrant a split. Expect a rollback for PvE sooner or later.
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Old Sep 18, 2009, 12:12 AM // 00:12   #48
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Originally Posted by Yelling @ Cats View Post
No nerf to SF...

ANet fails so f'ing hard.
But yes, THANK GOD Monks can't heal for 3 energy anymore. Totally game breaking. Players being INVULNERABLE is perfectly fine, but Monks healing for 3 energy? Holy shit nerf that.
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Old Sep 18, 2009, 12:13 AM // 00:13   #49
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Thanks, ANet. Just like the with the horrible GW2 Trailer, you disappoint once again. Of course Mantra of Resolve gets nerfed. Of course! It's one of the few skills that allows people to farm in areas with high interrupts without having to bring a perma along. Curious, ANet. You may as well just call back your artists, and have them revamp the logo to "Perma Wars".

Every single time, you do this. You make radical and nonsensical skill changes, without even addressing Shadow Form in your developer updates. If you're not going to nerf Shadow Form, why the hell do you touch PvE at all?
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Old Sep 18, 2009, 12:13 AM // 00:13   #50
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I knew they would nerf Death Blossom /facepalm. R/A wasn't OP because of DB, it was OP because of escape and the activations.

I was expect a bit...more. Nothing new to the table, which is a good and a bad thing. Good because it may prevent more OP skill combos, bad because the game is as stale as bread.
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Old Sep 18, 2009, 12:13 AM // 00:13   #51
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Quote:
Originally Posted by Symeon View Post
Resolve was nerfed to hit VoR mesmers. Seems ANet didn't check whether it would affect PvE enough to warrant a split. Expect a rollback for PvE sooner or later.
Didn't really see VoR mesmers used in Pvp often. I mean really though, they really are weeding out the newer 600/smiters with the nerf ( i started with CoF) /sigh time to farm raptors with my sin,,,damnit.
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Old Sep 18, 2009, 12:15 AM // 00:15   #52
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Quote:
Originally Posted by Barrage View Post
notttt exactly, 5 + 100% bonus from drawf = 10 seconds with 20 sec recharge, still breaks CoF in half with a sickening crack.
Read the post in full. QZ stands for Quickening Zephyr. Yes, it's a party of 3 instead of 2.
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Old Sep 18, 2009, 12:16 AM // 00:16   #53
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Actually now that I look at it the Update is OK-ish. Could have been done better.

But yar R/A really isn't dead. That "nerf" is just asking for Stride/Mobius.

Prism Nerf=Good
Rip Nerf=Good


Still a lot of things left out though.
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Old Sep 18, 2009, 12:16 AM // 00:16   #54
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I'm slightly confused as to why it's difficult to make Deadly Paradox recharge in 60 seconds and Glyph of Swiftness 0...1...2 in Energy Storage. I'm pretty sure that would solve things.
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Old Sep 18, 2009, 12:17 AM // 00:17   #55
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They nerfing 600/Smite but no Shadow Form ???


I loleeed XDDDDDDDDDDDD

gg arena.net
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Old Sep 18, 2009, 12:17 AM // 00:17   #56
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Quote:
Originally Posted by MisterB View Post
Read the post in full. QZ stands for Quickening Zephyr. Yes, it's a party of 3 instead of 2.
Bringing a QZ for CoF ( Which is the situation i'm talking about ) is unproductive at best.

Quote:
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If you're not going to nerf Shadow Form, why the hell do you touch PvE at all?

You win.
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Old Sep 18, 2009, 12:17 AM // 00:17   #57
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Quote:
Originally Posted by Barrage View Post
Didn't really see VoR mesmers used in Pvp often. I mean really though, they really are weeding out the newer 600/smiters with the nerf ( i started with CoF) /sigh time to farm raptors with my sin,,,damnit.
Seems like a pretty good theory, MoR was used as a general skill for beginner 600's, I can still see a lot of 600 going on, its didnt totally kill it, and as for SF I think it will happen the same way, more difficulty so that people with a brain will be able to maintain it.
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Old Sep 18, 2009, 12:17 AM // 00:17   #58
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Maybe some of us enjoyed being able to farm with something besides a f'ing perma sin?
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Old Sep 18, 2009, 12:18 AM // 00:18   #59
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Originally Posted by Puebert View Post
PvE/PvP skill split for Mantra please.
I second this.

The following statement in the developer's update notes:
Quote:
Second, by requiring the caster to use the skill right before casting a spell, we give enemies a chance to see that Mantra of Resolve is in effect. We didn't feel that it was reasonable for someone's interruption attempt to be countered by an invisible stance that was activated a full minute or more earlier.
does not apply to PvE at all. Mobs in PvE just do their thing. Giving them the chance to react to "seeing" me cast a Mantra would require their AI to be reprogrammed - which wasn't the case.
Hence, in terms of PvE, this nerf has no winners.
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Old Sep 18, 2009, 12:19 AM // 00:19   #60
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Maybe some of us enjoyed being able to farm with something besides a f'ing perma sin?
Well, I, for one, welcome our new Shadow Form overlords.
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