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Old Dec 12, 2008, 05:10 AM // 05:10   #81
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Originally Posted by zelgadissan View Post
Also, lulz at the devs comment about eles needing elite energy management when dual attunement has been out for centuries by now.
Dual attune is easily stripped/interrupted. I heard [Mind Blast] was good anyway.
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Old Dec 12, 2008, 05:14 AM // 05:14   #82
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I like how Amatz got nerfed and Luxons got a FA buff, but N/A bombers in JQ didn't take a hit.

Wastrel's Collapse looks cool, but nobody will care because of Palm Strike.

Ether Prism looks gimmicky.

Aura of the Lich and Strike as One look like they could be a little fun to use.

Permasin nerf, except they can still perma, so ANet apparently still doesn't think they're broken?

I do like these kinds of skill balances, but it doesn't seem so appealing when they don't really address any issues of non-elite skills that have supposed issues.
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Old Dec 12, 2008, 05:23 AM // 05:23   #83
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Originally Posted by FoxBat View Post
Dual attune is easily stripped/interrupted. I heard [Mind Blast] was good anyway.
Completely agreed, when I run fire on a PvE ele it's almost always Mind Blast, which is also elite energy management, which still pretty much backs up my point. My only guess is that it's to make up for the bad eles (aka pretty much every ele I've met in game ever) that think energy storage = energy management, since they probably could need a huge chunk of energy all at once.
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Old Dec 12, 2008, 05:26 AM // 05:26   #84
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Originally Posted by Shayne Hawke View Post
<snip>
Permasin nerf, except they can still perma, so ANet apparently still doesn't think they're broken?

I do like these kinds of skill balances, but it doesn't seem so appealing when they don't really address any issues of non-elite skills that have supposed issues.
If you read the comments from the patch itself, Anet actually came out and said that they are fine with Perma-SF farming, but they don't want it to be quite as easy.

In other words: it's still viable, but it's a bit harder to pull off and won't be as fast since energy management is more important now. Personally, I think that's the perfect "nerf" for it.
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Old Dec 12, 2008, 05:29 AM // 05:29   #85
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bad eles (aka pretty much every ele I've met in game ever) that think energy storage = energy management
It depends on the build and the purpose. It's a lot easier to get away with that in PvE, and with low cost spells. My PvE Aeromancer build doesn't have energy management because no skill on it costs more than 10 (that being Blinding surge) and has no recharge shorter than 4 seconds (same skill). In a case like that, you can't cast fast enough to run out.

Not every Ele spams flare after all.

Energy Management is more vital in PvP, where wanding is useless and there is no time to rest.
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Old Dec 12, 2008, 05:31 AM // 05:31   #86
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Peace and Harmony: functionality changed to: "Target ally loses 0..9 conditions, and 0..9 hexes. For 1..5 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds."


Bye bye! I think last one was better

/backtogame
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Old Dec 12, 2008, 05:46 AM // 05:46   #87
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LoL update! Who needs new expansions messing up entire metagames and requiring long months to be balanced - you can have complete removal of entire skills and additon of entirely new ones, lots of entirely new ones. Quite revolutionary. I sense a lot of imba gimmix coming up.
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Old Dec 12, 2008, 06:24 AM // 06:24   #88
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Lingering Curse, Cultist's Fervor, and Palm Strike are incredibly broken.

Lingering Curse lasts 30+ sec, and it's an AoE nearby hex that costs 5 energy with 10 sec recharge? Not even PnH can keep up with that - imagine if it gets combined with Power Leech or Shared Burden. The 33% reduction in healing isn't dependent on how much you spec into curses, and this elite is so cheap a rit or mes can spam it with no concern for energy. Hexes like Soul Bind are already broken because their duration is so much longer than their recharge, but not even Soul Bind has a nearby AoE radius. God this skill needs to be at least 10 energy, 2 sec cast, 20 sec recharge. Quadruple nerf it like Grenth's Aura.

Cultist's Fervor - doesn't this break the game totally with respect to energy management? Divine Boon? Why are we buffing scrubby blood elites anyways? Bleeding isn't a penalty at all for casting.

Palm Strike - 85 unblockable armor ignoring damge with a 4 sec recharge is retarded, but this adds 10+ seconds of cripple, and it skips lead attacks. This will get abused in every pvp format whether on spikes or splits.


Do these elite's get run by anyone before launch? These don't even look remotely balanced.

Last edited by SurareVaera; Dec 12, 2008 at 06:40 AM // 06:40..
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Old Dec 12, 2008, 06:27 AM // 06:27   #89
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So..Power Leech still costs 10e. They only increased the recharge from 10 seconds to 20 seconds.

Mmmkay..
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Old Dec 12, 2008, 06:28 AM // 06:28   #90
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Quote:
Originally Posted by Tiresias View Post
If you read the comments from the patch itself, Anet actually came out and said that they are fine with Perma-SF farming, but they don't want it to be quite as easy.

In other words: it's still viable, but it's a bit harder to pull off and won't be as fast since energy management is more important now. Personally, I think that's the perfect "nerf" for it.
Agreed here. It allows Perma-SF running as well. Because unless you use a con, you only have about 1-3 seconds to put SF back up, less idiots will be able to use it and it will 1) take a little time for people to get used to if they relied on all that extra time and 2) make energy an important matter, instead of a "watch out for" matter.

Quote:
Originally Posted by SurareVaera View Post
Cultist's Fervor - doesn't this break the game totally with respect to energy management? Divine Boon? Why are we buffing scrubby blood elites anyways? Bleeding isn't a penalty at all for casting.
The only change to this was the bleeding. Before it was sacrificing, and there were tons of QQ even when the amount of sacrificing was reduced. Bleeding is a light condition yes, but I'm sure another condition will follow. Personally, I'd like to see bleeding and/or a VERY low sacing (lower then before. Like 10...2%. Much less then before but more of a hassle against spammers then bleeding.

Last edited by Konig Des Todes; Dec 12, 2008 at 06:32 AM // 06:32..
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Old Dec 12, 2008, 06:37 AM // 06:37   #91
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mark of insecurity, reapers sweep, shared burden, lingering curse are pretty ridiculous now.

b surge needed the buff to aoe.

lingering curse as cover hex + shared burden = team full of ppl about to die. any map wit congested choke points can abuse this really well actually. toss in a mark of insecurity and ur good to go.
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Old Dec 12, 2008, 06:40 AM // 06:40   #92
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Wow they totally destroyed Primal Rage while still keeping Shadowform effective. Just unbelieveable. Primal Rage was much more powerful the way it was with over 50% chance of a critical. Siege turtles now get enchantment removal on every hit? lol Why don't you just take away the kurzick gates instead and just let the luxons go straight to gunther because effectively that is what you have done anyway. Welp they had already destoryed pve so now they are destroying pvp. Time for Diablo III hurry up Blizzard Anet don't know what they are doing anymore.
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Old Dec 12, 2008, 07:01 AM // 07:01   #93
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Quote:
So..Power Leech still costs 10e. They only increased the recharge from 10 seconds to 20 seconds.

Mmmkay..
5...15 energy if you cast a spell. That's better than Soul Reaping in PvE, devastating for anyone in PvP.

Quote:
Siege turtles now get enchantment removal on every hit? lol Why don't you just take away the kurzick gates instead and just let the luxons go straight to gunther because effectively that is what you have done anyway.
OH NO WE HAVE TO FIGHT NOW!!! Also, Primal Rage is actually decent now.


Btw, the world is ending. I LIKE THIS UPDATE! Can't wait to see new Aura of the Lich.


...RISE MY MINIONZZ!!
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Old Dec 12, 2008, 07:24 AM // 07:24   #94
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# Hundred Blades: recharge time increased to 25 seconds. Functionality changed to: "For 15 seconds, whenever you attack with a sword, all adjacent foes take 10..25 slashing damage."

Awesome!
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Old Dec 12, 2008, 07:38 AM // 07:38   #95
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Greetings all!

I would like to comment briefly on the recent changes (as of today) regarding AotL.

AotL was a fairly useful skill in PvE, and an often neglected skill in PvP. However, it was possible to make a viable AotL build for both previous to the alterations made.

Since I had made an extremely effective PvP AotL build, I was disheartened to find that they had essentially removed the skill from PvP play. I would only like to suggest here that they keep the functionality of the skill more or less the same for PvP play. Many skills already have differing functions in PvE/PvP, so why negate the viability of the skill for one branch of play when it would be simple to maintain its status pre-patch for those interested in using the elite in PvP?

I feel extremely disheartened to see the skill go the way it has. Please keep in mind that I am not complaining about an increase to recharge or effects similar in nature to the balances made frequently in GW, but rather specifically to the radical alteration of the entire action of the skill as a whole. It has moved from an alteration to the health/damage system to an animate skill.

AotL was already regarded with contempt by many in the PvP community and so I can vaguely appreciate the possible reasons behind removing it completely. None the less, I feel this is unjustified and unnecessary.

I hope the some dev or other will read this and at the very least appreciate the nature of my concern. I don't think I am being unreasonable in my criticisms.

Thank you for your time,

-Wolf
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Old Dec 12, 2008, 07:40 AM // 07:40   #96
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Dunno about Incoming!

It's exactly the same as Fall Back except that it doesn't end when you attack. Now I don't know about everybody's use but I don't see a real effective difference between these two skills now except that one is an elite but costs exactly the same for pretty much the same effect.

Well, I guess I can at least make a running build for my para....for yaks bend runs or something...
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Old Dec 12, 2008, 07:46 AM // 07:46   #97
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Originally Posted by onewolf View Post
Greetings all!

I would like to comment briefly on the recent changes (as of today) regarding AotL.

AotL was a fairly useful skill in PvE, and an often neglected skill in PvP. However, it was possible to make a viable AotL build for both previous to the alterations made.

Since I had made an extremely effective PvP AotL build, I was disheartened to find that they had essentially removed the skill from PvP play. I would only like to suggest here that they keep the functionality of the skill more or less the same for PvP play. Many skills already have differing functions in PvE/PvP, so why negate the viability of the skill for one branch of play when it would be simple to maintain its status pre-patch for those interested in using the elite in PvP?

I feel extremely disheartened to see the skill go the way it has. Please keep in mind that I am not complaining about an increase to recharge or effects similar in nature to the balances made frequently in GW, but rather specifically to the radical alteration of the entire action of the skill as a whole. It has moved from an alteration to the health/damage system to an animate skill.

AotL was already regarded with contempt by many in the PvP community and so I can vaguely appreciate the possible reasons behind removing it completely. None the less, I feel this is unjustified and unnecessary.

I hope the some dev or other will read this and at the very least appreciate the nature of my concern. I don't think I am being unreasonable in my criticisms.

Thank you for your time,

-Wolf
just cuz u use it in a touch ranger build doesnt mean its effective.
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Old Dec 12, 2008, 07:51 AM // 07:51   #98
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<3 New Ray of Judgement
amazingly cool visual effect
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Old Dec 12, 2008, 07:51 AM // 07:51   #99
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I don't use it in touch ranger build.
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Old Dec 12, 2008, 08:05 AM // 08:05   #100
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(On selected characters) AP > PvE.
It doesn't matter how interesting other elites get - AP is to broken to bother using anything else.

/Meh.
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