Nov 09, 2007, 07:47 AM // 07:47
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#241
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Academy Page
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cause splinter weapon was Imba especially at VoD it ruined balled up NPCS in a matter of seconds...they just changed the skill to what it should have been in the first place, its still very usable.
as for monks...the Hit was bad but it could bring around nice change, teams no longer have LoD as a safety net for whenever they screw up they cant just have the LoD save there butts, and splits are alot harder now too, it actually requires skill, And even though it seems like pressure got alot of help with the LoD nerf, it got hurt too....Warriors can no longer run into the backline and frenzy their face off to pressure just cause the lod will save them.
Last edited by Legacy Virus; Nov 09, 2007 at 07:49 AM // 07:49..
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Nov 09, 2007, 07:53 AM // 07:53
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#242
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Desert Nomad
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I'm quite happy with the Monk changes in general. Granted, my heros' bars will have to be changed around a bit now, but I don't see that as a really big deal.
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Nov 09, 2007, 07:56 AM // 07:56
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#243
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Furnace Stoker
Join Date: Feb 2007
Guild: Trinity of the Ascended [ToA] | Ex-Officer [TAM]
Profession: W/
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Cool, looks like WoH will be going back on my heros
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Nov 09, 2007, 08:05 AM // 08:05
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#244
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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*does a happy dance*
"We're in the money, we're in the money,...."
Clumsiness is still alive.
The best mesmer degen skill just got better.
The Illusion line is still doable.
"We're in the money, we're in the money,...."
*dances off into the sunset*
Thanks!
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Nov 09, 2007, 08:16 AM // 08:16
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#245
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Pre-Searing Cadet
Join Date: Nov 2007
Profession: R/Rt
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Darn and just when they fixed Rit AI so they use Splinter right...
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Nov 09, 2007, 08:17 AM // 08:17
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#246
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Frost Gate Guardian
Join Date: May 2007
Location: The Netherlands
Guild: Envoys From Above [soul]
Profession: Me/
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Hate to see ritualists nerfed even more, they really could use a buff in elites, channeling and spawning.
LoD being nerfed is crap, i always liked to solo monk in a team.
WoH (+hb) is hax
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Nov 09, 2007, 08:24 AM // 08:24
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#247
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Frost Gate Guardian
Join Date: Jun 2006
Location: Australia
Guild: Know Your Enemy [PMS]
Profession: Mo/
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WoH is now very over powered. The buff itself was ok, but being able to cast it on yourself is insane! lol
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Nov 09, 2007, 08:25 AM // 08:25
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#248
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Frost Gate Guardian
Join Date: Dec 2006
Guild: Sinister Swarm [Sin]
Profession: P/
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personally, i enjoy every nerf/bull this update. the recall had that nerf coming for a long time.
as for the lod buff/nerf.. i find it to be a better skill for tha majority ofplayers. so instead of waiting for peoples hp to get under 80%, they can use it w/e they want, and it will still affect everyone, not just 2-3 people because their 80% judgement is off. if its a must, bring holy haste(as mentioned before) to get yourself that one second cast time back. even though holy haste is an emnchantment, its still only a 10 second recharge. making it a viable option.
so what if it heals for less, it removed the conditional healing, to just a heal, so its more like an enerfgy efficient HP.
maybe try mimicing an ally monks HB, and use it for your LoD.. instead of holy haste.. or both! nothing in my mind is better than LoD + HB on 2 monks in a gvg right now. (maybe a third monk with WoH?)
as for splinter weapon.. the nerf wasnt much of a nerf.. espically for pve-users, with splinter+barrage, you're still hitting every single monster in the mob with splinter.. its mainly cvuz the pvp side, 1 war with splinter shouldnt be able to aoe an entire team standing in 1 spot (just an example, usually doesnt happen)
on the pve fixes, im soooo glad they moved that spawn in slavers exile, now it will be possible for me to H/H it w/o getting an insta party whipe in the 1st room..
EDIT: forgot to mention that the 2 sec cast on LoD makes it much more easy to cancel, to prevent interrupt. (for the not uber leet moks out there)
Last edited by Oblivious Moose; Nov 09, 2007 at 08:28 AM // 08:28..
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Nov 09, 2007, 08:27 AM // 08:27
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#249
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Guest
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the LoD changes is redicolus, no less
as long as AoE/partywide pressure exist, then lod is needed the way it was, and woh/glimmer still fails in pvp...woh could work on a 3'd monk in HA thats it.
also, where is the nerf to thumpers, rampage as one is still waaaay overpowerd.
do anet seriously think a so smal nerf to og, is going to stop bloodspike, you have to be joking.
what will be next, complete removal of monks from the game, srsly
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Nov 09, 2007, 08:29 AM // 08:29
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#250
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Desert Nomad
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Quote:
Originally Posted by astral magius
what will be next, complete removal of monks from the game, srsly
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Naw Monks are safe. If any class was going to be removed completely, it'd be the para-gone. :P
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Nov 09, 2007, 08:29 AM // 08:29
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#251
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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LoD
Splinter (still passable tho)
The other changes are rather good. (from my point of view)
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Nov 09, 2007, 08:36 AM // 08:36
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#252
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Furnace Stoker
Join Date: Apr 2005
Profession: W/
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Splinter did well in tonight's FoW clear...mobs still went down pretty quickly with 2-3 rangers hitting it at once. I was trying something new with my warrior as an eviscerate spiker...against two monks I couldn't down one of them alone, where before I'd have them both down in under a minute and be on to the beasts.
I can't imagine what this will do to the cookie-cutter 600/smite builds...gotta pay more attention to pulling and aggro control to get SV to work effectively enough, spirit shackles I can't see as being useful at all anymore in killing monks in HM.
I loved seeing the crys in ToA though. I first thought "there goes my moneymaker", but when I think about it...SV on the 600 was used to kill the group of 4 monks by the tower of courage before the WoH buff...so I can assume that it can be used to kill one or two monks now.
Breeze Buff = music to my 55 monk's ears. Now I can run bonetti's instead of mystic regen, and not shat myself when shielding hands drops for a second with the big groups of smites/graspings.
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Nov 09, 2007, 09:05 AM // 09:05
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#253
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Academy Page
Join Date: Jun 2007
Profession: Rt/R
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Weaken Armor is too weak compare with Shrinking Armor(mesmer, with health degen) and Shell Shock(ele, with direct damage), it should at least reduce the cast time to 1s
Cracked Armor is useful for spiked target, longer duration is useless
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Nov 09, 2007, 09:09 AM // 09:09
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#254
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Bleh at LoD change, aNet needs to nerf stuff a bit more elegantly imho. Apparently the skill just needed to die, well RiP LoD. As for mel's dervishes and dd sins, what are they thinking! Those two are so blatantly overpowered it isn't funny anymore, these builds need to die.
Sad about splinter, but at least it's still usable, unlike LoD. I would rather have seen guild hall npc's moved around a bit, but can't have them all. I can still run it. To me the real problem with rits is that they are so retardedly good at very low attribute specs.
Blessed light is still overpriced at 10 energy. It's a good skill, but people can so easily pressure you out of energy. I still use it in PvE though.
Just need to think what to run now on 50% of my heroes bars, HB could be an option, I only hope they will still be fine ion the energy. Need HP + GOLE + HB now, that's 3 GOREDENGINE skillslots for a party heal ><.
I can see what PvE is heading to, let's hope it's nothing like: use imba pve only skills or die, because that would suck the fun out of PvE for me.
>Runs off to change ALL of his hero builds<
Last edited by bungusmaximus; Nov 09, 2007 at 09:31 AM // 09:31..
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Nov 09, 2007, 09:10 AM // 09:10
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#255
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Wilds Pathfinder
Join Date: May 2006
Location: Mexico
Guild: La Legion del Dragon [LD]
Profession: E/
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although it isn't so relevant, opressive gaze was fun on AB vs those terratanks, why the hell would izzy do that to it? does he has something against enchantment removal? (see chilblains)
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Nov 09, 2007, 09:19 AM // 09:19
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#256
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Jungle Guide
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Quote:
Originally Posted by Aera Lure
LoD seems a bit extreme to me. ..
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It is turned into an Elite version of Heal Party.
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Nov 09, 2007, 09:19 AM // 09:19
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#257
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Quote:
although it isn't so relevant, opressive gaze was fun on AB vs those terratanks, why the hell would izzy do that to it? does he has something against enchantment removal? (see chilblains)
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And the last chillblains change made its range absolutely huge, making it more viable, though not enough to get used.
he obviously didn't like blood spike....
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Nov 09, 2007, 09:19 AM // 09:19
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#258
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by EinherjarMx
although it isn't so relevant, opressive gaze was fun on AB vs those terratanks, why the hell would izzy do that to it? does he has something against enchantment removal? (see chilblains)
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[wiki]corrupt enchantment[/wiki]
Wouldn't think so
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Nov 09, 2007, 09:23 AM // 09:23
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#259
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Forge Runner
Join Date: Sep 2007
Location: Right here
Guild: Ende
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Quote:
* Winds: fixed a bug that caused Winds (a Vanguard skill) to affect allies as well as foes.
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Yup, it was really anoying whenever Jora had winds... shes just too tall for that, poor Ogden has to take the brunt of it if hes behind her.
As to the Monk Nerfs? WTH? I thought monks were supposed to be effective healers/protectors, why nerf the only thing at which they excel every time?
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Nov 09, 2007, 09:25 AM // 09:25
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#260
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Forge Runner
Join Date: Feb 2006
Location: Belgium
Guild: PIMP
Profession: Mo/
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Not that I'm unhappy with the healing buffs for monks, but some more smite love is more useful to me.
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