Nov 10, 2007, 08:55 PM // 20:55
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#421
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Holy Haste+LoD? :<
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Nov 10, 2007, 09:10 PM // 21:10
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#422
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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I am a PvE player over a PvP player, and I agree that Magebane was nerfed. Hitting through blocks is decent, but not worth elite status in my opinion. If blocks are enchantments (Aegis, Guardian, etc.), you should have enchantment removal, and there are a LOT of those. If blocks are stances, there are few skills you need to interrupt on a stance user. Stances can be removed too. There is also a prep [skill]Seeking Arrows[/skill] that can allow any interrupt skill to hit through blocks.
If they are going to eliminate the instant recharge, then they need to provide some other boost to allow it to stay a usable ELITE. Extra damage, longer disable (why less than Dshot?), etc. are all options that could be used to compensate for the instant recharge being gone. Other things I would consider though are 1) arrow moves faster (like Quickshot), 2) lower recharge time (3 seconds maybe), or 3) AoE damage (it it interrupts a spell it does damage to nearby enemies).
Currently, Magebane sucks.
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Nov 10, 2007, 09:12 PM // 21:12
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#423
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Jungle Guide
Join Date: Feb 2007
Location: Oregon, USA.
Guild: Zero Mercy [zm]
Profession: W/
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Quote:
Originally Posted by HawkofStorms
Flail is bad because any good PvPer will just kite away from you (though if you hit him with cripple before he gets away I can see it working). There is a reason Dylok sigent isn't used in PvP. If you are going to use an IAS with a cancel stance like Sprint, you should just use Frenzy.
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Exactly. How many good PvPers are there? Very little. I use flail sometimes for that reason.
Dolyak* signet is a NO! I agree with that. If you use that signet in PvP, you're not set up for this game.
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Nov 10, 2007, 09:30 PM // 21:30
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#424
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Quote:
Originally Posted by MagmaRed
I am a PvE player over a PvP player, and I agree that Magebane was nerfed. Hitting through blocks is decent, but not worth elite status in my opinion. If blocks are enchantments (Aegis, Guardian, etc.), you should have enchantment removal, and there are a LOT of those. If blocks are stances, there are few skills you need to interrupt on a stance user. Stances can be removed too. There is also a prep [skill]Seeking Arrows[/skill] that can allow any interrupt skill to hit through blocks.
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What about:
-Wards
-Defencive Anthem
-lots of different blocks stacking like in many GvG teams.
But I too am unsure about the change, I think the no block clause would have suited better as a buff to punishing shot.
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Nov 10, 2007, 09:59 PM // 21:59
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#425
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Academy Page
Join Date: Sep 2005
Guild: Xen of Onslaught
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Magebane shot still isn't very good. IMO, for it to be considered taking in my elite spot, I'd like it to act more like d-shot, but stronger. Have changed to "If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 40 seconds." Now that would be worthy of competing for the elite spot on a rangers bar.
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Nov 10, 2007, 11:28 PM // 23:28
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#426
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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Quote:
Originally Posted by Master Ketsu
Wrong. Its a nerf. Its true that an unblockable interrupt is great and it makes it better then dshot in alot of GvG situations, however if you have done your job as an interrupter you should have prioritized and gotten rid of the primary skills that are blocking you: Aegis, Gaurdian, and ward. All of which are easy to disrupt. Most of the time they wont have block if your doing it right. I can see how mid level pvp rangers may think its a buff. They are wrong, its a nerf. Id take the instant charge over unblockable in most situations.
And I am not someone from PvE. Ive played BA ranger against top guilds. Trust me, its a nerf.
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I heard "Shields Up!" is easy to D-Shot.
(it's a buff btw).
Still probably not worth taking over cripshot though.
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Nov 11, 2007, 12:02 AM // 00:02
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#427
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Wilds Pathfinder
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nobody used magebane in the first place.
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Nov 11, 2007, 12:19 AM // 00:19
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#428
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by wren e
Magebane shot still isn't very good. IMO, for it to be considered taking in my elite spot, I'd like it to act more like d-shot, but stronger. Have changed to "If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 40 seconds." Now that would be worthy of competing for the elite spot on a rangers bar.
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40 seconds is almost Diversion downtime. ._. I don't see that happening. The only way that I'll ever use Magebane shot is if its recharge is 5. Otherwise, disabling a spell for 5 seconds is not good enough for a 10 second recharged disruption, blocking or no.
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Nov 11, 2007, 12:26 AM // 00:26
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#429
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Wilds Pathfinder
Join Date: Sep 2005
Location: Washington
Profession: W/E
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Quote:
Originally Posted by Seraphim of Chaos
40 seconds is almost Diversion downtime.
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So? Diversion isn't even an elite, Magebane is. Magebane sucks ass right now. No one is going to give up their elite slot for this.
So many people hating on Healing Breeze is no surprise. Most people just haven't done the math, thats all. For your typical W/Mo, you are going to want 8 Healing Magic to get 7 pips of Regen (unless you have other healing spells which caps you want to meet). With 7 pips of Regen, you now have possibly 210 health healed overtime, for 10 energy.
Healing Breeze reminds me of that commercial where the catchphrase is "Set it and forget it!" Where, once you have it up, your health is basically set for 15 seconds from all pressure, and since you are a Warrior, you are already partially protected from spikes. For 10 energy, 210 health isn't the best trade, but it offers 15 seconds of time for your Monk to basically "forget" about you (that is, if you even have one, the argument started with Burning Blades build for AB, not high-end PvP). And enchantment removal in AB? Don't make me laugh. Even if someone did bring it, they better be targeting the Elementalists or Necromancer MM's first, not a "Whammo."
Would I recommend Healing Breeze outside of AB? Possibly for some PvE areas (particularly Prophecies and Factions areas, where Hench Monks are somewhat lacking), but if you have Heroes, your attributes are better spent boosting your attacks.
Last edited by CHunterX; Nov 11, 2007 at 12:44 AM // 00:44..
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Nov 11, 2007, 12:59 AM // 00:59
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#430
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by CHunterX
So? Diversion isn't even an elite, Magebane is. Magebane sucks ass right now. No one is going to give up their elite slot for this.
So many people hating on Healing Breeze is no surprise. Most people just haven't done the math, thats all. For your typical W/Mo, you are going to want 8 Healing Magic to get 7 pips of Regen (unless you have other healing spells which caps you want to meet). With 7 pips of Regen, you now have possibly 210 health healed overtime, for 10 energy.
Healing Breeze reminds me of that commercial where the catchphrase is "Set it and forget it!" Where, once you have it up, your health is basically set for 15 seconds from all pressure, and since you are a Warrior, you are already partially protected from spikes. For 10 energy, 210 health isn't the best trade, but it offers 15 seconds of time for your Monk to basically "forget" about you (that is, if you even have one, the argument started with Burning Blades build for AB, not high-end PvP). And enchantment removal in AB? Don't make me laugh. Even if someone did bring it, they better be targeting the Elementalists or Necromancer MM's first, not a "Whammo."
Would I recommend Healing Breeze outside of AB? Possibly for some PvE areas (particularly Prophecies and Factions areas, where Hench Monks are somewhat lacking), but if you have Heroes, your attributes are better spent boosting your attacks.
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In general, a successful Dist Shot is easier to pull off than a Diversion. Thus, it doesn't have 50ish +recharge...
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Nov 11, 2007, 01:27 AM // 01:27
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#431
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by Lady Raenef
Exactly. How many good PvPers are there? Very little. I use flail sometimes for that reason.
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So it is acceptable to use a subpar skill because you are playing in AB along with other subpar players using subpar skils?
And agree. Magebane = nerf. Distracting is better. No reason to use magebane as an elite in the current meta.
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Nov 11, 2007, 01:51 AM // 01:51
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#432
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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Quote:
Originally Posted by HawkofStorms
So it is acceptable to use a subpar skill because you are playing in AB along with other subpar players using subpar skils?
And agree. Magebane = nerf. Distracting is better. No reason to use magebane as an elite in the current meta.
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A lot of people like the new magebane.
Who knows. I liked the old one. You put it on Margrid and she shot the beejeebees out of pve casters.
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Nov 11, 2007, 01:54 AM // 01:54
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#433
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by Seraphim of Chaos
Holy Haste+LoD? :<
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I agree...
Does anyone have thoughts on it?
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Nov 11, 2007, 01:57 AM // 01:57
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#434
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
Originally Posted by Seraphim of Chaos
I agree...
Does anyone have thoughts on it?
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Baed.
Stops you using Protection Prayers.
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Nov 11, 2007, 02:40 AM // 02:40
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#435
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by Stormlord Alex
Baed.
Stops you using Protection Prayers.
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Exactly. Its okay in PvE (I'm running it on Dunkoro in RoT). But in PvP, most monks are healing/prot hybrids. You kinda have to be.
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Nov 11, 2007, 02:54 AM // 02:54
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#436
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by CHunterX
So? Diversion isn't even an elite, Magebane is. Magebane sucks ass right now. No one is going to give up their elite slot for this.
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The purpose of Diversion is to stop someone casting, by putting a devastating penalty in their face, not purely to remove skills from play. D-shot, on the other hand, is meant to remove skills by hitting them. There is no way they can have the same duration (or even similar durations) of skill shutdown, because of the differences in how they work.
Quote:
So many people hating on Healing Breeze is no surprise. Most people just haven't done the math, thats all. For your typical W/Mo, you are going to want 8 Healing Magic to get 7 pips of Regen (unless you have other healing spells which caps you want to meet). With 7 pips of Regen, you now have possibly 210 health healed overtime, for 10 energy.
Healing Breeze reminds me of that commercial where the catchphrase is "Set it and forget it!" Where, once you have it up, your health is basically set for 15 seconds from all pressure, and since you are a Warrior, you are already partially protected from spikes. For 10 energy, 210 health isn't the best trade, but it offers 15 seconds of time for your Monk to basically "forget" about you (that is, if you even have one, the argument started with Burning Blades build for AB, not high-end PvP). And enchantment removal in AB? Don't make me laugh. Even if someone did bring it, they better be targeting the Elementalists or Necromancer MM's first, not a "Whammo."
Would I recommend Healing Breeze outside of AB? Possibly for some PvE areas (particularly Prophecies and Factions areas, where Hench Monks are somewhat lacking), but if you have Heroes, your attributes are better spent boosting your attacks.
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Most people dislike HB because people don't die from slow pressure damage over 10 seconds, they die from huge bursts in short periods or from gigantic mob hits. LoD used to mop up most of what HB would do, but even with that somewhat out of the picture, I'd still rather prot the target, or spend 5e to WoH them. For example, using the same 10 energy, Spirit Bond has to trigger only three times to be more effective - making it far better active defense. There are a great number of other skills that will pick up the same amount of damage for less energy - while direct, efficient heals or mass-party heals can clean up what's left.
__________________
And the heavens shall tremble.
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Nov 11, 2007, 03:20 AM // 03:20
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#437
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Quote:
Originally Posted by -Pluto-
I heard "Shields Up!" is easy to D-Shot.
(it's a buff btw).
Still probably not worth taking over cripshot though.
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Right, better take magebane for the 3% of the teams out their that bring shields up and chain it when needed.
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Nov 11, 2007, 03:24 AM // 03:24
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#438
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Master Ketsu
Right, better take magebane for the 3% of the teams out their that bring shields up and chain it when needed.
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Quite alot of teams have "Shields Up!", as well as large amounts of other blocks.
Magebane can't beat Cripshot for versatility though.
__________________
And the heavens shall tremble.
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Nov 11, 2007, 03:30 AM // 03:30
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#439
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Quote:
Originally Posted by Avarre
Quite alot of teams have "Shields Up!", as well as large amounts of other blocks.
Magebane can't beat Cripshot for versatility though.
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I was exageratting, in that the "alot" of teams really isnt enough. I see tons of top teams not bring it, and the teams that do bring it dont always have it kept up during the moment they need it most...( note I said "and chain it when needed" key phrase right their. )
...but I think the real problem here on why everyone seems to think its a buff is because they are underestimating just how good an instantly rechargeable interrupt is. it lets you interrupt the non-key spells while dshot recharges, which if done correctly can negate a ton of damage from your team.
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Nov 11, 2007, 06:45 PM // 18:45
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#440
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Krytan Explorer
Join Date: Sep 2006
Location: USA
Guild: SSW
Profession: E/
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My thoughts on the skill updates, on those I've played with, stand thus:
Recall - leave it, let people whine. I think it's good as it stands now.
Shell shock - decreased recharge is a plus, makes it a little more usable. I've used it in my air builds previously, but always switched it back out because I didn't like the long wait to reuse it. Armor penatration is a plus too.
Conjure Nightmare - For those that used this for an energy management skill with auspicious, it bites. For those that simply like to stack degen its a plus. I'm kind of neutral at this point, but I can see how it can go either way.
Cure Hex - I thought it should have been affect by HBoon originally; just glad to see that it finally is now. Can be rather helpful.
Glimmer of Light - Felt it needed a decreased recharge to begin with. With the additional heal power I may consider using it in my heal builds now. I've only played with it a couple times. Seems like a decent skill.
Healers Boon - Very happy with this change. I think the skill is better overall. Having played an ele that dual attunes, I have no issue remembering refreshing the enchant once every 53 seconds (14 divine). The extra pip of energy recoups this cost without issue in my opinion.
Healing Breeze - I hardly use this skill....ever. The exception is when I'm monking a low level area and I feel like being lazy and not remove hex/conditions. I just breeze people through it. The longer durations helps.
Light of Deliverance - HUZZAH! Goddess I hate this skill with a passion. Why? Because every damn pvp team I watch runs it. No creativity, no challange. HOWEVER, I do feel it was beaten a little hard with the nerf bat. I vote leave it as it is, but set the cast time back to original. Less heal, no condition, shorter cast time. My other thought, bump it back up to a higher heal, remove the condition, make it cost more (like 10).
Word of Healing - I hate this and I love it all at the same time for the same reason: it's overpowered now. I think they should have done one thing or the other for this skill, not both. Either set it back to the original heal amount/recharge time and make it so you can use it on yourself OR bump the heal/reduce the recharge but still only use on target other ally. I play a monk the majority of the time and this is my elite of choice, yes I understand what I'm saying. Personally I would prefer the latter of the 2 options. I don't mind it being target other ally, I have plenty of other things I can use for self heal. Besides theres (usually) another monk to help out if you're getting beat on anyway.
Weapon of Warding - Increased duration is very nice, and I feel it makes it (more) worth the 10e you spend on this skill. I hope they keep this.
I think that's it for skills I've been using. Just my 2 cents.
Last edited by Ebony Shadowheart; Nov 11, 2007 at 06:48 PM // 18:48..
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