Oct 14, 2007, 05:02 AM // 05:02
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#381
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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SoD did need the change, since insta-invulnerability on a 5s recharge is probably a bit too good. However, with the increased uptime it's now a bit stronger in PvE, where target swapping isn't as big a problem. The longer recharge also helps moron heroes manage their energy with it slightly better.
Cracked armor on AR is stupid. Just give it -20 AL all the time and don't make people deal with an annoying condition.
Whoever thought buffing SF was a good idea is a gibbering idiot. However, steam is looking pretty good at mid spec on a SF bar.
Last edited by Arkantos; Oct 14, 2007 at 06:29 AM // 06:29..
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Oct 14, 2007, 05:51 AM // 05:51
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#382
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Frost Gate Guardian
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Quote:
Originally Posted by timebandit
Some of my feedback after testing ...
Spirits - 50 HP:
PvP wise ~ Soul reaping FTW! (sarcasm: which means makes no diff. really in the spirits runs I had ... still boring, still imba)
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Still imba?
Do you ever play Rit healer?
2 casts of SF can hurt N/Rt and kill all his spirits. No spirit = dead N/Rt healer.
And Rit is VERY poor now since most rit builds(channeling, communing and restoration) heavy rely on spirits.
Last edited by ManMadeGod; Oct 14, 2007 at 05:54 AM // 05:54..
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Oct 14, 2007, 06:31 AM // 06:31
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#383
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Ascalonian Squire
Join Date: Feb 2007
Location: AD
Profession: Mo/
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Omg horrible nerf to paragons the -20 cracked armor is just horrible for Aggresive refrain Primarily for PvE monks are gonna keep loosin energy just to keep it removed every 5 seconds AND wont be able to remove harmful conditions like blind as cracked armor keeps stacking up.A horrible nerf
i agree if they wanted to nerf it they shoulda changed it to decrease damage this is just ridiculous
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Oct 14, 2007, 06:50 AM // 06:50
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#384
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Desert Nomad
Join Date: Jul 2005
Location: Washington State.
Guild: [ToA]
Profession: W/
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Quote:
Originally Posted by lord venny
Omg horrible nerf to paragons the -20 cracked armor is just horrible for Aggresive refrain Primarily for PvE monks are gonna keep loosin energy just to keep it removed every 5 seconds AND wont be able to remove harmful conditions like blind as cracked armor keeps stacking up.A horrible nerf
i agree if they wanted to nerf it they shoulda changed it to decrease damage this is just ridiculous
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LoL, Dont remove it every 5 secs, WUT?!
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Oct 14, 2007, 06:52 AM // 06:52
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#385
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Jungle Guide
Join Date: Jan 2007
Location: Guild Hall
Profession: A/
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Quote:
Originally Posted by knoll
LoL, Dont remove it every 5 secs, WUT?!
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Yeah, just turn off the Hench's condition removing spells.
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Oct 14, 2007, 07:35 AM // 07:35
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#386
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Desert Nomad
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The AR condition change doesn't seem to accomplish the desired effect. In PvE (and especially for solo and small group players) it results in having to micromanage the AI to keep it from removing the condition (or in the case of henchmen, causes them to waste energy constantly trying to remove it) while its utility as a PvP fix seems questionable.
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Oct 14, 2007, 07:47 AM // 07:47
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#387
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Ascalonian Squire
Join Date: Feb 2007
Location: AD
Profession: Mo/
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Quote:
Originally Posted by Omniclasm
Yeah, just turn off the Hench's condition removing spells.
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turn off? so what happens when faced with heavy degeneration or blind , weakness, dazed or even burning now what then . Removing conditions is important and having a monk not remove is gonna create a lot of problems
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Oct 14, 2007, 09:12 AM // 09:12
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#388
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Krytan Explorer
Join Date: Dec 2005
Location: Denmark, Karup.
Guild: [PuG]
Profession: W/E
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The AR nerf is retarded, the skill is just useless now. They should have amde into a flurry look a like imo.
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Oct 14, 2007, 09:13 AM // 09:13
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#389
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Forge Runner
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Quote:
Originally Posted by Qual
The AR nerf is retarded, the skill is just useless now. They should have amde into a flurry look a like imo.
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So, made it even more useless?
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Oct 14, 2007, 09:32 AM // 09:32
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#390
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Krytan Explorer
Join Date: Dec 2006
Location: far far away
Profession: W/
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AR Useless?
Agressive Refrain + Purifying Finale.
GG Cracked Armor. My para never has it
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Oct 14, 2007, 09:41 AM // 09:41
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#391
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Jungle Guide
Join Date: Jul 2007
Guild: Wars
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I think I am just about fed up with all the QQing about the AR change, especially in PvE. Grab your nearest bottle of Vodka and use Drunken Master already. You'll even have up to +8% IAS if you have ground up your deldrimor allegiance like the good grindbots you are.
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Oct 14, 2007, 10:54 AM // 10:54
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#392
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Jungle Guide
Join Date: May 2005
Profession: W/Mo
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Quote:
Originally Posted by Picuso
AR Useless?
Agressive Refrain + Purifying Finale.
GG Cracked Armor. My para never has it
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Too bad Anet's going to take a bat to the skull to that.
Probably make it so that AR removes all other Echo's.
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Oct 14, 2007, 11:08 AM // 11:08
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#393
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Pre-Searing Cadet
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Rits got hit harder than paras imo.
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Oct 14, 2007, 02:47 PM // 14:47
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#394
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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My thoughts on the skill changes that matter.
Wearying strike: This isnt going to do much, now its just a SLIGHTLY less powerful non elite eviscerate when used on a tree which is invincible.
General Ele changes: Good. Ward is now MOST EFFECTIVELY used on an ele. Conjures got a much needed change.
Mesmer changes: I lol'd
SoD: No longer usable, cant protect spikes as often.
SoR: GG E/Mo runners.
Chillblains: For everyone who is pissed cause you cant remove shadow form: use SIGNET OF DISENCHANTMENT on a low energy set. Chillblains was NEVER worth it with signet available.
Paragon: Why was AR nerfed? I mean srsly wtf is wrong with a IAS that lasts forever and cant be removed and has no penalty and essentially costs no energy with the 800 adren shouts paragons can (could) use? Oh wait.
Rits: took a harder hit than paras, but it was much needed as the passive nature of just laying down spirits and forgetting about them, but getting a decent effect was incredibly obnoxious.
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Oct 14, 2007, 02:54 PM // 14:54
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#395
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Krytan Explorer
Join Date: Aug 2007
Guild: Wolven Empire
Profession: D/
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Aggresive refrain is worthless in PvE now. Unless you have 2 real monks who wont spend all their time curing you ( and how often does ANYONE have 2 real monks in Pve?) 2 hero monks will spend all their time and energy curing !!. You guys should of made the cracked armor simply an armor debuff in the form of a SHOUT which cannot be removed. So you can actually fight with heroes and they will 'heal' you, instead of 'cure' your paragon and let you die !!!
Either that or simply add "While you are effected by this Echo you have -20 armor"
PROBLEM SOLVED.
Actually, i retract that previous statement. Just have someone who knows what they are doing (and actually may of played the game a few times) sit down and rework paragons from the ground up.
Last edited by Whirlwind; Oct 14, 2007 at 03:02 PM // 15:02..
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Oct 14, 2007, 02:55 PM // 14:55
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#396
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Forge Runner
Join Date: Apr 2005
Location: Canberra, AU
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Quote:
Originally Posted by Rhetoric
Rits got hit harder than paras imo.
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And they don't even really care.
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Oct 14, 2007, 03:13 PM // 15:13
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#397
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Sekkira
And they don't even really care.
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Why should they? Most HP reliant spirits were unuseable for long time, its not like you would get rt lord spammer complain here .. its 1.5year too late for that.
Once you give up on shelter/union/displacement, there is little to complain about last change.
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SF vulnurelability sucks, agreed, you no longer can take shelter as life insuarance policy vs. some NF ele bosses.
Maybe if spirits returned to affecting each other like in beta days ... okay, that might be bad idea.
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Oct 14, 2007, 03:44 PM // 15:44
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#398
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Ascalonian Squire
Join Date: Nov 2006
Guild: [RO]
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Quote:
Originally Posted by ManMadeGod
Still imba?
Do you ever play Rit healer?
2 casts of SF can hurt N/Rt and kill all his spirits. No spirit = dead N/Rt healer.
And Rit is VERY poor now since most rit builds(channeling, communing and restoration) heavy rely on spirits.
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2 things:
1- spirits down = N/rt full of energy
2- that will just happen if u are noob and ball up all ur spirits
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Oct 14, 2007, 05:35 PM // 17:35
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#399
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Ascalonian Squire
Join Date: Feb 2007
Location: USA
Profession: Mo/
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-Dervish
Wearying Strike: decreased damage to 5..20.
"As part of our effort to decrease melee damage slightly, we made Wearying Strike less powerful to adjust the ever-popular Avatar of Melandru/Wearying Strike combination. "
Sure Wearying hit a little hard, but if your intention is to lower melee damage, why are sins untouched? -550 hp's in 5 seconds seems a little high too XD.
-Warrior
Agonizing Chop: increased activation time to 1 second.
"Critical Chop and Agonizing Chop now have longer activation times to reduce their raw spike potential. Without a recharge time..."
Last time I checked, it still took a good amount of time to build adrenaline unless you're using some sort of buff. Raw Spike Damage? Look at deadly paradox/dancing daggers/augery of death. Also with the introduction of the new unblockable sins, warriors are becoming more and more inferior.
-Monk
Shield of Deflection: increased recharge time to 10 seconds; increased duration to 3..10 seconds.
Shield of Regeneration: increased recharge time to 12 seconds.
"The 1/4 second cast time of both Shield of Deflection and Shield of Regeneration made these skills too easy to maintain on a constant basis. We countered this by increasing their recharge times. Enchantment removal should now be a more viable counter to these popular elite skills. "
Hmm, in game damage keeps getting higher, but monks haven't recieved any real buffs to compinsate for it. Maybe put ZB back to +10 energy while below 50% hp to compinsate for this nerf.
"Decreased the Health of all Spirits by 50; allowed Burning to affect Spirits.
The existing specific counters to Spirits were too narrow. This change allows area-of-effects to more effectively neutralize Spirits. It also means Spirit-users may have to place Spirits more strategically."
"Searing Flames: increased Burning duration to 1..7 seconds"
Lol, in one quick update you've managed to bring back SF spikes AND make the already unbalanced N/Rt recieve energy faster and easier. META HA FTW
Last edited by Cixpak88; Oct 14, 2007 at 06:08 PM // 18:08..
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Oct 14, 2007, 07:01 PM // 19:01
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#400
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Ascalonian Squire
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Quote:
Originally Posted by TheLordOfBlah
Chillblains: For everyone who is pissed cause you cant remove shadow form: use SIGNET OF DISENCHANTMENT on a low energy set. Chillblains was NEVER worth it with signet available.
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Only problem with that statement is:
Chillblains: Core skill (available to everyone, so everyone can remove shadow form if they want to)
Signet of Disenchantment: Factions skill (so, you need to buy a expansion if you want to remove shadow form now?)
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