Feb 01, 2007, 11:44 PM // 23:44
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#1
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Mina Sucks [Blz]
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Skill Updates Already?
The latest update seems to have introduced the new skills?? shouldnt it be 2moro they start appearing?
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Feb 01, 2007, 11:45 PM // 23:45
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#2
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Academy Page
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which skills
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Feb 01, 2007, 11:46 PM // 23:46
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#3
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Banned
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Wild Blow got nerfed, 8 second recharge.
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Feb 01, 2007, 11:47 PM // 23:47
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#4
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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According to the update page at guildwars.com, yes the new skill update has happened.
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Feb 01, 2007, 11:50 PM // 23:50
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#5
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Forge Runner
Join Date: Jul 2006
Guild: Grenth's Rejects [GR]
Profession: R/Mo
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Sandstorm got shafted. And YES BEGUILING HAZE STAYS! ^_^
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Feb 01, 2007, 11:51 PM // 23:51
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#6
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Frost Gate Guardian
Join Date: Feb 2006
Guild: The Benecia Renovation [RenO]
Profession: Mo/Me
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GG Divert Hex nerf AGAIN?
.........
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Feb 01, 2007, 11:55 PM // 23:55
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#7
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Banned
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Queue up all the whining and crying and snivelling. Oh wait, you guys already started.
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Feb 01, 2007, 11:58 PM // 23:58
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#8
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Here it is.
Quote:
Updated trap skill descriptions to match the damage they do in-game.
Fixed a bug that prevented players from seeing their own traps' damage.
Broken Tower and Courtyard
The winning team is no longer decided by who is holding the altar when time runs out. The new win condition is based on points earned by killing members of the opposing teams.
Every time a team kills an opposing player, that team is awarded one point.
Killing a Ghostly Hero awards double points.
The first kill of a match awards double points.
Players may still capture the altar, but this is now done through the use of capture points similar to the control points used in Alliance Battles. The team with the most players in range of the capture point begins capturing the altar. The Ghostly Hero counts as 4 players.
The team holding the altar receives a 10% damage boost.
When the timer hits zero, the team with the most points wins. In cases of a tie, the team that scored the last kill wins the match. If no teams have scored a kill, there is no winner.
Teams resurrect every minute on these maps.
Added resurrection shrines to the Broken Tower map.
Players no longer incur a death penalty (DP) on these maps.
Increased the time limit to 7 minutes.
Hall of Heroes
Increased the time limit to 8 minutes.
Players no longer incur a death penalty (DP) on this map.
Updated the Hall of Heroes map so that it is more open.
The contents of the reward chest have been updated, and its location has been moved. All players now need to click on it to receive a reward for winning a battle in the Hall of Heroes. To give players time to do this, the wait time between matches has been increased.
When players enter the Hall of Heroes, the win condition and match objectives are randomly decided from four options. These four options are described below.
Kill Count
Every time a team kills an opposing player, that team is awarded one point.
Killing a Ghostly Hero awards double points.
The first kill of a match awards double points.
Players may still capture the altar, but this is now done through the use of capture points similar to the control points used in Alliance Battles. The team with the most players in range of the capture point begins capturing the altar. The Ghostly Hero counts as 4 players.
The team holding the altar receives a 10% damage boost and gains a morale boost for every 2 minutes they hold that altar.
Teams resurrect at their shrine every minute, along with their Ghostly Hero. The team holding the altar resurrects upon the altar every minute, along with their Ghostly Hero.
When time runs out, the team with the most points wins. In cases of a tie, the team that scored the last kill wins the match. If no teams have scored a kill, the defender wins.
Murder Ball
Three relics are spawned, one for each team, at equal distances from the altar.
Players bring their relic to the central altar to score a point.
A relic returns to its start point if an opposing team member picks it up.
Teams resurrect at their shrine every minute.
When time runs out, the team with the most points wins. In cases of a tie, the tying team that last captured a relic is awarded the win. If no relics have been captured, the defending team wins.
Capture Points
There are 4 capture points on the map: one on the altar and one at each team's resurrection shrine.
Teams begin capturing a point when they have more players within range than any other team. The Ghostly Hero counts as 4 players.
Every 30 seconds, teams are awarded one point for each capture point they are holding.
Teams resurrect at their shrine every minute, along with their Ghostly Hero.
When time runs out, the team with the most points wins. In cases of a tie, the tying team that last scored a kill wins the match. If no kills have been scored, the defending team wins.
King of the Hill
Bring your Ghostly Hero to the central altar. Once he is in range of the central altar, he will attempt to claim it. When he has done so, he moves to the center to hold it.
Every 30 seconds, the team holding the altar receives one point.
When time runs out, the team with the most points wins. In cases of a tie, the team to have held the altar last wins.
Claim Resource: casting time reduced to 2 seconds, Energy cost reduced to 0.
Other Maps
Fixed a bug in the Isle of Solitude map that allowed the defending team to enter the attacking team’s guild hall without their Guild Thief.
Skill Changes
General
Updated Trap skill descriptions to match the damage they do in-game.
Fixed a bug that prevented players from seeing the damage caused by their own Traps.
The “evade” mechanic has been removed from the game. All skills that used this mechanic have been changed to use “block” instead.
Weakness now causes -1 to all attributes.
Assassin
Feigned Neutrality: decreased duration to 4..10.
Shadow of Haste: decreased duration to 10..40, increased recharge time to 45 seconds.
Assault Enchantments: decreased recharge time to 2 seconds.
Augury of Death: now causes a Deep Wound.
Beguiling Haze: increased Energy cost to 15, increased recharge time to 20 seconds. Functionality changed to: "Shadow Step to target foe. That foe is interrupted and becomes Dazed for 1..7 second[s]."
Black Mantis Thrust: decreased recharge time to 4 seconds.
Impale: now causes a Deep Wound.
Deadly Paradox: fixed a bug that caused this skill to affect Assassin Stances.
Death Blossom: decreased recharge time to 2 seconds.
Critical Strike: now gives 1..3 Energy per critical hit, based on the Critical Strikes attribute.
Blades of Steel: increased damage per recharging dagger attack to 5..16, up to a maximum bonus of 65.
Exhausting Assault: must now follow a lead attack.
Nine Tail Strike: decreased Energy cost to 5.
Shattering Assault: decreased damage to 5..50. Functionality changed so that it cannot be blocked and now always does the bonus damage, regardless of whether or not Enchantments are removed.
Critical Defenses: changed block rate to 75%. Duration now scales 4..10 based on the Critical Strikes attribute.
Flashing Blades: increased block rate to 75%, increased duration to 5..30, and increased recharge time to 30 seconds.
Shroud of Distress: increased block rate to 75%, increased recharge time to 45 seconds, increased duration to 30..60.
Critical Eye: increased critical strike bonus to 3..15%.
Assassin's Remedy: changed duration to 30 seconds. This Spell now works on the next 1..7 attack skills.
Sharpen Daggers: changed duration to 30 seconds. This Spell now works on the next 1..7 attack skills.
Locust's Fury: increased the chance to double strike to 50%.
Shadowy Burden: decreased cast time to .25 seconds.
Dancing Daggers: increased damage to 10..25.
Heart of Shadow: increased healing to 30...150.
Lift Enchantment: decreased Energy cost to 5, decreased casting time to .25 seconds.
Ritualist
Bloodsong: decreased Energy cost to 5, decreased casting time to 3 seconds, decreased recharge time to 30 seconds. This Skill now falls under the Channeling attribute.
Mighty Was Vorizun: increased Energy gained to 30.
Cruel Was Daoshen: decreased casting time to 1 second, decreased recharge time to 5 seconds.
Blind Was Mingson: decreased Energy cost to 5, decreased casting time to 1 second, increased recharge time to 20 seconds, increased area-of-effect to "nearby."
Grasping Was Kuurong: decreased casting time to 1 second, decreased recharge time to 20 seconds.
Protective Was Kaolai: now adds 24 armor when held, and heals the party for 10..85 when dropped.
Tranquil Was Tanasen: decreased casting time to 1 second.
Resilient Was Xiko: increased regeneration to 3 per Hex or Condition suffered.
Anguished Was Lingwah: decreased casting time to 3 seconds, decreased recharge time to 30 seconds, increased Energy cost to 15.
Destructive Was Glaive: holding this item now causes Ritualist damage spells to have 10% armor penetration.
Splinter Weapon: now works on the next 1..5 attacks.
Weapon of Shadow: increased Blindness duration to 5 seconds, decreased recharge time to 20 seconds.
Weapon of Warding: decreased casting time to 1 second.
Vital Weapon: decreased recharge time to 2 seconds, increased duration to 15..45 seconds.
Spirit Light Weapon: increased amount healed to 1..15 Health per second, and an additional 1..15 Health if within earshot of a Spirit.
Wailing Weapon: decreased Energy cost to 5.
Brutal Weapon: increased duration to 5..35.
Guided Weapon: reduced recharge time to 5 seconds.
Weapon of Quickening: increased recharge bonus to 33%.
Nightmare Weapon: now works on the next 3 attacks.
Weapon of Fury: increased duration to 5..20.
Warmonger's Weapon: decreased Energy cost to 10.
Destruction: decreased Energy cost to 5, decreased recharge time to 15.
Displacement: decreased block rate to 75%.
Preservation: decreased recharge time to 20 seconds, increased duration to 90.
Life: decreased recharge time to 20 seconds, decreased duration to 20 seconds, increased healing-per-second that the Spirit was alive to 1..7.
Empowerment: decreased recharge time to 30 seconds.
Lamentation: decreased recharge time to 20 seconds.
Signet of Spirits: you now gain 3..12 Energy if you are within earshot of a Spirit.
Spirit Rift: decreased Energy cost to 10, decreased casting time to 1 second.
Ancestor's Rage: increased damage to 30..130.
Offering of Spirit: increased Energy gained to 8..17.
Spirit Light: increased healing to 60..180.
Wielder's Boon: decreased casting time to .25 seconds.
Channeled Strike: decreased recharge time to 4 seconds.
Caretaker's Charge: increased damage done to 20..75, decreased healing to 5..50, decreased Energy gained to 5.
Signet of Ghostly Might: increased damage to 5..35.
Spirit Transfer: decreased the amount of Heath lost to the nearest Spirit to 5..50, increased the amount healed per Health lost to 5.
Gaze from Beyond: decreased the amount of Health lost to 10..30%, increased damage done per Health lost to 4.
Explosive Growth: decreased Energy cost to 5.
Spirit Channeling: functionality changed to: "For 10 seconds, you gain +1..6 Energy regeneration but suffer -5 Health degeneration. When Spirit Channeling ends, you gain 100 Health if you are within earshot of a Spirit."
Ghostly Haste: decreased recharge time to 20 seconds.
Death Pact Signet: functionality changed to: "Resurrect target party member with your current Health and Energy. If that party member dies within 120 seconds, so do you."
All spells that had a requirement of being "near a Spirit" or "in the area of a Spirit" have been changed to "within earshot of a Spirit."
Flesh of my Flesh: decreased casting time to 4 seconds.
Paragon
Aria of Zeal: decreased Energy gained to 1..6.
Ballad of Restoration: decreased healing to 15..75.
Chorus of Restoration: decreased healing to 30..90.
Song of Restoration: decreased healing to 30..90.
Aria of Restoration: decreased healing to 30..90.
Hexbreaker Aria: increased casting time to 2 seconds.
"Stand Your Ground!": now only effects party members, Energy cost increased to 15.
Blazing Spear: increased damage to 5..25.
Wearying Spear: decreased Weakness duration to 5 seconds.
Vicious Attack: decreased recharge time to 4 seconds.
Slayer's Spear: decreased recharge time to 4 seconds, increased damage to 5..30.
Signet of Return: decreased casting time to 5 seconds, increased recharge time to 20 seconds.
Dervish
All avatar forms: increased recharge time to 30 seconds, decreased duration to 10..70 seconds.
Avatar of Lyssa: increased maximum Energy to 20.
Avatar of Dwayna: decreased Energy cost to 5, increased amount healed to 15..60 Health.
Avatar of Balthazar: decreased Energy cost to 10.
Avatar of Grenth: increased Energy cost to 15.
Ebon Dust Aura: adjusted duration to 5..35, increased energy cost to 10.
Harrier's Grasp: adjusted duration to 5..25.
Pious Haste: decreased recharge time to 5 seconds, increased movement speed to 33%.
Wearying Strike: Increased recharge time to 4 seconds.
Mesmer
Energy Surge: reduced area-of-effect to "nearby."<,/li>
Spirtual Pain: functionality changed to: "Target foe takes 15..75 damage. If this Spell hits a Spirit, all nearby foes take 15..75 damage, and this Spell recharges instantly."
Mantra of Recovery: decreased Energy cost to 5.
Sympathetic Visage: decreased recharge time to 20 seconds, decreased duration to 4..10 seconds.
Ancestor's Visage: decreased recharge time to 20 seconds, decreased duration to 4..10 seconds.
Illusion of Pain: decreased the amount of healing applied when this Hex ends to 15 per point of degeneration.
Unnatural Signet: now does double damage to summoned creatures.
Price of Pride: decreased Energy cost to 5, decreased recharge time to 8 seconds, decreased Energy loss to 1..7.
Hex Eater Vortex: decreased Energy cost to 10.
Mirror of Disenchantment: decreased recharge time to 10 seconds.
Simple Thievery: decreased recharge time to 0 seconds.
Arcane Larceny: decreased recharge time to 0 seconds.
Arcane Thievery: decreased recharge time to 0 seconds.
Power Flux: decreased recharge time to 10 seconds.
Power Leak: decreased recharge time to 15, decreased Energy loss to 5..20.
Power Block: decreased recharge time to 20.
Power Leech: decreased recharge time to 10.
Panic: Increased casting time to 1 second.
Necromancer
Spoil Victor: decreased duration to 5..20 seconds.
Reaper's Mark: decreased Energy return to 5..15, decreased Health degeneration to 1..5.
Deathly Swarm: increased damage to 30..90.
Vile Touch: decreased recharge time to 2 seconds.
Deathly Chill: increased Conditional damage to 5..50.
Toxic Chill: decreased recharge time to 5 seconds.
Discord: Increased damage to 30..110.
Chilblains: decreased recharge time to 8 seconds.
Corrupt Enchantments: decreased Energy cost to 5.
Envenom Enchantments: decreased Energy cost to 5, decreased casting time to 1 second.
Gaze of Contempt: decreased Energy cost to 10, decreased casting time to 1 second, increased recharge time to 25 seconds.
Jagged Bones: Increased Recharge time to 15 seconds.
Rend Enchantments: decreased Energy cost to 5, decreased casting time to 1 second.
Rip Enchantment: decreased sacrifice to 30..10% of maximum Health.
Barbs: increased damage to 1..15.
Suffering: decreased casting time to 1 second.
Defile Flesh: increased duration to 5..35 seconds, decreased sacrifice to 10% of maximum Health.
Price of Failure: decreased cast time to 2 seconds, increased damage dealt to 15..45.
Malign Intervention: decreased recharge time to 5 seconds. The created minion does not exploit the corpse.
Insidious Parasite: decreased recharge time to 12 seconds.
Malaise: functionality changed to: "For 5..35 seconds, target foe suffers -1 Energy degeneration and you suffer -2 Health degeneration. Malaise ends if target foe's Energy reaches 0. When Malaise ends, that foe takes 5..50 damage."
Wither: functionality changed to: "For 5..35 seconds, target foe suffers -2..4 Health degeneration and -1 Energy degeneration. Wither ends if target foe's Energy reaches 0. When Wither ends, that foe takes 15..75 damage."
Rising Bile: decreased recharge time to 20 seconds, increased damage done per second to 1..6, decreased duration to 20 seconds.
Ulcerous Lungs: decreased recharge time to 10 seconds. This Hex now does -4 Health degeneration, but only to Bleeding foes.
Depravity: decreased recharge time to 15 seconds, decreased Energy loss to 1..5.
Mark of Fury: decreased casting time to 1 second, decreased recharge time to 10 seconds, increased duration to 5..35.
Elementalist
Blinding Surge: increased Energy cost to 10.
Searing Flame: decreased Burning duration to 1..5 seconds.
Glowing Gaze: increased recharge time to 8 seconds.
Gale: decreased knock down duration to 2 seconds.
Searing Heat/Tenai's Heat: decreased Energy cost to 15, increased damage to 10..40.
Fire Storm: decreased Energy cost to 10, increased damage to 5..35.
Breath of Fire: decreased Energy cost to 5, increased damage to 10..40.
Bed of Coals: decreased Energy cost to 10.
Sandstorm: reduced unconditional damage to 10..30, increased recharge time to 30 seconds.
Eruption: increased damage to 10..40. This spell now causes Blindness on each pulse.
Unsteady Ground: decreased Energy cost to 10, increased damage to 10..40.
Churning Earth: decreased Energy cost to 15, increased damage to 10..40.
Savannah Heat: decreased Energy cost to 5, increased recharge time to 25 seconds.
Arc Lightning: increased Conditional damage to 15..60.
Lightning Hammer: decreased recharge time to 4 seconds.
Lightning Bolt: increased Conditional damage 5..50.
Mind Freeze: increased duration to 1..10.
Frozen Burst: decreased recharge time to 5 seconds, decreased damage to 10..85.
Shard Storm: increased damage to 10..85.
Water Trident: increased projectile speed by 25%.
Icy Prism: decreased recharge time to 2 seconds.
Frigid Armor: decreased casting time to 1 second.
Icy Shackles: increased recharge time to 12 seconds, decreased duration to 4..10, functionality changed to: "Target foe's movement is slowed by 66%. If that foe is under the effects of an Enchantment, target's movement is slowed by 90% instead."
Immolate: decreased recharge time to 3 seconds.
Flare: increased damage to 20..65.
Incendiary Bonds: increased area-of-effect to "nearby."
Mark of Rodgort: increased area-of-effect to "nearby."
Phoenix: reduced casting time to 2 seconds.
Smoldering Embers: increased Energy cost to 10, increased casting time to 2 seconds, decreased recharge time to 7 seconds, and increased damage to 7..112.
Lava Arrows: increased damage to 20..65.
Flame Djinn's Haste: decreased recharge time to 10 seconds, increased duration to 5..20 seconds.
Stoning: increased damage to 15..105.
Stone Daggers: increased damage to 8..33.
Grasping Earth: no longer adds armor to targets.
Shockwave: increased damage to 15..60.
Monk
Shield of Absorption: increased casting time to 1 second.
Signet of Mystic Wrath: decreased damage to 100 maximum.
Shield of Regeneration: decreased casting time to .25 seconds, decreased recharge time to 5 seconds.
Word of Healing: Conditional healing increased to 15..100.
Signet of Judgment: reduced casting time to 1 second.
Shielding Hands: decreased recharge time to 15 seconds, decreased duration to 8 seconds.
Shield of Deflection: decreased casting time to .25 seconds, increased duration to 1..7 seconds, changed block rate to 75%.
Healing Burst: increased area-of-effect to "nearby."
Balthazar's Pendulum: decreased recharge time to 5 seconds.
Resurrect: decreased casting time to 5 seconds, increased recharge time to 8 seconds.
Rebirth: decreased casting time to 5 seconds.
Restore Life: decreased casting time to 6 seconds, increased recharge time to 8 seconds.
Resurrection Chant: decreased casting time to 6 seconds, increased recharge time to 15 seconds.
Renew Life: decreased casting time to 6 seconds, increased recharge time to 5 seconds.
Vengeance: now adds a 15% damage buff to the target.
Warrior
Critical Chop: increased recharge time to 15 seconds, decreased damage to 5..20.
"You're All Alone!": decreased Condition durations to 7 seconds.
Defensive Stance: decreased recharge time to 15 seconds, decreased duration to 1..8 seconds.
Deflect Arrows: decreased recharge time to 10 seconds, decreased duration to 1..8 seconds.
Disciplined Stance: decreased recharge time to 15 seconds, decreased duration to 1..6 seconds.
Wary Stance: decreased recharge time to 10 seconds, decreased duration to 1..6 seconds.
Shield Stance: decreased recharge time to 15 seconds, decreased duration to 1..8 seconds.
Soldier's Defense: decreased recharge time to 10 seconds, decreased duration to 1..8 seconds.
Frenzied Defense: increased duration to 8 seconds.
"Shields Up!": now only effects party members, armor bonus applies versus all projectiles.
Griffon's Sweep: increased recharge time to 8 seconds.
Leviathan's Sweep: increased recharge time to 8 seconds.
Power Attack: decreased recharge time to 3 seconds, increased damage to 10..40.
Counterattack: increased recharge time to 6 seconds, increased damage to 5..35.
Soldier's Strike: increased damage to 10..40.
Thrill of Victory: increased damage to 15..45.
Wild Blow: increased recharge time to 8 seconds.
Steady Stance: increased recharge time to 6, reduced Energy gained to 1..6.
Ranger
Rampage as One: decreased recharge time to 10 seconds, decreased duration to 3..15.
Throw Dirt: decreased recharge time to 30 seconds.
Antidote Signet: decreased casting time to 1 second.
Spike Trap: increased Cripple duration to 3..25 seconds.
Incendiary Arrows: increased duration to 3..15 seconds.
Glass Arrows: decreased Energy cost to 5, decreased recharge time to 12 seconds, increased damage to 5..20.
Trapper's Focus: increased duration to 5..20 seconds.
Keen Arrow: increased Conditional damage to 5..35.
Arcing Shot: decreased Energy cost to 5.
Disrupting Accuracy: increased duration to 36 seconds.
Trapper's Speed: increased duration to 5..30.
Feral Lunge: increased Bleeding duration to 5..25.
Viper's Nest: decreased recharge time to 20 seconds.
Toxicity: increased duration to 30..90 seconds.
Roaring Winds: increased level to 1..10.
Update - Monday January 22
Reverted the changes made to the skills and to the Hall of Heroes for the test event weekend.
Added the evade mechanic back into the game. This was listed as a permanent change in the last update notes but has been added back into the game pending further analysis.
Update - Saturday January 20
Skill Balance Changes
Ritualist
Destructive was Glaive: Changed the Armor penetration to 5%.
Monk
Divert Hexes: reduced cast time to 1 second.
Update - Friday January 19
Permanent Changes:
Fixed a bug that allowed players to walk through some walls on the Isle of Weeping Stone guild battle map.
Fixed a bug that caused Heroes to deal extra damage with attacks.
If a player has the Lightbringer title track selected, that player’s Heroes now gain the benefits provided by this title.
Fixed a bug that made it difficult to repair the attacker’s catapult on the Warrior’s Isle guild battle map.
Adjusted the positions of several of the defenders in the Isle of Solitude guild battle map to more effectively defend the Guild Lord.
Screenshots are now saved as JPG files.
The “evade” mechanic has been removed from the game. All skills that used this mechanic have been changed to use “block” instead.
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Did this from work so if you see some from last time sorry.
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Feb 01, 2007, 11:59 PM // 23:59
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#9
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Hockster
Queue up all the whining and crying and snivelling. Oh wait, you guys already started.
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Don't Troll, it doesn't make you look smart.
Ramage as One still costs 25 energy and yes has a low duration time. Disappointing.
__________________
Guru Event Guide Editor
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Feb 01, 2007, 11:59 PM // 23:59
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#10
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Forge Runner
Join Date: Nov 2005
Profession: R/
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hmmm...first glance looks like a lot was changed to the way it was last test weekend, but the differences I have noticed I'm not really that enthusiastic about. I'll admit it's very early, but I think I like the skill changes from the last round better...
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Feb 02, 2007, 12:04 AM // 00:04
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#11
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Hang on... wasn't the point of the last test weekend to get feedback. Read that feedback, then make appropriate changes to the skill updates?
95% of the things changed last weekend have been changed back, identical. Spiritual Pain has been made worthless once again to any Mesmer in PvE. Rampage as One has been completely f*cked over and made completely un usable.
And Gaile said Anet listen to peoples opinions... bullshit.
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Feb 02, 2007, 12:05 AM // 00:05
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#12
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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The AP from Destructive was Glaive doesn't work at all.
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Feb 02, 2007, 12:07 AM // 00:07
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#13
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Some of this was from last time but this computer i can't do a good copy and paste from there to here like at home.Here it via linkGame UpdatesThe Monk and Warrior and Ele I think haven't been changed.
Last edited by Age; Feb 02, 2007 at 12:09 AM // 00:09..
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Feb 02, 2007, 12:08 AM // 00:08
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#14
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Academy Page
Join Date: Dec 2005
Guild: Legion of Losers [LOL]
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Gale is now a 2 second knockdown.
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Feb 02, 2007, 12:09 AM // 00:09
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#15
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Ascalonian Squire
Join Date: Jul 2006
Guild: Angel Sharks [DVDF]
Profession: E/Me
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Mesmer skills got screwed. Ele's as well. Some got boosted but they're barely above mediocre, even the elites. Pretty much the same as last weekend. Way to go Anet.
Quote:
And Gaile said Anet listen to peoples opinions... bullshit.
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I wouldn't put it as delicately as this poster, but I agree 100%.
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Feb 02, 2007, 12:11 AM // 00:11
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#16
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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The Test forum is open. Please post there. Closed.
__________________
People are stupid.
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