... Nerf? Hardly.
(DISCLAIMER before I get accused of supporting WMos or something silly like that: This is just a very, very satirical rant about the supposed new "balance" now present in the game.)
Well I don't know what everyone else is complaining about, but the new patch made my WMo better than ever.
Because enemies now stop following me after only a few aggro circles, it's even easier to run. If I ever get into any trouble, I can throw up some AoE damage and watch them all scatter off of me. Now that early eles, who are presented a majority of Fire Spells, can no longer easily get through the normal course of the game, business should be booming.
Farming was mostly uneffected, Cyclone Axe and Hundred Blades escaped the nerf bat, as did Gladiator's Defense. I can't use Symbol of Wrath for damage anymore but it's helpful if I need some room to breathe. Admittedly, I can't grab the entire desert in one fell swoop anymore, but I always went out the back anyway to avoid Distracting Shot.
Better yet, now I can make all WMo groups at Thunderhead since no one else can get past the doppleganger. I was sitting in Augury between farming runs when a poor Monk was complaining about the dopple running out of his smiting--best to give up now, and just make a WMo! The good old Meteor Shower trick probably won't work either, so I don't have to worry about any pesky eles--not that every Elementalist didn't already Rage Delete their character anyway.
I am rather concerned about the damage output though, so I can always bring an elementalist along--with her new friend the Crippling ranger! Or a Mesmer, of course, they have snaring spells as well! It's so nice that these neglected classes are now necessary parts of a group.
So I must say GG on the balancing issue, ANet. I'm looking forward to next month's update, when everyone is forced to play the Paladin Premade with collector weaponry.
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