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Old Feb 25, 2011, 04:52 PM // 16:52   #1
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Default By Ural's WTF-he spontaneously collapsed!

This PvE skill is horrendously underpowered.

It takes the goodness of two regular resurrection skills; Vengeance's +33% damage boost, coupled with the instant cast, AoE res of We Shall Return.

However, after 30s, everyone effected dies and must wait THIRTY seconds for a recharge and continue fighting. Hell, even Vengeance is maintainable, excluding the casting time. That makes this PvE skill WORSE than a regular res.

I propose, then, that a small buff be added to the existing skill:
1. Either lengthen time active to 60s, or lower recharge to 30s.
2. Add a 25% IMS.
3. Allow BuH! to be maintained without having to die by recasting.
At the moment you can only use this skill to grief others as the other monks try to res before you do and people hate that. You can chain it with Assassin's Promise, Echo or Air of Superiority, but it shouldn't need that.

PvE skill too underpowered. Sort it out.

Last edited by HigherMinion; Feb 25, 2011 at 05:03 PM // 17:03..
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Old Feb 25, 2011, 05:34 PM // 17:34   #2
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It's mostly maintainable if 2 players carry it.

Also they got rid of (unfortunately not all) ridiculous PvE skills, no need to add some others back...
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Old Feb 25, 2011, 06:47 PM // 18:47   #3
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It's already borderline OP when two people are using it together, no
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Old Feb 25, 2011, 06:50 PM // 18:50   #4
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why are you dying so much in pve that you would need to waste a pve slot on a rez
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Old Feb 25, 2011, 07:44 PM // 19:44   #5
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Originally Posted by Horace Slughorn View Post
why are you dying so much in pve that you would need to waste a pve slot on a rez
This right here. WHY on earth do you need an aoe rezz in pve? WHY?!
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Old Feb 25, 2011, 07:52 PM // 19:52   #6
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Originally Posted by Horace Slughorn View Post
why are you dying so much in pve that you would need to waste a pve slot on a rez
Getting nuked in Slaver's or thrashed by DoA foes spring to mind. Most of my old bars included BuH because there was nothing better. this is still the case for a MoP as things aren't alive long enough to see use of Trypt Signet.
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Old Feb 25, 2011, 08:06 PM // 20:06   #7
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I'd rather teams were set back by failure than made indifferent to it.
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Old Feb 25, 2011, 09:48 PM // 21:48   #8
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Its not like 33% more damage is that much. Its not worth bringing along ever. They were just trying to nerf it in a stealthy way. Instead of just reducing time, or +%dmg, they just changed skill completely.

Theres no point in them buffing it and they never will
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Old Feb 25, 2011, 10:18 PM // 22:18   #9
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i'd rather they just do away with all the PvE skills all together, but that is just an opinion
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Old Feb 25, 2011, 10:32 PM // 22:32   #10
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Quote:
Originally Posted by HigherMinion View Post
This PvE skill is horrendously underpowered.
No, this is how PvE skills should be. You should never be able to find a PvE skill that is necessarily stronger than any skill normally available to the professions.
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Old Feb 25, 2011, 10:50 PM // 22:50   #11
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I've always seen PvE skills as very powerful skills which cannot be used by heroes in order to give an incentive to building PUGs instead of playing with heroes/hench.

If they nerf all the PvE skills, THEN give us seven heroes... Embark Beach isn't going to do a thing.
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Old Feb 25, 2011, 11:08 PM // 23:08   #12
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PVE skills were I suspect created partly to test out new skills ideas for GW2 but mainly to get people to begin playing together again.
Sadly they came a little late in the day.

Full hero parties and embark beach are quite a good idea given the current state of the game they will give a new generation of players a lot of fun.
Fun which has been sadly lacking for a while, when it comes to human party play.

There are a lot of great players out there who a a heck of a lot of fun to play with but also there are a lot of people I would rather pull the plug than play with.
Besides few are playing the game any more most are just filling the hom well it seems like it.
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Old Feb 25, 2011, 11:14 PM // 23:14   #13
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I like PvE skills that complement builds or professions like Finish Him to a Fevered Dreams mesmer and Save Yourselves to a melee, but then Finish Him is nearly a staple on Assassin Promise builds with SY on Imbagons. They obviously shouldn't be ridiculous, but then PvE skills or at least exclusive skills are valuable for players who prefer grouping with people over heroes.

By Ural's Hammer is a bit of an annoyance. Just makes for more resurrecting and is nonsense when you re-die right when you get to the next mob.
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Old Feb 25, 2011, 11:22 PM // 23:22   #14
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Quote:
Originally Posted by HigherMinion View Post
I've always seen PvE skills as very powerful skills which cannot be used by heroes in order to give an incentive to building PUGs instead of playing with heroes/hench.

If they nerf all the PvE skills, THEN give us seven heroes... Embark Beach isn't going to do a thing.
IMO, Seven heroes are for people who do not enjoy the coop aspect with people and Embark is for people who would rather have people looking to complete the same mission, one that may be difficult or uncommon.
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Old Feb 25, 2011, 11:24 PM // 23:24   #15
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Honestly if it were maintainable by a single person it would be used in most nonsinway speedclears for increased spike team damage.
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Old Feb 25, 2011, 11:36 PM // 23:36   #16
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Originally Posted by gremlin View Post
PVE skills were I suspect created partly to test out new skills ideas for GW2 but mainly to get people to begin playing together again.
Sadly they came a little late in the day.
PvE only skills and consumables were created because Anet refused to split skills in PvE/PvP only and any skills that were decent vs the stupidly "big status moronic AI" giant mobs introduced in the game since factions would most likely be overpowered for PvP.

Since regular skills became stronger with the few last major updates (and now Anet splits skills for PvE/PvP), I think it is a good idea to reduce the power of some PvE only skills (or just remove them, but that wont happen).

If you look, Asuran scan, BuH and AoHM were skills that increased damage output by huge amounts - all got reworked.

I would even say that heroes should be given PvE-only skills alongside the 7 heroes update, but Xenomortis already told me he would attack me brutally (because the game would be too easy for him and his heroes) and so would all the "status quo" SC mobs/guilds that would lose their dominance over end chest of elite areas to players with 7 heroes - not very good for the ego.
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Old Feb 25, 2011, 11:54 PM // 23:54   #17
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I'm still waiting for a team of suicide necros + 1 or 2 monks with by ural to beat all the sc records xD
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Old Feb 26, 2011, 12:31 AM // 00:31   #18
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Originally Posted by Life Bringing View Post
Honestly if it were maintainable by a single person it would be used in most nonsinway speedclears for increased spike team damage.
It can be maintained, using AP or AoS on the recharge trigger. Quite possible in a 30s limit.
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Old Feb 26, 2011, 01:54 AM // 01:54   #19
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Quote:
Originally Posted by HigherMinion View Post
It can be maintained, using AP or AoS on the recharge trigger. Quite possible in a 30s limit.
Use Serpent's Quickness or Quickening Zephyr as well. DwG teams in DoA should adapt this as a nearly maintainable way to buff the spike damage =D
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Old Feb 26, 2011, 02:43 AM // 02:43   #20
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30s recharge would be horribly overpowered. Its already horribly overpowered actually, its just counterbalanced by the fact that you need 2 semi-coordinated (lol) human backliners with it.

Quote:
Originally Posted by Shayne Hawke View Post
No, this is how PvE skills should be. You should never be able to find a PvE skill that is necessarily stronger than any skill normally available to the professions.
And then SY rears its ugly head

Its definitely better lately though. There's only about 5 PvE skills that absolutely have to be on certain profession's bars.

Quote:
Originally Posted by WarcryOfTruth View Post
Use Serpent's Quickness or Quickening Zephyr as well. DwG teams in DoA should adapt this as a nearly maintainable way to buff the spike damage =D
Not just the spike damage, though thats the main sell, 100% energy recharge every 30 seconds is ridiculous. That lets you run so many more high energy builds, as long as you have a high energy set to dip into for ~10 seconds you will never run out.
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