Jun 25, 2009, 12:52 AM // 00:52
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#1
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Jungle Guide
Join Date: Jan 2009
Location: Imperial Sanctum
Guild: Legendary Drunken Masters [DUI]
Profession: E/Me
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Fgj
Does anyone else think that FGJ needs a buff?
20 seconds time, shout, 45 sec recharge, 5 energy no attribute.
I'm suggesting: 15....30 seconds duration 25 sec recharge 10 energy attribute strength, reduce adren gain to 50...75 based on attribute.
This way it isnt as overpowered, and can give more adren. If you want to make it lesser recharge, that's fine, i understand that constant+adren is too much, but 45 sec recharge is terrible, ESPECIALLY for pvp where the duration is only 8 seconds. Thoughts?
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Jun 25, 2009, 01:00 AM // 01:00
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#2
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Wilds Pathfinder
Join Date: Jul 2008
Location: Wales
Guild: Order of the Azurelight[OA]
Profession: E/
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PVP was murdered and needs to be improved.
Im ok with the 45sec recharge in PVE.
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Jun 25, 2009, 01:02 AM // 01:02
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#3
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Frost Gate Guardian
Join Date: May 2009
Guild: Pshyco Ninjas [oGod]
Profession: R/
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The whole point behind the short duration and long recharge is that it's a shout and would effect any other class that builds adren.
Anyways, I wouldn't say it's needed unless every warrior was having trouble building adren.
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Jun 25, 2009, 01:20 AM // 01:20
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#4
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Jungle Guide
Join Date: Jan 2009
Location: Imperial Sanctum
Guild: Legendary Drunken Masters [DUI]
Profession: E/Me
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Quote:
Originally Posted by Thamior Shamus
The whole point behind the short duration and long recharge is that it's a shout and would effect any other class that builds adren.
Anyways, I wouldn't say it's needed unless every warrior was having trouble building adren.
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You HONESTLY dont think 8 sec duration and 45 sec recharge in pvp is bad?
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Jun 25, 2009, 01:22 AM // 01:22
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#5
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Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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Make it 5 energy 45sec recharge, 60 duration for which you gain 10%.....80% more adrenaline, ends if you use any none-adrenal skill. Since most warrior builds reply on one or two energy skills(frenzy, enraged charged....etc) this maybe slightly more beneficial to the warriors but overall I think it is pretty balanced.
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Jun 25, 2009, 01:31 AM // 01:31
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#6
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Frost Gate Guardian
Join Date: May 2009
Guild: Pshyco Ninjas [oGod]
Profession: R/
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Quote:
Originally Posted by Helix Dreadlock
You HONESTLY dont think 8 sec duration and 45 sec recharge in pvp is bad?
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I never said it was good. I just said it wasn't needed because Warriors don't have much trouble building adren. If they did, then yes, this skill would need a buff.
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Jun 25, 2009, 01:45 AM // 01:45
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#7
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Jungle Guide
Join Date: Jan 2009
Location: Imperial Sanctum
Guild: Legendary Drunken Masters [DUI]
Profession: E/Me
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Quote:
Originally Posted by Thamior Shamus
I never said it was good. I just said it wasn't needed because Warriors don't have much trouble building adren. If they did, then yes, this skill would need a buff.
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Do you explain skills with 10 adren, backbraker, d-slash, final thrust....ect?
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Jun 25, 2009, 01:53 AM // 01:53
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#8
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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Move to Strength so Warriors can use it, or move to Tactics so the line has a purpose. Then scale duration appropriately. Problem solved.
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Jun 25, 2009, 02:01 AM // 02:01
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#9
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Frost Gate Guardian
Join Date: May 2009
Guild: Pshyco Ninjas [oGod]
Profession: R/
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Quote:
Originally Posted by Helix Dreadlock
Do you explain skills with 10 adren, backbraker, d-slash, final thrust....ect?
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1) most Warriors don't use attack skills the require more than 8 adren.
2) There are already skills that build adren that are, IMO, better than FGJ.
As a PvPer I would much rather see skills buffed that would not be similar to used skills today.
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Jun 25, 2009, 04:08 AM // 04:08
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#10
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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FGJ is fine in PvE, leave it alone.
And to the number AG48 guy, you're making it a non elite longer duration battle rage.
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Jun 25, 2009, 04:37 AM // 04:37
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#12
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Jungle Guide
Join Date: Jan 2009
Location: Imperial Sanctum
Guild: Legendary Drunken Masters [DUI]
Profession: E/Me
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Quote:
Originally Posted by the Puppeteer
you want to nerf Imbagons
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I have nothing against Imbagons. And, personally, I dont care about PvE-version, but the PvP version needs a major adjustment.
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Jun 25, 2009, 04:48 AM // 04:48
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#13
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Forge Runner
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Far from needing a buff, this skill needs a nerf. Take it with Dragon Slash and Enraging Charge and you'll be spamming Save Yourselves! + various adrenaline attacks pretty much forever, especially if you have Enduring Harmony. I suggest changing the PvE functionality to the same as PvP, or you gain one extra strike of adrenaline per successful attack.
As for the PvP version, I don't play Warrior so I can't tell how to change it, although I agree it is underpowered right now.
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Jun 25, 2009, 05:53 AM // 05:53
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#14
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Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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Quote:
Originally Posted by IronSheik
And to the number AG48 guy, you're making it a non elite longer duration battle rage.
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Make that effect restricted to PvE and no problem. Battle rage isn't really that useful for warriors in PvE. For Pvp I'd make it 15 seconds duration.
Last edited by AKB48; Jun 25, 2009 at 05:59 AM // 05:59..
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Jun 25, 2009, 05:54 AM // 05:54
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#15
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Lion's Arch Merchant
Join Date: Dec 2006
Location: "Flame Shield On!"
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I have to be honest, I didn't read everyone's post because most of them were so asinine that I couldn't keep on reading the rest. Including the op's posts.
This has already been discussed but since the search engine has been off lately I will let it slide. To cut to the point, restore the skill to what it was but move it to strength and make it scaleble. Done, the skill is now balanced.
Thread closed. Unless you want a buff, but this skill is a waste of slot in PvP anyway. The only way to make it viable is to change it's function completely.
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Jun 25, 2009, 07:54 PM // 19:54
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#16
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Jungle Guide
Join Date: Apr 2006
Profession: W/R
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Quote:
Originally Posted by zelgadissan
Move to Strength so Warriors can use it, or move to Tactics so the line has a purpose. Then scale duration appropriately. Problem solved.
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i like this thought it would improve for warriors but make it not as good for other classes like paragon to abuse it
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Jun 25, 2009, 08:08 PM // 20:08
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#17
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Wilds Pathfinder
Join Date: Jun 2008
Profession: W/
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Quote:
Originally Posted by Ratson Itamar
I have to be honest, I didn't read everyone's post because most of them were so asinine that I couldn't keep on reading the rest. Including the op's posts.
This has already been discussed but since the search engine has been off lately I will let it slide. To cut to the point, restore the skill to what it was but move it to strength and make it scaleble. Done, the skill is now balanced.
Thread closed. Unless you want a buff, but this skill is a waste of slot in PvP anyway. The only way to make it viable is to change it's function completely.
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How would that balance it? The problem with the skill is that people could use dragon slash and it would rebuild all its adrenaline by itself so you could use it again. Those skills are 10 adrenaline for a reason. FGJ makes those skills seem like they are 5 or in Dragon Slash's case, a 0 energy, 0 adrenaline, 0 recharge overpowered attack. FGJ is bad for PvP, That is why it has this nerf. Leave it alone. Leave it dead.
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Jun 26, 2009, 03:19 PM // 15:19
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#18
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I use it to build the first hits of adrenaline.
Combined with Enraging Charge, you can start using 8adrenaline skills right away.
You don't need more than 8 seconds for that.
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Jun 26, 2009, 04:02 PM // 16:02
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#19
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by MithranArkanere
I use it to build the first hits of adrenaline.
Combined with Enraging Charge, you can start using 8adrenaline skills right away.
You don't need more than 8 seconds for that.
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QFT. See, FGJ isn't imbalanced by itself. Its imbalanced when you start adding in all these skills that have a set adrenaline gain per activation (enraging charge, dragon slash, etc). It was nerfed down to its current version because of usage of those skills and enduring harmony. It's still very usable, but the fact is it needs to stay were it is at.
And lol at the guy saying warriors "never use dragon slash/high adrenaline skills." I know WE warriors spoiled people into becoming button mashers, but good warriors do know how to use adrenaline spikes effectively.
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