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Old Jan 27, 2007, 11:43 AM // 11:43   #121
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Quote:
Originally Posted by ArianeB
At the same time they have made Mesmer's cool again in PvP: Backfire + Mantra of Flame + Spirit Shackles = 1 dead SF elementalist.
this has to be the most jackassed thing i have ever read. keep up the good work.
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Old Jan 29, 2007, 07:32 AM // 07:32   #122
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spirit shackels on dervishes?
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Old Nov 25, 2007, 08:53 AM // 08:53   #123
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I want 1-2 more Earth Elementalist Elite Skills that has low energy cost. Quicksand, Landslide and Rolling Stones/Boulders

Reduce casting time of Glowstone to 1/4 please instead of 1, because by the time you inflict weakness on your enemy and try to get the energy by casting glowstone to gain that extra energy, the enemy usually already drop dead before you do, which is just ridiculous, as an energy management skill, that does not allow you enough time to use and leaving you with no enemy to gain that 10 energy, although with the enemy dead you don't need the extra energy, there are also other ways of energy management, but Glowstone is an energy management skill provided for the earth elementalist using earth magic, it is the equivalent of Glowing Ice, which is a skill that require you to water hex target foe before casting it to gain the extra energy, with one extra point in recharge, but water magic is filled with water hexes unlike earth magic which only comes with one skill that allows you to weaken your enemy. Glowstone although has a 1 point lower recharge time, to qualify for that extra energy you have to hit your enemy with Ebon Hawk, the only skill that is in the same attribute category that causes weakness, provided that you hit a moving and or attacking foes, which I have try many time hitting moving and or attacking foes, I think roughly its only 30% of the time that you can cause weakness to the foes, its either the skill is whack. or something wrong somewhere, because the target foes is attacking, and they are usually moving cos they are charging at my character, i test it on raptors and the "berserkers", so it is highly unlikely that they aren't moving and not attacking.

So lower the casting time for Glowstone, that you very much, so that it may be of better use as a chained skill with Ebon Hawk.

NO, TO the increase of searing flames energy from 15 energy cost. Its already very high at 15 energy cost, it should be 5 energy and recharge 0 recharge time, and cause chocking, when have you ever been in a flame and not choke? maybe unless you have the ranger/ninja head gear. speaking of ranger, savage shots (interrupt the skill/searing flames) at 1 casting time, its quite easy to interrupt, and what about mesmer, can totally shut down a sp ele if they so wishes. warriors can knock sf ele down, even other ele can interrupt them... there really is no need to make sf any less useful as it is now.


Bring Frigid Armor maybe if your monk can't extinguish your fire ...

Last edited by pumpkin pie; Nov 25, 2007 at 05:09 PM // 17:09..
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Old Nov 25, 2007, 03:59 PM // 15:59   #124
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This game gets imo only half hearted balanced ...
thius game has over 1000 of different skills by different classes and Anet has only balanced maybe like 10-15% of them ...

there are several other Skills out there, which are nowe since over 2 years totally untouched and need really finally their buffs and nerf....

Would i list up all these skills here, it would end up in a big novel, so i'll try it to make it short:

Warrior:

Cyclone Axe: Raise Recharge Time from 4s to 10s

Dragon Slash: let this Attack cause x-x Seconds burning ...

Drunken Blow: Increase slighty damage, when used while being drunk

Earth Shaker: remove failure chance

Flurry: Change effect to: the next x-x attacks will hit twice, but have 25%
lesser attack power ,raise stance duration to max 20s, raise recharge to 15s

Frenzied Defense: lower to 50% chance only only 25% more damage, lower ruration to 5s, lower recharge to 5s

Frenzy: reduce double damage to 50% more damage

Galrath Slash: give this skills a condition, let it do broken armor, if it hits a foe, that doesnt attack, or that is weakened...somethign like that, increase adrenalien cost to 10

Gladiator's Defense: lower recharge to 20s, lower damage to max 30.

Headbutt: give target foe daze too >.>, lower e cost to 10, reduce damage to max 75

Mokele Slash: reduce recharge from 20s to 10s

Quivering Blade: remove daze

Signet of Stamina: let it end, when the player gets knock downed

Silverwing Slash: reduce damage to max +25, and let it do double damage vs. Minions, Spirits ect., reduce adrenaline cost to 6

Soldier Defense/Speed: make this Stances to Skills

Tripple Chop: Raise e cost to 10

Warriors Cunning: reduce recharge to 30s

Whirling Axe: let this attack hit a nearby foe, the axe hould be thrown away.
change disable to disable ever for 10s when used the skill
==========

Ranger:

Apply Poison: reduce e cost to 10e, reduce poison duration to max 12s

Barbed Arrows: remove the easily interruption, reduce max bleedign duration to 12s

Broad Head Arrow: reduce e cost to 10,

Brutal Strike: let this attack cause broken armor, when the foe has more than 50%HP

Charm Animal/comfort animal: merge finally those 2 skills and make a new Skill, a charm signet, that works like caputre signet for pets, that makes it for rangers possible to have more then 1 Pet, just by equipping then the Signet of the charmed pet you want to have with you, lower max level of pets then to 15, max of such signets in our bar is then 3... so we get then finally REAL beast masters

Choking Gas: reduce e cost to 10

Concussion Shot: reduce e cost to 15

Debilitating Shot: let the foe addiotionally lose 1-10 energy, if hit while attacking/spelling, raise recharge to 15s

Disrupting Accuracy, reduce duration to 24s, let this give give +5-15% additional chance for critical attacks ...

Disrupting Shot: reduce 5s, lower damage to max 28

Dryder's Defense: reduce recharge to 45s, raise e cost to 10

Dual Shot: reduce cost to 5e

Energyzing Wind. reduce recharge to 45s and e cost to 10

Equiniox: Skills with normally no exhaustion should to also x-xx% of their e cost exhaustion..., raise recharge to 30s

Fertile Season: increase its effect, so more nature spirits are in the near of this spirit, reduce cast time to 3s

Focused Shot: Change that skill to expertise

Frozen Soil: reduce cast time to 3s

Healing Spring: Make this a Skill, no trap, not weasily interruptable

Hekets Rampage: let it end, when u get hexed...

Marauder's Shit ..pardon Shot: let this shot disable a random skill of the enemy for x seconds ..marauder's shot will become for that tiem the disabled skill...

Nature's Renewal: give the caster of that spirit and all his nearby allies a life regeneration of +1-3

Needling Shot: create a duplicate skill of that, also an elite would be nice, that can be used with insta recharge, when foe is below 75% hp

never ramapge alone. reduce e cost to 15

Oath Shot: remove miss chance and disable that skill for xx seconds only, if it misses

Pin Down: reuce e cost to 10

Point Blank Shot: give this Skill a Knock Down effect, if it hits moving foes
raise e cost to 10

Poison tip signet: raise effect to next x-x attacks ..., raise recharge to 15s

Precision Shot: give skill 100% critical shot effect, give it a cast time of 1s

Quick Shot: remove cast time

rampage as one: reduce e cost to 10

Read the Wind. increase damage buff by 5

Revive Animal: give this skill increased comfort animal heal effect and makit it an elite skill

Symbiotic Bond: change effect to: both receive +1-2 life regeneration and whenever one of you both receives damage, half the damage is redicrected to the other...so when pet gets damage, half damage receives player..player gets damage, half damage gets to pet ..

Trappers Focus: let it reduce trap e cost by 5, when expertise is above 12

Troll Unguent: reduce cast time by 1s

Whirling Defense: reduce recharge to 45s
=============

Monk:

Amity: let this end, if any of that foes receives any other hex, raise e cost to 15

Balthazar's Aura: reduce e cost to 10, reduce cast time to 1, reduce recharge to 15s, reduce duration to 5s, raise damage to max 35

Boon Signet: let thsi signet heal for x-x Hp per Energy point you have

Divine Healign and its cloen skill: reduce recharge to 25s, lower slightly heal amount

Divine intervention. raise duration to 20s, raise e cost to 10

Dwayna's Sorrow..increase heal amount drastically, raise recharge to 10s

Heal Area and clone skill: reduce heal amount, raise cast time to 2s, reduce e cost to 5

Healing Seed: reduce recharge to 15s, raise heal amount to max 45, make the skill easily interruptable

Life Sheath: Let this Skill insta recharge if target is below 50% HP

Light of Dwayna: reduce e cost to 15, make it an maintaining enchant, that revives all, when ending it

Mark of Protection: raise duration by 5s

Martyr: change to smite, let monk deal holy aoe damage, by up to 25% of the max hp of the monk, monk will die after that attack and will receive no DP

pacifism: end, when foe gets an other hex

Peace and Harmony: remove this absolute silly effect of removing the effect, when u cast something, lower duration to max 30s, raise e reg boost to +2, raise recharge to 15s

Protective Bond: give that skill the effect, that you won't lose energy, if you have more than 2-1 bonds active

Purge Conditions: remove cast time, lower recharge to 10s, let skill insta recharge, if target ally is below 50% hp

Rebirth: raise health to 25-50% and 0-15 Energy. remove stuff with consumes all energy, raise cast time to 7s

Remove Hex: reduce recharge to 6s

Seed of Life: reduce recharge to 15s, raise e cost to 10

Shield of Absorption: make 5 to 5%

Shield of Judgement. change to the next x-x attacks..not 20s duration anymore

Shield of regeneration: change e cost back to 10

Signet of Devotion: give effect (or yourself), reduce cast time to 3/4

Spell Breaker: reduce recharge to 35

Spirit Bond: raise trigger to more than 70 HP

Succor: raise to +2 Hp/Mp reg, raise recharge to 20s

Supportive Spirit: let heal also, while not kd's ,but when kd'ed, heal will be xx-xx% stronger, raise recharge to 15s

symbol of wrath: reduce recharge time to 20s, reduce cast time to 1s , same with the clone skill

Vengeance: change this to a maintain enchant

Withdraw Hexes: will give caster 1 energy for every hex remove by this way

Word of Censure: reduce e cost to 5, reduce damage to max 60
==========

Necromancer:

Animate Bone Fiend: lower to cost of 15

Animate Shambling Horror. reduce recharge to 15

Barbed Signed: necro will start bleedign for x secionds, instead of sacrificing blood

Blood of the Master: reduce addiotinal sacrifice to 1%

Contagion: remove sacrifice, u will lose energy instead

Dark Fury: remove sacrife and failure chance

Demonic Flesh: reduce sacrifice to 10%

Feast for the Dead: give skill effect of +2 life regeneration for the minions for 10s, increase e cost to 10

Grenth's Balance. let this skill cause exhaustion, raise recharge to 20s

Insidious Parasite: let steal only health, when target hexed foe attacks the necro, all other hits don't count !!!

Lifebane Strike: let this Skill heal minions, when u use it, change it to death magic

Parasitic Bond: reduce duration to 10s, raise e cost to 10, raise degeneratio to max -3

Putrid Explosion: reduce damage to max 100, raise recharge to 10s

Rotting Flesh: reduce cost to 10e, reduce cast time to 1s

Soul Feast: make it perma usable, when something dead is in your near, doesnt require a corpse, just somethign dead must be near you, reduce heal amount, give energy heal ,if you use and and more then x deads are in your near

Suffering: reduce cost to 5e, raise recharge to 10s
==========


and and and ...

so much skills, that need changes ...you quick lose the will of writign them all down here ...
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Old Nov 25, 2007, 06:12 PM // 18:12   #125
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i think SF has been nerfed enough i personally hate seeing like 6 of them...but most times you dont lose to it in HA or GvG or any kind of PvP anymore especially if your team is any good ...AoE ya same as any other AoE skill SPREAD OUT! thats it also the skill has like 3 seconds of burning now...thats nothing

just because you guys lose to it because your team doesnt kno how to spread out against 6 SF'ers or you guys cant shut 1 or 2 of them down doesnt mean a skill needs a nerf
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Old Nov 25, 2007, 07:12 PM // 19:12   #126
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Purge Signet- reduce energy lost per condition/hex removed to 5 instead of 10.
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Old Nov 26, 2007, 01:11 AM // 01:11   #127
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Quote:
Originally Posted by Arkantos
No, it's just that you have no clue what your talking about whatsoever.
Agreed. If you played these builds, which you obviously don't, this thread would not exist.
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Old Nov 26, 2007, 01:14 AM // 01:14   #128
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i think backfire should be lowered the recharge time and energy cost
oh and dervs need a serious nerf.
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