Jan 27, 2007, 11:43 AM // 11:43
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#121
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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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.
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this has to be the most jackassed thing i have ever read. keep up the good work.
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Jan 29, 2007, 07:32 AM // 07:32
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#122
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Banned
Join Date: Jul 2006
Location: hell
Guild: Woot
Profession: P/W
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spirit shackels on dervishes?
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Nov 25, 2007, 08:53 AM // 08:53
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#123
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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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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Nov 25, 2007, 03:59 PM // 15:59
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#124
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Desert Nomad
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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
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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
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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
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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
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and and and ...
so much skills, that need changes ...you quick lose the will of writign them all down here ...
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Nov 25, 2007, 06:12 PM // 18:12
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#125
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Ascalonian Squire
Join Date: Nov 2007
Guild: Back And Unhappy [Pros]
Profession: W/
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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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Nov 25, 2007, 07:12 PM // 19:12
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#126
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Purge Signet- reduce energy lost per condition/hex removed to 5 instead of 10.
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Nov 26, 2007, 01:11 AM // 01:11
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#127
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Ascalonian Squire
Join Date: Nov 2007
Guild: Zeal Special Forces
Profession: R/
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Quote:
Originally Posted by Arkantos
No, it's just that you have no clue what your talking about whatsoever.
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Agreed. If you played these builds, which you obviously don't, this thread would not exist.
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Nov 26, 2007, 01:14 AM // 01:14
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#128
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Krytan Explorer
Join Date: Sep 2007
Location: somewhere on earth!
Profession: E/Me
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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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