Jun 07, 2006, 12:07 AM // 00:07
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#1
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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the best suggestion ever
Nerf order of apostasy.
I will give you 5 reasons or examples of why it is the most broken skill in the game. Here we go...
1: It is impossible to remove. You can't interrupt it, and you can't kill it unless you have 7 monk enchantments on you (and who the hell does that???). For you guys who say yes you can interrupt it, yes you can kill it, look at this map of Hall of Heroes.
To get to the apostasy necromancer, you have to run through a whole group and then some just to get to the necro, and most smart group have a healer in his range anyway.
2: It has no drawback. Think about this. Lets use iway as an example because they have the most limited healing of every build. OoA goes up, the iway warriors gank 2 different targets who have 2-3 monk enchantments each. Those targets lose all their enchantments, die, and cause the necromancer to lose 80% of his life. Not only does apostasy never kill the necro that uses it, but his healing breeze and heal area allow him to keep it up nonstop forever, removing healing seeds as they're cast on the target being attacked by multiple damage dealers. Even in the 1% of the time that the apostasy necro dies, apostasy still stays up the full 5 seconds. Compare it to Dark Apostasy on the assassin, which is also elite. It removes as many enchantments as it can, but then youre out or at least very low on energy, making yourself useless for a while. Dark apostasy also ends when the sacrifice can't be met. OoA doesn't.
3: It negates any iway protection your build has. The folowing skills help a lot against IWAY. Life bond, aegis, guardian, SoD, healing hands, healing seed, mark of protection, life barrier, aegis, protective bond, ward melee, ward foes, displacement, shielding hands, union. The few others slip my mind at the moment. After apostasy hits, here are the iway protection skills you can use. Ward Melee, Ward Foes, displacement, union. (the last 2 of which die milliseconds after you put them up.) So basically, if you dont have a ward ele in your group, you cant beat iway. Even if you have a ward ele, he doesnt have any life bonds or seeds to protect him from 8 melee characters going at himn through the ward.
4: It makes up for iway not having the ability to think. Unbelievably bad and uncoordinated players now have the ability to destroy the best players and groups in the game. They don't need any coordination, they just hear apostasy go up, attack a random target, and it dies. Dont say you can kite, because monks have to stop to heal dying players anyway, and then they wind up dying.
5: It goes through every spell protection in the game. As opposed to other enchantment removals, this goes through (and removes) Spell breaker, spell shield, obsidian flesh, etc. Not only does it go through those protections, but you have no idea who they're draining. In the case of ranger spike, you don't know their target until they're already dead. Every other enchantment removal a group uses is visible before a spike, and a good infuser can stop a spike.
However you decide to nerf this extremely broken skill, please do it, and do it soon. I'm tired of losing to iway solely because of one skill. I lose to normal iway 0% of the time, and lose to apostasy iway 99% of the time. That's how good it is.
On a side note, after I get my rank 9 (which will be in 1-2 days), I will not play or buy guild wars until this skill is nerfed, and I encourage others to do the same. That's how brokenly annoying and unfair the skill is to the game.
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Jun 07, 2006, 12:43 AM // 00:43
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#2
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Frost Gate Guardian
Join Date: May 2006
Guild: Pantheon of Shadows [dei]
Profession: Mo/Me
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This brings up a good point. I find myself (I play as a monk) getting totally destroyed by IWAY simply because of these necros. Bonding monks become worthless when you are up against OoAnecros, and they negate boon/prot monks using Prot Spirit and Guardian (which....almost every boon/prot monk use). The only real viable monk build to counter it is a regular healing monk (not sb/infuse, as OoA owns SB), which isn't very fun.
I think that it would be more intelligent to make OoA have an energy detriment rather than a health detriment. Necros get so much energy from soul reaping anyways, so the 25e each cast for OoA isn't really that big of a problem.
Now, this skill definitely adds a cool element to the game, but I agree that it should be nerfed somehow (perhaps the way I stated above). I hate playing against IWAY as it is, but this just makes it all the more annoying.
HOWEVER! There is a counter to OoA necros (it sucks, but it has worked in groups that I have been in several times). I find that having a blackout Me/A in your group can totally negate OoA necros (however, generally the IWAY idiots realize what's going on and then only target the Me/A...and then you're screwed), as they can shadow step to the necro and blackout him. Blackout's recharge time is quite the drawback though, but if you have 2 coordinated Me/As, it works quite well.
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Jun 07, 2006, 03:07 AM // 03:07
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#3
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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I apologize but, I fail to see how you can spam a 25E cost skill every 5 seconds, not only that you have the factor of healing bringing your energy down further. The nec cant drain energy according to you because theyre so far outside the battle.
"Necros get so much energy from soul reaping anyways, so the 25e each cast for OoA isn't really that big of a problem. "
Right but theyre still too far away, according to the map posted, to get any energy from soul reaping.
"You can't interrupt it, and you can't kill it unless you have 7 monk enchantments on you (and who the hell does that???)."
Maybe if all the IWAY wars remove 7 enchantments altogether?
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Jun 20, 2006, 07:33 AM // 07:33
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#4
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Quote:
Originally Posted by TheLordOfBlah
I apologize but, I fail to see how you can spam a 25E cost skill every 5 seconds, not only that you have the factor of healing bringing your energy down further. The nec cant drain energy according to you because theyre so far outside the battle.
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OoA iway brings 2 copies of energizing winds, one of which can be oathed every 20 seconds (OoA then costs 10 energy and has no recharge)
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