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Old Apr 15, 2007, 04:14 AM // 04:14   #1
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Default Anet should have "conjured" up a better solution

I have a feeling why ANet nerfed the conjure line of spells, but I'm not happy with it. As someone who plays an elementalist, that's one of the best DPS spells they have in terms of damage over time. It also seeems weird to me that they buffed it twice, only to nerf it back to close to what it was originally. I mean you don't see them reversing all the buffs necros get. In fact you do see them reversing the nerfs said class gets (I did notice one week after they nerfed soul reaping they lowered the energy cost of 5 or 6 spells).
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Old Apr 15, 2007, 04:17 AM // 04:17   #2
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The conjure spells were ridiculously powerful on warriors on sins. For primary eles, they're actually pretty shitty, as you can happily spam flare for more damage.

Skill balancing has nothing to do with Anet hating you or loving necros or having a vast conspiracy to make your build suck. Some skills are overpowered, and have to be brought into check. I, for one, am overjoyed that they took such quick action on this.
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Old Apr 15, 2007, 04:21 AM // 04:21   #3
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im never overjoyed why? cause theres toooooo many skills and just when you learn 20% of them they all change again. I hope gw2 doesnt do the same.
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Old Apr 15, 2007, 04:31 AM // 04:31   #4
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Dr. I would have been happier if they at least kept the recharge at 30 seconds and did less of a nerf to power even if it was overpowered for warrior and sassis.

I think that if those two classes were the problem, they could have added a condition that it does less damage on a melee weapon. Nerf the problem, not everyone. That was the closest thing an el had to "enegery free" attacks since they don't have Ade or signet skills.

For example at 12 water: do an extra 24 element damage per hit, if weapon is a melee weapon, do 19 extra damage per hit.
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Old Apr 15, 2007, 04:43 AM // 04:43   #5
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I highly agree with the above post. The fact that it was probably because of synergy with other classes that caused the nerf back to near original is plain lazy. YES LAZY.

First of all, they can make skills more situational, conjure frost/light/flame could quickly become balanced by reducing the range of numbers available for melee weapons (such as 7...22), and keeping (what was it? 10...25?) for caster weapons.

When I see nerfs like these (even though i could be considered a fan boy - will buy Anet's games no matter what because of what they stand for) it just clearly says something like, "we tried, and are too lazy to get technical on the skill, we will revert it to its original state of near useless for all classes, instead of allowing overpowered combinations to be possible with the sheer simple description of the skill."

And yes, I know that its far from useless, but the attitude you get from it is very ill. Other skills can surpass it for better results, thats the fact of the matter.

Last edited by floppinghog; Apr 15, 2007 at 04:45 AM // 04:45..
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Old Apr 15, 2007, 05:03 AM // 05:03   #6
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Quote:
Originally Posted by Winterclaw
For example at 12 water: do an extra 24 element damage per hit, if weapon is a melee weapon, do 19 extra damage per hit.
You assume that it would be technically easy to do so. Conditional mechanics would be difficult to implement especially if the mechanics was never designed to do so.

What skill do you know have such requirement?

Quote:
YES LAZY.
Lazy is very assumptious of you.

And seriously do you really think this skill is for wands?????
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Old Apr 15, 2007, 06:03 AM // 06:03   #7
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They would've doubled the damage numbers instead of buffing the base if they intended it to be used for casters. This was always for warrior types, giving them another option besides the usual condition removal/utility for their secondary slot. It was just a bit too good so it got pulled back a little.
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Old Apr 15, 2007, 08:41 AM // 08:41   #8
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Are you guys seriously complaining that the conjure nerf hurt your Elementalist primary, that you were using to wand people to death with?

For real?
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Old Apr 15, 2007, 09:20 AM // 09:20   #9
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It's like, a change of 3 damage at 10 spec, which (correct me if I'm wrong) was the main spec for warriors.

It's not too much, it just doesn't make DPS too crazy on warriors, and the change to a 45s recharge makes stripping more harsh.
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Old Apr 15, 2007, 09:33 AM // 09:33   #10
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Lol @ Ensign's post. Them in vent; "BLIND ON 5! TAKE IT OFF, I CAN'T WAND!!!"
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Old Apr 15, 2007, 09:35 AM // 09:35   #11
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Quote:
Originally Posted by Ensign
Are you guys seriously complaining that the conjure nerf hurt your Elementalist primary, that you were using to wand people to death with?

For real?
Frenzy+wand+conjure is the meta.
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Old Apr 15, 2007, 11:04 AM // 11:04   #12
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Wts Vampiric 5/1 Wand Wrapping! Wtb Zealous Wand Wrapping!
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Old Apr 15, 2007, 11:11 AM // 11:11   #13
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if you use zealous your conjure doesn't trigger, idiot.
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Old Apr 15, 2007, 11:22 AM // 11:22   #14
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Quote:
Originally Posted by Thom Bangalter
if you use zealous your conjure doesn't trigger, idiot.
I'm using a fire wand with 16 fire.
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Old Apr 15, 2007, 11:26 AM // 11:26   #15
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Thom Bangaltar. Fire Wands have standard fire damage. SO BOOYA.
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Old Apr 15, 2007, 01:12 PM // 13:12   #16
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Oh Shi-.

Metagame Down.
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Old Apr 15, 2007, 02:47 PM // 14:47   #17
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I think the elemental barrage builds had a hand in this too. I know I took my ranger into Mineral Springs with conjure flame and a firey longbow and just mopped the floor with the mobs there. I didn't even need my pet to act like a tank I just lobbed about three volleys and they were dead before even getting into range. I lament the backpeddling myself since I think the conjure element spells were ridiculously underpowered and they are now once again relegated to the many near useless skills that are available. Honestly the conjure spells always seemed to me to be more synergisitc for ele secondaries as opposed to ele primaries.
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Old Apr 15, 2007, 09:11 PM // 21:11   #18
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Quote:
Originally Posted by Str0b0
I think the elemental barrage builds had a hand in this too.
Doubt it.


Really.
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Old Apr 16, 2007, 01:31 AM // 01:31   #19
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Quote:
Originally Posted by floppinghog
I highly agree with the above post. The fact that it was probably because of synergy with other classes that caused the nerf back to near original is plain lazy. YES LAZY.

First of all, they can make skills more situational, conjure frost/light/flame could quickly become balanced by reducing the range of numbers available for melee weapons (such as 7...22), and keeping (what was it? 10...25?) for caster weapons.

When I see nerfs like these (even though i could be considered a fan boy - will buy Anet's games no matter what because of what they stand for) it just clearly says something like, "we tried, and are too lazy to get technical on the skill, we will revert it to its original state of near useless for all classes, instead of allowing overpowered combinations to be possible with the sheer simple description of the skill."

And yes, I know that its far from useless, but the attitude you get from it is very ill. Other skills can surpass it for better results, thats the fact of the matter.
Um do you know how stupid that sounds? Why nerf weapon damage when it is only one skill? Your solution nerfs an entire class. You would cause more problems with you solution than just nerfing what we had. Let's face it, some skills are not meant(Intentional or unintentional) for the primary profession to use.
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Old Apr 16, 2007, 02:28 AM // 02:28   #20
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Well, I guess it is a nerf, but not sure something a primary ele would complain about. I've used the conjures myself, in places like the shiverpeaks and the fire islands, but with my warrior and ranger. Can't say I've ever used this on my primary ele though.
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