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Old Apr 05, 2007, 07:16 PM // 19:16   #1
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so with these new updated :

Quote:
Monk:

* Zealous Benediction: decreased Energy gained to 7.
* Convert Hexes: decreased casting time to 1 second.
* Deny Hexes: attribute changed to divine favor.
* Reverse Hex: decreased casting time to .25 second.
* Reversal of Damage: decreased recharge time to 6 seconds.
* Signet of Rejuvenation: increased the amount of unconditional healing to 15..75.
* Smite Hex: decreased recharge time to 12 seconds.

Zealous Benediction is simply too powerful, so we've reduced the amount of Energy gain it supplies. This, combined with the change to Glyph of Lesser Energy, should help to diversify Monk elites. We wanted to improve a few of the less attractive Hex-removal options without increasing the pacing of Hex removal overall. Reverse Hex adds a quick-casting 10 Energy option, and the improved casting time for Convert Hexes makes it more usable for multiple removals. Smite Hex was improved to match the pacing of Holy Veil, and Deny Hexes was moved to the Divine Favor attribute to give it a guaranteed removal and better synergy. We added additional healing to Signet of Rejuvenation, making it a better zero-Energy option for Healing Prayers. In a similar vein, Reversal of Damage received an improved recharge time to give Smiting Prayers a more usable, low-recast skill.
what do u think will become of these things,

/descuss

i my self still seeing ZB being used (baring in mind i haven't played gw since update) tho it wont b the most favored build around, tho still a nice heal for a mere 3 energy cant go a miss

the 3 hex moves i cant quote on as i don't run any of them so i didn't know what the difference was.

i believe with the sig it will make it more popular that sig of devotion on healing builds

and smite hex is nice it always was, always used it on my smiter/tank but now its up there with vial, but i prefer vial for the prevail option and the double time taken to cast it.

so what do u think?
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Old Apr 05, 2007, 09:00 PM // 21:00   #2
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ZB: I agree with the change. Even with it costing 3 energy while below 50%, it is a potent heal for the Protection Prayers line.

All the hex crap: I DONT CARE

Sig of Rejuv: Will run on Healer more frequently! So bored of the low heals of SoD...

Smite Hex: GREAATT!!! I'll still run Veil, though. Make it 10 or 8 second recharge and maybe I'll think twice.

ooo BTW:

Quote:
Monk:

* Zealous Benediction: decreased Energy gained to 7.
* Convert Hexes: decreased casting time to 1 second.
* Deny Hexes: attribute changed to divine favor.
* Reverse Hex: decreased casting time to .25 second.
* Reversal of Damage: decreased recharge time to 6 seconds.
* Signet of Rejuvenation: [increased the amount of unconditional healing to 15..75.
* Smite Hex: decreased recharge time to 12 seconds.

Zealous Benediction is simply too powerful, so we've reduced the amount of Energy gain it supplies. This, combined with the change to Glyph of Lesser Energy, should help to diversify Monk elites. We wanted to improve a few of the less attractive Hex-removal options without increasing the pacing of Hex removal overall. Reverse Hex adds a quick-casting 10 Energy option, and the improved casting time for Convert Hexes makes it more usable for multiple removals. Smite Hex was improved to match the pacing of Holy Veil, and Deny Hexes was moved to the Divine Favor attribute to give it a guaranteed removal and better synergy. We added additional healing to Signet of Rejuvenation, making it a better zero-Energy option for Healing Prayers. In a similar vein, Reversal of Damage received an improved recharge time to give Smiting Prayers a more usable, low-recast skill.


~Polynikes

Last edited by Polynikes of Sparta; Apr 05, 2007 at 09:04 PM // 21:04..
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Old Apr 06, 2007, 06:00 AM // 06:00   #3
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ZB: At first I was a little dissapointed about the ZB debuff, but in the end I agree with it.
Reverse Hex: basically it now comes down to this Reverse Hex > Shadow Prison Assassins.
Smite Hex: not too bad, on par with veil, but you can't pre-veil with smite hex.
Sigent Of Rejuvanation: Nice buff to this skill, as it was probably underused.

As for the rest of the skills they probably wont see too much play, maybe with the exception of convert on a /Mo support char.

Last edited by Epic Monkey Battle; Apr 06, 2007 at 06:05 AM // 06:05..
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Old Apr 06, 2007, 10:05 AM // 10:05   #4
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i <3 the ZB crap

now crap players that use it and still play decently have to think a LITTLE bit more than before. ;D

convert is teh sex on a /mo caster now.

deny hexes is still rather shit. might be good on a boon signet/devotion/blessed sig bonder so you remove 3 hexes after all sigs, but nah. remains sucky.

reverse is still very very crap.

reversal of damage, who cares about smite?

smite hex is awesome, but ill rather have veil -- guess smite hex is finally a really good option for healers boon or a monk bar in an NR build.

signet of rej is yay.
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Old Apr 06, 2007, 12:02 PM // 12:02   #5
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meh. changes are for the good of us all i guess. doesn't really affect me too much.
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Old Apr 06, 2007, 12:12 PM // 12:12   #6
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I guess HB Monks are pure shit now with the Glyph of Lesser Energy nerf, huh?

~Polynikes
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Old Apr 06, 2007, 02:38 PM // 14:38   #7
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Quote:
Originally Posted by Polynikes of Sparta
I guess HB Monks are pure shit now with the Glyph of Lesser Energy nerf, huh?

~Polynikes
not really HP wasnt the only reason ppl ran HB u know. i rally ever used that move any way :P ( i take it that is what u mean with the GoLE nerf, cos every other spell is 5 energy,). and tbh GoLE is still fine ur crying to much to look on the brightside. id rather cast HB at 5 energy than 15 so its still very much usefull. jsut becuase u cant do it at 0 energy doenst mean its dead
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Old Apr 06, 2007, 03:40 PM // 15:40   #8
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ZB: Fair.
Smite Hex: Great. It might even work its way into some bars. Althought I'd take Veil over it any day.
Sig of Rejuv: Great buff. It was needed imo.
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Old Apr 06, 2007, 03:50 PM // 15:50   #9
ǝuoʞoɯ
 
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Quote:
Originally Posted by Polynikes of Sparta
I guess HB Monks are pure shit now with the Glyph of Lesser Energy nerf, huh?

~Polynikes
no. l2p/learn to manage your energy.

wow its what now, 5 energy more per heal party? wow.

and sig of rej is now taking my spot on my arenas bar where i used to have shielding hands/gift. <3
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Old Apr 07, 2007, 12:14 AM // 00:14   #10
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the changes to GolE and ZB are so inconsequential they're almost absurd.
omg, I have to pay 5 energy for heal party instead of zero?!
Holy crap, now I pay 3 energy if I use ZB?
jesus. Stupid.
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Old Apr 07, 2007, 03:16 AM // 03:16   #11
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I don't like the fact that as a monk, 2 skills that are seen on 90% of Arena skill bars (Zb, GoLe) were nerfed a bit, while actual skills that are needing a nerf arn't (SF, BoA sin attack chain)

I could care less about the crap hex removal.
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Old Apr 07, 2007, 12:03 PM // 12:03   #12
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BoA isn't overpowered. A decent Monk can easily stop the combo, and there are alot of other builds which can shut it down. It also has to recharge between combos, and if a single attack misses, back to square one.
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Old Apr 07, 2007, 04:52 PM // 16:52   #13
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Quote:
Originally Posted by MrSlayer
BoA isn't overpowered. A decent Monk can easily stop the combo, and there are alot of other builds which can shut it down. It also has to recharge between combos, and if a single attack misses, back to square one.
I used to think so, but then I met 2 sins who actually know what they're doing (amazingly yes, they do exist).
Its...not an easy build to counter, if they're good. Because you're not always expecting them when they *poof* in and start kicking your ass.
If any sins are reading this: yes, you can actually spike people later in a match, and not in the first 15 seconds, when everyone and their grandmothers are expecting it.
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Old Apr 07, 2007, 05:02 PM // 17:02   #14
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or you could just bring [skill]Guardian[/skill]... maybe i just havent met these 'good' sins yet...

anyways, i MIGHT think about using reverse hex now, i really wished they just made it 1 sec cast 5 energy though.

convert = good

i dont use heal... sig of rej is nice i guess... but at 6 or 7 healing which i use... naw.
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Old Apr 07, 2007, 07:58 PM // 19:58   #15
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I still like and prefer the 10 energy regain form ZB but I can live with 7 as to the hex removals.I more concerned with conditions but like most of you would use vial.I haven't tried most of the changes to hex removals and don't have deny hex.

Last edited by Age; Apr 07, 2007 at 08:00 PM // 20:00..
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Old Apr 07, 2007, 09:08 PM // 21:08   #16
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Quick question about a possible inconsistency...

1. As it relates to Gift of Health, is Sig of Rejuvenation considered a healing prayers "skill" that would be disabled by using GoH?

2. As it relates to Deny Hexes, is Sig of Devotion considered a divine favor "skill" that when recharging would trigger an additional hex removed by Deny Hexes.

My initial response would be yes to the first question and no to the second question.
But that is a direct contradiction, is it not?
If Sig of Rejuvenation is disabled by GoH (which I'm pretty sure I remember to be the case), then a recharging Sig of Devotion SHOULD trigger an additional rex removed when casting Deny Hexes, which I don't think it does.

Need to go grab Deny Hexes and give it a test...
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Old Apr 08, 2007, 01:14 AM // 01:14   #17
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Veil is still better in most situations unless you're running NR or something.
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Old Apr 09, 2007, 06:28 AM // 06:28   #18
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Ummm.... I feel that the ZB nerf was unnecessary. Like Wilhelm said, BoAs and SFs should be nerfed.

I'm not saying that monks have no defence against BoAs, a good monk can shut them down completely.
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Old Apr 09, 2007, 06:51 AM // 06:51   #19
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Deny Hexes works well with Signet of Devotion for snag two hexes however you also have to consider the benefits of a preveil. In comparison, I think it strictly comes down to preference.

The ZB nerf wasn't necessary unless the 4v4 formats are what balanced is based around. Light of Deliverance, Healer's Boon, Divert Hexes seem far more common in the higher tiers of play (from an observer's point of view). If anything, Healing Light should've been given a boost to match ZB's healing power even if the conditional is in most cases easier to meet. The nerf would've been justified if Soul Reaping was hit properly.

Reverse Hex works well to stop BoA/SPs if they aren't carrying Siphon Speed or Expose Defenses to meet the hex conditional of their offhands.
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Old Apr 09, 2007, 07:13 AM // 07:13   #20
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Quote:
Originally Posted by some guy
Ummm.... I feel that the ZB nerf was unnecessary. Like Wilhelm said, BoAs and SFs should be nerfed.

I'm not saying that monks have no defence against BoAs, a good monk can shut them down completely.
wow ok you need something checked 1stZB was way overpowered and might still be 2nd stop complaining about boa's or SF or blah blah blah they all can be stopped easy
what are you amazed a sin can poof in and kill someone or are you more amazed that an already nerfed skill can damage and burn you
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