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Old Mar 23, 2011, 11:59 AM // 11:59   #1
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Default After-derv skill update.

http://wiki.guildwars.com/wiki/Game_updates

I find it a nice change they buffed attunements, but why nerfing aura of resto? it will make eles far more vulnerable to deep strips and especially double strips like ce+rip. along with those 2, strip and partially rend/gaze have always been the bane of ench reliant builds, but perhaps with a slight nerf to blood line we might see less of the former, at least.

also, i suppose dervs are bit more vulnerable to enchant strips now with the recharge upped on eda and they even toned down AoG a bit, but im not sure whether or not that will bring them bk in line with other melee classes. Heart of fury still lasts for about as long as frenzy does and still basically has no downside.

Last edited by urania; Mar 23, 2011 at 12:18 PM // 12:18..
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Old Mar 23, 2011, 02:11 PM // 14:11   #2
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Will blood necros stop being used for this one small nerf? pre-casting BS, you can still maintain bleed on two players; until it's removed.

FD nerf was odd; don't know it will change much if you have plenty of cover hexes.
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Old Mar 23, 2011, 02:26 PM // 14:26   #3
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I just dont like what they did to Invoke Lightning. As it was, it was only an Elite form of Chain Lightning. Now its a not-so-elite form of chain lightning :/
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Old Mar 23, 2011, 02:30 PM // 14:30   #4
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This derv update hasn't changed my RA AoG imba build one bit.

I lost a few secs on IAS and less than 5 life steal reduction per hit. Don't even noticed the change to disease duration.

EDA got a nerf but I never considered that sword build any good, if you brought a block skill and grenths fingers.

So all in all, no nerf to life stealing, blocking, condition removing melee.

I like the casting time changes on the attunments, but that's it.

Would like another derv nerf so I can use other melee without feeling gimped.
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Old Mar 23, 2011, 02:33 PM // 14:33   #5
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I still believe that aura of thorns is a bit on the strong side, they should have switched the bleed/cripple or made it cost 10e imo...

Doesn't change much for HoF, it needs a slight downside instead.

No change for aura of grenth or instant AoE interupt...

They nerfed the lengh of flash IMS but I'd rather have increased recharge so that strips would be more useful, similar to what they did to EDA (YES!!!)

Maybe SoS is slightly lackluster now as an elite...

Good changes all in all though, let's see how it turn out...
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Old Mar 23, 2011, 05:58 PM // 17:58   #6
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Step in the good direction, altough I would've loved to see a small Balthazar nerf, since everyone will run full Balth teams now (even tough grenth is still good, people tend to be dumb and think: "nerf = nerf".)

For now, Anet should just let it play out another week (or in Anet terms 2 months) and go from there. Good nerfs, and only minor dartboard buffs.
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Old Mar 23, 2011, 06:11 PM // 18:11   #7
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I think to some extent the new derv bar is like an axe bar, in that the elite skill is interchangeable with with a set of base skills. The worst part was 25% combined IAS / IMS (HoF + HH) with no downside, not even elite and on top of that bonus damage so I'm glad that was hit but it wasn't enough...heart of fury should have been split completely for PvP as a different skill with a downside comparable to other IAS's and made energy based.
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Old Mar 23, 2011, 06:12 PM // 18:12   #8
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Quote:
Originally Posted by urania View Post
why nerfing aura of resto? it
That's a question I'd like answered myself.
E/Mo bonder is in NO WAY effected by this change.
And Pre-searing eles will find themselves a bit lacking when it comes to facing charr chaots.

So... why the random nerf to AoR? >.>
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Old Mar 23, 2011, 06:17 PM // 18:17   #9
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Quote:
Originally Posted by _Aphotic_ View Post

So... why the random nerf to AoR? >.>
It's standard operating procedure for every update to have a random "Um, why?" dartboard buff / nerf that accomplishes nothing.
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Old Mar 23, 2011, 06:36 PM // 18:36   #10
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Enchantment Spell. For 60 seconds, you gain 0...1...1 Energy and are healed for 200...440...500% of the Energy cost each time you cast a spell.

Whether the recharge is 10 seconds or 20 seconds or 45 seconds it makes no sense, whatsoever, why they would change this. It is still shorter than its duration.
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Old Mar 23, 2011, 07:03 PM // 19:03   #11
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The goal of nerfing Aura of Restoration and buffing the attunements was to make just taking an attunement viable again, but preventing the atttunement plus Aura of Resto combo from being too powerful.
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Old Mar 23, 2011, 07:06 PM // 19:06   #12
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Originally Posted by I Jonas I View Post
The goal of nerfing Aura of Restoration and buffing the attunements was to make just taking an attunement viable again, but preventing the atttunement plus Aura of Resto combo from being too powerful.
Read: make enchant stripping slightly less useless vs 30r attunes.

A big reason why the old recharge was so low was to make covering your attune, and re-covering from a deep strip, trivial.
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Old Mar 24, 2011, 06:20 AM // 06:20   #13
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wont stop people running grenth or balthazar dervishes
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Old Mar 24, 2011, 07:21 AM // 07:21   #14
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Quote:
Originally Posted by urania View Post
Heart of fury still lasts for about as long as frenzy does and still basically has no downside.
The "downside" of Heart of Fury is that it only increases your attack speed by 25%, as opposed to the 33% that melee IAS's with a downside typically get (see Frenzy and Flail).
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Old Mar 24, 2011, 07:26 AM // 07:26   #15
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8% is hardly a downside when no dervish would ever use frenzy to begin with and flail got nerfed years ago mate, considering scythe attack speed was increased, it has no negative downside compared to double damage frenzy and 33% ms slow from flail

Last edited by superraptors; Mar 24, 2011 at 07:29 AM // 07:29..
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Old Mar 24, 2011, 08:16 AM // 08:16   #16
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Frenzy requires no attribute investment. Scythe attack speed has no bearing on whether or not Heart of Fury is overpowered. Flail's downside can be mitigated with a cancel stance.

But whether or not Heart of Fury is overpowered is irrelevant; the point is that downsides for IAS's on melee characters are typically reserved for those that have 33%, not 25%.
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Old Mar 24, 2011, 11:30 AM // 11:30   #17
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attunements are pretty broken right now lol, never had any problems with keeping them up to begin with.
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Old Mar 25, 2011, 01:02 AM // 01:02   #18
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Quote:
Originally Posted by reaper with no name View Post
Frenzy requires no attribute investment. Scythe attack speed has no bearing on whether or not Heart of Fury is overpowered. Flail's downside can be mitigated with a cancel stance.

But whether or not Heart of Fury is overpowered is irrelevant; the point is that downsides for IAS's on melee characters are typically reserved for those that have 33%, not 25%.
what you dont understand is that you cant compare scythes to a warrior using a hammer or axe using their perspective ias, you dont understand what a negative downside is, yes flail's stance can be canceled with a stance but then you lose your ias, heart of fury+ harriers or fleeting is like having rush + frenzy at the same time with no negative downsides.

they should nerf it like they did to primal rage add a recharge to heart of fury

and your not wasting attributes on speccing for mysticism, when it halves your dervs skills, adds armor, and powers avatar of grenth + other skills

you gotta come up with better non-fail arguements because its obviously overpowered.
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Old Mar 25, 2011, 02:07 PM // 14:07   #19
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I personally think that the derv block skills shouldn't be flash enchants, makes it that much harder to take them down if they are.
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Old Mar 25, 2011, 03:36 PM // 15:36   #20
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It's called unblockable attacks or strips... He'll even a necro could use rigor mortis. Read ur manual again brohem.
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