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Old Jul 05, 2008, 03:36 AM // 03:36   #21
Wilds Pathfinder
 
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(Before I go on, I do enjoy playing my sin {my old and new one}, so this isn't some sort of anti-sin hate but a balancing change.)

Quote:
Shadowstepping (game mechanic alteration):
While knocked down, you are unable to shadowstep.

This is what also should have been done initially before Recall was nerfed over and over. A lot of the complaints was with sins and anyone using sin SS skills could escape from ANY situation.

This alters it so that shadowstepping is still VERY viable except when knock-locked (not an often occurence). Opponents would then have an opportunity to "catch" an assassin, and makes shadowstepping just a little more than just disabling an enchant or switching a stance (now you have to pay attention if you're kd'ed or not).
Basically a check would be added into the shadowstep mechanic.

Currently, in a very basic way of putting it:
1 > Shadowstep function called
2 > Return user to desired location

Now it would be:
1 > Shadowstep function called
2 > Check for knockdown
3a > If knocked down, do nothing
3b > If not knocked down, return user to appropriate location


Honestly, I believe everything should have a counter or weakness. Even if it's small. This would empower the knockdown effect and give SS a weakness that isn't out of line for how it works in most people's minds.
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Old Jul 05, 2008, 04:27 AM // 04:27   #22
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a balanced game that rivals StarCraft.
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Old Jul 05, 2008, 07:32 PM // 19:32   #23
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More Maps.
Escape nerf.
Rend Touch nerf.
Only KotH in HoH.
Lightning Orb causes Cracked Armor.
Bsurge back.
Windborne Speed buff.
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Old Jul 05, 2008, 08:51 PM // 20:51   #24
ejp
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If HoH goes back to old school holding i think we would see a rise in the current rit spike build because it is an amazing amount of damage and spiking out 2 ghosts in last 2 minutes would be no problem GG rit spike would be back HA is the best its been in a while no more r/d shitways really only annoying build out there atm is heroway

Last edited by ejp; Jul 05, 2008 at 11:41 PM // 23:41..
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Old Jul 05, 2008, 10:31 PM // 22:31   #25
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thats saying if ritspike can even make it to HoH, i think its very easy to beat.
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Old Jul 05, 2008, 10:58 PM // 22:58   #26
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Quote:
Originally Posted by ejp
rit spike build because it is an amazing amount of pressure
I fail to see how ritspike is pressure :O
One spike every 10-20 second and the rest of the time spent healing/pooping spirits doesn't look like any pressure at all to me.
Anyway, if HoH was central holding only, ritspike (and rspike as well) would have a great advantage over any other build. Think of it: you carry 8 skills in your bar, 2 are dedicated to damage, the other 6 are utility (heals, prots, snares, buffs, etc etc). That makes 6x8=48 defensive 'stuff' (of course i'm not TOO precise, you also carry resses etc etc but let's keep it at 48). I look at our latest build, and we have 2x7 (monks bars minus channeling) and nothing else. That makes 14 which is < then 48 (add a weapon of warding, convert, smite hex etc etc that some ppl take and it still makes less than 20). That is a huge and insane amount of defense/disruption/utility etc etc etc. Also, a perfect spike teams takes out of the game one of the opposing players, the infuser. If the spike is perfectly timed (you would expect it most of the times as the only thing they have to do is press rift at a certain point followed by channeled strike or w/e they use lately -I don't know i never played ritspike, sorry-) then there's absolutely no way to infuse it (notice the 'if' please). Of course the spike can be disrupted, but most of the times it won't. So, not only you have a stupidly high level of defense, you also get to play 8vs7.
Now, go take down a ghostly when he gets WoW chained on him, SBreaker, etc etc etc... and do it in less than what? 8 minutes? Good luck. And what a joy when you're actually killing them and they spike your ghostly - gg. 0 player skill needed = maximum result. Fun, they say.
My wishlist: more players. Oh, and less skips.
That's it.
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Old Jul 05, 2008, 11:22 PM // 23:22   #27
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Wounding Strike - to 8 seconds.
Steam - Deals 20...45...60 and blinds for 1...4...8 energy to 10 and recharge to 12 seconds.

Signet of Judgment - Only deal damage to target foe and does +12 for each signet on your bar.

Natural Strike - Change duration to 1...4...6

Power Block - Reduce Energy to 10 seconds and skills disabled for 1...7...10 seconds.

Shame - Reduce energy cost to 5, changed functionally to: For 6 seconds, the next time target foe casts a spell that targets an ally, the spell fails and target foe loses 1...3...6 energy you gain 1...2...3 points of energy for each energy lost.

Visions of Regret - Also triggers on any attack skill.

Escape - Ends if you attack.

Apply Poison - Doesn't cover conditions, only effects arrows also you have -40 armor while activating this skill.

Barbed Arrows - Doesnt cover conditions.

Signet of Suffering - Reduced Recharged to 5 seconds.

Wail of Doom - Increased Recharge to 15 seconds.

Order of the Vampire - Reduce Casting time to 1 sec and sacrificed health to 10%.

Cautery Signet - Reduced Recharge to 5 seconds.

Angelic Protection - Increased Energy to 10, Reduce recharge to 15 seconds , For 8 seconds Heals for 40...80...100 if target takes 60 damage or over from a single attack or spell from the next 10 attacks.

Withdraw Hexes - Decreased Energy to 10 and no recharge.

Strength of Honour - Converts Damage to Holy.

Flurry - Reduces total damage done not just raw damage.

Attack Damage buffs maxed at +30 just like Armor buffs.

Expertise only effects ranger skills.
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Old Jul 05, 2008, 11:34 PM // 23:34   #28
ejp
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Quote:
Originally Posted by Arya Nibelrund
I fail to see how ritspike is pressure :O
One spike every 10-20 second and the rest of the time spent healing/pooping spirits doesn't look like any pressure at all to me.
Anyway, if HoH was central holding only, ritspike (and rspike as well) would have a great advantage over any other build. Think of it: you carry 8 skills in your bar, 2 are dedicated to damage, the other 6 are utility (heals, prots, snares, buffs, etc etc). That makes 6x8=48 defensive 'stuff' (of course i'm not TOO precise, you also carry resses etc etc but let's keep it at 48). I look at our latest build, and we have 2x7 (monks bars minus channeling) and nothing else. That makes 14 which is < then 48 (add a weapon of warding, convert, smite hex etc etc that some ppl take and it still makes less than 20). That is a huge and insane amount of defense/disruption/utility etc etc etc. Also, a perfect spike teams takes out of the game one of the opposing players, the infuser. If the spike is perfectly timed (you would expect it most of the times as the only thing they have to do is press rift at a certain point followed by channeled strike or w/e they use lately -I don't know i never played ritspike, sorry-) then there's absolutely no way to infuse it (notice the 'if' please). Of course the spike can be disrupted, but most of the times it won't. So, not only you have a stupidly high level of defense, you also get to play 8vs7.
Now, go take down a ghostly when he gets WoW chained on him, SBreaker, etc etc etc... and do it in less than what? 8 minutes? Good luck. And what a joy when you're actually killing them and they spike your ghostly - gg. 0 player skill needed = maximum result. Fun, they say.
My wishlist: more players. Oh, and less skips.
That's it.
Hrmm you got me there but i meant there spike is an amazing amount of dmg and can spike a ghost easily
if it were to go back to holding at the end i doubt teams would pressure blue all eight minutes it would go back to sitting there dancing until last 2:30 then go in.

Last edited by ejp; Jul 05, 2008 at 11:37 PM // 23:37..
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Old Jul 06, 2008, 02:28 PM // 14:28   #29
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Quote:
Originally Posted by ejp
Hrmm you got me there but i meant there spike is an amazing amount of dmg and can spike a ghost easily
if it were to go back to holding at the end i doubt teams would pressure blue all eight minutes it would go back to sitting there dancing until last 2:30 then go in.
So can rspike, and they can do it every 5 seconds...
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Old Jul 06, 2008, 02:51 PM // 14:51   #30
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Quote:
Originally Posted by Killed u man
So can rspike, and they can do it every 5 seconds...
and they have 3 dedicated healers/protters with infinite energy and who dont have to poop spirits/spike.

Oh, I forgot the vital weapon.
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Old Jul 06, 2008, 03:10 PM // 15:10   #31
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Quote:
Originally Posted by supa tim
and they have 3 dedicated healers/protters with infinite energy and who dont have to poop spirits/spike.

Oh, I forgot the vital weapon.
QFT, and to everyone that was about to reply with things such as "hide behind walls, noobs" I'd say, You're a complete morron, stick with rspike and keep thinking that it's not overpowered.
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Old Jul 06, 2008, 07:28 PM // 19:28   #32
ejp
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Quote:
Originally Posted by Killed u man
So can rspike, and they can do it every 5 seconds...
]

r-spike has a bit less damage and is easily protted not that bad
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Old Jul 06, 2008, 09:49 PM // 21:49   #33
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It's 10 times easier to prot vs ritspike though.. the rift comes up 3 seconds before the damage so u have all the time to see who's getting spiked. Against rspike you have 1 second more or less to:
a) realize the attack skill is being activated
b) look at who the ranger is facing
c) cast SB
You will need a lot of help from your team to effectively prot vs rspike; people should always be well spread and be assured it almost never happens.
I find rspike much more of a threat than ritspike for a prot monk; true, ritspike will almost always rend the target just immediatly before the dmg comes up, but if your team somehow manages to interrupts the ench removals or you can time your SB perfectly most of time you will prot the spike effectively.
That's from my personal experience, i have a lot more issues against rspike than ritspike.
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Old Jul 06, 2008, 11:15 PM // 23:15   #34
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Quote:
Originally Posted by Arya Nibelrund
It's 10 times easier to prot vs ritspike though.. the rift comes up 3 seconds before the damage so u have all the time to see who's getting spiked. Against rspike you have 1 second more or less to:
a) realize the attack skill is being activated
b) look at who the ranger is facing
c) cast SB
You will need a lot of help from your team to effectively prot vs rspike; people should always be well spread and be assured it almost never happens.
I find rspike much more of a threat than ritspike for a prot monk; true, ritspike will almost always rend the target just immediatly before the dmg comes up, but if your team somehow manages to interrupts the ench removals or you can time your SB perfectly most of time you will prot the spike effectively.
That's from my personal experience, i have a lot more issues against rspike than ritspike.
Even Tho I always play infuser:

Word.
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Old Jul 06, 2008, 11:16 PM // 23:16   #35
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Buff IWAY pl0x
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Old Jul 07, 2008, 12:27 AM // 00:27   #36
ejp
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Quote:
Originally Posted by Arya Nibelrund
It's 10 times easier to prot vs ritspike though.. the rift comes up 3 seconds before the damage so u have all the time to see who's getting spiked. Against rspike you have 1 second more or less to:
a) realize the attack skill is being activated
b) look at who the ranger is facing
c) cast SB
You will need a lot of help from your team to effectively prot vs rspike; people should always be well spread and be assured it almost never happens.
I find rspike much more of a threat than ritspike for a prot monk; true, ritspike will almost always rend the target just immediatly before the dmg comes up, but if your team somehow manages to interrupts the ench removals or you can time your SB perfectly most of time you will prot the spike effectively.
That's from my personal experience, i have a lot more issues against rspike than ritspike.
Weapon of warding watch for rigor done.
+10 vs pierce help a bit

Last edited by ejp; Jul 07, 2008 at 12:31 AM // 00:31..
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Old Jul 07, 2008, 12:35 AM // 00:35   #37
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Quote:
Originally Posted by ejp
Weapon of warding watch for rigor done.
+10 vs pierce help a bit
yeah lets WoW the entire party and theres also no such thing as fake spikes.
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Old Jul 07, 2008, 02:34 AM // 02:34   #38
ejp
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Quote:
Originally Posted by supa tim
yeah lets WoW the entire party and theres also no such thing as fake spikes.
if you could learn to read older post i was talking about spikes on the ghost in the last 2 minutes if it went halls went back to holding alter at end
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Old Jul 07, 2008, 04:20 AM // 04:20   #39
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Quote:
Originally Posted by ejp
if you could learn to read older post i was talking about spikes on the ghost in the last 2 minutes if it went halls went back to holding alter at end
I HURD GETTING TO HOH AND ONLY SPIKING THE GHOSTLY WAS PRO!!!!

Yet, ironicly, that's all u see current rspikes do, because they can get away with it. (Clean spike Ghostly's is FTL)

By the way: if you have to rely on a skill as broken as WoW to win, well, my point is still proven.

WoW is prolly the most broken "prot" skill in HA, it can't be stripped...
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Old Jul 07, 2008, 04:24 AM // 04:24   #40
ejp
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Quote:
Originally Posted by Killed u man
I HURD GETTING TO HOH AND ONLY SPIKING THE GHOSTLY WAS PRO!!!!

Yet, ironicly, that's all u see current rspikes do, because they can get away with it. (Clean spike Ghostly's is FTL)

By the way: if you have to rely on a skill as broken as WoW to win, well, my point is still proven.

WoW is prolly the most broken "prot" skill in HA, it can't be stripped...
once again im talking about if hoh was reverted to old style were who ever held at end won it was a common tactic to spike ghost in last 2 mins so teams have no chance.

and btw borat talking about broken skills is a nice joke
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