Jun 19, 2008, 05:12 PM // 17:12
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#281
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Wilds Pathfinder
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
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If izzy says Wounding Strike dervs are balanced it must be true
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Jun 19, 2008, 07:43 PM // 19:43
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#282
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Academy Page
Join Date: Feb 2008
Profession: Mo/
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Quote:
Originally Posted by streets101
with the current hex meta most heal monks have started to drop the veils for spottless, this would mean a pb on heal monk = half the teams hex removal gone, don't just tell people to understand the game,when you yourself have just showed how much your understanding really is.
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lol what? 12 chars
Quote:
Originally Posted by moko
^ there is no hex meta. lol
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Quote:
Originally Posted by Snow Bunny
Oh right, you're Xobile from GANK and you're talking about HA.
No one cares.
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Jun 20, 2008, 12:03 AM // 00:03
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#283
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by Snow Bunny
Oh right, you're Xobile from GANK and you're talking about HA.
No one cares.
On topic:
Nerf Mantra harder, switch around condition stack, and SoH+Conjure, and we can stop debating this.
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This is a general PvP forum, if this thread is supposed to be about GvG balance issues only, then can the moderator please shift it to the GvG sub-forum so it doesn't confuse other PvP'ers?
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Jun 20, 2008, 02:03 AM // 02:03
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#284
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Frost Gate Guardian
Join Date: Dec 2005
Location: Look above you!
Guild: Knights of Apathy
Profession: A/
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Quote:
Originally Posted by erk
This is a general PvP forum, if this thread is supposed to be about GvG balance issues only, then can the moderator please shift it to the GvG sub-forum so it doesn't confuse other PvP'ers?
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Nothing in the OP specifies this.
Anyway, this hasn't been mentioned enough, but Mystic Speed is ridiculous. Instant cast, 100% maintainable with 10 in Wind Prayers (at no cost) and works in conjunction with enchantments. Only removable in the sense that you have to remove all enchantments. Pious haste can be kept up at all times rather easily but at the cost of enchantments, doesn't last as long, and it's a stance.
It needs a duration hit.
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Jun 20, 2008, 03:09 AM // 03:09
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#285
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Wilds Pathfinder
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
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Quote:
Originally Posted by erk
This is a general PvP forum, if this thread is supposed to be about GvG balance issues only, then can the moderator please shift it to the GvG sub-forum so it doesn't confuse other PvP'ers?
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I think you missed the point of that statement.
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Jun 20, 2008, 03:32 AM // 03:32
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#286
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by Tearz1993
I think you missed the point of that statement.
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No I didn't, I understand the sarcasm, it just served to reminded me that too many of these balance threads are really only for GvG'ers and they tend to attract a large number of posts from people that are more interested in other forms of PvP, so I thought I should point that out for two reasons, firstly to try and prevent GvG'ers getting annoyed by posts that are not GvG focused, and secondly to stop people who like other forms of GW PvP wasting time posting suggestions that will never be accepted by the GvG community. Thus saving the mods time cleaning up the threads.
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Jun 21, 2008, 01:24 PM // 13:24
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#287
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Academy Page
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Nerf/change [magebane shot][foul feast][wail of doom][magehunter's smash][natural stride][signet of midnight] for god's sake
Add damage if you wanna, or whatever, but remove the f****** unblockable
Remove FF energy gain
Up WoD SoM and NS Recharge to 15
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Jun 21, 2008, 02:42 PM // 14:42
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#288
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Emo Goth Italics
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^
Then all Magehunter's would be is a Dev Hammer clone that is less efficient.
I agree with all of them except Magebane and Magehunter's.
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Jun 21, 2008, 10:42 PM // 22:42
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#289
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Desert Nomad
Join Date: May 2005
Location: America
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I agree with WoD and SoM, the others not so much.
Magebane does no bonus damage and if you camp someone's face with it to reflex 3/4s skills, they will be aware of that.
FF, much as I don't like it, is about the only good counter to the ridiculous packhunter and SoM spammers.
Magehunter give you one unblockable kd on a monk keeping guardian up. Crushing isn't unblockable, hammer bash isn't unblockable. There's an awful lot of dual stance monks in TA tho that don't even use guardian.
Natural Stride is the only viable non-elite speed boost rangers have in their entire skill set. Honestly, look at them.
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Jun 23, 2008, 09:40 PM // 21:40
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#290
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Krytan Explorer
Join Date: Jun 2007
Guild: Ray
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(HA related post, don't read further if it's beneath you)
Fetid Ground buff... hmm...
[deathly chill] + [fetid ground] = new necro spike.
I didn't try it out yet but I made some builds around it and it looks overpowered as hell... Powerful spike every 10 secs, if you want you can also bring Bitter chill and have a secondary spike in between... Free elite spot which can be monk or rit defensive stuff, or death magic elites (i.e. tainted flesh, contagion+foulfeast). You can also pack Wells and minions as SR fuel. You got enough free skill slots on each necro to bring snares, parabuff, secondary monks/rits for defense, even a N/Me with PD and Diversion/Shame to use on infuser before spikes. Another Necro can spec blood magic and bring BiP so the skill spamming can go for eternity. This also allows you to have 1-2 Monks.
Wtf did Izzy try to achieve with that buff on fetid? The only use of that skill is another OP caster spike.
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Jun 23, 2008, 09:53 PM // 21:53
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#291
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Desert Nomad
Join Date: May 2005
Location: Toronto, Ont.
Guild: [DT][pT][jT][Grim][Nion]
Profession: W/
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add 6x spirit rifts, a gaze of contempt, gust,water snare, and u have an overkill spike whats new?
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Jun 24, 2008, 01:24 AM // 01:24
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#292
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by arienrhode
Natural Stride is the only viable non-elite speed boost rangers have in their entire skill set. Honestly, look at them.
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They used to use Storm Chaser and/or Distortion.
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Jun 24, 2008, 05:22 AM // 05:22
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#293
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by Ec]-[oMaN
add 6x spirit rifts, a gaze of contempt, gust,water snare, and u have an overkill spike whats new?
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6 of about any attack skill/spell and you have an overkill spike, takes only 3 Rangers for R-spike.
I couldn't understand why they nerfed the damage of Angorodon's Gaze a little while ago making it useless in almost all forms of PvP and PvE. I understood the energy nerf but not the damage bit, now it's around the lowest damage in the whole blood line, 8 x 38 =304 spike and with the long cast time of blood skills, and easy infuse. No wonder Deathly Chill spike evolved. You still need a lot of spikers as Deathly and Fetid are not armor ignoring, and then of course you have to keep your squishy 60AL's alive.
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Jun 24, 2008, 11:58 AM // 11:58
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#294
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by Riotgear
They used to use Storm Chaser and/or Distortion.
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Distortion has been nerfed quite a bit, storm chaser is ok but it's never been flexible with the recharge. Rangers also used to run blackout before it too was nerfed...maybe we should remember the good old cripshot-blackout build to shut down warriors and to defend yourself, losing all adrenaline and watching your skill bar spin round and round when you attacked rangers. Anyway I find complaints about naty stride ridiculous at best considering the nature of the ranger class, it's like complaining about rush.
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Jun 25, 2008, 06:29 AM // 06:29
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#295
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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I'm not much of a PvPer and since I do RA it doesn't matter much. But I think Wounding Strike is terribly overpowered. Scythes do fairly good damage already but throwing a low energy cost, fast recharge dual conditioned skill like Wounding Strike just tops the cake and then some. I mean sure you can counter it easily enough but that doesn't change the fact that it's overpowered.
Some balance I'd like to see:
Remove one condition, bleeding or deep wound. Give it a 10-15 second recharge.
Revert it and make a 8-10 second recharge.
Leave it the way it is make it 10 energy with a 15 second recharge.
Hopefully dervishes don't become totally useless because of that haha.
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Jun 25, 2008, 07:52 AM // 07:52
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#296
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Ascalonian Squire
Join Date: Dec 2007
Location: france
Guild: snkw
Profession: Mo/
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Put DW on top and up recharge to 8 secs, and it won't kill the skill.
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Jun 25, 2008, 08:05 AM // 08:05
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#297
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Quote:
Originally Posted by garethporlest18
Hopefully dervishes don't become totally useless because of that haha.
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Dervishes will never be useless. There's still The Tree. It's a testament to Wounding Strike's power that no one uses The Tree anymore.
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Jun 25, 2008, 10:35 AM // 10:35
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#298
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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nerf the tree at the same time
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Jun 25, 2008, 10:45 AM // 10:45
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#299
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Revert to bleeding with no enchant, deep wound if enchant.
That wasn't broken before right? so revert it.
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Jun 25, 2008, 09:50 PM // 21:50
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#300
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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I would post remove Dervishes from the game, but people would rage at me so I won't.
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