Jun 12, 2008, 03:46 AM // 03:46
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#61
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Krytan Explorer
Join Date: May 2006
Profession: W/
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i dont need skills to win, i beat you with kindness
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Jun 12, 2008, 05:06 AM // 05:06
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#62
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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"increase cost of migraine to 25"
R U SRS?
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Jun 12, 2008, 12:47 PM // 12:47
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#63
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Krytan Explorer
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Quote:
Originally Posted by tha walkin dude
tired of morons proposing semantic arguments, so ill be taking a break from guru
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Your balance sugestions will be sorely missed. Every day I get home with the hopes of seeing another one ... pls don't disappoint me. (no really, I'm serious, they're freaking AWESOME entertainment).
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Jun 12, 2008, 02:39 PM // 14:39
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#64
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Frost Gate Guardian
Join Date: Feb 2006
Location: Where you aren't
Guild: The Bamboo Crew [MOJO]
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Quote:
Originally Posted by tha walkin dude
tired of morons proposing semantic arguments, so ill be taking a break from guru
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Why call people morons because they systematically tore every one of your ridiculous suggestions apart? Apparently, taking constructive criticism isn't one of your strong points.
I read the rest of your proposed changes and you call that trying to shift the meta? Why not just put on brass knuckles and do an HA version of Kilroy's Punchout instead. You want to nerf sway into the ground. Is it because you think it's overpowered or is it because you get rolled by it every time? Does the same go for ranger spike? Or maybe a mesmer diverted/Pblocked your entire bar and that's why you basically want them removed from the game. I also noticed that you barely went into elementalist skills. Isn't that what you play? One of those roll your face on the keyboard bars. i.e.: Searing Flames, Glowing Gaze, Liquid Flame.
The biggest issue has been and will most likely always be Expertise. Rangers have always been the biggest gimmick profession because of it. I highly doubt anything will be done about it any time soon. Look at how long it took them to "fix" Soul Reaping.
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Jun 12, 2008, 04:09 PM // 16:09
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#65
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Forge Runner
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Why is so many people bashing in tha walking dude? He is the only one that actually has decent suggestions... If you can't see that builds such as rspike, hexway and sway need to be nerfed into the ground, well that simply says enough about your knowledge of HA.
He isn't trying to nerf EVERYTHING, he's trying to nerf alot of key-skills, so meta will shift alot...
E.G.: Nerf Expertise, and 60% of HA will have to find a new button-bash. Nerf Rspike/A/D spikes and 20% will have to find a new spike build. Nerf hexway (all forms) and 15% will have to find a new gimmick.
Anyways, prepare for a HUGE quote fest (His intire first post), in which I will comment why pretty much ALL of his skill updates make somewhat sense. It is however clear that not all skills are "serious" in his list, and obviously a wink to Izzy's bad balancing over the last few years (Look at exhaustion migraine), nonetheless, I will post as if every skill was a serious update, and comment to it likewise...
Quote:
Originally Posted by tha walking dude
return to original maps, remove fetid and the ab maps
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If by original maps U mean: Put back in Broken Tower and Sacred Temples, yes, ANYONE who played during 8v8 old-school understands that these maps were more fun.
Quote:
Originally Posted by tha walking dude
add the functionality to the pvp condition: "when using a weapon that is not of your primary profession you do 50% less damage, attack 50% slower and have a 50% chance to miss"
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This would limit cross-profession builds by far to much. Yeah, a R/D is lame, but what about ALL the other possiblities? The fun thing about GW IS playing with primary attributes. Crit Hammer? Crit axe? Paragon with Axe, bullstrike and Awe for example... No point in limiting this, only Expertise is broken...
Quote:
Originally Posted by tha walking dude
move icy veins to death magic or curses[to get rid of the spiking healers]
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Doubt anyone disagrees on this one... If you can't see why this is necessary, then don't even bother to reply...
Quote:
Originally Posted by tha walking dude
add conditions of ""if you are under the effects of an enchantment this spell fails" and "if cast on an ally this skill takes an additional 20s to r/c" to warmongers weapon
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The skill is broken, no doubt. A 14-18 (Depends on atts and SP) second Dwarven Battle Stance, which can be used on axes (1.33 axes) under a 33% IAS is NOT good for this game.
Make it so: "Warmongers Weapon: Weapon Spell. For the next 5...15 seconds, target ally's next 1...5 attack skills also interrupt an action. 10E, 1C, 30R Attribute: Channeling Magic"
Quote:
Originally Posted by tha walking dude
move expel hexes to fast casting, scale effect to "1...3 hexes removed."
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Pointless, skill doesn't need a nerf, it's fine the way it is... (The Rt/Me will simply go Rt/Mo with Divert Hexes or something)
Quote:
Originally Posted by tha walking dude
move dodge to wilderness survival[this would force r/ds to split atts between scythe exp and wilderness] or add condition that this stance ends when you use a skill
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Think you meant Escape and/or Lightening Reflexes.
Escape: End on hit
Lightening Reflexes: 15 Energy, 10 seconds at 14-15-16 expertise and blocks the next attack. -This skill makes U 33% IAS tank 10/30 seconds the way it is now...-
Quote:
Originally Posted by tha walking dude
increase cost of power block to 20e [the effect is very powerful, so the cost should reflect that]
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Since there is no 20E spells, I would say no... (1 energy spells screwed it up also )
"Power Block: Skill (No arcane Echo). Interrupt target foe's action. If that action was a spell, that spell and all target foe's spells of the same attribute line are disabled for 3...12 seconds. 15E, 1/4C, 20R"
Quote:
Originally Posted by tha walking dude
increase cost of nr to 25e and extend its effect to the use of traps, weapon spells and creation of spirits
same for tranq
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Not traps. Why would a Ranger Spirit block Ranger-Only mechanics? Change all trap radius to Adjecent, instead of Nearby.
Spirits are fine the way they are. ANY warrior can kill a spirit in 2-3 blows...
Quote:
Originally Posted by tha walking dude
increase pds r/c to 5 and cost to 15
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PD is one of the few skills I wouldn't touch. I promotes "good" play. Active choice between disabling your intire bar for interrupting, or not using the skill at all for diversion spam...
Quote:
Originally Posted by tha walking dude
move defensive anthem to motivation
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Agreed. Paragons are broken. There is yet to be a paragon bar that requires any skill (apart from the basic) to run. It's all spam spam spam chant. I don't understand why they put an unremovable aegis in the primary attribute...
It's like putting Aegis in the Divine favor attribute line for monks.
Quote:
Originally Posted by tha walking dude
give forked arrow and dual shot 3s activation times, add aftercast
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Keep the activation the way they are. After cast isn't needed, they will simply use other skills then...
Make Dual Shot a copy of Forked Arrow. (Dual shot is Proh, Forked NF I think)
Add "Only shoot 1 arrow under the affect of weaponspell, enchantment spell or hex" to both...
Quote:
Originally Posted by tha walking dude
make weapon spells removable
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Doubt many people disagree.
Quote:
Originally Posted by tha walking dude
move make haste to leadership
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Nope, makes it easier for Paragon. More easy then they already have.
Scale the speed buff DOWN to 25%, OR buff alternatives... With Storm Djinns and Flame Djinns (The only serious alternatives) nerfed, "Make Haste!" has a monopoly on something that is required to win ALOT of matches...
Change Windborne Speed:
"Windborne Speed: Enchantment Spell: For 5...15 seconds, target ally moves 33% faster"
Quote:
Originally Posted by tha walking dude
move song of concentration to leadership and scale its effect to 3...8s
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Nope, keep it the way it is, it's fine... MAYBE increase Casting Time to 3 seconds...
Quote:
Originally Posted by tha walking dude
increase recharge on aura stability to 25s
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KD is already powerfull, TOO powerfull. Aura is fine the way it is now. Buy a mesmer if U find this skill OP, imo...
Quote:
Originally Posted by tha walking dude
reduce spirit range by half and require line of sight for effect
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Make Spirits get affect by height the way Arrows do. This will increase the map awareness of spirit spammers. The range of the Spirit is calculated individually for every player on the map (Inluding Ghostly, but for ANY other creature: minnions, pets, ... it is the same as what it is now, radar).
If the player is on same level of the spirit, it will about 1.5X aggro bubble.
If the player is above the spirit, it will scale down towards Area -smallest range- depending on the difference.
If the player is below the spirit, it will scale up towards Radar Range.
This way, Rangers will always have to find the highest spot for their spirits, disabling them from trapping at all. Now a team can also pick a strategic "decent" fighting spot against sway, by remaining on top of a hill. (That way, they will NEVER be lower than a spirit, and thus at MAX, the spirit range will be Aggro Bubble, but it will obviously be alot closer aswell, making it easy for the enemy team to kill)
Quote:
Originally Posted by tha walking dude
make skills, which are easily interruptable, interruptable by all forms of damage [i would think that if a 1-damage wanding from an ele can interrupt a trap than it would logically follow that 2 pulses of aoe should also interrupt it]
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Agreed.
Quote:
Originally Posted by tha walking dude
make spirits non-obstacles, so that one can walk through them
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Agreed, they are spirits ffs. Ghostly should also be calculated in as a spirit.
Quote:
Originally Posted by tha walking dude
make knocked down foes non-obstacles, so that one can walk through them
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Nope, to many glitches. Can U only imagine, with the sloppy code GW has:
Player 1 KDs Player 2. Player one runs "on top" of Player2. Player 2 gets up and is stuck within Player 1. Game crashed and computer explodes...
Face it, there will be too many glitches.
Quote:
Originally Posted by tha walking dude
change spirit rifts functionality to "hexed or knockdowned foes take half damage"
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I personally like the Spirit Rift build (as I ritspiker, I am biased I gues). I agree on the fact damage could be tomed down. (100 ish at 16)
Outside of HA, however, the skill DOESN'T GET USED AT ALL. And I don't think it's causing that much problems nowdays? For every ritspike in HoH, you got about 10 rspikes, sways and hexways.
Quote:
Originally Posted by tha walking dude
remove shadowstepping from the game entirel
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Agreed.
Quote:
Originally Posted by tha walking dude
add exhaustion to shockwave
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No point in totally nerfing it. Change it so it ALWAYS deals 1 full packet of damage. At 16: Area Foes take 63 damage, Nearby Foes take 126 Damage, Adjecent Foes take 189 Damage.
Quote:
Originally Posted by tha walking dude
increase the cost of rush to 7adren
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Fine, not point in changing it.
Quote:
Originally Posted by tha walking dude
either decrease duration or increase r/c of weapon of warding
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Not needed if Weapon Spells become removable.
Quote:
Originally Posted by tha walking dude
increase cost of migraine to 25
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15 Energy, Frustration 15 energy aswell.
Duration: 5...15 seconds, recharge 25 seconds on both.
Quote:
Originally Posted by tha walking dude
remove deep wound from pious assault unless an enchantment is lost
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Agreed.
Quote:
Originally Posted by tha walking dude
add condition of attacker loses 2..1 enchants to wounding strike [the 1 being at 13 scythe]
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Simpy add a 6 recharge to it will do the trick...
Quote:
Originally Posted by tha walking dude
lower light of deliverance r/c to 5, no buff to healing
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No need, healing is pretty good the way it is now.
Quote:
Originally Posted by tha walking dude
increase rodgorts invocation r/c to 25s
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I'm a find of nerfing Fire Damage in overal. Face it, WHENEVER u see a party in HoH cap points, it's because some ele just spammed his bar empty 10 seconds ago.
Recharge 20 seconds will do enough tough.
Quote:
Originally Posted by tha walking dude
increase savanah heat cost to 10 and r/c to 10
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Recharge 30 seconds. Recharge from Tenais and Searing should be 45 seconds...
Quote:
Originally Posted by tha walking dude
increase channling r/c to 30s
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would make it harder for the monks. UNLESS fire AoE gets nerfed, I wouldn't touch this. THE ONLY REASON why people still live up to 30-40 seconds it because of Channeling spam. Take that away, and Fire Eles will become the 100% deciding factor of Cap Points wins... (By fire ele, I mean AoE in general, Earth Eles are also broken as fcuk)
Quote:
Originally Posted by tha walking dude
add condition to flesh golem "when this minion dies all your skills are disabled for 7 seconds"
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Don't see why, golem spike isn't that OP, but sure, why not...
Quote:
Originally Posted by tha walking dude
cause well of the profane to affect weapon spells and shouts/chants/echos
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Makes it to powerfull. Make it affect Weapon spells, BUT not shouts/chants/echos.
Make Well of Silence strip all shouts/chants and echos... This way you need to atleast split some atts and have multiple corpses for a "full strip coverage".
Quote:
Originally Posted by tha walking dude
increase activation of rend enchantmens to 2s
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Agreed, enchant removal since NF has been way to powerfull.
Quote:
Originally Posted by tha walking dude
add the condition of attacker losing 1...0 enchantment to eremites attack and mystic sweep [the 0 occuring at 13 scythe]
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Agreed.
Quote:
Originally Posted by tha walking dude
add exhaustion to migraine and frustration
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Lol, unneeded if the other nerfs take place.
Quote:
Originally Posted by tha walking dude
increase cost of smoke trap to 25
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Agreed. Trapping require even lesser skill than a Paragon, and then U know it's easy. No reason why It shouldn't be nerfed...
Quote:
Originally Posted by tha walking dude
increase cost of bestial mauling to 15
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Agreed. Cuz they will most likely be the new button bash again after sway.
Quote:
Originally Posted by tha walking dude
add condition to rending touch "all your stances are disabled for 15s" also require an enchantment to be lost for it to remove an enchanment from a foe
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10 seconds disable on stances...
Quote:
Originally Posted by tha walking dude
add condition to all maintained enchantments "this enchantment ends if your energy reaches 0"
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Unneeded.
Quote:
Originally Posted by tha walking dude
increase r/c of ward foes to 30s
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Fine the way it is now, buy a mesmer plz...
Quote:
Originally Posted by tha walking dude
add condition of attacker is crippled for 5s to earthshaker
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Unneeded, up Adrenaline cost to 10 tough OR nerf Enraging charge/FGJ...
Quote:
Originally Posted by tha walking dude
increase r/c of diversion to 25s or increase cost to 15
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Diversion and Dshot. Probably the best 2 non elite skills, that, even when Elite, would still be used by ALOT of people.
Diversion: 15 energy, 20 recharge should be enough.
Quote:
Originally Posted by tha walking dude
cap duration of signet of humilty at 10, increase r/c to 30
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Agreed. Too powerfull, elite shutdown, for no energy? It can't even get interrupted by soft interrupts.
Quote:
Originally Posted by tha walking dude
increase r/c of channeled strike to 20
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Skill is powerfull, but once again, I doubt U can say you see alot of ritspikes besides mine. 10 seconds would be enough.
Quote:
Originally Posted by tha walking dude
increase cost of barbs to 15
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Agreed.
Quote:
Originally Posted by tha walking dude
increase cost of rigor mortis to 15
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Recharge 30 seconds...
Quote:
Originally Posted by tha walking dude
increase cost of tainted flesh to 10 and activation to 2
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5 Cost, 2 casting time is all you need. Taint pretty much forces EVERYONE else to run taint, unless you have mirrior. (Which is the only thing that an rly stop it)
Quote:
Originally Posted by tha walking dude
scale leadership to 1 energy gained per every 3 ranks
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Agreed.
Phew, long post. Luckily for me, I was watching Saving Private Ryan at the same time. Poor John Miller, shot by the german fag he was so generous to...
Last edited by Killed u man; Jun 12, 2008 at 04:13 PM // 16:13..
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Jun 12, 2008, 09:43 PM // 21:43
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#66
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Any of you propose one more change to diversion and I will kill you.
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Jun 13, 2008, 12:26 AM // 00:26
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#67
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: After This Game Its Baby Making [Time]
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10 adren Earthshaker? Hammer warriors are fine how they are. If both of your monks get hit by the same ES, kick them immediately.
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Jun 13, 2008, 07:00 AM // 07:00
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#68
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Academy Page
Join Date: Apr 2007
Location: A barren, God-forsaken nowhere...
Guild: Ravenz of Darkstone [RoD]
Profession: D/
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Sad. I Find it sad that there are so many people who would waste time on a pointless thread that the Sway God Izzy will read only as a way to pass time sitting on the can....
HA is the red-headed stepchild of GW- it always has been, and will be. Skills are nerfed very rarely based on HA useage- Sway is a testament to that- people have complained about it for months, but, 1.) Izzy runs it, and 2.) it's not a GvG-related problem, so it won't be fixed. No, Skill nerfs are strongly based around GvG, and, sadly, the entire community who PvPs does not GvG.
Following current skill nerfs and buffs, two things about HA become clear; 1.) that ANet is currently favoring pressure builds versus spike teams- 3 warrior frontlines, supported by bonders and weapon rits, are the latest meta- there has been a slight decline in the number of sway teams recently. 2.)The core classes are being favored. Warriors, Rangers, and Necros are clearly among the favorites at this time- they are recieving fewer nerfs, whereas running a Dervish or an Ritualist primary becomes more difficult with each skill update. Last month, Mystic Sweep and other Dervish attack skills took a beating. This time, rits were hit hard by nerfing Ancestors Rage and Splinter Weapon.
The fact is, with GW2 work in full swing at the ANet offices, they are trying to appease the masses here and keep everyone interested. It's not working, because everyone- even some swayers I know- are frustrated more and more with each update, and how it fails to address, even slightly address, issues in HA.
Personally, I think Izzy is mindlessly guessing- case in point: EotN release, and a prayer of every monk is answered- A real anti-knockdown skill in Aura of Stability. Now, with the June 12 update, the skill is hardly worth using. My wishlist is simple- a vote. Let's get a group-a community group of actual GW HA'ers and GvG'ers and let's decide what really needs touching up. On top of that, let's take the PvP/PvE balance one step further: break it down between ALL the PvP arenas, and PvE, so that each PvP area has its own skillset.
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Jun 13, 2008, 01:27 PM // 13:27
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#69
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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awaken is bipolar
the changes i like are the escape and make haste changes, not a fan of the rest
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Jun 13, 2008, 09:23 PM // 21:23
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#70
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: After This Game Its Baby Making [Time]
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Quote:
whereas running a Dervish or an Ritualist primary becomes more difficult with each skill update
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You're right. Deepwound covered by bleeding on up to three different targets in one swing every three seconds is hideously underpowerd. Buff Dervs!
/sarcasm
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Jun 13, 2008, 10:03 PM // 22:03
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#71
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Academy Page
Join Date: Apr 2007
Location: A barren, God-forsaken nowhere...
Guild: Ravenz of Darkstone [RoD]
Profession: D/
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Wow, learn to read, noob- I said "becoming more difficult" not "impossible".... and I never said dervs needeed to be buffed either- don't twist my words to try and justify your own useless post.
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Jun 14, 2008, 08:19 AM // 08:19
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#72
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: After This Game Its Baby Making [Time]
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Dervishes are NOT hard to play though. The nerfs to Mystic and Eremite's missed the mark and barely did anything. I really don't see your point about Dervs being more difficult to run. The extra .25 seconds doesn't really do much, especially when Chilling Victory and Wounding Strike were left untouched.
Your original post implied that you thought that Dervishes and Ritualists were getting the short end of the stick. I replied that that's a ridiculous assertion, due to the power of Dervish skills that remain unnerfed.
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Jun 14, 2008, 02:12 PM // 14:12
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#73
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Krytan Explorer
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Quote:
Originally Posted by Aidan Taylor
1.) Izzy runs it
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No he doesnt
Quote:
Originally Posted by Aidan Taylor
whereas running a Dervish or an Ritualist primary becomes more difficult with each skill update. Last month, Mystic Sweep and other Dervish attack skills took a beating. This time, rits were hit hard by nerfing Ancestors Rage and Splinter Weapon.
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lolwut?
A monkey running a Derv is better than 90% of HA warriors. Rits still have Weapon of Warding and PwK ... they aren't going anywhere.
Quote:
Originally Posted by Aidan Taylor
Personally, I think Izzy is mindlessly guessing- case in point: EotN release, and a prayer of every monk is answered- A real anti-knockdown skill in Aura of Stability. Now, with the June 12 update, the skill is hardly worth using. My wishlist is simple- a vote. Let's get a group-a community group of actual GW HA'ers and GvG'ers and let's decide what really needs touching up. On top of that, let's take the PvP/PvE balance one step further: break it down between ALL the PvP arenas, and PvE, so that each PvP area has its own skillset.
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AoS nerf was fine. Knockdowns in GW are not easy to achieve (elite, conditional, or exhaustion/loss of adrenaline). Thus they should not be so easily countered.
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Jun 14, 2008, 05:15 PM // 17:15
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#74
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Ascalonian Squire
Join Date: May 2008
Guild: Vent Rage [vR]
Profession: Mo/
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Hey people, let's keep the flaming to a minimum and look for constructive ways to benefit the HA community by looking at overpowered OR overplayed skills
Post ANET nerfs and what it might do to meta:
Elementalists: I think more people are going to experiment air eles in conjugation with water eles for more defense. Odd combination imo. Also, I think anet is trying to encourage the water ele's hexes back. Since everyone uses foes and grasping, i think theyre trying to boost the popularity of water based hexes.
Mesmers: Nerf to mantra of insignias came. I think we'll be seeing less of signet mesmers because of the recharge nerf, but it can still be playable. Strength of honor now has a recharge so after you strip them it will take alot longer to put them back up. Have fun with bringing with enchantment removal guys. Also, with signet recharge at ~25%-33% for most mesmers running this build, I think it's still playable but not overpowered.
As for the drains, i don't think its going to change meta much. But wastrels worry might be in popularity with pblock and maybe in some other hex based builds.
Monks: Now it is even harder to monk. Nothing new to that aspect.
Necromancer: Fetid ground is still completely useless imo. Suffering and vile miasma with more degen is going to shift the meta towards more of a balanced pressure to hexway. Soul Bind is now going to be popular with GANK's 3 necro hex/balanced build. ANET favors curses necros for sure. I bet we're going to see lots of depravity + soulbind + tainted (ouch) in hexway builds. hate it or love it HEXWAY is coming again.
Ranger / Paragons: nothing significant
Warrior: YAY FOR BULLSCHARGE. With the nerf to aura of stability, I'm already betting that there's going to be more hammer/kd for pressure. bull's charge is not up to tier with other hammer elites but now it's not looking utterly useless. for the FGJ nerf, i think it's suitable nerf. GJ on this one.
Ritualist: ancestor's rage is weird now o.O Splinter does less damage. People are still going to use these skills nonetheless.
End Result: Hexway is coming back at full speed. SWAY is going to be used less because of it. Expel hexes isn't going to be nearly enough for it. More degen, more aoe, more kd = lots more pressure type builds. Have fun adapting.
Please post your thoughts. I'm still amused about some of the topics that were brought up.
Last edited by K Y O; Jun 14, 2008 at 05:34 PM // 17:34..
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Jun 14, 2008, 05:20 PM // 17:20
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#75
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Emo Goth Italics
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Bull's Charge is still bad; it disallows skill usage and will not be favourable as a switch for whatever hammer elite.
Signet Mesmers will still be quite favourable, as is Dervsmite.
As for Hexway, ugh.
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Jun 14, 2008, 07:02 PM // 19:02
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#76
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Krytan Explorer
Join Date: Jun 2007
Guild: Ray
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I believe that one of the biggest problems of balance from HA point of view is the absurd strengh of enchantment removals in general. Nerf enchantment removals, period. The most pressing issues are-
Rending Touch-
Change to- "Lose one Enchantment. If an Enchantment is removed, then target touched foe loses one Enchantment".
Rend Enchatments-
increase cast time to 2sec OR increase mana cost to 15 OR make penalty damage apply for all enchantments.
Nature's Renewal \ Tranquility -
Besides from being super annoying skills, those spirits promote bad play. Why bring a mesmer when we can simply screw up monks with a spirit? Nerf Tranquility to -30%~ and NR to 30~ sec lifespan.
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Jun 14, 2008, 08:05 PM // 20:05
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#77
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Krytan Explorer
Join Date: Feb 2006
Location: Michigan
Guild: wgk
Profession: W/
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Quote:
Originally Posted by Alleji
Scythe Damage - change to 14-36 to tone down ridiculous crits
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so u want non-max hammer damage that does AoE insted of KD?....why not change damage to 24-26, that way you wont be at any disadvantage b/c of not pre-protting. yeah for QQ's
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Jun 14, 2008, 11:07 PM // 23:07
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#78
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Banned
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Kyo, you didn't mention anything about Grasping Earth. 10 second aoe snare with 2 spec is broken methinks.
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Jun 15, 2008, 11:47 AM // 11:47
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#79
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Frost Gate Guardian
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Quote:
Originally Posted by Channeling_Monk
Kyo, you didn't mention anything about Grasping Earth. 10 second aoe snare with 2 spec is broken methinks.
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methinks aswell, tho its not like deep freeze you cast it on some1 else.
but boosting its energycost to 10 wouldnt be a bad idea ^^
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Jun 15, 2008, 01:33 PM // 13:33
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#80
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Forge Runner
Join Date: Jan 2007
Location: Belgium
Guild: Legion Of Sacred Light [LSL]
Profession: Mo/
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Grasping earth is the worst snare ever... GoGo ward vs foes!
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