Apr 09, 2008, 07:13 PM // 19:13
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#1
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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Skill changes for HA
I see allot of people talking about what skills they want to see chanced. But allot of people are posting it in a thread were it is not really on topic.
I hope it is oke if we can discuss skill changes for HA in this thread. So only looked at it from HA view (I don't know if that was correct English, but hope you get the point).
I would like people to share there ideas here. Give your list of changes you want and ,if you can, give some arguments for it. When someone is posting a change he might not see how much it could change all builds, so don’t start screaming at someone if you do see what can happen. Also people can have other ideas then you so if you don’t agree just say why you don’t agree, keep it clean. Try to give your list and if you want to reply to someone just do it once and don’t start 5 pages of not agreeing.
This what I think should change:
Assassin:
I think the A/D build is a little bit too strong so that is why I would like to see the next changes. I also think there should be done something about shadow stepping.
Way of the Master: increase cast time to 1s.
Dark Apostasy: increase cast time to 1s.
Shattering Assault: decrease damage to 5...35.
Crippling Dagger: increase recharge to 7.
Siphon Speed: decrease recharge to 20 increase duration to 0...18 increase energy to 10.
Increase all shadow stepping skill to 1 cast time or 3/4s.
Dervish:
I think the R/D build is too overpowered in it’s enchant removal.
Avatar of Melandru: remove the health gain.
Ebon Dust Aura: increase casting time to 1s decrease recharge to 15s decrease duration to 5...18. (It is a nice skill but it is easily controlled, that is why I would like this change)
Mystic Sandstorm: increase recharge to 14s.
Wounding Strike: increase recharge to 6s.
Onslaught: reduce recharge time to 15s.
Rending Touch: increase recharge to 12s (maybe little bit more).
Elementalist:
Windborne Speed: increase duration to 5...15 (it is now: 5...11) increase recharge to 8s.
Savannah Heat: increase energy cost to 10e.
Blurred Vision: increase casting time to 2s. Increase duration to 5...13
Mesmer:
Blackout: make it a spell.
Chaos Storm: decrease recharge to 20s.
Hex Breaker: increase energy to 10 make it a stance
Spiritual Pain: increase damage to 15...85 increase casting time to 2s decrease recharge to 20s.
Visions of Regret: decrease recharge to 15s.
Frustration: increase casting time to 2s make it work on echos and chants.
Migraine: make is work on echos and chants decrease duration to 5...17.
Soothing Images: decrease energy cost to 10 increase casting time to 3s.
Sum of All Fears: decrease energy cost to 5 decrease duration to 5...15.
Spirit of Failure: decrease recharge to 15s make duration 5...18.
Monk:
I have an idea to make people run more different monk bars. Now you mostly see HBinfuse. I would like that to change so people are can also run GoL with divine healing or WoH with divine healing.
I am not sure if next changes would work for that, but you know my idea now, so maybe other changes would be better not sure.
Divine Boon: decrease recharge to 8s.
Divine Healing/Heaven‘s Delight: increase healing to 0...75.
Heal Party: increase healing to 0...95. Increase recharge to 4s.
Light of Deliverance: revert back to old effect. Increase recharge to 7 (or 6 don’t know yet.)
Balthazar’s Aura: decrease recharge to 20s.
Zealot’s Fire: decrease recharge to 25s.
Air of Enchantment: increase duration to 4...12(now 4...10) increase recharge to 10s increase casting time to 1/2s.
Extinguish: decrease recharge to 10s.
EDIT: the change of Heal Party should only be there if there would be a little nerf on Healer's Boon.
Necromancer:
Icy Veins: decrease damage to 20...100 (now 20...110).
Reaper’s Mark: decrease recharge to 12s. Decrease energy gain to 5...12 (now 5...15).
Wail of Doom: increase casting time to 1s. Remove the sacrifice.
Corrupt Enchantment: increase energy cost to 10e. Increase casting time to 1s. Decrease recharge to 8s.
Defile Defenses: decrease damage to 20...100 (now 30...120).
Malaise: increase recharge time to 4s.
Rend Enchantments: now remove 1..3 enchantments.
Parasitic Bond: decrease duration to 10s decrease healing to 25...75 (now 30...120)
Rigor Mortis: increase casting time to 2s. Decrease duration to 4...15 (now 8...20).
Rip Enchantment: remove bleeding effect.
Shadow of Fear: increase recharge to 7s.
Weaken Armor: increase recharge to 7s.
Well of Profane: increase recharge to 12s.
Paragon:
“Stand Your Ground!: decrease energy cost to 10e.
Chest Thumper: increase recharge to 7s.
Ranger:
Escape: end if you use an attack skill.
Glass Arrows: increase energy to 10.
Forked Arrow: increase recharge to 6s.
Sloth Hunter’s Shot: decrease first damage to +10...22 decrease second damage to +10...30
Barbed Arrows: decrease duration of this preparation to 14s. Remove the easily interrupted.
Dust Trap: remove the damage.
Chocking Gas: make it work on echos and chants.
Also all traps should be able to trigger if the place gets hit by: Meteor, Meteor Shower, Churning Earth, Crystal Wave, Dragon’s Stomp/Earthquake, Eruption, Sandstorm, shockwave, Unsteady Ground, Bed of Coals, Breath of Fire, Fire Storm, Lava Font, Savannah Heat, Searing Heat, Teinai’s Heat. Maybe I forgot some skills, but you get the point.
Ritualist:
Allot of the Ritualist was mainly nerfed because of Soul Reaping. Maybe it could be buffed again.
Boon of Creation: decrease casting time to 1s.
Consume Soul: decrease healing to 0...125 (now 30..240).
Doom: increase recharge to 10s.
Sight Beyond sight: decrease duration to 8...15 increase casting time to 1s..
Ancestor’s Rage: increase casting time to 1/2s.
Gaze of fury: decrease recharge to 18s.
Splinter Weapon: increase recharge to 7s. Increase duration to 25s.
Wielder’s Strike: increase recharge to 8s.
Anguish: decrease recharge to 30s.
Brutal Weapon: increase casting time to 2s decrease recharge to 12s.
Disenchantment: decrease casting time to 3s.
Dissonance: decrease recharge to 30s.
Earthbind: decrease recharge to 45s.
Soothing: decrease recharge to 45s.
Sundering Weapon: increase duration to 4...12 remove armor penetration and now only effect on the next attack skill.
Union: decrease recharge to 30s.
Vital Weapon: increase recharge to 4s.
Wanderlust: increase energy to 15 decrease recharge to 30s.
Xinrae’s Weapon: decrease recharge to 25s.
Blind Was Mingson: increase casting time to 2s.
Lively Was Naomei: decrease casting time to 5s.
Recuperation: decrease energy cost to 15 increase casting time to 4s.
Soothing Memories: increase recharge to 5s.
Spirit Light: increase recharge to 5s.
Spirit Transfer: increase recharge to 6s.
Weapon of Remedy: increase casting to 1s decrease recharge to 1s.
Weapon of Warding: increase recharge to 7s. Decrease duration to 5...7.
Warrior:
Disruption Chop: increase adrenaline to 8.
Triple Chop: decrease recharge to 8s.
Hamstring: decrease recharge to 12s.
“Fear Me!”: decrease recharge to 4s.
“None Shall Pass!”: decrease recharge to 35s.
This is what I think. Maybe I forgot or don’t know what the effect can be of a skill change I just gave. So if you do see it please just see it and don’t start screaming.
EDIT: something that could be done vs weapon spells: let it end or not effect when target is burning/has a condition/has a hex/end when target attacked 3times/used 3 spells
EDIT: the target of this thread is not only backlines, it is also front- and midlines.
Last edited by Horace The Great; Apr 10, 2008 at 05:39 AM // 05:39..
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Apr 09, 2008, 07:52 PM // 19:52
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#3
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Desert Nomad
Join Date: Aug 2007
Location: EastCoast
Profession: E/Me
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Removing the damage from dust trap. /notsigned sorry. They already lowered trap damage considerably no need to kill off the build permanently.
I would like Blackout turning into a Spell if it could be cast from non touch range.
I however don't agree with Heal Party Buff. They lowered the healing on that because they buffed Healer's Boon. No need to make HB monks imba.
I would like to see escape nerfed. That would pretty much kill off the last fotm build that can take out a good balance with some ease. Atleast for a few days anyway.
No need to change Weapon of Remedy to 1 second cast. That would make it useless.
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Apr 09, 2008, 08:22 PM // 20:22
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#4
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Krytan Explorer
Join Date: Sep 2007
Location: 1323 lancelot dr. greenwood PA
Guild: wat
Profession: Mo/
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escape and migraine are great.
i agree with dual shot+ glass arrows
don't agree with weapon of warding being completely nerfed
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Apr 09, 2008, 08:23 PM // 20:23
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#5
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Ascalonian Squire
Join Date: Jun 2007
Location: Northeast
Profession: E/Me
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blackout as a spell would be pretty imba IMO-to easy caster shutdown
leave traps alone...there is nothing wrong with them and they only really see play in sway. The R/D nerfs will remove trappers until some other form of sway comes.
I would like to see a bit of a longe recharge on HB...ive seen monks use it effectively as a cover enchant over there channeling.
Some changes seem a bit unecessariy...for example if you nerf escape to what it should be...escape, not chase...then it will take care of R/D in general and you can leave rending touch as is.
I would really like to see a mass update just to shake up the rather stale meta of Sway...Sway...Sway...balance, usually noob...Sway...Sway. It would throw the game into chaos for a bit but it might acutally be better off in the long run.
BTW I compeltely agree on migrane...i would like a net to go a step further and implament some way to remove shouts/weapons.
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Apr 09, 2008, 08:33 PM // 20:33
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#6
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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To make clear, I posted to make black out a spell, I mean with that, that you still have to "touch" the target, but it is a spell, so it can be easier interupted.
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Apr 09, 2008, 08:36 PM // 20:36
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#7
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Krytan Explorer
Join Date: Sep 2007
Location: 1323 lancelot dr. greenwood PA
Guild: wat
Profession: Mo/
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Quote:
Originally Posted by Insane Warrior
It would throw the game into chaos for a bit but it might acutally be better off in the long run.
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but dont you LOVE when its all chaos? omg no!!! sway is gone and we have no idea how to run balanced! oh well back to pve.
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Apr 09, 2008, 08:39 PM // 20:39
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#8
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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most of the skill changes you mentioned are not needed.... only thing they really need to change is this
Rending Touch: Removes one enchantment for each enchantment on you.
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Apr 09, 2008, 08:39 PM // 20:39
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#9
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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For info:
I made this post because I want more different builds in HA.
Now you see sway lego(modded) rspike sometimes hex.
What I want is more different builds, with other types of backlines. So that doesn't mean I want lego builds only, cause that will get allot of people bored.
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Apr 09, 2008, 08:43 PM // 20:43
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#10
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Lion's Arch Merchant
Join Date: Feb 2008
Guild: Variable Speed Farmers[VsF]
Profession: Mo/
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the visions of regret suggestion is pretty pointless, it'll only work as a warrior shutdown, since paragons don't bring too many adrenal skills.What it needs is to work on attack skills, so it'll be worth the elite slot.
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Apr 09, 2008, 08:45 PM // 20:45
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#11
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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Assassin Skill Swap should be able to target foes.... this would make it a godly skill in relic running.... as you would teleport to the relic runner ... the relic runner would drop relic as he is forced to shadow step to your location and you pic up the relic... LOL
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Apr 09, 2008, 08:50 PM // 20:50
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#12
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Once upon a time, being in a guild meant you more than likely played a different build than everyone else.
And its not the backlines that should be the target of your thread btw, its the midline that defines a build
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Apr 09, 2008, 08:52 PM // 20:52
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#13
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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I am going to go on record as saying I don't want Sway to get touched (and I'll probably get flamed for it in the future).
After you yell at me for being a pathetic Sway noob (get it out of your system), proceed to read the rest of my post.
HA needs a solid Pugging build that everybody knows. The death of pug builds is the death of pugs in general. Sway has filled a void that HA had for a long time. Not to mention I don't personally mind the build because I think its ridiculously easy to beat for any average team (hell even bad teams can wand the trappers).
IMO, those calling for its nerf are playing the omg I hate gimmicks card and not the OP card.
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Apr 09, 2008, 09:03 PM // 21:03
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#15
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Krytan Explorer
Join Date: Sep 2006
Guild: Lady Ainowa
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mesmer:
u can not have migraine and frustration affect shouts (no casting time to be afected) but i do agree with the chants ,altho mesmer can already interupt chants with the power interupts.Hexbreaker was a stance and they changed it to a skill doubt they will revert it,and i like it the way it is tbh.
ranger:
again u can not have chocking gas interupt shouts(no casting time) i agree with chants tho,Totally Agree with that modification to Escape.I do not agree with the changes to glass arrows,forked arrow and sloth,it looks like u just want to nerf ranger spike ,and it is not That powerful either.
Quote:
Originally Posted by llsektorll
Assassin Skill Swap should be able to target foes.... this would make it a godly skill in relic running.... as you would teleport to the relic runner ... the relic runner would drop relic as he is forced to shadow step to your location and you pic up the relic... LOL
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yeah and make it elite along with that.
Quote:
Originally Posted by DreamWind
I am going to go on record as saying I don't want Sway to get touched (and I'll probably get flamed for it in the future).
After you yell at me for being a pathetic Sway noob (get it out of your system), proceed to read the rest of my post.
HA needs a solid Pugging build that everybody knows. The death of pug builds is the death of pugs in general. Sway has filled a void that HA had for a long time. Not to mention I don't personally mind the build because I think its ridiculously easy to beat for any average team (hell even bad teams can wand the trappers).
IMO, those calling for its nerf are playing the omg I hate gimmicks card and not the OP card.
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i agree lol ,still the thing is u see more ranked people doing sway than unrakend pugs, so even the elitists run sway,and yes Good balanced team should have no trouble against sway(wand trappers and kill spirits maybe?).
Last edited by legacyofkain85; Apr 09, 2008 at 09:28 PM // 21:28..
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Apr 09, 2008, 09:05 PM // 21:05
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#16
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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Ye, I mean echos, my fault.
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Apr 09, 2008, 09:28 PM // 21:28
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#17
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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Still if the R/D get nerfed they will go back to thumpers with OoA necro.
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Apr 09, 2008, 09:31 PM // 21:31
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#18
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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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*compares rip enchantement and corrupt.*
*laughs at some buffs*
*ignores thread*
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Apr 09, 2008, 09:35 PM // 21:35
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#19
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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You are right about the rip and corrupt, maybe they should buff corrupt then at recharge or the amount of enchants removed.
Like I said a few times, I can't see everything. To bad you cannot tell me what you want, instead of ignoring.
Though, corrupt also does other things then remove an enchantment.
Last edited by Horace The Great; Apr 09, 2008 at 09:38 PM // 21:38..
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Apr 09, 2008, 10:11 PM // 22:11
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#20
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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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Mystic sandstorm: It's not that good of a skill, why nerf it? requires a hell load of enchants that gimp your bar to be worth taking. Honestly I haven't see any spike with it, but i'm not playing much these days.
Hex breaker: either one of the other, not the two. That's a good skill, killing it just kills the gameplay.
Icy veins: nerf is nearly unsignificant, doesn't change that its only use will still be in soul reaping abuses builds. I'd prefer it to be moved to DM.
Ranger and paragons nerfed: clearly Rspike related. If you nerf all the skills to have a bigger recharge, increasing the cost of glass arrows will have no real effect since they'll spam their skill less often anyway. Also, while they'll spike a bit less, they'll still hit HARD.
Parasitic bond could be nerf, but I'd only nerf the recharge.
Ancestor's rage nerf is meaningless.
Weapon of remedy. Nerf recharge if you want, or tone down life steal, but increased casting time make it suck, even with 1 sec recharge
WoW: nerfed too hard
Ritualist restoration magic skills in general: I don't see what's wrong with them, apart from being used by necros.
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