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Old Mar 21, 2008, 06:00 PM // 18:00   #41
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After looking up enchant removal skills, looks like if they have spell breaker the only viable way of rending everything off would be Expunge Enchantments or possibly assault enchantment if you can stay alive to get to a dual :O I hope this gets fixed soon.
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Old Mar 21, 2008, 06:09 PM // 18:09   #42
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Quote:
Originally Posted by Zena Starlight
After looking up enchant removal skills, looks like if they have spell breaker the only viable way of rending everything off would be Expunge Enchantments or possibly assault enchantment
I think a Rit with Disenchantment would work wonderfuly, or Derv skills like Grenths Aura or Winds of Disenchantment, any AoE enchant removal would totally shut them down.
EDIT: Best way- Blackout, Divert, PD ect or Kill the SB monk

Last edited by natural_Causes; Mar 21, 2008 at 06:14 PM // 18:14..
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Old Mar 21, 2008, 06:14 PM // 18:14   #43
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You can make up thousands of counters for ANY build.
If a group of 2 monks and 2 necros in ab are able to split and cap everything by themselfs and make 7 people in your team leave then something is wrong.
And im just talking about ab.
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Old Mar 21, 2008, 06:17 PM // 18:17   #44
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Quote:
Originally Posted by shino_joost
And im just talking about ab.
The reason it works so well in AB is because (normaly) ab teams aren't that coordinated and dont bring counters for builds such as this. Organized team in HA = much easier to stop it
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Old Mar 21, 2008, 06:20 PM // 18:20   #45
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True, but that does mean its balanced, every build ussually comes across a random build they cant beat, this one doesnt. does that mean everyone in ab needs to reserve one skill to counter 1 specific build? I dont see that happening against other builds. meaning its unbalanced.
*edited, i said ra as well but you cant fix a monk there..*

Last edited by shino_joost; Mar 21, 2008 at 06:24 PM // 18:24..
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Old Mar 21, 2008, 07:00 PM // 19:00   #46
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however much it may look like a bug, it is not a bug and follows all the game mechanics. Also, it is insanely easy to beat so stop QQing and get better at the game.
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Old Mar 21, 2008, 07:05 PM // 19:05   #47
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I don't think that 800+ dps should be in the game, no matter how easily you think it can be countered.
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Old Mar 21, 2008, 07:08 PM // 19:08   #48
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The problem with this build is that there definitely is a bug that's being exploited, although it's not obvious straight away.

The bug was actually pointed out way back on the first page of this thread, and that is that dark aura causes damage rather than the loss of life stated in the skill description.

Loss of life should not be protable in any way. You can't protective spirit someone as they infuse ("lose half your current health"), nor can you spirit bond against Spoil Victor ("that foe loses x health"), so why should you be able to reduce the loss in health from Dark Aura ("you lose x health")?

Without the protection from MoP, or HH, or Seed, Shielding Hands, whatever, the necro dies very quickly indeed.

My suggestion to ANet is to simply fix the skill so that its functionality matches the description. Sure, people can still use it, but they will risk a very rapid death in the process, and the build will probably remain only as a cheap gimmick.
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Old Mar 21, 2008, 07:12 PM // 19:12   #49
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I talked to Izzy, and he says this is going to be fixed soon. Thanks for the report!
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Old Mar 21, 2008, 07:17 PM // 19:17   #50
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Finally someone found a use for Mark of Protection, why nerf it? Seriously...








xD
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Old Mar 21, 2008, 07:36 PM // 19:36   #51
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Andrew,

All that needs changing is to make Shadow Walk work like the description says it should. Like Shroud of Silence and Vow of Silence, you cannot even activate skills. They all state ''you cannot cast'' as part of their conditions. Yet the functionality of Shadow Walk does not follow (it follows functionality similiar to Spellbreaker which says ''spells fail'').

That is the major damage engine of the build, the ability to spam 5e enchantment spells which ultimately fail and recharge instantly to trigger energy cost reduction from Cultists Fervor and damage from Dark Aura.

In interests of fixing inconsistencies Dark Aura would need a description change to ''you take damage'' rather than, ''you lose health'' to more accurately describe its actual behaviour. If you are meant to ''lose health'' and not ''take damage'', the functionality needs to be changed so it doesnt activate on skills that trigger with damage like Mark of Protection or Healing Hands. Losing health from skills like Infuse Health or lifestealing doesnt register as damage and therefore dont trigger ''on damage'' skills like Mark of Protection or get limited by Protective Spirit or Shield of Absorption.

If you are meant to be able to offset the negative effect of Dark Aura then by all means it should remain as damage taken and not changed to health loss. In which case all you need to do there is to update the description to ''you take damage''.

Looking forward to the update.
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Old Mar 21, 2008, 07:37 PM // 19:37   #52
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i herd that if you run it its a perma ban, its bug abbuse
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Old Mar 21, 2008, 07:39 PM // 19:39   #53
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Quote:
Originally Posted by shino_joost
True, but that does mean its balanced, every build ussually comes across a random build they cant beat, this one doesnt. does that mean everyone in ab needs to reserve one skill to counter 1 specific build? I dont see that happening against other builds. meaning its unbalanced.
*edited, i said ra as well but you cant fix a monk there..*
Enchant removals remove enchantments. Remove enchantments meaning Ele enchants, Sin enchants, Monk enchants... well you get the picture.

With that said, I think shadow walk should stop enchant casting like Shroud of Silence do with spells. Not fail it like Spellbreaker. Mechanic inconsistency that should be remedied.
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Old Mar 21, 2008, 07:43 PM // 19:43   #54
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Quote:
Originally Posted by Monk Gsb
i herd that if you run it its a perma ban, its bug abbuse
They really should be banned permanently.

It is sad that guilds like GANK, sup or Uni are ectually doing things like that ;X
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Old Mar 21, 2008, 07:44 PM // 19:44   #55
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Quote:
Originally Posted by forc
They really should be banned permanently.

It is sad that guilds like GANK,

lol its gank, so, who acctualy likes them ? yay for perma ban
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Old Mar 21, 2008, 07:46 PM // 19:46   #56
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Skills failed under Shadow Walk should recharge like when interrupted.
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Old Mar 21, 2008, 07:47 PM // 19:47   #57
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I think a good solution is to fix the changes and reroll everyone's fame back to yesterday
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Old Mar 21, 2008, 08:06 PM // 20:06   #58
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just fix dark aura so you have to actually CAST a skill before getting damage
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Old Mar 21, 2008, 08:10 PM // 20:10   #59
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Quote:
Originally Posted by MithranArkanere
Skills failed under Shadow Walk should recharge like when interrupted.
Death Nova has no recharge.

Just make it so that enchantments really can't be casted. Problem solved.

Last edited by Made In Ascalon; Mar 21, 2008 at 08:12 PM // 20:12..
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Old Mar 21, 2008, 08:14 PM // 20:14   #60
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It is bug abuse, if you read Shadow Walk and Cultist Fervor then you get the conclusion that it should not trigger.

When you cast
You cannot cast

Casting = starting a spell? or finishing?
In both cases it should not trigger.

Whoever uses a bug should be banned or be giving a penalty, but how you know who used it, you can see it in observe but the rest not right? You can't simple punish every who used these skills in his bar, because people might not abused it on pvp but tryed it in great temple
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