Mar 07, 2008, 01:41 AM // 01:41
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#81
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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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My only concern is that Pin Down's buff is going to be an indirect buff to Magebane Shot, pushing it over the edge. I'm kind of disappointed that Attacker's Insight didn't get a hit. I'm wondering what the Mending Refrain duration hit was supposed to do when it gets auto-reapplied. Other than that, I'd actually say this is a pretty solid update, and I'm VERY glad that buffs to shit skills are being handled by revision rather than being number-tweaked.
What exactly is with the ViO/VoD shit now though? VoD increases damage by 10%, ViO increases damage by 20%... what exactly is the reason for the differentiation here?
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Mar 07, 2008, 01:44 AM // 01:44
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#82
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Ascalonian Squire
Join Date: Jan 2008
Profession: Mo/E
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NPCs only get VoD
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Mar 07, 2008, 02:31 AM // 02:31
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#83
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Jungle Guide
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No one will see fire eles in GvG again.
Seriously, what were they thinking with that huge nerf?
The rest of the update is pretty good, though.
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Mar 07, 2008, 02:42 AM // 02:42
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#84
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Furnace Stoker
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Quote:
Originally Posted by Symbol
No one will see fire eles in GvG again.
Seriously, what were they thinking with that huge nerf?
The rest of the update is pretty good, though.
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MB is still pretty decent dude. Not *as* good, but....
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Mar 07, 2008, 02:54 AM // 02:54
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#85
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Jungle Guide
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Well with attune Mblast returns 5 energy every 5 seconds vs 6 every 4, so in terms of raw e-management it's about 2/3rds as effective.
But the nerfs to RI and FDH really sealed the deal. The E/D is gone, gone, gone and that was pretty much only fire template that ever saw play.
Last edited by Symbol; Mar 07, 2008 at 02:56 AM // 02:56..
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Mar 07, 2008, 03:21 AM // 03:21
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#86
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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Finally, this is the update I've been hoping for. Lots of relevant sweeping changes that are sure to make the game more interesting.
Some issues are still unresolved, but for the most part, this update is great.
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Mar 07, 2008, 03:36 AM // 03:36
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#87
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Lion's Arch Merchant
Join Date: Apr 2007
Location: WA
Guild: zulu
Profession: Mo/
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I wish Guardian didn't get nerfed =/
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Mar 07, 2008, 04:11 AM // 04:11
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#88
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Wilds Pathfinder
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Quote:
Originally Posted by DarkNecrid
And we wound up replacing the Mesmer with a Ranger, but otherwise its kind of nice.
Wail of Doom is pretty overpowered though, keeping a monk down for all but 2s forever = broken.
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What type of monks you playing against that don't have holy veil...but really 4 sec black out on 10 sec recharge?!!? interesting but that at least increase the recharge to 15 seconds and cap the duration to 3.
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Mar 07, 2008, 04:13 AM // 04:13
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#89
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Frost Gate Guardian
Join Date: Aug 2005
Location: Cheltenham, England
Guild: Servants Of Fortuna Victrix
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Quote:
Originally Posted by Necrotic
I am curious why the change to Weaken armor....it was a necros only ranged, single target way to garauntee a trigger for Virulence in a single skill....now I'll have to use plague sending.
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LOL.
Erm, you do realise that weaken armour still affects the target? They buffed it so it now affects FOES ADJACENT TO YOUR TARGET also. Wow.
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Mar 07, 2008, 04:13 AM // 04:13
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#90
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Preveil doesnt do much against it, since it gets reapplied a couple seconds later from the arcane echoed copy. Your monks pretty much get to deal with it.
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Mar 07, 2008, 04:16 AM // 04:16
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#91
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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 Necrotic
it was a necros only ranged, single target way to garauntee a trigger for Virulence in a single skill....now I'll have to use plague sending.
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[skill]Enfeeble[/skill]
Besides, Weaken Armor got buffed, what exactly is the problem here?
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Mar 07, 2008, 04:20 AM // 04:20
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#92
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Wilds Pathfinder
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Quote:
Originally Posted by Kyp Jade
Preveil doesnt do much against it, since it gets reapplied a couple seconds later from the arcane echoed copy. Your monks pretty much get to deal with it.
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other monks veil...and it's doesn't disable your skills just sets your attributes at zero, you can still take that 1 second to hit "hex removal".
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Mar 07, 2008, 04:32 AM // 04:32
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#93
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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true, I'm still a little scared of this skill. This skill is amazing in pressure builds. Kinda shit for spikes, but in pressure it either makes a monk useless if hes stupid, or makes him spend his time, and hex removes, on himself.
On another note, if simple thievery doesnt 'steal' the skill, shouldnt it instant recharge like inspired do?
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Mar 07, 2008, 04:33 AM // 04:33
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#94
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Banned
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physic instability's function was soo useful the last time before u changed its function, and the function isnt even worth being an elite. i dun mind if u increase its mana requirement or smth, but nerfin it into a useless function? i spose dats a last minute nerf which seriously fails.
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Mar 07, 2008, 04:34 AM // 04:34
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#95
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Wilds Pathfinder
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the reason why wail of doom will be nerfed is because it will synergize to well with hexway builds. I rather it get a 15-20 sec recharge now before it gets ether renewaled
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Mar 07, 2008, 04:39 AM // 04:39
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#96
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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 shirosan
physic instability's function was soo useful the last time before u changed its function, and the function isnt even worth being an elite. i dun mind if u increase its mana requirement or smth, but nerfin it into a useless function? i spose dats a last minute nerf which seriously fails.
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Why would you ever use the old Psychic Instability over Migraine?
I'll be interested to see how Wail of Doom plays out, primarily because it serves a fairly useful function when cast on both the frontline and backline.
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Mar 07, 2008, 05:23 AM // 05:23
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#97
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Wilds Pathfinder
Join Date: Sep 2007
Location: In a donut hole
Profession: Rt/A
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The old version limited your effectiveness to spells, was susceptible to removal, and required you to focus on one target for a knockdown.
The new Psychic Instability is much more versatile, especially because it interrupts skills (the territory of rangers).
It's more worthy of it's elite slot now than before.
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Mar 07, 2008, 05:37 AM // 05:37
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#98
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Did this subtly nerf RC???
Seriously, just a concept i came up in my head:
Wail of Doom
Foul Feast
Plague Sending
Weaken Armor
Enfeebling Blood
Arcane Echo
Rip Enchantment
Resurrection Signet
Tons of energy thanx to Soul Reaping, & Foul Feast, Party is condition free, and foes start suffering conditions like crazy.
IMO Rip enchantment is now broken, no sac, low recharge, & buffed effect. It was good before the buff.
Weaken Armor, only AoE Cracked Armor i think. GOGO Body Blow & Chest Thumper, why bother with Gash when ur necro can go insane with weaken armor.
Enfeebling Blood Great in RA where all the warriors charge the monk and just sit on him. All weakened, big smiles
WoD is gonna get nerfed imo, you cant do anything with all your attributes set to 0. However, If they change it so that it reduces their attributes by 5, that (imo) would be fine, because it allows fighters to still meet the req of their weapons (14-5 = 9). But thats a discussion for later, till then:
Necros = GOD...
pity i dont play one any more.
Sin Nerf: Dead class now, thats fine by me pity i wasted the better part of a mill on my sins armor & weapons.
Derv Nerf: Meh hate dervs, should put em back in line
Elementalist:
LOL @ MB.
<3 Aftercast reduction.
I like GoLe nerf, still usable but its imba cancelling is gone now.
Curious at the purpose of GoE nerf, who used it on 15e skills on a non-ele primary? and 10e still makes gale free. Also the 30 energy cap is just wierd, without any 30energy spells to complement it...
Lightning Orb: adding cracked armor... ok meh
Shock Arrow: Bout time air had its "glowing" skill
Mesmer:
CoF is usable now, not sure on how OP that will be...
Enchanters Conundrem? GOGO Mesmer Spike???
Power Lock Buff - mini-dshot now?
Psychic Instability - Trying to steer away from GoE Gale im assuming
Simple Theivery = not useless, finally (GOGO Stealing Res Sig)
Monk:
Guardian: I never used more then once every 4 seconds anywayz
HP: Meh, hate HP Spam anywayz
Reversal of Damage: This basically completely kills the 2 man CoF run (i know, pve but still) and also makes smiters more possible in pvp
Necro: See above
Paragon:
Buffing assault paragons = good
Dont mind SoR change
Mending Refrain: Still able to be kept up by AoF, so not that big a deal.
Ranger: Cripshot: Not that big a deal
<3 Pin down
<3 Hunters
Rits = gone... apart from wor healers
Warriors:
WOOT
Not gonna go into it but just WOOT.
Body Blow got subtly buffed, with all the buffs to cracked armor:
All in all i love this update!!!
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Mar 07, 2008, 06:20 AM // 06:20
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#99
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Wail of Doom is now a Hex. Hexes can be removed.
Reducing by 5 while keeping recharge and duration would make it a really, really bad skill. Notice how Atrophy doesn't see much if any play despite everyone saying it was such an "interesting" spell.
I'm not sure if the current form is the way to go and I'm pretty sure it will be changed, but the above suggestion I think is pretty bad.
Maybe something to do with Interrupt/Set-Attribute-Used-By-Skill-To-Zero and make it a Skill or a Spell instead of a Hex. But I don't know. It might be fine like this.
Oh and one thought: Serpent's Quickness + Wail of Doom
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Mar 07, 2008, 06:56 AM // 06:56
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#100
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by Luminarus
Reversal of Damage: This basically completely kills the 2 man CoF run (i know, pve but still) and also makes smiters more possible in pvp
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you dont play much TA, do you?
=)
as far as WoD is concerned...the thing that i think is wrong is that u get a pretty much uninterrptable long-range BO...and saying its a hex is a pretty bad argument. As if a monk has time removing hexes when under high physical pressure or a spike. . .not to mention one has to keep melees preveiled already when there's a nec around =P
All in all, they made TA an even worse place as it was. thank you so very much ^^
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