Feb 11, 2008, 01:41 AM // 01:41
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#281
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Dominator1370
That's like saying you're not sure if the Inspiration line has the potential to be used for much more than e-management, and aside from that there isn't much that's potentially useful in an adaptable balanced build.
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Inspiration has interrupts, signet of humility, energy denial and energy management, none of these are really something that's undesirable or plain 'unfun' like lifesteal spike skills..
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It's one line. You have enough skill points to spec into two lines at the very least. You don't say you're not going to use Strength because it's only got Bulls Strike, Rush, and it gives you a little bit of Armor Penetration. These blood skills can help make a self-sustainable Necro build viable. Of course, we've still got to find something for the Necro to do, but...
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That's a dumb analogy, the only skills in blood magic that are remotely useful and aren't lifesteal skills are BR, BiP and OoB and they aren't really very interesting by any means, let alone warrant a decent spec into blood.
Bull's Strike and Rush however are 2 skills that can be found in just about any warrior build, and on top of that strength has stuff like enraging, bodyblow, bull's charge, prot strike, etc.
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Feb 11, 2008, 02:30 AM // 02:30
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#282
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Frost Gate Guardian
Join Date: Aug 2005
Location: Cheltenham, England
Guild: Servants Of Fortuna Victrix
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I agree with Mitch about Cry of Frustration being overcosted. I also think that some other mesmer skills are too (why is trash like chaos storm 15 energy? and 15 energy for ignorance?). I'd be tempted to take Cry (in certain situations) if it were 10 energy instead of the 15. I'd be even more tempted if it were a shout rather than a spell.
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Feb 11, 2008, 07:26 AM // 07:26
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#283
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Lion's Arch Merchant
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Despite Mesmers having like 3 good skills nowadays I'd prefer if they could buff some non-interrupt stuff that still could take skill to use, the game was more fun with just rangers having spammable interrupts and mesmers having enchant removal/shutdown.
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Feb 11, 2008, 01:54 PM // 13:54
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#284
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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Quote:
Originally Posted by Vaga
Despite Mesmers having like 3 good skills nowadays I'd prefer if they could buff some non-interrupt stuff that still could take skill to use, the game was more fun with just rangers having spammable interrupts and mesmers having enchant removal/shutdown.
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Nerfing blackout was indeed a black day in guild wars (haha pun yay!).
Oh and on the motigon topic: There is no point in buffing it for the sake of viability or game balance. Noone and i repeat noone wants this class to be in the game. So stop making it overpowered and make sure that there ALWAYS is an equal if not better alternative.
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Feb 11, 2008, 02:32 PM // 14:32
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#285
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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I dont think paragons are too bad right now from an HA standpoint. They are MUCH better from the days when DA was a 1s cast and you had to use PD or dshot to get it.
I think mending is fine where it is, not getting +4 anymore sucks, but being able to reapply it after wipes or getting vocaled out vs a hex team is nice.
I do think Song of Resto is a bit too powerful, pretty much if you slot a paragon on your team, unless u trust your monks its run this or fail. While its very nice to have this available to help not-so-great monks keep the team up against pressure, Its very annoying to face teams with not-so-great monks and pressure past Song of Resto.
Outside of paragons I still think weapon of warding is too powerful in HoH king of the hill maps. Its worse than braindead aura of stability spam because most of the time it means you win. This skill needs to be changed to
Weapon of Warding,
10 energy
5 recharge
x....x duration, +x mending (i dont care what these numbers are really)
This weapon ends the next time you use an attack skill.
Basically change its fuction to be a minature DA, what teams are doing is using this skill to babysit the ghost. It is not hard at all to splash attributes into restoration. This is great for GvG/TA, but in HA it means your mesmer has to divert this skill before you can hope to take down the ghostly hero. Yes you can still go for party wipes on the holding team, but you can no longer put your random dmg from things like paragons or a warrior to pressure the monks energy pool. And forget any chance to spike the ghost down with anything other than a gimmicky caster spike.
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Feb 11, 2008, 02:56 PM // 14:56
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#286
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Krytan Explorer
Join Date: Jun 2007
Guild: Ray
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Quote:
Originally Posted by Kaon
Nerfing blackout was indeed a black day in guild wars (haha pun yay!).
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You have to agree that W/Me with blackout were too much devestating (blackout chain on monk = ouch), and increasing the blackout energy cost beyond the warrior's capabilities was pretty necessary back at that time.
However, many things have changed since then... and maybe blackout does deserve a re-buff.
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Feb 11, 2008, 03:31 PM // 15:31
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#287
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Academy Page
Join Date: Apr 2006
Guild: Rebel Rising [rawr]
Profession: W/E
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Quote:
Originally Posted by shoogi
You have to agree that W/Me with blackout were too much devestating (blackout chain on monk = ouch), and increasing the blackout energy cost beyond the warrior's capabilities was pretty necessary back at that time.
However, many things have changed since then... and maybe blackout does deserve a re-buff.
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One good rule of thumb to use when thinking about balance is, never buff what is already being used quite a bit.
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Feb 11, 2008, 04:05 PM // 16:05
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#288
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by shoogi
You have to agree that W/Me with blackout were too much devestating (blackout chain on monk = ouch), and increasing the blackout energy cost beyond the warrior's capabilities was pretty necessary back at that time.
However, many things have changed since then... and maybe blackout does deserve a re-buff.
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Nobody with a clue ever used Blackout on a Warrior.
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Feb 11, 2008, 04:06 PM // 16:06
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#289
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Blackout needs a buff on the low-end and possibly the duration of self-blackout to make it more attractive on rangers. It's certainly fine as-is for mesmers.
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Feb 11, 2008, 04:12 PM // 16:12
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#290
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Krytan Explorer
Join Date: Mar 2006
Guild: P4n드4k트 F0rm4710n
Profession: W/
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lol @ blackout on a warrior.
Using Blackout on a warrior is about as stupid as running Signet of Midnight on a melee.
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Feb 11, 2008, 04:12 PM // 16:12
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#291
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Krytan Explorer
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Quote:
Originally Posted by Almighty Zi
I agree with Mitch about Cry of Frustration being overcosted. I also think that some other mesmer skills are too (why is trash like chaos storm 15 energy? and 15 energy for ignorance?). I'd be tempted to take Cry (in certain situations) if it were 10 energy instead of the 15. I'd be even more tempted if it were a shout rather than a spell.
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Cry is 15e because of its "potential" to interrupt everyone nearby as well as being able to interrupt any interruptible skill. I really don't think this skill needs to get any stronger.
Ignorance is very strong for what it does. However, signet builds or builds with alot of signets are quite rare and this skill loses out because it is too focuses on one set of skills(sort of like how Visions of Regret is too focused on adren-based skills).
I totally agree on Chaos Storm though. Its AoE is one of the smallest in the game, its energy draining effect is conditional, and the damage is incredibly low. Its probably one the weakest and overcosted skills in the game.
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Feb 11, 2008, 04:15 PM // 16:15
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#292
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Krytan Explorer
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Quote:
Originally Posted by Greedy Gus
Blackout needs a buff on the low-end and possibly the duration of self-blackout to make it more attractive on rangers. It's certainly fine as-is for mesmers.
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Blackout is fine on rangers as it is now. Rangers get a discount on it because its a skill. Just leave Blackout alone, its as balanced as its going to be atm.
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Feb 11, 2008, 05:08 PM // 17:08
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#293
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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Quote:
Originally Posted by C2K
Blackout is fine on rangers as it is now. Rangers get a discount on it because its a skill. Just leave Blackout alone, its as balanced as its going to be atm.
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I'd use it if there wasnt such a big necessity for condition removal.
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Feb 12, 2008, 12:06 AM // 00:06
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#294
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Frost Gate Guardian
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Quote:
Originally Posted by Shendaar
lol @ blackout on a warrior.
Using Blackout on a warrior is about as stupid as running Signet of Midnight on a melee.
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This was in the days before having your skills disabled removed all adrenalin. Therefore, war uses blackout, monk is disabled for 4~5 seconds, war charges adrenalin and unloads his eviscerate spike once the 5 second disable ends.
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Feb 12, 2008, 12:52 AM // 00:52
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#295
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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I remember that. Suprised more here don't.
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Feb 12, 2008, 01:35 AM // 01:35
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#296
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by IMMORTAlMITCH
*Talking about Heal Party*
I agree completely, I'd much rather see this get tweaked to 10 energy with the healing changed accordingly and a 2 second cast.
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12 energy, 2 second cast, keep the current heal amount. 10 energy makes it free to cancel-cast for a HB Monk and that's bad.
Aegis should be 12 energy as well, to finally hinder the ease of cancel-casting it.
~Z
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Feb 12, 2008, 01:48 AM // 01:48
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#297
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Zuranthium
12 energy, 2 second cast, keep the current heal amount. 10 energy makes it free to cancel-cast for a HB Monk and that's bad.
Aegis should be 12 energy as well, to finally hinder the ease of cancel-casting it.
~Z
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Or just fix glyph..
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Feb 12, 2008, 02:06 AM // 02:06
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#298
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Krytan Explorer
Join Date: Mar 2006
Guild: P4n드4k트 F0rm4710n
Profession: W/
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Quote:
Originally Posted by IMMORTAlMITCH
Or just fix glyph..
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Srsly ...
12charyay
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Feb 12, 2008, 02:34 AM // 02:34
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#299
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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I don't think Glyph or cancel casting are bad themselves. Fast cast mods are the real problem. But, since they won't be changed, it would just be easier to fix the problem skills. Keeping Glyph around is good because it forces Monks to choose between distinct options for their secondary:
Elem - energy management
Mesmer - hex breaker
Warrior - block/anti-KD stance
Assassin - mobility
~Z
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Feb 12, 2008, 02:47 AM // 02:47
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#300
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Jungle Guide
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So what's the consensus on whether gale deserves a slight buff?
I'd like to see other elementalist utility get beefed up too, esp some of the EoTN skills which are potentially interesting.
Slippery Ground: 5e 1s 10r, change condition to "if target foe is attacking or moving."
Earthen Shackles: 10e 1s 12r. Still kinda iffy compared to gust locking someone, but might be good on a mind blaster.
Magnetic Aura/Swirling Aura: 10e .25s 30r. Change duration to 4...9...11 seconds and add a "nearby" AoE. Kinda like a weaker but mobile ward.
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