Dec 27, 2007, 01:11 PM // 13:11
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#201
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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Warmongers to 2 second cast time plz. Then it's still really good, but isn't quite as broken as it is now.
And pretty much every team I ever lose to in TA (granted, with my shitty RA teams) seems to pack warmongers, as well as some of the ones I beat. And I don't know why more people don't run it in GvG since it's pretty much broken as hell there too, especially in skirmishes or on paragons.
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Dec 27, 2007, 01:19 PM // 13:19
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#202
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Frost Gate Guardian
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Quote:
Originally Posted by Barbie goes guru
Stuff
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Follow this with me:
We're running dual Rangers. We're moving stuff around to make this viable. We need snares. Don't you think we might, oh, I don't know, consider running Cripshot on one Ranger and Magebane on another?
It's true the split's stand team is probably packing party defense, but there aren't a ton of options in terms of party-wide defense anymore. Party healing is trash, a good Magebane > Wards/Aegis, and "Watch Yourself" and crew certainly can help, but they aren't keeping your team up by themselves.
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Dec 27, 2007, 02:43 PM // 14:43
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#203
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Frost Gate Guardian
Join Date: Aug 2007
Profession: Rt/A
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Warmonger's to Spawning IMO
Spawning is a pretty useless line right now, moving imba skills into it will either kill the skills or make spawning useful. Both scenario's are good.
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Dec 27, 2007, 03:57 PM // 15:57
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#204
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Drunken Dwarven Squad
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Quote:
Originally Posted by intarwebs
Warmonger's to Spawning IMO
Spawning is a pretty useless line right now, moving imba skills into it will either kill the skills or make spawning useful. Both scenario's are good.
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so running 14 spawning power will make warmongers even more broken than how it is? no thx
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Dec 27, 2007, 06:11 PM // 18:11
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#205
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Pre-Searing Cadet
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Nerf weapons spells. they should not work on pets because pets have no weapons.
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Dec 27, 2007, 06:28 PM // 18:28
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#206
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Frost Gate Guardian
Join Date: Aug 2007
Profession: Rt/A
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Quote:
Originally Posted by the_deSKtructor
so running 14 spawning power will make warmongers even more broken than how it is? no thx
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Running 14 spawning will stop rits from going as resto/channel hybrids, giving them a more narrow role in the game.
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Dec 28, 2007, 12:58 AM // 00:58
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#207
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Krytan Explorer
Join Date: Jun 2006
Guild: None
Profession: Rt/
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Quote:
Originally Posted by intarwebs
Warmonger's to Spawning IMO
Spawning is a pretty useless line right now, moving imba skills into it will either kill the skills or make spawning useful. Both scenario's are good.
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That's a TERRIBLE idea. The main problem with warmonger's weapon is it's incredibly long duration because of spawning power. Non-rits never ran it, so you're just giving even MORE reason for rits to bring warmonger's. The only problem it would start is that spawning power blows.
Quote:
Originally Posted by intarwebs
Running 14 spawning will stop rits from going as resto/channel hybrids, giving them a more narrow role in the game.
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The only other reason rits run channeling in TA is for Ancestor's Rage, and considering that they would be able to permanently upkeep Warmonger's with ease, I think they'd live without it.
Last edited by Made In Ascalon; Dec 28, 2007 at 01:12 AM // 01:12..
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Dec 28, 2007, 05:10 AM // 05:10
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#208
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Forge Runner
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Nerf Fire Aoe... (Observe, point proven, no matter what you say, i'm right, your right, I have observer on my side...)
It needs to end. I'm sick of it, if Anet wants us to ball up on a small shrine, fine, just don't allowed retards to have a skill that does redicilous ammount of aoe dmg, and on top fo that stacks with eachother...
Icy Veins is overpowered, but Fire aoe needs a hit, it's been the main idea behind some of the most overpowered brainless spambuilds in the past months. (Dual Migraine with Fire eles, Flaming thumperway, "balanced" with 2 fire eles)
And for the people who think they belong to the "elite-pvp-group", who know everythign about balancing skills, Just observe, don't say anything, but observe...
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Dec 28, 2007, 10:05 AM // 10:05
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#209
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by Killed u man
Nerf Fire Aoe... (Observe, point proven, no matter what you say, i'm right, your right, I have observer on my side...)
It needs to end. I'm sick of it, if Anet wants us to ball up on a small shrine, fine, just don't allowed retards to have a skill that does redicilous ammount of aoe dmg, and on top fo that stacks with eachother...
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The compounding of damage on the dais has been a problem with HA since the beginning. If somehow fire damage was "nerfed," then teams would find another way to aoe the dais. Way back when (before fire eles were viable), teams would spam putrid explosion for a similar effect, or spike with chain lightning. Its a matter of objective design and not skill imbalance.
Quote:
Originally Posted by dies like fish
In GvG, a lot of people run both on a stand rit. If a paragon is in the build, it can keep a mesmer locked down the whole match with warmongers.
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I don't recall seeing a match with a stand rit that had warmongers. Maybe a few months back before splinter nerf, when stand rits were popular. Even then, there were probably better options for the rit.
Imo, warmongers should have a clause added that reads, "This weapon ends the next time you fail to hit." Not because of block, but because of miss. I think that fix fits in with the spirit of the skill and also promotes a more active defense. Just making it a 2 second cast would only further promote the skrimish of interrupts for balanced vs balanced in a 4v4 situation. Thats some theorycrafting though.
Quote:
Originally Posted by barbie goes guru
Quote:
Originally Posted by wuzzman
Defending a split shouldn't be that hard. really 3 man split is usually the only thing that may force a "maybe we should send someone back besides the flag runner" response. In which case what is really stopping your 7 man stand team from wiping their 5 man stand team?
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as for this, a 3 man split to me implies 2 things to kill stuff and one to heal them. against this it is fairly standard, as you say to send MORE than the flagger back, so its instantly at least 6 v 5. add to this the fact you still need to run a flag, because guess what? the flag runner is defending the against the split so that makes it 5 v 5.
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A 3 man split in most scenarios it is a purely offensive split, with some mediocre healing power via a flagger. Powering through a numbers advantage at the stand in this case is highly unreliable, since the enemy defensive midline will still be all there. Unless you are lucky and able to catch the enemy team in a weak position (ie chokepoint), there just isn't enough time to push the stand while the enemy is pro-actively splitting, unless you are willing to sacrifice NPCs and possibly morale for the chance.
Defeating it relies on early identification and overpowering, not healing and stand substitutions. Just sending more people back plays right into the hands of the offensive split team- you fall behind in ground and flags. The good options, in my experience, are: a mirror split (imo the most prudent response), where your team splits off 2 offensive characters (typically a cripshot and warrior) and relies on NPC damage and/or superior gameplay to win the skirmish; or a collapse, where a whole team (or most) retreats and kills the split before the enemy heals can reach them, and then fights against a gimped and reeling enemy.
Alternate flag runners don't work well imho. If the enemy split is hold up in or near your base, they will just identify and quickly harass the alternate, and in the process trap 2 of your characters in the base. So, just having your flagger sit back and heal the enemy split is definitely a poor strategy.
And I don't know how this discussion applies to skill updates.
Quote:
Originally Posted by barbie goes guru
p.s i value myself only slightly above the generic trash rangers in the top 100, but in the land of the blind the one-eyed man is king.
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Well, that's just lame. Sorry.
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Dec 28, 2007, 11:53 PM // 23:53
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#210
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by -Pluto-
And I don't know why more people don't run it in GvG since it's pretty much broken as hell there too, especially in skirmishes or on paragons.
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The reasons go something like:
1) It's not all that good in a skirmish if you're the only defensive character, when you're probably being sat on. It becomes better when you have an advantage you are pushing, but skills that make favorable situations more favorable are not ones that I run.
2) Fighting 8v8, you need a Paragon for it to be really good, since your Warriors will be switching targets like mad and there's a lot of prot flying around. Putting it on a Warrior 8v8 is a waste of energy a clear majority of the time; better teams kite and don't cast when a Warrior is on them anyway.
3) You need Offering of Spirit if you want more than occasional use out of the skill. Otherwise you're spending close to half of a character's energy on a few undirected interrupts.
Essentially you need a pressure build with a stand Rit and physicals that can sit on targets; practically that means some sort of thumpway trash. Warmongers is fairly effective in thumpway, but I've never been overly impressed with it in a more stable 8v8 setup.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Dec 30, 2007, 10:14 AM // 10:14
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#211
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Mystic Regeneration
I would like to see a small but significant change to Mystic Regen to stop some of these tanking /D secondaries that slow down the game. Raise the attribute break pioint requirement for 3 pips of regen. per enchantment from 8 to 12 Earth Prayers.
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Dec 30, 2007, 02:07 PM // 14:07
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#212
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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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Even raising it to 9 would force dropping attributes elsewhere. The only problem I really have with Mystic Regen right now is the recharge. Long-lasting enchants that are hardly fazed by removal are boring in general.
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Dec 30, 2007, 04:39 PM // 16:39
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#213
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Drunken Dwarven Squad
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[skill]Death Pact Signet[/skill]
Resurrect target party member with your current Health and Energy (max ... Energy). The next time that ally dies within 120 seconds, so do you.
I don't know about the numbers, but being able to ress some at full energy (or almost) even as war seems to be a bit broken.
Last edited by the_deSKtructor; Dec 30, 2007 at 04:45 PM // 16:45..
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Dec 30, 2007, 05:54 PM // 17:54
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#214
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Jungle Guide
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here's my opinion on a few skills (harmless buffs or nerfs, not trying solve overall gameplay issues)
battlerage: instead of double adrenaline give it a scaling % of adrenaline for a set 10 seconds or so where you need about 14 in strength for 100% adrenaline, but when you reactivate battlerage you do NOT lose all adrenaline
cleave: slight increase in damage (< 10), add a "cannot be blocked" attribute
barbarous slice:
increase adrenaline to 7, remove the stance condition for bleeding
crippling slash:
decrease adrenaline cost to 4
hundred blades:
change to 5 adrenaline skill, add no block attribute
charge!
move to strength, all forms of slow down are ignored while under charge!
none shall pass:
decrease recharge to 30
healing sig:
decrease cast time to 1 second
strike as one:
remove the limit of attacks, decrease duration to about 15-20, maybe a slight damage increase
barbed arrows:
increase energy to 15, increase prep duration to 24, remove easily interruptible clause (its now an apply poison clone)
natural stride:
add a scaling % for the block clause where you need about 16 for the full 50%
magebane shot:
increase recharge to 7
unyielding aura
increase energy to 15, add failure if you dont have atleast 4 in divine, now when you res someone with this its not a maintained enchantment
healing light
decrease cast time to 3/4, decrease recharge to 3
word of healing
increase cast time to 1 sec
mark of subversion
reduce recharge to 20, works on all spells
soul leech
change from life stealing to life loss, increase damage scale to about how backfire is
suffering
increase cast to 2 seconds, increase aoe to "in the area"
deathly swarm
change to shadow damage
double dragon
decrease recharge to 25, increase aoe to "in the area"
ebon dust aura
decrease blind duration by a few seconds
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Dec 30, 2007, 08:28 PM // 20:28
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#215
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Wilds Pathfinder
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Seems like Izzy has gone MIA...
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Dec 31, 2007, 01:00 AM // 01:00
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#216
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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 the_deSKtructor
[skill]Death Pact Signet[/skill]
Resurrect target party member with your current Health and Energy (max ... Energy). The next time that ally dies within 120 seconds, so do you.
I don't know about the numbers, but being able to ress some at full energy (or almost) even as war seems to be a bit broken.
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Death Pact is fine as it is, it's strong but has (obvious) drawbacks.
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Dec 31, 2007, 01:35 AM // 01:35
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#217
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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remove the retard interrupt clause from barbed arrows
warmonger's should end on miss
heal sig 1 sec cast, or -20 armor and more healing
gale 3 seconds again
make poison arrow unblockable
magebane is disabled for 5 additional seconds if it disables a spell
stonesoul strike and co. need to have+damage on knockdown, not 2 separate packets. faggoty ta gimmicks dont need more fuel.
weapon of fury:move to communing, 100% gain.
Quote:
Wild Blow- melee attack- 5e 6r: If this attack hits, any stance being used by your target ends. Wild Blow cannot be blocked. (50% chance of failure with Strength of 4 or less)
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/support
oh, and:
Quote:
unyielding aura
increase energy to 15, add failure if you dont have atleast 4 in divine, now when you res someone with this its not a maintained enchantment
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abject waste of guru's server space even attempting to balcne that skill
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Dec 31, 2007, 01:55 AM // 01:55
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#218
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Krytan Explorer
Join Date: Jun 2006
Guild: None
Profession: Rt/
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Quote:
Originally Posted by Riotgear
Even raising it to 9 would force dropping attributes elsewhere. The only problem I really have with Mystic Regen right now is the recharge. Long-lasting enchants that are hardly fazed by removal are boring in general.
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I agree, that's my only problem with it too. Forcing more point distribution will only convince noobs to be even more useless to their team so they can get the +3... I'd rather just see it moved to mysticism than made terribad.
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Dec 31, 2007, 02:43 AM // 02:43
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#219
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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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I don't think there's any problem with the effect itself. It's just one of the only non-terrible self-heals and one of the only non-terrible regen-based heals. I don't think the effect of it needs to be changed, it just needs to be able to be dealt with. Hit the recharge and MAYBE cast time and that becomes possible.
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Dec 31, 2007, 05:15 AM // 05:15
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#220
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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after monking in TA all day...
NERF MAGEBANE. imo, have a clause like this:
5 e, 1/2 sec. 15 recharge
if target has more than 4 party members, recharge time is halved.
takes TA gayness out, leaves it still very powerful for HA GvG
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